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¼¼°èÀÇ AR/VR Çϵå¿þ¾î ½ÃÀå : ¿ëµµ, Çϵå¿þ¾î À¯Çü, »ê¾÷, Áö¿ªº°(-2030³â)

Global AR/VR Hardware Market Research Report by Application, by Hardware Type, by Industry Vertical, and by Region Industry Forecast till 2030

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Á¦11Àå ±â¾÷ °³¿ä

  • 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
KSA 25.08.05

Global AR/VR Hardware Market Research Report by Application (Head Mounted Display, Head Up Display, Handheld Display), by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Industry Vertical (Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others), and by Region (North America, Europe, Asia Pacific, Middle East and Africa, South America) Industry Forecast till 2030

Industry Overview

The global augmented reality and virtual reality hardware market is projected to achieve USD 389,066.4 million by 2030, at a CAGR of 37.8% by the end of 2030. Virtual reality and augmented reality are both instances of technological experiences, which could transform the way digital technology interacts with the physical world. AR is focusing on the three main functions, such as interaction, instruction, and visualization. It changes the engagement between machine and humans by providing real-time information as well as diagrams at the same time to save time for the user. Conversely, virtual reality (VR) works differently. It uses a headset with a combination of CGI, or computer-generated images, to offer users a virtual world.

The global AR/VR hardware market is growing fast due to strong demand in gaming and entertainment, mainly for head-mounted displays (HMDs). These devices are lightweight and offer a more engaging experience. Their use is also increasing in factories, thanks to better silicon chips and real-time data.

Mobile devices still struggle with short battery life, slow image processing, and limited storage. Also, making compact VR headsets with extra sensors makes them costly.

At the same time, more people are using smartphones and 5G, making it easier to access AR/VR content without downloading apps. Web browsers now support virtual content. VR is also being used more in learning, online shopping, and live events. Improved networks and technology are pushing this trend forward.

Industry Segmentations

The global augmented reality and virtual reality hardware market is classified based on the hardware type, comprising sensors, processors, controllers, cameras, headphones, display monitors, and others.

In terms of industry verticals, the global market is segmented into aerospace & defence, gaming & entertainment, education & training, healthcare, automotive, and others.

Based on the application, the global augmented reality and virtual reality hardware market is divided into head-mounted display, head-up display, and handheld devices.

Regional Analysis

North America is ahead in the AR/VR market, with lots of tech growth in schools and electronics. Well-known companies are pushing new tools and metaverse projects.

Europe is picking up pace with AR/VR in education and healthcare. The UK and Germany are making strong progress with training tools.

Asia-Pacific is expanding fast in AR/VR thanks to rising investments and 5G. China and India are helping more people access affordable devices.

The Middle East & Africa are growing in AR/VR with strong government and business support. The UAE leads in tech use, and Africa is growing through creative storytelling.

Latin America is steadily adopting AR/VR due to better tech use and development. Brazil stands out with major industry partnerships and innovation.

Key Players

Major competitors in the global augmented reality and virtual reality hardware market are Oculus VR, Samsung Electronics Co., Ltd., Worldviz, NXP Semiconductors, Bosch Sensortec GmbH (Bosch Group), Inertial Labs, Sony Corporation, Valve Corporation, HTC Corporation, TCL Technologies, DPVR, Vuzix, Qualcomm Technologies Inc., Seiko Epson Corporation, Penumbra, Inc., ARM Limited, LEKE VR, and Google LLC.

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY

  • 1.1 MARKET ATTRACTIVENESS ANALYSIS

2 MARKET INTRODUCTION

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

3 RESEARCH METHODOLOGY

4 MARKET DYNAMICS

  • 4.1 INTRODUCTION
  • 4.2 DRIVERS
    • 4.2.1 CONSUMER AND COMMERCIAL RISING INTEREST
    • 4.2.2 EVOLUTION OF SILICON TECHNOLOGIES
    • 4.2.3 DRIVERS IMPACT ANALYSIS
  • 4.3 RESTRAINTS
    • 4.3.1 LIMITED PROCESSING POWER, STORAGE AND MEMORY IN MOBILE PHONES
  • 4.4 OPPORTUNITIES
    • 4.4.1 GROWING USE OF SMARTPHONES AND TABLETS FOR AR& VR
    • 4.4.2 RISING USAGE OF VR BEYOND GAMING
  • 4.5 IMPACT ANALYSIS OF COVID-19
    • 4.5.1 IMPACT ON SEMICONDUCTOR MANUFACTURERS
    • 4.5.2 IMPACT ON COMPONENTMANUFACTURERS
    • 4.5.3 IMPACT ON DEVICE MANUFACTURERS
    • 4.5.4 COVID-19 IMPACT ON SUPPLY CHAIN
  • 4.6 IMPACT OF RUSSIA-UKRAINE WAR
    • 4.6.1 IMPACT ON OVERALL SEMICONDUSTOR INDUSTRY
    • 4.6.2 IMPACT ON GLOBAL AR VR HARDWARE MARKET
    • 4.6.3 IMPACT ON SUPPLY CHAIN

5 MARKET FACTOR ANALYSIS

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

6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE

  • 6.1 OVERVIEW
    • 6.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
  • 6.2 SENSORS
  • 6.3 PROCESSORS
  • 6.4 CONTROLLERS
  • 6.5 CAMERAS
  • 6.6 HEADPHONES
  • 6.7 DISPLAY MONITORS
  • 6.8 OTHERS

7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION

  • 7.1 OVERVIEW
    • 7.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
  • 7.2 HEAD MOUNTED DISPLAY
  • 7.3 HEAD UP DISPLAY
  • 7.4 HANDHELD DEVICES

8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL

  • 8.1 OVERVIEW
    • 8.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
  • 8.2 AEROSPACE & DEFENSE
  • 8.3 GAMING & ENTERTAINMENT
  • 8.4 EDUCATION & TRAINING
  • 8.5 HEALTHCARE
  • 8.6 AUTOMOTIVE
  • 8.7 OTHERS

9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION

  • 9.1 OVERVIEW
    • 9.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030 (USD MILLION)
    • 9.1.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018-2030 (USD MILLION)
  • 9.2 NORTH AMERICA
    • 9.2.1 NORTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
    • 9.2.2 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
    • 9.2.3 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
    • 9.2.4 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.2.5 US
      • 9.2.5.1 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.2.5.2 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.2.5.3 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.2.6 CANADA
      • 9.2.6.1 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.2.6.2 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.2.6.3 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
  • 9.3 EUROPE
    • 9.3.1 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
    • 9.3.2 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
    • 9.3.3 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
    • 9.3.4 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.5 UK
      • 9.3.5.1 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.5.2 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.5.3 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.6 GERMANY
      • 9.3.6.1 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.6.2 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.6.3 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.7 FRANCE
      • 9.3.7.1 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.7.2 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.7.3 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.8 ITALY
      • 9.3.8.1 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.8.2 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.8.3 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.9 SPAIN
      • 9.3.9.1 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.9.2 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.9.3 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.10 NETHERLANDS
      • 9.3.10.1 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.10.2 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.10.3 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.11 BELGIUM
      • 9.3.11.1 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.11.2 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.11.3 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.12 SWEDEN
      • 9.3.12.1 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.12.2 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.12.3 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.13 SWITZERLAND
      • 9.3.13.1 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.13.2 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.13.3 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.14 RUSSIA
      • 9.3.14.1 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.14.2 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.14.3 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.15 UKRAINE
      • 9.3.15.1 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.15.2 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.15.3 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.16 POLAND
      • 9.3.16.1 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.16.2 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.16.3 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.3.17 REST OF EUROPE
      • 9.3.17.1 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.3.17.2 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.3.17.3 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
  • 9.4 ASIA-PACIFIC
    • 9.4.1 ASIA-PACIFIC: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
    • 9.4.2 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
    • 9.4.3 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
    • 9.4.4 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.5 CHINA
      • 9.4.5.1 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.5.2 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.5.3 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.6 JAPAN
      • 9.4.6.1 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.6.2 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.6.3 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.7 INDIA
      • 9.4.7.1 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.7.2 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.7.3 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.8 SOUTH KOREA
      • 9.4.8.1 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.8.2 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.8.3 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.9 SINGAPORE
      • 9.4.9.1 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.9.2 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.9.3 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.10 MALAYSIA
      • 9.4.10.1 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.10.2 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.10.3 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.11 INDONESIA
      • 9.4.11.1 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.11.2 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.11.3 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.12 PHILIPPINES
      • 9.4.12.1 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.12.2 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.12.3 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.4.13 REST OF ASIA-PACIFIC
      • 9.4.13.1 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.4.13.2 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.4.13.3 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
  • 9.5 MIDDLE EAST & AFRICA
    • 9.5.1 MIDDLE EAST & AFRICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
    • 9.5.2 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
    • 9.5.3 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
    • 9.5.4 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.5.5 SAUDI ARABIA
      • 9.5.5.1 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.5.5.2 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.5.5.3 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.5.6 UAE
      • 9.5.6.1 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.5.6.2 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.5.6.3 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.5.7 QATAR
      • 9.5.7.1 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.5.7.2 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.5.7.3 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.5.8 SOUTH AFRICA
      • 9.5.8.1 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.5.8.2 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.5.8.3 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.5.9 REST OF MIDDLE EAST & AFRICA
      • 9.5.9.1 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.5.9.2 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.5.9.3 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
  • 9.6 LATIN AMERICA
    • 9.6.1 LATIN AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
    • 9.6.2 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
    • 9.6.3 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
    • 9.6.4 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.6.5 MEXICO
      • 9.6.5.1 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.6.5.2 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.6.5.3 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.6.6 BRAZIL
      • 9.6.6.1 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.6.6.2 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.6.6.3 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.6.7 ARGENTINA
      • 9.6.7.1 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.6.7.2 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.6.7.3 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
    • 9.6.8 REST OF LATIN AMERICA
      • 9.6.8.1 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
      • 9.6.8.2 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
      • 9.6.8.3 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)

10 COMPETITIVE LANDSCAPE

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

11 COMPANY PROFILES

  • 11.1 OCULUS VR (META)
    • 11.1.1 COMPANY OVERVIEW
    • 11.1.2 FINANCIAL OVERVIEW
    • 11.1.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.1.4 KEY DEVELOPMENTS
    • 11.1.5 SWOT ANALYSIS
    • 11.1.6 KEY STRATEGIES
  • 11.2 SAMSUNG ELECTRONICS CO., LTD
    • 11.2.1 COMPANY OVERVIEW
    • 11.2.2 FINANCIAL OVERVIEW
    • 11.2.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.2.4 KEY DEVELOPMENTS
    • 11.2.5 SWOT ANALYSIS
    • 11.2.6 KEY STRATEGIES
  • 11.3 WORLDVIZ
    • 11.3.1 COMPANY OVERVIEW
    • 11.3.2 FINANCIAL OVERVIEW
    • 11.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.3.4 KEY DEVELOPMENTS
  • 11.4 NXP SEMICONDUCTOR N.V
    • 11.4.1 COMPANY OVERVIEW
    • 11.4.2 FINANCIAL OVERVIEW
    • 11.4.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.4.4 KEY DEVELOPMENTS
    • 11.4.5 SWOT ANALYSIS
    • 11.4.6 KEY STRATEGIES
  • 11.5 BOSCH SENSORTEC GMBH (BOSCH GROUP)
    • 11.5.1 COMPANY OVERVIEW
    • 11.5.2 FINANCIAL OVERVIEW
    • 11.5.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.5.4 KEY DEVELOPMENTS
    • 11.5.5 SWOT ANALYSIS
    • 11.5.6 KEY STRATEGIES
  • 11.6 INERTIAL LABS
    • 11.6.1 COMPANY OVERVIEW
    • 11.6.2 FINANCIAL OVERVIEW
    • 11.6.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.6.4 KEY DEVELOPMENTS
  • 11.7 SONY CORPORATION
    • 11.7.1 COMPANY OVERVIEW
    • 11.7.2 FINANCIAL OVERVIEW
    • 11.7.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.7.4 KEY DEVELOPMENTS
    • 11.7.5 SWOT ANALYSIS
    • 11.7.6 KEY STRATEGIES
  • 11.8 VALVE CORPORATION
    • 11.8.1 COMPANY OVERVIEW
    • 11.8.2 FINANCIAL OVERVIEW
    • 11.8.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.8.4 KEY DEVELOPMENTS
  • 11.9 HTC CORPROATION
    • 11.9.1 COMPANY OVERVIEW
    • 11.9.2 FINANCIAL OVERVIEW
    • 11.9.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.9.4 KEY DEVELOPMENTS
    • 11.9.5 SWOT ANALYSIS
    • 11.9.6 KEY STRATEGIES
  • 11.10 TCL TECHNOLOGY
    • 11.10.1 COMPANY OVERVIEW
    • 11.10.2 FINANCIAL OVERVIEW
    • 11.10.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.10.4 KEY DEVELOPMENTS
    • 11.10.5 SWOT ANALYSIS
    • 11.10.6 KEY STRATEGIES
  • 11.11 DPVR.
    • 11.11.1 COMPANY OVERVIEW
    • 11.11.2 FINANCIAL OVERVIEW
    • 11.11.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.11.4 KEY DEVELOPMENTS
  • 11.12 VUZIX
    • 11.12.1 COMPANY OVERVIEW
    • 11.12.2 FINANCIAL OVERVIEW
    • 11.12.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.12.4 KEY DEVELOPMENTS
    • 11.12.5 SWOT ANALYSIS
    • 11.12.6 KEY STRATEGIES
  • 11.13 QUALCOMM TECHNOLOGIES INC.
    • 11.13.1 COMPANY OVERVIEW
    • 11.13.2 FINANCIAL OVERVIEW
    • 11.13.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.13.4 KEY DEVELOPMENTS
    • 11.13.5 SWOT ANALYSIS
    • 11.13.6 KEY STRATEGIES
  • 11.14 SIEKO EPSON CORPORATION
    • 11.14.1 COMPANY OVERVIEW
    • 11.14.2 FINANCIAL OVERVIEW
    • 11.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.14.4 KEY DEVELOPMENTS
    • 11.14.5 SWOT ANALYSIS
    • 11.14.6 KEY STRATEGIES
  • 11.15 PENUMBRA, INC
    • 11.15.1 COMPANY OVERVIEW
    • 11.15.2 FINANCIAL OVERVIEW
    • 11.15.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.15.4 KEY DEVELOPMENTS
    • 11.15.5 SWOT ANALYSIS
    • 11.15.6 KEY STRATEGIES
  • 11.16 ARM LIMITED
    • 11.16.1 COMPANY OVERVIEW
    • 11.16.2 FINANCIAL OVERVIEW
    • 11.16.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.16.4 KEY DEVELOPMENTS
  • 11.17 LEKE VR
    • 11.17.1 COMPANY OVERVIEW
    • 11.17.2 FINANCIAL OVERVIEW
    • 11.17.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.17.4 KEY DEVELOPMENTS
  • 11.18 GOOGLE LLC
    • 11.18.1 COMPANY OVERVIEW
    • 11.18.2 FINANCIAL OVERVIEW
    • 11.18.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
    • 11.18.4 KEY DEVELOPMENTS
    • 11.18.5 SWOT ANALYSIS
    • 11.18.6 KEY STRATEGIES
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