Global Augmented Reality and Virtual Reality (AR and VR) Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: May-2021 | Id: MACRC-67546 | Geographical Scope: Global | Publisher: Mnemonics Research
The global Augmented Reality and Virtual Reality (AR and VR) market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Google Wikitude GmbH Sony Microsoft PTC Oculus VR (Facebook) Osterhout Design Group HTC Samsung Electronics Magic Leap Visteon Zugara Daqri Infinity Augmented Reality Eon Reality Continental Blippar MAXST Vuzix Upskill Apple Intel By Types: Hardware and Devices Software and Services By Applications: Consumer Enterprise Healthcare Aerospace and Defense Others Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Augmented Reality and Virtual Reality (AR and VR) Revenue 1.5 Market Analysis by Type 1.5.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Hardware and Devices 1.5.3 Software and Services 1.6 Market by Application 1.6.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Share by Application: 2022-2027 1.6.2 Consumer 1.6.3 Enterprise 1.6.4 Healthcare 1.6.5 Aerospace and Defense 1.6.6 Others 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Augmented Reality and Virtual Reality (AR and VR) Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Augmented Reality and Virtual Reality (AR and VR) Market Players Profiles 3.1 Google 3.1.1 Google Company Profile 3.1.2 Google Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.1.3 Google Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Wikitude GmbH 3.2.1 Wikitude GmbH Company Profile 3.2.2 Wikitude GmbH Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.2.3 Wikitude GmbH Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Sony 3.3.1 Sony Company Profile 3.3.2 Sony Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.3.3 Sony Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Microsoft 3.4.1 Microsoft Company Profile 3.4.2 Microsoft Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.4.3 Microsoft Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 PTC 3.5.1 PTC Company Profile 3.5.2 PTC Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.5.3 PTC Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Oculus VR (Facebook) 3.6.1 Oculus VR (Facebook) Company Profile 3.6.2 Oculus VR (Facebook) Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.6.3 Oculus VR (Facebook) Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Osterhout Design Group 3.7.1 Osterhout Design Group Company Profile 3.7.2 Osterhout Design Group Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.7.3 Osterhout Design Group Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 HTC 3.8.1 HTC Company Profile 3.8.2 HTC Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.8.3 HTC Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 Samsung Electronics 3.9.1 Samsung Electronics Company Profile 3.9.2 Samsung Electronics Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.9.3 Samsung Electronics Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Magic Leap 3.10.1 Magic Leap Company Profile 3.10.2 Magic Leap Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.10.3 Magic Leap Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Visteon 3.11.1 Visteon Company Profile 3.11.2 Visteon Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.11.3 Visteon Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 Zugara 3.12.1 Zugara Company Profile 3.12.2 Zugara Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.12.3 Zugara Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.13 Daqri 3.13.1 Daqri Company Profile 3.13.2 Daqri Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.13.3 Daqri Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.14 Infinity Augmented Reality 3.14.1 Infinity Augmented Reality Company Profile 3.14.2 Infinity Augmented Reality Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.14.3 Infinity Augmented Reality Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.15 Eon Reality 3.15.1 Eon Reality Company Profile 3.15.2 Eon Reality Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.15.3 Eon Reality Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.16 Continental 3.16.1 Continental Company Profile 3.16.2 Continental Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.16.3 Continental Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.17 Blippar 3.17.1 Blippar Company Profile 3.17.2 Blippar Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.17.3 Blippar Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.18 MAXST 3.18.1 MAXST Company Profile 3.18.2 MAXST Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.18.3 MAXST Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.19 Vuzix 3.19.1 Vuzix Company Profile 3.19.2 Vuzix Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.19.3 Vuzix Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.20 Upskill 3.20.1 Upskill Company Profile 3.20.2 Upskill Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.20.3 Upskill Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.21 Apple 3.21.1 Apple Company Profile 3.21.2 Apple Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.21.3 Apple Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.22 Intel 3.22.1 Intel Company Profile 3.22.2 Intel Augmented Reality and Virtual Reality (AR and VR) Product Specification 3.22.3 Intel Augmented Reality and Virtual Reality (AR and VR) Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Augmented Reality and Virtual Reality (AR and VR) Market Competition by Market Players 4.1 Global Augmented Reality and Virtual Reality (AR and VR) Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Augmented Reality and Virtual Reality (AR and VR) Revenue Market Share by Market Players (2016-2021) 4.3 Global Augmented Reality and Virtual Reality (AR and VR) Average Price by Market Players (2016-2021) 5 Global Augmented Reality and Virtual Reality (AR and VR) Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.1.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in North America (2016-2021) 5.1.3 North America Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.1.4 North America Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.2.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in East Asia (2016-2021) 5.2.3 East Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.2.4 East Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.3.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Europe (2016-2021) 5.3.3 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.3.4 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.4.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in South Asia (2016-2021) 5.4.3 South Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.4.4 South Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.5.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.5.4 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.6.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Middle East (2016-2021) 5.6.3 Middle East Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.6.4 Middle East Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.7.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Africa (2016-2021) 5.7.3 Africa Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.7.4 Africa Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.8.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Oceania (2016-2021) 5.8.3 Oceania Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.8.4 Oceania Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.9.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in South America (2016-2021) 5.9.3 South America Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.9.4 South America Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Augmented Reality and Virtual Reality (AR and VR) Market Size (2016-2021) 5.10.2 Augmented Reality and Virtual Reality (AR and VR) Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Augmented Reality and Virtual Reality (AR and VR) Market Size by Type (2016-2021) 5.10.4 Rest of the World Augmented Reality and Virtual Reality (AR and VR) Market Size by Application (2016-2021) 6 Global Augmented Reality and Virtual Reality (AR and VR) Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Augmented Reality and Virtual Reality (AR and VR) Consumption by Countries 7 Global Augmented Reality and Virtual Reality (AR and VR) Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Augmented Reality and Virtual Reality (AR and VR) (2022-2027) 7.2 Global Forecasted Revenue of Augmented Reality and Virtual Reality (AR and VR) (2022-2027) 7.3 Global Forecasted Price of Augmented Reality and Virtual Reality (AR and VR) (2022-2027) 7.4 Global Forecasted Production of Augmented Reality and Virtual Reality (AR and VR) by Region (2022-2027) 7.4.1 North America Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.3 Europe Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.7 Africa Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.9 South America Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Augmented Reality and Virtual Reality (AR and VR) Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Application (2022-2027) 8 Global Augmented Reality and Virtual Reality (AR and VR) Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.2 East Asia Market Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.3 Europe Market Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Countriy 8.4 South Asia Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.5 Southeast Asia Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.6 Middle East Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.7 Africa Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.8 Oceania Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.9 South America Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 8.10 Rest of the world Forecasted Consumption of Augmented Reality and Virtual Reality (AR and VR) by Country 9 Global Augmented Reality and Virtual Reality (AR and VR) Sales by Type (2016-2027) 9.1 Global Augmented Reality and Virtual Reality (AR and VR) Historic Market Size by Type (2016-2021) 9.2 Global Augmented Reality and Virtual Reality (AR and VR) Forecasted Market Size by Type (2022-2027) 10 Global Augmented Reality and Virtual Reality (AR and VR) Consumption by Application (2016-2027) 10.1 Global Augmented Reality and Virtual Reality (AR and VR) Historic Market Size by Application (2016-2021) 10.2 Global Augmented Reality and Virtual Reality (AR and VR) Forecasted Market Size by Application (2022-2027) 11 Global Augmented Reality and Virtual Reality (AR and VR) Manufacturing Cost Analysis 11.1 Augmented Reality and Virtual Reality (AR and VR) Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Augmented Reality and Virtual Reality (AR and VR) 12 Global Augmented Reality and Virtual Reality (AR and VR) Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Augmented Reality and Virtual Reality (AR and VR) Distributors List 12.3 Augmented Reality and Virtual Reality (AR and VR) Customers 12.4 Augmented Reality and Virtual Reality (AR and VR) Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer