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AR VR Hardware Market Research Report Forecast to 2030

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  • OCULUS VR(META)
  • SAMSUNG ELECTRONICS CO., LTD
  • WORLDVIZ
  • NXP SEMICONDUCTOR N.V
  • BOSCH SENSORTEC GMBH(BOSCH GROUP)
  • INERTIAL LABS
  • SONY CORPORATION
  • VALVE CORPORATION
  • HTC CORPROATION
  • TCL TECHNOLOGY
  • DPVR.
  • VUZIX
  • QUALCOMM TECHNOLOGIES INC.
  • SIEKO EPSON CORPORATION
  • PENUMBRA, INC.
  • ARM LIMITED
  • LEKE VR
  • GOOGLE LLC
ksm 23.07.10

AR/VR Hardware Market Research Report Forecast to 2030

Market Overview

AR/VR Hardware Market is projected to register a CAGR of 37.5% during the forecast period. Appeal for AR and VR hardware in enterprises like gaming, amusement and media, aviation and military, retail, and assembling and demand AR/VR Hardware from basic ventures are a portion of the elements driving the development of the AR/VR Hardware market.

The Coronavirus pandemic, environment variations, common distress, and exhaustion of regular assets influence the expense and supply of natural substances. Today, the electronic part has turned into a significant part of shopper hardware. However electronic parts have a significant share in AR and VR hardware, and there has been a rising utilization of other electrical parts and semiconductors in head-mounted shows. Basic parts expected for assembling AR and VR gadgets, like sensors and resistors, were in deficiency because of assembling centers' conclusion and creation delays. What's more, the exchange limitation across the globe has made variance in unrefined substance costs, and assembling organizations were worried about rising unrefined substance costs which further declined the development of parts. Worldwide part fabricating tasks stopped, and organizations were struck by dialing back consumptions and declining industrial creation. This multitude of spurred an awkwardness of interest and supply for parts in the market.

Market Segmentation

The AR/VR Hardware Market is divided into Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others based on hardware type. The AR/VR Hardware Market is divided into Head Mounted Displays, Head Up Displays, and Handheld Devices based on Application. The AR/VR Hardware Market is divided into Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others based on Industry Vertical. In 2021, the Gaming & Entertainment sector accounted for the largest market share by solution, and it is anticipated that it would continue to hold sway in the coming years.

Regional Insights

Asia Pacific ruled the AR/VR Hardware Market with a share of 40.9% of the complete market in2018. Developing spending on augmented reality and virtual reality (AR/VR) advancements combined with ascend in entrance of the remote first technique among ventures, enterprises, and public area associations drives the AR/VR market in the Asia-Pacific region. Sellers will progress VR headsets, AR for smart glasses and telephones, and upset augmented sound advances, giving the shopper market superb development possibilities.

The North American market for augmented reality and virtual reality hardware is partitioned into nations in particular US and Canada. Developing improvement in AR and VR advances combined with large number of AR and VR advances players in North America is normal o garner high CAGR during the gauge time frame.

Major Players

Key Companies in the AR/VR Hardware market include Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technology, DPVR. Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, and Leke VR, among others.

TABLE OF CONTENTS

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY 19

  • 1.1 MARKET ATTRACTIVENESS ANALYSIS 20

2 MARKET INTRODUCTION 21

  • 2.1 DEFINITION 21
  • 2.2 SCOPE OF THE STUDY 21
  • 2.3 RESEARCH OBJECTIVE 21
  • 2.4 MARKET STRUCTURE 22

3 RESEARCH METHODOLOGY 23

4 MARKET DYNAMICS 30

  • 4.1 INTRODUCTION 30
  • 4.2 DRIVERS 31
    • 4.2.1 CONSUMER AND COMMERCIAL RISING INTEREST 31
    • 4.2.2 EVOLUTION OF SILICON TECHNOLOGIES 31
    • 4.2.3 DRIVERS IMPACT ANALYSIS 32
  • 4.3 RESTRAINTS 32
    • 4.3.1 LIMITED PROCESSING POWER, STORAGE AND MEMORY IN MOBILE PHONES 32
  • 4.4 OPPORTUNITIES 33
    • 4.4.1 GROWING USE OF SMARTPHONES AND TABLETS FOR AR& VR 33
    • 4.4.2 RISING USAGE OF VR BEYOND GAMING 33
  • 4.5 IMPACT ANALYSIS OF COVID-19 34
    • 4.5.1 IMPACT ON SEMICONDUCTOR MANUFACTURERS 34
    • 4.5.2 IMPACT ON COMPONENTMANUFACTURERS 34
    • 4.5.3 IMPACT ON DEVICE MANUFACTURERS 35
    • 4.5.4 COVID-19 IMPACT ON SUPPLY CHAIN 35

5 MARKET FACTOR ANALYSIS 36

  • 5.1 SUPPLY CHAIN ANALYSIS 36
    • 5.1.1 HARDWARE/COMPONENTS MANUFACTURERS 36
    • 5.1.2 TECHNOLOGY INTEGRATORS 36
    • 5.1.3 END-USERS 37
  • 5.2 PORTER'S FIVE FORCES MODEL 37
    • 5.2.1 THREAT OF NEW ENTRANTS 38
    • 5.2.2 BARGAINING POWER OF SUPPLIERS 38
    • 5.2.3 THREAT OF SUBSTITUTES 38
    • 5.2.4 BARGAINING POWER OF BUYERS 38
    • 5.2.5 INTENSITY OF RIVALRY 38

6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE 39

  • 6.1 OVERVIEW 39
    • 6.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 40

  • 6.2 SENSORS 40
  • 6.3 PROCESSORS 40
  • 6.4 CONTROLLERS 40
  • 6.5 CAMERAS 40
  • 6.6 HEADPHONES 41
  • 6.7 DISPLAY MONITORS 41
  • 6.8 OTHERS 41

7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION 42

  • 7.1 OVERVIEW 42
    • 7.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 43

  • 7.2 HEAD MOUNTED DISPLAY 43
  • 7.3 HEAD UP DISPLAY 43
  • 7.4 HANDHELD DEVICES 43

8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL 44

  • 8.1 OVERVIEW 44
    • 8.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 45

  • 8.2 AEROSPACE & DEFENSE 45
  • 8.3 GAMING & ENTERTAINMENT 45
  • 8.4 EDUCATION & TRAINING 46
  • 8.5 HEALTHCARE 46
  • 8.6 AUTOMOTIVE 46
  • 8.7 OTHERS 46

9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY REGION 47

  • 9.1 OVERVIEW 47
    • 9.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030

(USD MILLION) 48

    • 9.1.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018-2030

(USD MILLION) 48

  • 9.2 NORTH AMERICA 49
    • 9.2.1 NORTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,

2018-2030 (USD MILLION) 50

    • 9.2.2 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 51

    • 9.2.3 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 52

    • 9.2.4 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 53

    • 9.2.5 US 54
      • 9.2.5.1 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 54

      • 9.2.5.2 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 54

      • 9.2.5.3 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 55

    • 9.2.6 CANADA 55
      • 9.2.6.1 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 55

      • 9.2.6.2 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 56

      • 9.2.6.3 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 56

  • 9.3 EUROPE 57
    • 9.3.1 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030

(USD MILLION) 58

    • 9.3.2 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 59

    • 9.3.3 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 60

    • 9.3.4 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 61

    • 9.3.5 UK 62
      • 9.3.5.1 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030

(USD MILLION) 62

      • 9.3.5.2 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 62

      • 9.3.5.3 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 63

    • 9.3.6 GERMANY 63
      • 9.3.6.1 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 63

      • 9.3.6.2 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 64

      • 9.3.6.3 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 64

    • 9.3.7 FRANCE 65
      • 9.3.7.1 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 65

      • 9.3.7.2 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 65

      • 9.3.7.3 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 66

    • 9.3.8 ITALY 66
      • 9.3.8.1 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 66

      • 9.3.8.2 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 67

      • 9.3.8.3 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 67

    • 9.3.9 REST OF EUROPE 68
      • 9.3.9.1 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 68

      • 9.3.9.2 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 68

      • 9.3.9.3 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 69

  • 9.4 ASIA-PACIFIC 70
    • 9.4.1 ASIA-PACIFIC: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,

2018-2030 (USD MILLION) 71

    • 9.4.2 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 72

    • 9.4.3 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 73

    • 9.4.4 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 74

    • 9.4.5 CHINA 75
      • 9.4.5.1 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 75

      • 9.4.5.2 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 75

      • 9.4.5.3 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 76

    • 9.4.6 JAPAN 76
      • 9.4.6.1 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 76

      • 9.4.6.2 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 77

      • 9.4.6.3 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 77

    • 9.4.7 INDIA 78
      • 9.4.7.1 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 78

      • 9.4.7.2 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 78

      • 9.4.7.3 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 79

    • 9.4.8 SOUTH KOREA 79
      • 9.4.8.1 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 79

      • 9.4.8.2 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 80

      • 9.4.8.3 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 80

    • 9.4.9 REST OF ASIA-PACIFIC 81
      • 9.4.9.1 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE, 2018-2030 (USD MILLION) 81

      • 9.4.9.2 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 81

      • 9.4.9.3 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 82

  • 9.5 MIDDLE EAST & AFRICA 82
    • 9.5.1 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE, 2018-2030 (USD MILLION) 83

    • 9.5.2 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 84

    • 9.5.3 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 85

  • 9.6 LATIN AMERICA 86
    • 9.6.1 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 87

    • 9.6.2 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 88

    • 9.6.3 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 89

10 COMPETITIVE LANDSCAPE 90

  • 10.1 COMPETITIVE BENCHMARKING 91
  • 10.2 VENDOR SHARE ANALYSIS 92
  • 10.3 RECENT DEVELOPMENTS 92
    • 10.3.1 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
    • 10.3.2 BUSINESS EXPANSIONS/ACQUISITIONS 93
    • 10.3.3 PRODUCT LAUNCHES/DEVELOPMENTS 93

11 COMPANY PROFILES 95

  • 11.1 OCULUS VR (META) 95
    • 11.1.1 COMPANY OVERVIEW 95
    • 11.1.2 FINANCIAL OVERVIEW 96
    • 11.1.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
    • 11.1.4 KEY DEVELOPMENTS 97
    • 11.1.5 SWOT ANALYSIS 97
    • 11.1.6 KEY STRATEGIES 97
  • 11.2 SAMSUNG ELECTRONICS CO., LTD 98
    • 11.2.1 COMPANY OVERVIEW 98
    • 11.2.2 FINANCIAL OVERVIEW 99
    • 11.2.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
    • 11.2.4 KEY DEVELOPMENTS 100
    • 11.2.5 SWOT ANALYSIS 100
    • 11.2.6 KEY STRATEGIES 100
  • 11.3 WORLDVIZ 101
    • 11.3.1 COMPANY OVERVIEW 101
    • 11.3.2 FINANCIAL OVERVIEW 101
    • 11.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 101
    • 11.3.4 KEY DEVELOPMENTS 101
  • 11.4 NXP SEMICONDUCTOR N.V 102
    • 11.4.1 COMPANY OVERVIEW 102
    • 11.4.2 FINANCIAL OVERVIEW 103
    • 11.4.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
    • 11.4.4 KEY DEVELOPMENTS 104
    • 11.4.5 SWOT ANALYSIS 104
    • 11.4.6 KEY STRATEGIES 104
  • 11.5 BOSCH SENSORTEC GMBH (BOSCH GROUP) 105
    • 11.5.1 COMPANY OVERVIEW 105
    • 11.5.2 FINANCIAL OVERVIEW 106
    • 11.5.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
    • 11.5.4 KEY DEVELOPMENTS 107
    • 11.5.5 SWOT ANALYSIS 107
    • 11.5.6 KEY STRATEGIES 108
  • 11.6 INERTIAL LABS 109
    • 11.6.1 COMPANY OVERVIEW 109
    • 11.6.2 FINANCIAL OVERVIEW 109
    • 11.6.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
    • 11.6.4 KEY DEVELOPMENTS 109
  • 11.7 SONY CORPORATION 110
    • 11.7.1 COMPANY OVERVIEW 110
    • 11.7.2 FINANCIAL OVERVIEW 111
    • 11.7.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
    • 11.7.4 KEY DEVELOPMENTS 112
    • 11.7.5 SWOT ANALYSIS 112
    • 11.7.6 KEY STRATEGIES 113
  • 11.8 VALVE CORPORATION 114
    • 11.8.1 COMPANY OVERVIEW 114
    • 11.8.2 FINANCIAL OVERVIEW 114
    • 11.8.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 114
    • 11.8.4 KEY DEVELOPMENTS 114
  • 11.9 HTC CORPROATION 115
    • 11.9.1 COMPANY OVERVIEW 115
    • 11.9.2 FINANCIAL OVERVIEW 115
    • 11.9.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
    • 11.9.4 KEY DEVELOPMENTS 116
    • 11.9.5 SWOT ANALYSIS 117
    • 11.9.6 KEY STRATEGIES 117
  • 11.10 TCL TECHNOLOGY 118
    • 11.10.1 COMPANY OVERVIEW 118
    • 11.10.2 FINANCIAL OVERVIEW 119
    • 11.10.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 119
    • 11.10.4 KEY DEVELOPMENTS 120
    • 11.10.5 SWOT ANALYSIS 120
    • 11.10.6 KEY STRATEGIES 120
  • 11.11 DPVR. 121
    • 11.11.1 COMPANY OVERVIEW 121
    • 11.11.2 FINANCIAL OVERVIEW 121
    • 11.11.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 121
    • 11.11.4 KEY DEVELOPMENTS 121
  • 11.12 VUZIX 122
    • 11.12.1 COMPANY OVERVIEW 122
    • 11.12.2 FINANCIAL OVERVIEW 123
    • 11.12.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
    • 11.12.4 KEY DEVELOPMENTS 124
    • 11.12.5 SWOT ANALYSIS 124
    • 11.12.6 KEY STRATEGIES 124
  • 11.13 QUALCOMM TECHNOLOGIES INC. 125
    • 11.13.1 COMPANY OVERVIEW 125
    • 11.13.2 FINANCIAL OVERVIEW 126
    • 11.13.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 126
    • 11.13.4 KEY DEVELOPMENTS 127
    • 11.13.5 SWOT ANALYSIS 127
    • 11.13.6 KEY STRATEGIES 127
  • 11.14 SIEKO EPSON CORPORATION 128
    • 11.14.1 COMPANY OVERVIEW 128
    • 11.14.2 FINANCIAL OVERVIEW 128
    • 11.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
    • 11.14.4 KEY DEVELOPMENTS 129
    • 11.14.5 SWOT ANALYSIS 129
    • 11.14.6 KEY STRATEGIES 130
  • 11.15 PENUMBRA, INC. 131
    • 11.15.1 COMPANY OVERVIEW 131
    • 11.15.2 FINANCIAL OVERVIEW 131
    • 11.15.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 132
    • 11.15.4 KEY DEVELOPMENTS 132
    • 11.15.5 SWOT ANALYSIS 132
    • 11.15.6 KEY STRATEGIES 133
  • 11.16 ARM LIMITED 134
    • 11.16.1 COMPANY OVERVIEW 134
    • 11.16.2 FINANCIAL OVERVIEW 134
    • 11.16.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
    • 11.16.4 KEY DEVELOPMENTS 134
  • 11.17 LEKE VR 135
    • 11.17.1 COMPANY OVERVIEW 135
    • 11.17.2 FINANCIAL OVERVIEW 135
    • 11.17.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 135
    • 11.17.4 KEY DEVELOPMENTS 135
  • 11.18 GOOGLE LLC 136
    • 11.18.1 COMPANY OVERVIEW 136
    • 11.18.2 FINANCIAL OVERVIEW 137
    • 11.18.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
    • 11.18.4 KEY DEVELOPMENTS 138
    • 11.18.5 SWOT ANALYSIS 138
    • 11.18.6 KEY STRATEGIES 138
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