Global Augmented Reality and Virtual Reality Gear Market 2017-2021

SKU ID :TNV-10466521 | Published Date: 31-Jan-2017 | No. of pages: 113
Table of Contents PART 01: Executive summary PART 02: Scope of the report • Market overview • Definitions • Base year and forecast period • Market size calculation • Market segmentation by product • End-user segments • Geographical segmentation • Vendor segmentation • Common currency conversion rates • Vendor offerings PART 03: Market research methodology • Research methodology • Economic indicators PART 04: Introduction • Key market highlights PART 05: Market landscape • Market overview PART 06: Technology life cycle PART 07: Market landscape • Market size and forecast • Five forces analysis PART 08: Market segmentation by technology • AR • VR PART 09: Market segmentation by product • Global AR and VR gear market by smart glasses • Global AR and VR gear market by HMDs • Global AR and VR gear market by VR cardboards • Global AR and VR gear market by VR headsets PART 10: Market segmentation by end-user • Market overview • Global AR and VR gear market by consumers • Global AR and VR gear market by enterprises • Global AR and VR gear market by military and defense PART 11: Geographical segmentation • Global AR and VR gear market by geography • AR and VR gear market in Americas • AR and VR gear market in EMEA • AR and VR gear market in APAC PART 12: Market drivers • Improving optical design • AR and VR gear integrated with head and eye movement trackers • Use of AR technology for effective advertising • Increasing number of vendors in AR and VR gear market • Large-scale workforce automation PART 13: Impact of drivers PART 14: Market challenges • Lack of content • Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption • Simulation or motion sickness hindering VR gear adoption • Limitations of VR cardboards • Stringent government regulations PART 15: Impact of drivers and challenges PART 16: Market trends • Growing developer interest in AR and VR apps • Increasing crowdfunding campaigns for VR and AR start-ups • Emergence of depth-sensing cameras • Development of SLAM technology PART 17: Vendor landscape • Competitive scenario PART 18: Appendix • List of abbreviations PART 19: Explore Technavio List of Exhibits Exhibit 01: Hardware of global AR and VR gear market Exhibit 02: Global AR and VR gear market size calculation Exhibit 03: Key countries in global AR and VR gear market Exhibit 04: Currency exchange rates 2014-2016 Exhibit 05: Product offerings for AR Exhibit 06: Product offerings for VR Exhibit 07: Overview of global AR and VR gear market Exhibit 08: Technology life cycle of AR and VR 1960-2035 Exhibit 09: Global AR and VR gear market by revenue 2016-2021 ($ billions) Exhibit 10: Global AR and VR gear market by shipment 2016-2021 (millions of units) Exhibit 11: Overview of VR technology Exhibit 12: Global AR and VR gear market by product 2016-2021 (% revenue share) Exhibit 13: Global AR and VR gear market by product 2016-2021 (% shipment share) Exhibit 14: Global AR and VR gear market by smart glasses 2016-2021 ($ billions) Exhibit 15: Global AR and VR gear market by smart glasses 2016-2021 (millions of units) Exhibit 16: ASP of smart glasses 2016-2021 ($) Exhibit 17: Global AR and VR gear market by HMDs 2016-2021 ($ billions) Exhibit 18: Global AR and VR gear market by HMDs 2016-2021 (millions of units) Exhibit 19: ASP of HMDs 2016-2021 ($) Exhibit 20: Global AR and VR gear market by VR cardboards 2016-2021 ($ billions) Exhibit 21: Global AR and VR gear market by VR cardboards 2016-2021 (millions of units) Exhibit 22: ASP of VR cardboards 2016-2021 ($) Exhibit 23: Global AR and VR gear market by VR headsets 2016-2021 ($ billions) Exhibit 24: Global AR and VR gear market by VR headsets 2016-2021 (millions of units) Exhibit 25: ASP of VR headsets 2016-2021 ($) Exhibit 26: Global AR and VR gear market by end-user 2016-2021 (% revenue share) Exhibit 27: Global AR and VR gear market by end-user 2016-2021 (% unit shipment) Exhibit 28: Revenue trend line for AR and VR gear by end-user 2016-2021 ($ billions) Exhibit 29: Shipment trend line for AR and VR gear by end-user 2016-2021 (millions of units) Exhibit 30: Global AR and VR gear market by consumers 2016-2021 ($ billions) Exhibit 31: Global AR and VR gear shipments for consumer sector 2016-2021 (millions of units) Exhibit 32: Global AR and VR gear market by enterprises 2016-2021 ($ billions) Exhibit 33: Global AR and VR gear market by enterprises 2016-2021 (millions of units) Exhibit 34: Global AR and VR gear market by military and defense 2016-2021 ($ billions) Exhibit 35: Global AR and VR gear market by military and defense 2016-2021 (millions of units) Exhibit 36: Major applications of HMDs in military and defense sector Exhibit 37: Global AR and VR gear market by geography 2016-2021 (% revenue share) Exhibit 38: Revenue trend line for AR and VR gear by geography 2016-2021 ($ billions) Exhibit 39: AR and VR gear market in Americas 2016-2021 ($ billions) Exhibit 40: AR and VR gear market in Americas 2016 (% unit shipment) Exhibit 41: AR and VR gear market in EMEA 2016-2021 ($ billions) Exhibit 42: AR and VR gear market in EMEA 2016 (% unit shipment) Exhibit 43: AR and VR gear market in APAC 2016-2021 ($ billions) Exhibit 44: AR and VR gear market in APAC 2016 (% unit shipment) Exhibit 45: Impact of drivers Exhibit 46: Impact of drivers and challenges Exhibit 47: Vendors in global smart glasses market Exhibit 48: Vendors in global HMD market Exhibit 49: Vendors in global VR cardboard market Exhibit 50: Vendors in global VR headset market
DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, Starbreeze.
  • PRICE
  • $2500
    $4000

Our Clients