Global Augmented Reality and Virtual Reality Gear Market 2017-2021
SKU ID :TNV-10466521 | Published Date: 31-Jan-2017 | No. of pages: 113Description
TOC
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
Tables & Figures
Companies
DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, Starbreeze.
- PRICE
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$2500$4000