Augmented and Virtual Reality Market By Organization Size (Large Enterprises, SMEs), By Application (Consumer, Enterprise), By Industry Vertical (Gaming, Entertainment and Media, Aerospace and Defense, Healthcare, Education, Manufacturing, Retail, Others)

Augmented and Virtual Reality Market By Organization Size (Large Enterprises, SMEs), By Application (Consumer, Enterprise), By Industry Vertical (Gaming, Entertainment and Media, Aerospace and Defense, Healthcare, Education, Manufacturing, Retail, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

Augmented and virtual reality solutions are used to offer digital immersive user experience that can be used for entertainment and business applications among various industry verticals. Virtual reality is an extensive term for a multi-sensory computer-generated experience, which enables users to experience and interact with a simulated environment. On the contrary, augmented reality enhances the real world using digitally produced perceptual overlays. The global augmented and virtual reality market is anticipated to witness significant growth during the forecast period, owing to increase in penetration of smart devices and connected solutions.

Growth of the mobile gaming industry and increase in internet connectivity act as the key drivers of the global augmented and virtual reality market. In addition, increase in use of consumer electronic devices is expected to fuel the growth of the global market. However, lack of effective user experience design and slow adoption of augmented and virtual reality solutions among underdeveloped economies are the major factors that impede the market growth. Conversely, technological advancements and rise in application areas among various industry verticals are expected to provide lucrative opportunities for the market growth.

The global augmented and virtual reality market is segmented based on organization size, application, industry vertical, and region. On the basis of organization size, the market is fragmented into large enterprises and small & medium sized enterprises. In terms of application, the market is bifurcated into consumer and enterprise. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The global augmented and virtual reality market is dominated by key players such as Google Inc., Sony, Magic Leap, Inc., HTC Corporation, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Key Benefits For Stakeholders

This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the augmented and virtual reality market analysis from 2021 to 2031 to identify the prevailing augmented and virtual reality market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the augmented and virtual reality market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global augmented and virtual reality market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Organization Size

Large Enterprises
SMEs

By Application

Consumer
Enterprise

By Industry Vertical

Gaming
Entertainment and Media
Aerospace and Defense
Healthcare
Education
Manufacturing
Retail
Others

By Region

North America
U.S.
Canada
Europe
Netherlands
Rest Of Europe
UK
Germany
France
Italy
Spain
Asia-Pacific
China
Japan
South Korea
Australia
India
Rest Of Asia-Pacific
LAMEA
Latin America
Middle East
Africa

Key Market Players

Alphabet
DAQRI
Facebook
HTC
Magic Leap, Inc.
Microsoft Corporation
OSTERHOUT DESIGN GROUP
Samsung Electronics Co., Ltd
SONY CORPORATION
Wikitude GmbH

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CHAPTER 1:INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
4.1 Overview
4.1.1 Market size and forecast
4.2 Large Enterprises
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 SMEs
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
5.1 Overview
5.1.1 Market size and forecast
5.2 Consumer
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Enterprise
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
6.1 Overview
6.1.1 Market size and forecast
6.2 Gaming
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 Entertainment and Media
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country
6.4 Aerospace and Defense
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast, by region
6.4.3 Market analysis by country
6.5 Healthcare
6.5.1 Key market trends, growth factors and opportunities
6.5.2 Market size and forecast, by region
6.5.3 Market analysis by country
6.6 Education
6.6.1 Key market trends, growth factors and opportunities
6.6.2 Market size and forecast, by region
6.6.3 Market analysis by country
6.7 Manufacturing
6.7.1 Key market trends, growth factors and opportunities
6.7.2 Market size and forecast, by region
6.7.3 Market analysis by country
6.8 Retail
6.8.1 Key market trends, growth factors and opportunities
6.8.2 Market size and forecast, by region
6.8.3 Market analysis by country
6.9 Others
6.9.1 Key market trends, growth factors and opportunities
6.9.2 Market size and forecast, by region
6.9.3 Market analysis by country
CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
7.1 Overview
7.1.1 Market size and forecast
7.2 North America
7.2.1 Key trends and opportunities
7.2.2 North America Market size and forecast, by Organization Size
7.2.3 North America Market size and forecast, by Application
7.2.4 North America Market size and forecast, by Industry Vertical
7.2.5 North America Market size and forecast, by country
7.2.5.1 U.S.
7.2.5.1.1 Market size and forecast, by Organization Size
7.2.5.1.2 Market size and forecast, by Application
7.2.5.1.3 Market size and forecast, by Industry Vertical
7.2.5.2 Canada
7.2.5.2.1 Market size and forecast, by Organization Size
7.2.5.2.2 Market size and forecast, by Application
7.2.5.2.3 Market size and forecast, by Industry Vertical
7.3 Europe
7.3.1 Key trends and opportunities
7.3.2 Europe Market size and forecast, by Organization Size
7.3.3 Europe Market size and forecast, by Application
7.3.4 Europe Market size and forecast, by Industry Vertical
7.3.5 Europe Market size and forecast, by country
7.3.5.1 UK
7.3.5.1.1 Market size and forecast, by Organization Size
7.3.5.1.2 Market size and forecast, by Application
7.3.5.1.3 Market size and forecast, by Industry Vertical
7.3.5.2 Germany
7.3.5.2.1 Market size and forecast, by Organization Size
7.3.5.2.2 Market size and forecast, by Application
7.3.5.2.3 Market size and forecast, by Industry Vertical
7.3.5.3 France
7.3.5.3.1 Market size and forecast, by Organization Size
7.3.5.3.2 Market size and forecast, by Application
7.3.5.3.3 Market size and forecast, by Industry Vertical
7.3.5.4 Italy
7.3.5.4.1 Market size and forecast, by Organization Size
7.3.5.4.2 Market size and forecast, by Application
7.3.5.4.3 Market size and forecast, by Industry Vertical
7.3.5.5 Spain
7.3.5.5.1 Market size and forecast, by Organization Size
7.3.5.5.2 Market size and forecast, by Application
7.3.5.5.3 Market size and forecast, by Industry Vertical
7.3.5.6 Netherlands
7.3.5.6.1 Market size and forecast, by Organization Size
7.3.5.6.2 Market size and forecast, by Application
7.3.5.6.3 Market size and forecast, by Industry Vertical
7.3.5.7 Rest of Europe
7.3.5.7.1 Market size and forecast, by Organization Size
7.3.5.7.2 Market size and forecast, by Application
7.3.5.7.3 Market size and forecast, by Industry Vertical
7.4 Asia-Pacific
7.4.1 Key trends and opportunities
7.4.2 Asia-Pacific Market size and forecast, by Organization Size
7.4.3 Asia-Pacific Market size and forecast, by Application
7.4.4 Asia-Pacific Market size and forecast, by Industry Vertical
7.4.5 Asia-Pacific Market size and forecast, by country
7.4.5.1 China
7.4.5.1.1 Market size and forecast, by Organization Size
7.4.5.1.2 Market size and forecast, by Application
7.4.5.1.3 Market size and forecast, by Industry Vertical
7.4.5.2 Japan
7.4.5.2.1 Market size and forecast, by Organization Size
7.4.5.2.2 Market size and forecast, by Application
7.4.5.2.3 Market size and forecast, by Industry Vertical
7.4.5.3 South Korea
7.4.5.3.1 Market size and forecast, by Organization Size
7.4.5.3.2 Market size and forecast, by Application
7.4.5.3.3 Market size and forecast, by Industry Vertical
7.4.5.4 Australia
7.4.5.4.1 Market size and forecast, by Organization Size
7.4.5.4.2 Market size and forecast, by Application
7.4.5.4.3 Market size and forecast, by Industry Vertical
7.4.5.5 India
7.4.5.5.1 Market size and forecast, by Organization Size
7.4.5.5.2 Market size and forecast, by Application
7.4.5.5.3 Market size and forecast, by Industry Vertical
7.4.5.6 Rest of Asia-Pacific
7.4.5.6.1 Market size and forecast, by Organization Size
7.4.5.6.2 Market size and forecast, by Application
7.4.5.6.3 Market size and forecast, by Industry Vertical
7.5 LAMEA
7.5.1 Key trends and opportunities
7.5.2 LAMEA Market size and forecast, by Organization Size
7.5.3 LAMEA Market size and forecast, by Application
7.5.4 LAMEA Market size and forecast, by Industry Vertical
7.5.5 LAMEA Market size and forecast, by country
7.5.5.1 Latin America
7.5.5.1.1 Market size and forecast, by Organization Size
7.5.5.1.2 Market size and forecast, by Application
7.5.5.1.3 Market size and forecast, by Industry Vertical
7.5.5.2 Middle East
7.5.5.2.1 Market size and forecast, by Organization Size
7.5.5.2.2 Market size and forecast, by Application
7.5.5.2.3 Market size and forecast, by Industry Vertical
7.5.5.3 Africa
7.5.5.3.1 Market size and forecast, by Organization Size
7.5.5.3.2 Market size and forecast, by Application
7.5.5.3.3 Market size and forecast, by Industry Vertical
CHAPTER 8: COMPANY LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Key developments
CHAPTER 9: COMPANY PROFILES
9.1 Alphabet
9.1.1 Company overview
9.1.2 Company snapshot
9.1.3 Operating business segments
9.1.4 Product portfolio
9.1.5 Business performance
9.1.6 Key strategic moves and developments
9.2 DAQRI
9.2.1 Company overview
9.2.2 Company snapshot
9.2.3 Operating business segments
9.2.4 Product portfolio
9.2.5 Business performance
9.2.6 Key strategic moves and developments
9.3 Facebook
9.3.1 Company overview
9.3.2 Company snapshot
9.3.3 Operating business segments
9.3.4 Product portfolio
9.3.5 Business performance
9.3.6 Key strategic moves and developments
9.4 HTC
9.4.1 Company overview
9.4.2 Company snapshot
9.4.3 Operating business segments
9.4.4 Product portfolio
9.4.5 Business performance
9.4.6 Key strategic moves and developments
9.5 Magic Leap, Inc.
9.5.1 Company overview
9.5.2 Company snapshot
9.5.3 Operating business segments
9.5.4 Product portfolio
9.5.5 Business performance
9.5.6 Key strategic moves and developments
9.6 Microsoft Corporation
9.6.1 Company overview
9.6.2 Company snapshot
9.6.3 Operating business segments
9.6.4 Product portfolio
9.6.5 Business performance
9.6.6 Key strategic moves and developments
9.7 OSTERHOUT DESIGN GROUP
9.7.1 Company overview
9.7.2 Company snapshot
9.7.3 Operating business segments
9.7.4 Product portfolio
9.7.5 Business performance
9.7.6 Key strategic moves and developments
9.8 Samsung Electronics Co., Ltd
9.8.1 Company overview
9.8.2 Company snapshot
9.8.3 Operating business segments
9.8.4 Product portfolio
9.8.5 Business performance
9.8.6 Key strategic moves and developments
9.9 SONY CORPORATION
9.9.1 Company overview
9.9.2 Company snapshot
9.9.3 Operating business segments
9.9.4 Product portfolio
9.9.5 Business performance
9.9.6 Key strategic moves and developments
9.10 Wikitude GmbH
9.10.1 Company overview
9.10.2 Company snapshot
9.10.3 Operating business segments
9.10.4 Product portfolio
9.10.5 Business performance
9.10.6 Key strategic moves and developments
LIST OF TABLES
TABLE 1. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 2. AUGMENTED AND VIRTUAL REALITY MARKET, FOR LARGE ENTERPRISES, BY REGION, 2021-2031 ($MILLION)
TABLE 3. AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 4. AUGMENTED AND VIRTUAL REALITY MARKET, FOR SMES, BY REGION, 2021-2031 ($MILLION)
TABLE 5. AUGMENTED AND VIRTUAL REALITY MARKET FOR SMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 6. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 7. AUGMENTED AND VIRTUAL REALITY MARKET, FOR CONSUMER, BY REGION, 2021-2031 ($MILLION)
TABLE 8. AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 9. AUGMENTED AND VIRTUAL REALITY MARKET, FOR ENTERPRISE, BY REGION, 2021-2031 ($MILLION)
TABLE 10. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 11. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 12. AUGMENTED AND VIRTUAL REALITY MARKET, FOR GAMING, BY REGION, 2021-2031 ($MILLION)
TABLE 13. AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 14. AUGMENTED AND VIRTUAL REALITY MARKET, FOR ENTERTAINMENT AND MEDIA, BY REGION, 2021-2031 ($MILLION)
TABLE 15. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT AND MEDIA, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 16. AUGMENTED AND VIRTUAL REALITY MARKET, FOR AEROSPACE AND DEFENSE, BY REGION, 2021-2031 ($MILLION)
TABLE 17. AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE AND DEFENSE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 18. AUGMENTED AND VIRTUAL REALITY MARKET, FOR HEALTHCARE, BY REGION, 2021-2031 ($MILLION)
TABLE 19. AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 20. AUGMENTED AND VIRTUAL REALITY MARKET, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
TABLE 21. AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 22. AUGMENTED AND VIRTUAL REALITY MARKET, FOR MANUFACTURING, BY REGION, 2021-2031 ($MILLION)
TABLE 23. AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 24. AUGMENTED AND VIRTUAL REALITY MARKET, FOR RETAIL, BY REGION, 2021-2031 ($MILLION)
TABLE 25. AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 26. AUGMENTED AND VIRTUAL REALITY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
TABLE 27. AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 28. AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 2021-2031 ($MILLION)
TABLE 29. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 30. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 31. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 32. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 33. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 34. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 35. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 36. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 37. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 38. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 39. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 40. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 41. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 42. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 43. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 44. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 45. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 46. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 47. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 48. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 49. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 50. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 51. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 52. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 53. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 54. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 55. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 56. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 57. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 58. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 59. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 60. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 61. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 62. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 63. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 64. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 65. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 66. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 67. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 68. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 69. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 70. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 71. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 72. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 73. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 74. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 75. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 76. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 77. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 78. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 79. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 80. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 81. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 82. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 83. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 84. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 85. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 86. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 87. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 88. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 89. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 90. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 91. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 92. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 93. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 94. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 95. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 96. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
TABLE 97. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
TABLE 98. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 99.ALPHABET: COMPANY SNAPSHOT
TABLE 100.ALPHABET: OPERATING SEGMENTS
TABLE 101.ALPHABET: PRODUCT PORTFOLIO
TABLE 102.ALPHABET: NET SALES,
TABLE 103.ALPHABET: KEY STRATERGIES
TABLE 104.DAQRI: COMPANY SNAPSHOT
TABLE 105.DAQRI: OPERATING SEGMENTS
TABLE 106.DAQRI: PRODUCT PORTFOLIO
TABLE 107.DAQRI: NET SALES,
TABLE 108.DAQRI: KEY STRATERGIES
TABLE 109.FACEBOOK: COMPANY SNAPSHOT
TABLE 110.FACEBOOK: OPERATING SEGMENTS
TABLE 111.FACEBOOK: PRODUCT PORTFOLIO
TABLE 112.FACEBOOK: NET SALES,
TABLE 113.FACEBOOK: KEY STRATERGIES
TABLE 114.HTC: COMPANY SNAPSHOT
TABLE 115.HTC: OPERATING SEGMENTS
TABLE 116.HTC: PRODUCT PORTFOLIO
TABLE 117.HTC: NET SALES,
TABLE 118.HTC: KEY STRATERGIES
TABLE 119.MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 120.MAGIC LEAP, INC.: OPERATING SEGMENTS
TABLE 121.MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 122.MAGIC LEAP, INC.: NET SALES,
TABLE 123.MAGIC LEAP, INC.: KEY STRATERGIES
TABLE 124.MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 125.MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 126.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 127.MICROSOFT CORPORATION: NET SALES,
TABLE 128.MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 129.OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 130.OSTERHOUT DESIGN GROUP: OPERATING SEGMENTS
TABLE 131.OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 132.OSTERHOUT DESIGN GROUP: NET SALES,
TABLE 133.OSTERHOUT DESIGN GROUP: KEY STRATERGIES
TABLE 134.SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
TABLE 135.SAMSUNG ELECTRONICS CO., LTD: OPERATING SEGMENTS
TABLE 136.SAMSUNG ELECTRONICS CO., LTD: PRODUCT PORTFOLIO
TABLE 137.SAMSUNG ELECTRONICS CO., LTD: NET SALES,
TABLE 138.SAMSUNG ELECTRONICS CO., LTD: KEY STRATERGIES
TABLE 139.SONY CORPORATION: COMPANY SNAPSHOT
TABLE 140.SONY CORPORATION: OPERATING SEGMENTS
TABLE 141.SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 142.SONY CORPORATION: NET SALES,
TABLE 143.SONY CORPORATION: KEY STRATERGIES
TABLE 144.WIKITUDE GMBH: COMPANY SNAPSHOT
TABLE 145.WIKITUDE GMBH: OPERATING SEGMENTS
TABLE 146.WIKITUDE GMBH: PRODUCT PORTFOLIO
TABLE 147.WIKITUDE GMBH: NET SALES,
TABLE 148.WIKITUDE GMBH: KEY STRATERGIES
LIST OF FIGURES
FIGURE 1.AUGMENTED AND VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 2.AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031
FIGURE 3.AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031
FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
FIGURE 5.PORTER FIVE-1
FIGURE 6.PORTER FIVE-2
FIGURE 7.PORTER FIVE-3
FIGURE 8.PORTER FIVE-4
FIGURE 9.PORTER FIVE-5
FIGURE 10.TOP PLAYER POSITIONING
FIGURE 11.AUGMENTED AND VIRTUAL REALITY MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 12.AUGMENTED AND VIRTUAL REALITY MARKET,BY ORGANIZATION SIZE,2021(%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 14.COMPARATIVE SHARE ANALYSIS OF SMES AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 15.AUGMENTED AND VIRTUAL REALITY MARKET,BY APPLICATION,2021(%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF ENTERPRISE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 18.AUGMENTED AND VIRTUAL REALITY MARKET,BY INDUSTRY VERTICAL,2021(%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF GAMING AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 20.COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF HEALTHCARE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 23.COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
FIGURE 27.AUGMENTED AND VIRTUAL REALITY MARKET BY REGION,2021
FIGURE 28.U.S. AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 29.CANADA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 30.UK AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 31.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 32.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 33.ITALY AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 34.SPAIN AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 35.NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 36.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 37.CHINA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 38.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 39.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 40.AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 41.INDIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 42.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 43.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 44.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 45.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 49.PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 50.COMPETITIVE DASHBOARD
FIGURE 51.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
FIGURE 52.ALPHABET.: NET SALES ,($MILLION)
FIGURE 53.DAQRI.: NET SALES ,($MILLION)
FIGURE 54.FACEBOOK.: NET SALES ,($MILLION)
FIGURE 55.HTC.: NET SALES ,($MILLION)
FIGURE 56.MAGIC LEAP, INC..: NET SALES ,($MILLION)
FIGURE 57.MICROSOFT CORPORATION.: NET SALES ,($MILLION)
FIGURE 58.OSTERHOUT DESIGN GROUP.: NET SALES ,($MILLION)
FIGURE 59.SAMSUNG ELECTRONICS CO., LTD.: NET SALES ,($MILLION)
FIGURE 60.SONY CORPORATION.: NET SALES ,($MILLION)
FIGURE 61.WIKITUDE GMBH.: NET SALES ,($MILLION)

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