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Augmented Virtual Reality Hardware Market Size

ID: MRFR/ICT/9481-CR
110 Pages
Aarti Dhapte
April 2023

AR/VR Hardware Market Research Report Information By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others), By Application (Head Mounted Display, Head Up Display, and Handheld Devices), By Industry Vertical (Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others), and By Region (North America, Europe, Asia-Pacific, Middle East & Africa, and South America) - Forecast till 2035

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Augmented Virtual Reality Hardware Size

Augmented Virtual Reality Hardware Market Growth Projections and Opportunities

The augmented and virtual reality (AR/VR) hardware market is impacted by a huge number of market factors that add to its development and development. One of the essential variables molding this market is the rising demand for vivid and intuitive encounters across different ventures. AR/VR devices are being utilized by companies, educational institutions, healthcare providers and entertainment industry to create live reproductions of training modules as well as games. This need comes from the desire to improve customer satisfaction, better learning outcomes and provide new experiences that blur boundaries between physical world.

In addition, the advances in display and sensor technologies play a critical role in shaping AR/VR hardware market. The rise of high-resolution displays, high amusement optics and precise motion following sensors has substantially enhanced the visual capabilities of AR/VR devices. These disruptive breakthroughs have resulted in cost-effective, immersive and aesthetically pleasing AR/VR experiences which are driving the adoption of AR/VR hardware on both consumer as well as enterprise applications.

Additionally, the emerging focus on remote collaboration, telepresence and virtual meetings is influencing AR/VR hardware demand. The growth of homework and the need for remote correspondence, audit devices are going to AR/VR solutions that will help in cooperating with virtual gatherings. The companies that supply AR/VR hardware are advancing to provide solutions allowing realistic virtual interactions, spatial audio and immersive settings for remote collaboration needs.

Additionally, the increasing compatibility of AR/VR technology in medical sector as well as education and training is an important market driver that increases within demand for hardware. The AR/VR hardware is used by the medical professionals for clinical assessments, simulated operations and patient education, whereas teachers bring their usage to life in mind-opening experiencesand virtual tours. This combination of AR/VR hardware in non-deflection zones is analogous to the growing acceptance that its efficacy can enhance learning outcomes, improve performance make significant training experiences.

Also, the increasing adoption of 5G technologies is influencing the capabilities and applications of AR/VR hardware. The high bandwidth, low latency and uninterrupted quality of 5G networks enable smooth AR/VR experiences that are opening up use cases in gaming, live events, telemedicine remote aid as well industrial applications. Along with the progressing expansion of 5G organizations, demand for AR/VR gadgets that can exploit 5G availability to its maximum point is expected and consequently improvement of superior VR hardware arrangements.

In addition, the influence of Covid-19 pandemic has accelerated acceptance for AR/VR hardware in teleworking space as well as virtual events and immersive entertainment environments. The requirement for virtual arrangements that empower far off cooperation, virtual preparation, and connecting with diversion content has prompted expanded interest in AR/VR hardware as a way to connect the actual distance and convey convincing virtual encounters.

Author
Aarti Dhapte
Team Lead - Research

She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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FAQs

How much is the AR/VR Hardware market?

USD 29,984.6 Million in 2022

What is the market size for 2030, for the AR/VR Hardware Market?

USD 389,066.4 Million in 2030

What is the growth rate of the AR/VR Hardware market?

37.5%

Which region held the largest market share in the AR/VR Hardware market?

Asia-Pacific

Who are the prominent players in the AR/VR Hardware market?

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 Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others.

Market Summary

As per Market Research Future Analysis, the AR/VR Hardware Market was valued at USD 29,984.6 million in 2022 and is projected to grow from USD 41,832.3 million in 2023 to USD 389,066.4 million by 2030, with a CAGR of 37.5% during the forecast period. The growth is driven by high demand across various industries including gaming, entertainment, aerospace, and healthcare. The COVID-19 pandemic has disrupted supply chains, particularly in China, leading to a decline in production capacity and component shipments. Despite these challenges, the market is witnessing opportunities through the increasing use of smartphones and tablets for AR/VR applications, enhanced by 5G technology and WebVR. The sensor segment is expected to maintain its dominance in hardware types, while the gaming and entertainment sector leads in industry verticals.

Key Market Trends & Highlights

Key trends influencing the AR/VR Hardware Market include technological advancements and industry adoption.

  • AR/VR Hardware Market Size in 2022: USD 29,984.6 million.
  • Projected Market Size by 2030: USD 389,066.4 million.
  • CAGR during 2023-2030: 37.5%.
  • Asia Pacific held 40.9% market share in 2022.

Market Size & Forecast

2022 Market Size USD 29,984.6 million
2023 Market Size USD 41,832.3 million
2030 Market Size USD 389,066.4 million
CAGR (2023-2030) 37.5%.

Major Players

Major players include Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, and NXP Semiconductor.

Market Trends

Augmented Virtual Reality Hardware Market Market Drivers

Market Segment Insights

AR/VR Hardware Type Insights

Based on Hardware Type, the AR/VR Hardware Market is segmented into Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others. The sensor segment captured the biggest market share by solution in 2022 and is likely to maintain its dominance in the future years. Sensors are extensively used in the augmented reality and virtual reality hardware market, the sensors support the AR/VR system and are majorly focused on audio and video interface, motion tracking, and voice recognition. Modern-day AR/VR headsets rely on one or more types of sensors utilizing vertical-cavity surface structured-light sensors and a Lidar detection system for depth sensing.

Processors provide AR/VR devices with the instruction and processing power they need to perform the task. For instance, processing the video into AR/VR format while utilizing a combination of GPU processors, display processors, and machine learning.

October 2021 Bosch Sesortec GmbH launched new sensors that have reduced time lag which is very essential during head movements, time lag can be a factor in motion sickness while using AR/VR devices. The company states its new sensors have high stability and low latency enabling the sensors to be used in a wide range of applications including VR gaming.

March 2018 Bosch Sensortec GmbH launched BM1085 motion sensor chips for AR/VR application, navigation, body motion, tracking, and gaming. The sensor is filled with features, combining a low-drift gyroscope with a low-noise accelerometer to significantly reduce the unpleasant motion sickness effect.

AR/VR HARDWARE MARKET SIZE (USD MILLION) by hardware type (2018-2030)AR VR HARDWARE MARKET SIZE (USD MILLION) by hardware type (2018-2030)

Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

AR/VR Hardware Enterprise Size Insights

Based on Application, the AR/VR Hardware Market is segmented into Head Mounted Display, Head Up Display, and Handheld Devices. The Head Mounted Display segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.

Head-mounted displays are display headsets that are worn on the head, head-mounted displays are equipped with display optics that are placed exactly in front of each eye, these head-mounted displays are combined with inertial measurement units, enabling users to see projected scenes. Head-mounted displays are used in a wide range of applications including aviation, engineering, medicine, and gaming.

AR/VR Hardware Industry Vertical Insights

Based on Industry Vertical, the AR/VR Hardware Market is segmented into Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others. The Gaming & Entertainment segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.

There is a rapid rise in the adoption of augmented and virtual reality in the gaming and entertainment industry, augmented and virtual reality allows the users to experience digital games and movies in a real-world environment. With the rapid advancement in AR/VR technology, the demand is increasing in this vertical.

Virtual reality gaming combines augmented reality gaming and virtual reality gaming. Augmented reality gaming is a combination of audio and visual content in real-time. Virtual reality gaming is a 3D application for creating virtual artificial environment in computer games. AR games are mostly played on smartphones, tablets, and portable gaming systems. Augmented reality gaming uses the existing environment and generates a gaming field within itself. VR gaming control may involve keyboard and mouse, game controllers or motion capture methods. Mixed reality games are mostly played on head-mounted displays.

Acer’s mixed reality headset, Microsoft HoloLens, Samsung Odyssey, Lenovo Explorer, and Dell Visor are some examples of devices on which users can play reality video games.

AR/VR HARDWARE MARKET SIZE (USD MILLION) by industry vertical (2018-2030)AR VR HARDWARE MARKET SIZE (USD MILLION) by industry vertical (2018-2030)

Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

Regional Insights

By Region, the study segments the market into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. Asia Pacific dominated the AR/VR Hardware Market with a share of 40.9% of the total market in 2022. Growing spending on augmented reality and virtual reality (AR/VR) technologies coupled with rise in penetration of the wireless-first strategy amongst enterprises, industries, and public sector organizations drives the AR/VR market in the Asia-Pacific region. Vendors will advance VR headsets, AR for smart glasses and phones, and disrupt augmented audio technologies, providing the consumer market with excellent growth prospects.

The demand from businesses for a new immersive experience in how they conduct business and connect with customers and workers is what's fueling the phenomenal market growth for AR/VR technologies. Vendors must, however, respond to consumer AR/VR applications as well if they want to take advantage of opportunities with rapid growth over the coming few years. The highest expenditure sectors over the projection period will be professional services, discrete manufacturing, healthcare, education, and healthcare.

The North American market for augmented reality and virtual reality hardware is divided into countries namely US and Canada. Growing development in AR and VR technologies coupled with large number of AR and VR technologies players in North America is expected o garner high CAGR during the forecast period.

For instance, In order to give students access to learning options in the metaverse, several educational institutions plan to launch digital twin campuses, according to VictoryXR, a provider of augmented and virtual reality (AR/VR) content for schools and educational institutions, which has announced the launch of ten "Metaversities" in the US this fall. Growing adoption of immersive technologies in this region owing to its benefits is a major factor expected to drive the growth of the market. 

Moreover, on-going demand of immersive technologies especially integrate hardware devices in healthcare industry is further expected to garner significant revenue in the coming 10 years. For instance, May 25, 2022, LONDON At a special event for the XR community, ARuVR, the virtual and augmented reality learning company, will announce a partnership with a prominent XR and EdTech supporter to revolutionize medical education. Professor Manish Chand, of the UCL Hospital NHS Foundation Trust, will test out ARuVR's technology to instruct medical students as part of the agreement.

The invitation-only event will be held at the grade II-listed BT Tower, which is home to BT, which joins Coca-Cola, Rio Tinto, PwC, and NEOM on the long list of international clients for ARuVR.

Further, the countries considered in the scope of the AR/VR Hardware market are the US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, Chile, and others.

Key Players and Competitive Insights

Major market players are spending a lot of money on R&D to increase their product lines, which will help the AR/VR Hardware market grow even more. Market participants are also taking a range of strategic initiatives to grow their worldwide footprint, including new product launches, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations. Competitors in the AR/VR Hardware industry must offer cost-effective services and solutions to expand and survive in an increasingly competitive and rising market environment.

Various AR/VR Hardwares market leaders are introducing new technologies for various industries in order to improve security and eliminate communication gaps between employees and businesses. Oculus VR launched Rift S headset with additional features such as hand gesture controls, the company launched the new VR headset for a price of USD 399, the new VR headset is primarily designed for gaming. NXP Semiconductors is developing accessories and hardware for the gaming markets including AR/VR headsets and wireless gamepads to keep up with the rising market demand and market innovation.

Industry Developments

October 2020 Samsung partnered with Stanford University for the development of an AR/VR display that is capable of packing more than 10,000 pixels per inch for use in VR/AR headsets and future contact lenses. The major aim of this partnership is to reduce the perception of the dreaded “screen door effect” in VR displays.

May 2021 HTC Corporation partnered with Agora a VR company, the partnership aims to develop future VR technologies and experiences, and the partnership will bring HTCs hardware expertise and Agora software expertise for future development in VR technologies.

Intended Audience

    • Sensor Industry

    • Semiconductor Industry

    • Factories And Manufacturing Facilities

    • Technology Investors

    • Regulatory Industries

    • Government Bodies

    • Augmented and Virtual Reality Industries

Market Segmentation

AR/VR Hardware Type Outlook

  • Sensors
  • Processors
  • Controllers
  • Cameras
  • Headphones
  • Display Monitors
  • Others

AR/VR Hardware Application Outlook

  • Head Mounted Display
  • Head Up Display
  • Handheld Devices

AR/VR Hardware Industry Vertical Outlook

  • Aerospace & Defense
  • Gaming & Entertainment
  • Education & Training
  • Healthcare
  • Automotive
  • Others

Report Scope

Report Attribute/Metric Details
Market Size 2022 USD 29,984.6 million
Market Size 2023 USD 41,832.3 million
Market Size 2030 USD 389,066.4 million
Compound Annual Growth Rate (CAGR) 37.5% (2023-2030)
Base Year 2022
Forecast Period 2023-2030
Historical Data 2018-2021
Forecast Units Value (USD Million)
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
Segments Covered Hardware Type, Application, Industry Vertical, and Region
Geographies Covered North America, Europe, Asia Pacific, Middle East & Africa, and South America
Countries Covered The US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, and Chile
Key Companies Profiled 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 Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others
Key Market Opportunities Growing use of smartphones and tablets for AR & VR
Key Market Driver Consumer and commercial rising interest Evolution of silicon technologies

FAQs

How much is the AR/VR Hardware market?

USD 29,984.6 Million in 2022

What is the market size for 2030, for the AR/VR Hardware Market?

USD 389,066.4 Million in 2030

What is the growth rate of the AR/VR Hardware market?

37.5%

Which region held the largest market share in the AR/VR Hardware market?

Asia-Pacific

Who are the prominent players in the AR/VR Hardware market?

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 Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others.

  1. Executive Summary 19
    1. MARKET ATTRACTIVENESS
    2. ANALYSIS 20
  2. Market Introduction 21
    1. Definition 21
    2. Scope
    3. of the Study 21
    4. Research Objective 21
    5. Market Structure 22
    6. Research Methodology 23
  3. Market Dynamics 30
    1. INTRODUCTION 30
      1. Consumer and Commercial Rising Interest 31
      2. Evolution
      3. DRIVERS IMPACT ANALYSIS 32
    2. drivers 31
    3. of Silicon Technologies 31
    4. restraints
      1. Limited Processing Power, Storage and Memory in Mobile Phones 32
    5. Opportunities 33
      1. Growing Use of Smartphones and Tablets for AR&
      2. Rising Usage of VR Beyond Gaming 33
    6. VR 33
    7. Impact Analysis of
      1. Impact on Semiconductor Manufacturers 34
      2. Impact
      3. Impact on Device Manufacturers 35
    8. COVID-19 34
    9. on ComponentManufacturers 34
    10. COVID-19 Impact on Supply Chain 35
  4. MARKET FACTOR ANALYSIS 36
    1. Supply
      1. hardware/components manufacturers 36
      2. Technology
      3. End-Users 37
    2. Chain Analysis 36
    3. Integrators 36
    4. Porter’s Five Forces Model
      1. Threat of New Entrants 38
      2. Bargaining Power of Suppliers
      3. Threat of Substitutes 38
      4. Bargaining Power of Buyers 38
      5. Intensity of Rivalry 38
  5. GLOBAL Augmented Reality and Virtual Reality
    1. Hardware MARKET,
    2. BY Hardware Type 39
    3. OVERVIEW 39
      1. Global
  6. Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    1. (USD MILLION) 40
    2. Sensors 40
    3. Processors 40
    4. Controllers
    5. Cameras 40
    6. Headphones 41
    7. Display Monitors 41
    8. Others 41
  7. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    1. BY Application 42
    2. OVERVIEW 42
      1. Global Augmented Reality and
  8. Virtual Reality Hardware market, BY Application,
    1. Head Mounted Display 43
    2. Head Up Display 43
    3. Handheld
    4. Devices 43
  9. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    1. BY Industry Vertical 44
    2. OVERVIEW 44
      1. Global Augmented Reality
  10. and Virtual Reality Hardware market, BY Industry Vertical,
    1. (USD MILLION) 45
    2. Aerospace & Defense 45
    3. Gaming & Entertainment
    4. Education & Training 46
    5. Healthcare 46
    6. Automotive
    7. Others 46
  11. Global Augmented Reality and Virtual Reality Hardware
    1. MARKET,
    2. BY Region 47
    3. OVERVIEW 47
      1. Global Augmented Reality
  12. and Virtual Reality Hardware market, by Region, 2021 VS 2030
    1. (USD MILLION)
    2. (USD MILLION) 48
  13. Global Augmented Reality and Virtual Reality Hardware market, BY Region,
    1. North america 49
      1. North
  14. america: Augmented Reality and Virtual Reality Hardware market, BY Country,
  15. North America Augmented Reality and
  16. Virtual Reality Hardware market, BY Hardware Type,
    1. BY Application,
  17. North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
  18. North America
  19. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    1. Vertical,
  20. US 54
  21. US AUGMENTED REALITY
  22. AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. MILLION) 54
    2. BY Application, 2018–2030
    3. (USD MILLION) 54
  23. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
  24. US AUGMENTED
  25. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. (USD MILLION) 55
  26. CANADA 55
  27. CANADA AUGMENTED REALITY AND
  28. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. Application,
  29. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
  30. CANADA AUGMENTED
  31. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. (USD MILLION) 56
    2. Europe 57
      1. Europe: Augmented Reality and Virtual
  32. Reality Hardware market, BY Country, 2018–2030
    1. (USD MILLION) 58
  33. Europe Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
  34. Europe AUGMENTED REALITY AND VIRTUAL
  35. REALITY HARDWARE market, BY Application, 2018–2030
    1. (USD MILLION) 60
    2. Vertical,
  36. Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
  37. UK 62
  38. UK
  39. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type, 2018–2030
    1. (USD MILLION) 62
  40. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  41. market, BY Application, 2018–2030
    1. (USD MILLION) 62
  42. UK AUGMENTED
  43. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. (USD MILLION) 63
  44. GERMANY 63
  45. GERMANY AUGMENTED REALITY AND
  46. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. Application,
  47. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
  48. GERMANY AUGMENTED
  49. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. (USD MILLION) 64
  50. FRANCE 65
  51. FRANCE AUGMENTED REALITY AND
  52. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. Application,
  53. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
  54. FRANCE AUGMENTED
  55. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. (USD MILLION) 66
  56. ITALY 66
  57. ITALY AUGMENTED REALITY AND VIRTUAL
  58. REALITY HARDWARE market, BY Hardware Type,
  59. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
  60. ITALY AUGMENTED REALITY AND
  61. VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    1. MILLION) 67
  62. REST OF EUROPE 68
  63. REST OF EUROPE AUGMENTED REALITY
  64. AND VIRTUAL REALITY HARDWARE market, BY Hardware
    1. Type, 2018–2030 (USD
    2. MILLION) 68
    3. market,
    4. BY Application, 2018–2030 (USD MILLION) 68
  65. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  66. REST
  67. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    1. Vertical, 2018–2030 (USD MILLION) 69
    2. Asia-Pacific 70
  68. Asia-Pacific: Augmented Reality and Virtual Reality Hardware market, BY Country,
  69. Asia-Pacific Augmented Reality
  70. and Virtual Reality Hardware market, BY Hardware Type,
    1. MILLION) 72
  71. Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  72. market, BY Application,
  73. Asia-Pacific
  74. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
  75. CHINA 75
  76. CHINA AUGMENTED
  77. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. (USD MILLION) 75
  78. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  79. market, BY Application,
  80. CHINA
  81. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
  82. JAPAN 76
  83. JAPAN AUGMENTED
  84. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. (USD MILLION) 76
  85. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  86. market, BY Application,
  87. JAPAN
  88. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
  89. INDIA 78
  90. INDIA AUGMENTED
  91. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    1. (USD MILLION) 78
  92. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  93. market, BY Application, 2018–2030
    1. (USD MILLION) 78
  94. INDIA
  95. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
  96. SOUTH KOREA 79
  97. SOUTH
  98. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
    1. Type,
  99. SOUTH KOREA AUGMENTED REALITY AND
  100. VIRTUAL REALITY HARDWARE market, BY Application,
    1. BY Industry
    2. Vertical, 2018–2030 (USD MILLION) 80
    3. ASIA-PACIFIC 81
    4. REALITY HARDWARE market,
    5. BY Hardware Type, 2018–2030 (USD MILLION) 81
    6. BY Application, 2018–2030 (USD MILLION) 81
    7. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    8. BY Industry Vertical,
    9. Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
    10. BY Hardware Type, 2018–2030 (USD MILLION) 83
    11. AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    12. BY Application,
    13. AND VIRTUAL REALITY HARDWARE market,
    14. BY Industry Vertical, 2018–2030
    15. (USD MILLION) 85
  101. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
  102. REST OF
  103. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
  104. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
  105. REST OF ASIA-PACIFIC
    1. Middle East & Africa 82
      1. Middle East &
      2. Middle East & AfricaAUGMENTED REALITY
    2. Latin America 86
      1. Latin AmericaAugmented Reality
  106. and Virtual Reality Hardware market, BY Hardware
    1. Type, 2018–2030 (USD
    2. MILLION) 87
  107. Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  108. market, BY Application,
  109. Latin
  110. AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    1. Vertical,
  111. COMPETITIVE LANDSCAPE 90
    1. Competitive
    2. benchmarking 91
    3. Vendor share analysis 92
    4. recent developments
      1. Partnerships/Agreements/contracts/Collaborations 92
      2. Business
      3. Product Launches/developments 93
    5. Expansions/AcquisItions 93
    6. Company Profiles 95
    7. oculus vr (meta) 95
      1. COMPANY OVERVIEW 95
      2. FINANCIAL OVERVIEW 96
      3. Products/Solutions/Services OFFERed 96
      4. KEY DEVELOPMENTS 97
      5. SWOT ANALYSIS 97
      6. KEY STRATEGIES
    8. samsung electronics co., ltd 98
      1. COMPANY OVERVIEW 98
      2. FINANCIAL OVERVIEW 99
      3. Products/Solutions/Services Offered 99
      4. KEY DEVELOPMENTS 100
      5. SWOT ANALYSIS 100
      6. KEY STRATEGIES
    9. WORLDVIZ 101
      1. COMPANY OVERVIEW 101
      2. Products/Solutions/Services Offered 101
    10. FINANCIAL OVERVIEW 101
    11. KEY DEVELOPMENTS 101
    12. nxp semiconductor n.v 102
      1. COMPANY OVERVIEW
      2. FINANCIAL OVERVIEW 103
      3. Products/Solutions/Services Offered
      4. KEY DEVELOPMENTS 104
      5. SWOT ANALYSIS 104
      6. KEY
    13. STRATEGIES 104
    14. bosch sensortec gmbh (bosch group) 105
      1. COMPANY
      2. FINANCIAL OVERVIEW 106
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 107
      5. SWOT ANALYSIS 107
    15. OVERVIEW 105
    16. Offered 106
    17. KEY STRATEGIES 108
    18. inertial labs 109
      1. COMPANY OVERVIEW 109
      2. FINANCIAL OVERVIEW 109
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 109
    19. sony corporation 110
      1. FINANCIAL OVERVIEW 111
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 112
      4. SWOT ANALYSIS 112
    20. COMPANY OVERVIEW 110
    21. OFFERed 112
    22. KEY STRATEGIES 113
    23. valve corporation 114
      1. COMPANY OVERVIEW
      2. FINANCIAL OVERVIEW 114
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 114
    24. htc corproation 115
      1. COMPANY OVERVIEW 115
      2. FINANCIAL OVERVIEW 115
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 116
      5. SWOT ANALYSIS 117
    25. OFFERed 116
    26. KEY STRATEGIES 117
    27. tcl technology 118
      1. COMPANY OVERVIEW 118
      2. FINANCIAL OVERVIEW 119
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 120
      5. SWOT ANALYSIS 120
    28. KEY STRATEGIES 120
    29. dpvr. 121
      1. COMPANY OVERVIEW 121
      2. Products/Solutions/Services OFFERed 121
    30. FINANCIAL OVERVIEW 121
    31. KEY DEVELOPMENTS 121
    32. VUZIX 122
      1. COMPANY OVERVIEW 122
      2. Products/Solutions/Services OFFERed 123
      3. SWOT ANALYSIS 124
      4. KEY STRATEGIES
    33. FINANCIAL OVERVIEW 123
    34. KEY DEVELOPMENTS 124
    35. qualcomm technologies inc. 125
      1. COMPANY OVERVIEW 125
      2. FINANCIAL OVERVIEW 126
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 127
      5. SWOT ANALYSIS 127
    36. KEY STRATEGIES 127
    37. sieko epson corporation 128
      1. FINANCIAL OVERVIEW 128
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 129
      4. SWOT ANALYSIS 129
      5. KEY STRATEGIES 130
    38. COMPANY OVERVIEW 128
    39. OFFERed 129
    40. penumbra, inc. 131
      1. COMPANY
      2. FINANCIAL OVERVIEW 131
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 132
      5. SWOT ANALYSIS 132
      6. KEY STRATEGIES 133
    41. OVERVIEW 131
    42. OFFERed 132
    43. Arm Limited 134
      1. COMPANY OVERVIEW
      2. FINANCIAL OVERVIEW 134
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 134
    44. OFFERed 134
    45. LEKE VR 135
      1. FINANCIAL OVERVIEW 135
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 135
    46. COMPANY OVERVIEW 135
    47. OFFERed 135
    48. google llc 136
      1. FINANCIAL OVERVIEW 137
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 138
      4. SWOT ANALYSIS 138
      5. KEY STRATEGIES 138
    49. COMPANY OVERVIEW 136
    50. OFFERed 137
  112. LIST OF TABLES
  113. MARKET
    1. SYNOPSIS 20
  114. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 40
  115. GLOBAL AUGMENTED
  116. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
    1. MILLION) 43
  117. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY INDUSTRY VERTICAL, 2018–2030
    2. (USD MILLION) 45
  118. GLOBAL
  119. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030
    1. (USD MILLION) 48
  120. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
  121. HARDWARE MARKET, BY COUNTRY, 2018–2030
    1. (USD MILLION) 50
    2. TABLE 7
  122. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
    1. TYPE, 2018–2030
    2. (USD MILLION) 51
  123. NORTH AMERICA AUGMENTED
  124. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
    1. (USD MILLION) 52
  125. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
  126. HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD MILLION) 53
  127. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
    1. TYPE, 2018–2030 (USD MILLION) 54
  128. US AUGMENTED REALITY AND VIRTUAL
  129. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 54
    1. TABLE
  130. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
  131. CANADA AUGMENTED REALITY AND VIRTUAL
  132. REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD MILLION) 55
  133. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
  134. CANADA AUGMENTED REALITY AND VIRTUAL
  135. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD MILLION)
  136. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
    1. COUNTRY, 2018–2030 (USD MILLION) 58
  137. EUROPE AUGMENTED REALITY
  138. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)
  139. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
    1. APPLICATION, 2019–2030 (USD MILLION) 60
  140. EUROPE AUGMENTED REALITY
  141. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD
    2. MILLION) 61
  142. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 62
  143. UK AUGMENTED REALITY
  144. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
  145. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
    1. VERTICAL, 2018–2030 (USD MILLION) 63
  146. GERMANY AUGMENTED REALITY
  147. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD
    2. MILLION) 63
  148. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  149. MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 64
  150. GERMANY AUGMENTED
  151. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD MILLION) 64
  152. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY
  153. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 65
    1. TABLE 27
  154. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
    1. (USD MILLION) 65
  155. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  156. MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD MILLION) 66
    2. TABLE
  157. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
  158. ITALY AUGMENTED REALITY AND VIRTUAL
  159. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 67
    1. TABLE
  160. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
  161. REST OF EUROPE AUGMENTED REALITY
  162. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD
    2. MILLION) 68
  163. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  164. MARKET, BY APPLICATION, 2018–2030
    1. (USD MILLION) 68
  165. REST
  166. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    1. (USD MILLION) 69
  167. ASIA-PACIFIC AUGMENTED REALITY
  168. AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 71
  169. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
    1. HARDWARE TYPE, 2018–2030
    2. (USD MILLION) 72
  170. ASIA-PACIFIC
  171. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
    1. (USD MILLION) 73
  172. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
  173. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD MILLION)
  174. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
    1. HARDWARE TYPE, 2018–2030 (USD MILLION) 75
  175. CHINA AUGMENTED REALITY
  176. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
  177. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
    1. INDUSTRY VERTICAL, 2018–2030
    2. (USD MILLION) 76
  178. JAPAN AUGMENTED
  179. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD
    1. MILLION) 76
  180. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY APPLICATION, 2018–2030 (USD MILLION) 77
  181. JAPAN AUGMENTED REALITY
  182. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD
    2. MILLION) 77
  183. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 78
  184. INDIA AUGMENTED
  185. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
    1. MILLION) 78
  186. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY INDUSTRY VERTICAL, 2018–2030
    2. (USD MILLION) 79
  187. SOUTH
  188. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD MILLION) 79
  189. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY
  190. HARDWARE MARKET, BY APPLICATION, 2018–2030
    1. (USD MILLION) 80
    2. TABLE
  191. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
    1. VERTICAL, 2018–2030
    2. (USD MILLION) 80
  192. REST OF ASIA-PACIFIC
  193. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD MILLION) 81
  194. REST OF ASIA-PACIFIC AUGMENTED REALITY AND
  195. VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
    1. (USD MILLION)
  196. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  197. MARKET, BY INDUSTRY VERTICAL,
    1. TABLE
  198. MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY HARDWARE TYPE, 2018–2030
    2. (USD MILLION) 83
  199. MIDDLE EAST
  200. & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    1. (USD MILLION) 84
  201. MIDDLE EAST & AFRICAAUGMENTED
  202. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    1. (USD MILLION) 85
  203. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
  204. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    1. (USD MILLION) 87
    2. TABLE
  205. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    1. (USD MILLION) 88
  206. LATIN AMERICA AUGMENTED REALITY
  207. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    1. (USD
    2. MILLION) 89
  208. PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
  209. BUSINESS EXPANSIONS/ACQUISITIONS 93
  210. PRODUCT LAUNCHES/DEVELOPMENTS
  211. OCULUS VR (META): PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
    1. TABLE
  212. OCULUS VR (META): KEY DEVELOPMENTS 97
  213. SAMSUNG ELECTRONICS CO.,
    1. LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
  214. SAMSUNG ELECTRONICS CO.,
    1. LTD: KEY DEVELOPMENTS 100
  215. WORLDVIZ: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  216. NXP SEMICONDUCTORS N.V: PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
  217. NXP SEMICONDUCTORS N.V: KEY DEVELOPMENTS 104
  218. BOSCH SENSORTEC
    1. GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
  219. BOSCH
    1. SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
  220. INERTIAL LABS:
    1. PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
  221. INERTIAL LABS: KEY DEVELOPMENTS
  222. SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
    1. TABLE
  223. SONY CORPORATION: KEY DEVELOPMENTS 112
  224. VALVE CORPORATION: PRODUCTS/SOLUTIONS/SERVICES
    1. OFFERED 114
  225. VALVE CORPORATION: KEY DEVELOPMENTS 114
    1. TABLE 78
    2. HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
  226. HTC CORPORATION:
    1. KEY DEVELOPMENTS 116
  227. TCL TECHNOLOGY: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  228. TCL TECHNOLOGY: KEY DEVELOPMENTS 120
  229. DPVR.: PRODUCTS/SOLUTIONS/SERVICES
    1. OFFERED 121
  230. VUZIX: PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
    1. TABLE
  231. VUZIX: KEY DEVELOPMENTS 124
  232. QUALCOM TECHNOLOGIES INC.: PRODUCTS/SOLUTIONS/SERVICES
    1. OFFERED 126
  233. QUALCOM TECHNOLOGIES INC.: KEY DEVELOPMENTS 127
    1. TABLE
  234. SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
    1. TABLE 88
    2. SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
  235. PENUMBRA, INC: PRODUCTS/SOLUTIONS/SERVICES
    1. OFFERED 132
  236. PENUMBRA, INC: KEY DEVELOPMENTS 132
  237. ARM
    1. LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
  238. LEKE VR: PRODUCTS/SOLUTIONS/SERVICES
    1. OFFERED 135
  239. GOOGLE LLC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
  240. GOOGLE LLC: KEY DEVELOPMENTS 138
  241. LIST OF FIGURES
  242. MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL
    1. REALITY HARDWARE MARKET 20
  243. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
    1. HARDWARE MARKET: MARKET STRUCTURE 22
  244. BOTTOM-UP AND TOP-DOWN APPROACHES
  245. MARKET DYNAMICS: ANALYSIS OF THE GLOBAL AUGMENTED REALITY AND VIRTUAL
    1. REALITY HARDWARE MARKET 30
  246. DRIVERS IMPACT ANALYSIS: GLOBAL AUGMENTED
    1. REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
  247. RESTRAINTS IMPACT ANALYSIS:
    1. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
  248. SUPPLY
    1. CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
  249. PORTER'S FIVE FORCES ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
    1. HARDWARE MARKET 37
  250. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  251. MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
  252. GLOBAL AUGMENTED REALITY
  253. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030
    1. (USD MILLION)
  254. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY APPLICATION, 2021 (% SHARE) 42
  255. GLOBAL AUGMENTED REALITY AND VIRTUAL
  256. REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
    1. FIGURE
  257. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
  258. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  259. MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030
    1. (USD MILLION) 44
    2. FIGURE 15
  260. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (%
    1. SHARE) 47
  261. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY REGION, 2021 VS 2030 (USD MILLION) 48
  262. NORTH AMERICA AUGMENTED
  263. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
    1. FIGURE
  264. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,
    1. (USD MILLION) 50
  265. NORTH AMERICA AUGMENTED REALITY
  266. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    1. (USD MILLION)
  267. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    1. BY APPLICATION, 2018-2030
    2. (USD MILLION) 52
  268. NORTH AMERICA AUGMENTED
  269. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    1. (USD MILLION) 53
  270. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  271. MARKET, BY COUNTRY, 2021 (% SHARE) 57
  272. EUROPE AUGMENTED REALITY AND
  273. VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
    1. FIGURE
  274. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
  275. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY
  276. HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
  277. EUROPE
  278. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    1. (USD MILLION) 61
  279. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
  280. REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
  281. ASIA-PACIFIC
  282. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030
    1. (USD MILLION) 71
  283. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY
  284. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    1. (USD MILLION) 72
    2. FIGURE
  285. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
  286. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
  287. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    1. (USD MILLION) 74
  288. MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
  289. MARKET, BY HARDWARE TYPE, 2018-2030
    1. (USD MILLION) 83
  290. MIDDLE
  291. EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    1. (USD MILLION) 84
  292. MIDDLE EAST & AFRICAAUGMENTED
  293. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    1. (USD MILLION) 85
  294. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
  295. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    1. (USD MILLION) 87
    2. FIGURE
  296. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    1. (USD MILLION) 88
  297. LATIN AMERICAAUGMENTED REALITY AND
  298. VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
  299. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING
  300. VENDOR SHARE ANALYSIS, 2021 (%) 92
  301. OCULUS VR (META):
    1. FINANCIAL OVERVIEW SNAPSHOT 96
  302. OCULUS VR (META): SWOT ANALYSIS 97
  303. SAMSUNG ELECTRONICS CO., LTD: FINANCIAL OVERVIEW SNAPSHOT 99
    1. FIGURE
  304. SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
  305. NXP SEMICONDUCTORS
    1. N.V: FINANCIAL OVERVIEW SNAPSHOT 103
  306. NXP SEMICONDUCTORS N.V: SWOT
    1. ANALYSIS 104
  307. BOSCH SENSORTEC GMBH (BOSCH GROUP): FINANCIAL OVERVIEW
    1. SNAPSHOT 106
  308. BOSCH SENSORTEC GMBH (BOSCH GROUP): SWOT ANALYSIS 107
  309. SONY CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 111
  310. SONY
    1. CORPORATION: SWOT ANALYSIS 112
  311. HTC CORPORATION: FINANCIAL OVERVIEW
    1. SNAPSHOT 115
  312. HTC CORPORATION: SWOT ANALYSIS 117
  313. TCL
    1. TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
  314. TCL TECHNOLOGY: SWOT
    1. ANALYSIS 120
  315. VUZIX: FINANCIAL OVERVIEW SNAPSHOT 123
    1. FIGURE 55
    2. VUZIX: SWOT ANALYSIS 124
  316. QUALCOM TECHNOLOGIES INC.: FINANCIAL OVERVIEW
    1. SNAPSHOT 126
  317. QUALCOM TECHNOLOGIES INC.: SWOT ANALYSIS 127
    1. FIGURE
  318. SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
  319. SEIKO
    1. EPSON CORPORATION: SWOT ANALYSIS 129
  320. PENUMBRA, INC: FINANCIAL OVERVIEW
    1. SNAPSHOT 131
  321. PENUMBRA, INC: SWOT ANALYSIS 132
  322. GOOGLE
    1. LLC: FINANCIAL OVERVIEW SNAPSHOT 137
  323. GOOGLE LLC: SWOT ANALYSIS 138

AR/VR Hardware Market Segmentation

  • Global AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

    • Sensors
    • Processors
    • Controllers
    • Cameras
    • Headphones
    • Display Monitors
    • Others
  • Global AR/VR Hardware, By Application (USD Million, 2018-2030)

    • Head Mounted Display
    • Head Up Display
    • Handheld Devices
  • Global AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

    • Aerospace & Defense
    • Gaming & Entertainment
    • Education & Training
    • Healthcare
    • Automotive
    • Others

Global AR/VR Hardware Regional Outlook (USD Million, 2018-2030)

  • North America Outlook (USD Million, 2018-2030)

    • North America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • North America AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • North America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
      • US Outlook (USD Million, 2018-2030)

      • US AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • US AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • US AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Canada Outlook (USD Million, 2018-2030)

      • Canada AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Canada AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Canada AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Mexico Outlook (USD Million, 2018-2030)

      • Mexico AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Mexico AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Mexico AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
  • Europe Outlook (USD Million, 2018-2030)

    • Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • Europe AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
      • Germany Outlook (USD Million, 2018-2030)

      • Germany AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Germany AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Germany AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • France Outlook (USD Million, 2018-2030)

      • France AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • France AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • France AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • UK Outlook (USD Million, 2018-2030)

      • UK AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • UK AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • UK AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Rest of Europe Outlook (USD Million, 2018-2030)

      • Rest of Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Rest of Europe AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Rest of Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
  • Asia-Pacific Outlook (USD Million, 2018-2030)

    • Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
      • China Outlook (USD Million, 2018-2030)

      • China AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • China AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • China AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • India Outlook (USD Million, 2018-2030)

      • India AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • India AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • India AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Japan Outlook (USD Million, 2018-2030)

      • Japan AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Japan AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Japan AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Rest of Asia-Pacific Outlook (USD Million, 2018-2030)

      • Rest of Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Rest of Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Rest of Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
  • Rest of the World Outlook (USD Million, 2018-2030)

    • Rest of the World AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • Rest of the World AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • Rest of the World AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
    • Middle East & Africa Outlook (USD Million, 2018-2030)

    • Middle East & Africa AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • Middle East & Africa AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • Middle East & Africa AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
  • South America Outlook (USD Million, 2018-2030)

    • South America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • South America AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • South America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others
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