Global Augmented Reality And Virtual Reality Apps Market Bwc19329

Global Augmented Reality and Virtual Reality Apps Market by Product (semi-immersive projection system, non-immersive systems, and fully-immersive head-mounted systems), by Application (Video Games, Education & Training, Media, Social Media And Tourism), by Region (North America, Europe, Asia Pacific, Middle East & Africa and Latin America); Trend Analysis, Competitive Market Share & Forecast, 2015-2025
- Published Date: November 2019
- Report ID: BWC19329
- Available Format: PDF
- Page: 125
Report Overview
Global
Augmented Reality and Virtual Reality Apps Market: Overview
AR technology offers an
encounter of reality upgraded with virtual pictures and a virtual domain. AR
technology mixes computerized content with real-world objects. AR technology,
with the assistance of a portable application, shows PC created pictures in the
client's field of vision, offering significant data about certifiable items. It
enables clients to filter the physical condition while giving an improved, or
enlarged, involvement by including virtual PC produced data. End-clients can
utilize this innovation through portable applications. VR is a counterfeit
domain that is made utilizing programming and equipment. The substance is in a
3D structure, giving clients a virtual encounter. The 3D picture is the least
difficult type of VR that can be investigated on a PC by utilizing a console or
mouse as a controller to move the picture or zoom in or out. The further
developed advancements incorporate genuine rooms that are enlarged with
wearable PCs, VR headsets that enable clients to feel pictures and fold-over
display screens.
The Global Augmented
Reality and Virtual Reality Apps Market is growing due to various factors.
Computing trends and technology have taken another measurement over a decade
ago. This has changed the perspective, interfacing and basic leadership of each
person. The ongoing headways, for example, IoT, 3D printing, cloud computing,
automation, artificial intelligence, Big Data, advanced communication systems,
AR and VR and numerous others are the driving components affecting the
adjustment in elements from living to maintaining a business. AR and VR are the
new age advances that will change the practices in different ventures.
Expansion of cell phones,
for example, cell phones and tablets will drive the AR market in a not so
distant future by improving the client experience relating to games and other
stimulation applications. Despite the fact that amusement holds a significant
portion of the market during the gauge time frame, while new applications in
industrial, medical, automotive sector and so forth will keep the organizations
inspired by AR and VR innovations.
Global
Augmented Reality and Virtual Reality Apps Market: Type Insight
The Global Augmented
Reality and Virtual Reality Apps Market are segmented on the basis of its
product, application, and regional demand. Based on its product, the global
augmented reality and virtual reality market is segmented into semi-immersive
projection system, non-immersive systems, and fully-immersive head-mounted
systems. On the basis of its application, the market is divided into video
games, education & training, media, social media and tourism.
Geographically, the global augmented reality and virtual reality apps market is
divided into global regions like Europe, North America, Asia- Pacific, Middle
East, LATAM, and Africa.
Global
Augmented Reality and Virtual Reality Apps Market: Regional Insight
North America is one of
the conspicuous locales in the AR and VR market which will contribute most
noteworthy to the incomes internationally because of high mechanical
improvements and impressive use of AR and VR innovation and items. The area is
relied upon to lose the piece of the overall industry to APAC over the figure
time frame. Quickly developing economies in Asia-Pacific (APAC) with a critical
number of equipment and programming engineers will clear the way for expanding
appropriation and push the market for AR and VR.
Global
Augmented Reality and Virtual Reality Apps Market: Competitive Analysis
Major players in the
augmented reality and virtual reality apps market include names like DAQRI LLC
(U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation
(Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON
Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook
Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among
others.
The
objective of the Study:
·
To analyze and forecast the Global
Augmented Reality and Virtual Reality Apps Market size of the market, in terms
of value.
· To examine the careful market segmentation
and forecast the market size, in terms value, based on the region by segmenting
the Global Augmented Reality and Virtual Reality Apps Market into five regions,
namely, North America, Europe, Asia Pacific, Middle East, South America and
their leading countries.
·
To outline, categorized and forecast the
global Augmented Reality and Virtual Reality Apps Market based on the type and
Application.
·
To examine competitive developments like
technological advancement, services, and regulative framework within the global
Augmented Reality and Virtual Reality Apps Market.
·
To highlight the impact analysis of the
factors, affecting the market dynamics such as drivers, restraints,
opportunities, and challenges.
·
To strategically profile the key players
and comprehensively analyze their market shares along with detailing the
competitive landscape for market leaders.
Scope
of the Report
By Product
•
Semi-immersive projection system
•
Non-immersive systems
•
Fully-immersive head-mounted systems
By Application
•
Video Games
•
Education & Training
•
Media
•
Social Media
•
Tourism
Besides,
the report provides an analysis of the Global Augmented Reality and Virtual
Reality Apps Market with respect to the following geographic segments:
North America
·
U.S.
·
Rest of North America
Europe
·
France
·
The UK
·
Spain
·
Germany
·
Italy
·
Rest of Europe
Asia Pacific
·
China
·
Japan
·
India
·
Southeast Asia
·
Rest of Asia Pacific
Middle East and Africa
·
Southern Africa
·
Rest of Middle East and Africa
Latin America
·
Brazil
·
Rest of Latin America
Business
Questions answer by the report
·
How will the market drivers, restraints and
opportunities affect the market dynamics?
·
What will be the market size in terms of
value and volume and market statistics with a detailed classification?
·
Which segment dominates the market or
region and one will be the fastest growing and why?
·
A comprehensive survey of the competitive
landscape and the market participant players
·
Analysis of strategy adopted by the key
player and their impact on other players.
Customization
Scope for the Client
Client satisfaction is our
first and last priority and that’s why BlueWeave Consulting offers
customization according to Company’s specific needs. The following
customization options are available for the report:
Additional
Company Information
·
With five additional company detail
analysis
· Additional country analysis
· Detailed segment analysis
1. Research Framework
1.1. Research
Objective
1.2. Product
Overview
1.3. Market
Segmentation
2. Research Methodology
2.1. Qualitative
Research
2.1.1.
Primary & Secondary Sources
2.2. Quantitative
Research
2.2.1.
Primary & Secondary Sources
2.3. Breakdown
of Primary Research Respondents, By Region
2.3.1.
Secondary Research
2.3.2.
Primary Research
2.4. Breakdown
of Primary Research Respondents
2.5. Market
Size Estimation
2.6. Assumption
for the Study
2.7. Market
Breakdown & Data Triangulation
3. Executive Summary
4. Global Augmented Reality and Virtual
Reality Apps Industry Insights
4.1. Industry
Value Chain Analysis
4.1.1.
Vendor Matrix
4.2. DROC
Analysis
4.2.1.
Growth Drivers
4.2.2.
Restraints
4.2.3.
Opportunities
4.2.4.
Challenges
4.3. Technological
Landscape
4.4. Regulatory
Framework
4.5. Company
market share analysis,2019
4.6. Porter’s
Five forces analysis
4.6.1.
Bargaining Power of Suppliers
4.6.2.
Bargaining Power of Buyers
4.6.3.
Threat of New Entrants
4.6.4.
Threat of Substitutes
4.6.5.
Intensity of Rivalry
4.7. Strategic
Outlook
5. Global Augmented Reality and Virtual
Reality Apps Market Overview
5.1. Market
Size & Forecast 2016-2026
5.1.1.
By Value (USD)
5.2. Market
Share & Forecast
5.2.1.
By Product
5.2.1.1.
Semi-Immersive Projection System
5.2.1.2.
Non-Immersive Systems
5.2.1.3.
Fully-Immersive Head-Mounted Systems
5.2.2.
By Organization Size
5.2.2.1.
Large Enterprises
5.2.2.2.
Small & Medium Sized Enterprises
5.2.3.
By Application
5.2.3.1.
Video Games
5.2.3.2.
Education & Training
5.2.3.3.
Media
5.2.3.4.
Social Media
5.2.3.5.
Tourism
5.2.3.6.
Others
5.2.4.
By Region
5.2.4.1.
North America
5.2.4.2.
Europe
5.2.4.3.
Asia Pacific
5.2.4.4.
Latin America
5.2.4.5.
Middle East & Africa
6. North America Augmented Reality and
Virtual Reality Apps Market
6.1. Market
estimates & forecast
6.1.1.
By Product
6.1.2.
By Organization Size
6.1.3.
By Application
6.1.4.
By Country
6.1.4.1.
U.S
6.1.4.2.
Canada
7. Europe Augmented Reality and Virtual
Reality Apps Market
7.1. Market
estimates & forecast
7.1.1.
By Product
7.1.2.
By Organization Size
7.1.3.
By Application
7.1.4.
By Country
7.1.4.1.
Germany
7.1.4.2.
U.K
7.1.4.3.
France
7.1.4.4.
Italy
7.1.4.5.
Rest of Europe
8. Asia Pacific Augmented Reality and
Virtual Reality Apps Market
8.1. Market
estimates & forecast
8.1.1.
By Product
8.1.2.
By Organization Size
8.1.3.
By Application
8.1.4.
By Country
8.1.4.1.
China
8.1.4.2.
India
8.1.4.3.
Japan
8.1.4.4.
Rest of APAC
9. Latin America Augmented Reality and
Virtual Reality Apps Market
9.1. Market
estimates & forecast
9.1.1.
By Product
9.1.2.
By Organization Size
9.1.3.
By Application
9.1.4.
By Country
9.1.4.1.
Brazil
9.1.4.2.
Argentina
9.1.4.3.
Rest of Latin America
10.Middle East & Africa Augmented
Reality and Virtual Reality Apps Market
10.1.
Market estimates & forecast
10.1.1.
By Product
10.1.2.
By Organization Size
10.1.3.
By Application
10.1.4.
By Country
10.1.4.1.
Saudi Arabia
10.1.4.2.
UAE
10.1.4.3.
South Africa
10.1.4.4.
Rest of MEA
11.Company Profile (Company Overview,
Financial Matrix, Key Product landscape, Key Personnel, Key Competitors,
Contact Address, and Strategic Outlook)*
11.1.
EON Reality Inc.
11.2.
Samsung Electronics Co, Ltd
11.3.
Microsoft Corporation
11.4.
Google Inc.
11.5.
Seiko Epson Corporation
11.6.
HTC Corporation
11.7.
Intel Corporation
11.8.
Qualcomm Inc.
11.9.
Himax Technologies
11.10.
Vuzix Corporation
11.11.
Oculus VR, LLC
11.12.
Osterhout Design Group (ODG)
11.13.
Wikitude GMBH
11.14.
Augmented Pixels
11.15.
Aurasma
11.16.
Blippar
11.17.
Catchoom
11.18.
DAQRI
11.19.
Wikitude
11.20.
AR Circuits
11.21.
SkyView
11.22.
Anatomy 4D
11.23.
Other Prominent Players
* Financial
information of non-listed Companies will be provided as per availability
**The
segmentation and the companies are subjected to modifications based on in-depth
secondary for the final deliverable
Market Segmentation
To request a free sample copy of this report, please complete the form below.
We value your investment and offer free customization with every report to fulfil your exact research needs.
RELATED REPORTS
WHY CHOOSE US
-
24/7 Research support
Get your queries resolved from an industry expert. Request for a free product review before report purchase.
-
Coustom Research Service
Ask the Analyst to customize an exclusive study to serve your research needs
-
Quality & Accuracy
Ask the Analyst to customize an exclusive study to serve your research needs
-
Data Visualization
As the business world is changing dynamically every day. We need to stay pin point in relation to data management and optimum data utilization
-
Information security
We never share your personal and confidential information. Your personal information is safe and secure with us.