New study: Augmented Reality and Virtual Reality Market overview 2018-2023


Augmented Reality and Virtual Reality Market 2018-2023 report tells the market value in Next Few Years and report shows the whole scenario of Augmented Reality and Virtual Reality industry. Global Augmented Reality and Virtual Reality Market report gives complete study of Market growth drivers, Current growth, market trends, Market structure, Market projections for upcoming years.

The Global report titled “Augmented Reality and Virtual Reality Market” delivering key insights and providing a competitive advantage to clients through a detailed report. The report also details the information about the global market status, growth rate, future trends, market drivers, challenges, opportunities and porter’s forces analysis with respect to these elements.

An exclusive data offered in this report is collected by research and industry experts team.

Get free sample study papers in PDF format of Augmented Reality and Virtual Reality Market spread across 295 pages, profiling 20 companies and supported with 129 tables and 58 figures is now available @ www.reportsnreports.com/contact…me=1369417 

The Augmented Reality Market was valued at USD 11.14 Billion in 2018 and is expected to reach USD 60.55 Billion by 2023, growing at a CAGR of 40.29% during the forecast period.

Major Vendors profiled in the Augmented Reality and Virtual Reality Market include are Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), PTC (US), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara, (US), Blippar (UK), Osterhout Design Group (US), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), and Vuzix (US).

The virtual reality market was valued at USD 7.90 billion in 2018 and is expected to reach USD 34.08 billion by 2023, growing at a CAGR of 33.95% during the forecast period. The high penetration of HMDs in gaming and entertainment, huge investments in the VR market, advancement of technology and digitization, and availability of affordable VR devices are the major drivers of the VR market.

The health concerns relating to low resolution and lack of movement and display latency and energy consumption affecting the overall performance of VR devices are the major restraints in the VR market.

The use of HMDs in the enterprises for instructions and training purposes is likely to boost the growth of HMDs in the AR market. AR smart glasses are expected to be mainly used HMDs in the augmented reality market.

The major applications for VR HMDs have been gaming and entertainment, and are expected to dominate the market during the forecast period.

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Augmented reality is used in enterprises for training personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. The enterprise applications would witness a high growth for HMDs in the near future.

The use of HMDs in the manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.

Breakdown of primary participants’ profile:

  • By Company Type: Tier 1 = 36%, Tier 2 = 44%, and Tier 3 = 20%
  • By Designation: C-Level Executives = 17%, Directors = 44%, and Others = 39%
  • By Region: North America = 35%, Europe = 32%, APAC = 21%, South America = 7%, Middle East & Africa = 5%.

The Study Objectives of this report are:

  • To analyze the opportunities in the market for stakeholders by identifying high-growth segments in the AR and VR market
  • To define, describe, and forecast the augmented reality (AR) and virtual reality (VR) market, in terms of value, on the basis of offering, device type, technology, application, and geography
  • To define, describe, and forecast the AR and VR market, in terms of volume, on the basis of device type
  • To forecast the market size for various segments with regard to 4 main regions—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding the major factors influencing the growth of the market (drivers, restraints, opportunities, and challenges)
  • To strategically analyze the micromarkets with regard to individual growth trends, prospects, and contributions to the total market
  • To use the value chain analysis and market roadmaps to study the evolution and timeline of the AR and VR market
  • To analyze competitive developments such as joint ventures, mergers and acquisitions, new product developments, and research and development (R&D) in the AR and VR market
  • To strategically profile key players, comprehensively analyze their core competencies, and describe the competitive landscape of the market

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Target Audience for Augmented Reality and Virtual Reality Market:

  • Raw Material and Manufacturing Equipment Suppliers
  • Semiconductor Foundries
  • Original Equipment Manufacturers (OEMs) (End-User Applications or Electronic Product Manufacturers)
  • Product Manufacturers
  • Original Design Manufacturers (ODMs) and OEM Technology Solution Providers
  • Research Organizations
  • Technology Standard Organizations, Forums, Alliances, and Associations
  • Technology Investors
  • Governments, Financial Institutions, and Investment Communities
  • Analysts and Strategic Business Planners
  • End Users

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