Augmented Reality And Virtual Reality Market 2018


Report ID : RC-4642 Category : Information And Communication Technology Published Date : Dec - 2018
Publisher : Research N Reports Pages : 220 Format : PDF
Augmented Reality And Virtual Reality Market 2018-2026

Augmented reality is the combination of virtual reality and real life. The augmented technology covers the real world with computer-generated data, which completely changes the customer experience. It changes what we see, feel, and hear. Augmented reality is a direct, indirect, or live view of a real-world environment, whose features are supplemented by a system generated sensory input involving video, graphics, and sound or GPS data.

Virtual reality includes the creation of a virtual world that interacts with consumers. This virtual world is designed in a way that it seems more realistic to the clients, while they can not differentiate between the real and virtual. Additionally, virtual reality could be experienced by wearing a virtual reality helmet, or goggles similar to oculus rift, which is a virtual reality headset gadget that totally engages users within the virtual world. Oculus Rift is expected to be one of the key drivers for the augmented reality and virtual reality market, with its launch in the first quarter of 2016. In virtual reality, the client is secluded from this real world and is immersed in a world that is totally fictional. With augmented reality, users continue to be in touch with the real world, while interacting with virtual objects around them. The virtual reality is mainly used for video games, and social networking in a virtual environment, such as PlayStation Home.

The augmented reality and virtual reality market is relied upon to achieve an estimation of US$ XX million by 2026, developing at a CAGR of XX% amid the forecast time frame 2018-2026. The ARVR market is gaining a massive acceptance as of late because of their increased applications in gaming, e-commerce, military, sports, and entertainment and so on. In the medical field, ARVR is used as a part of training with the help of 3D models and in surgeries. Augmented and virtual reality solutions discover high usage in different industries, for example, aviation, defense & security, medicinal services, digital manufacturing, education, and entertainment. In aviation and defense, the ARVR technology is used to implement displaying info such as aircraft speed, horizon line, and altitude.

Some of the factors restraining the development of the global augmented reality & virtual reality market are privacy and awareness, image latency. The requirement of hardware is additionally hindering the development of the market. Programming physics, costs, under development and graphics are additionally different variables limiting the development of the global augmented reality & virtual reality market. The rising applications and increase in R&D initiatives will fill in as an opportunity, fueling the growth of the global augmented reality and virtual reality market.

Based on topography, Asia Pacific is witnessing a dynamite development in the virtual and augmented reality market. China is assessed to be the main domestic market within the Asia Pacific. Notwithstanding, North America is expected to continue to lead in the augmented reality and virtual reality market. The contribution from Middle East Africa and South America is low at present but may increase in the years to come.

The report provides both, qualitative and quantitative research of the global market, as well as encompasses worthy insights into the rational scenario and favored improvement methods adopted by key contenders. Some of the primary players of Global augmented reality and virtual reality market are Blippar, Catchoom, CyberGlove Systems Inc., EON Reality Inc., Facebook (Oculus VR), Google (Daydream), HTC Corporation, Intel Corporation, Magic Leap, Inc., Marxent Labs LLC, Microsoft, NextVR Inc., Niantic, Inc., NVIDIA Corporation, ODG, PTC Inc., Qualcomm Technologies, Inc., SAMSUNG, Snap Inc., SONY CORPORATION OF AMERICA, Vuzix, and Wevr among others.
Table of Content

Augmented Reality And Virtual Reality Market 2018

1.	Introduction
1.1.	Market Scope
1.2.	Market Segmentation
1.3.	Methodology
1.4.	Assumptions
2.	Augmented Reality and Virtual Reality Market Snapshot
3.	Executive Summary: AR and VR Market
4.	Qualitative Analysis: AR and VR Market
4.1.	Introduction
4.1.1.	Product Definition
4.1.2.	Industry Development
4.2.	Market Dynamics
4.2.1.	Drivers
4.2.2.	Restraints
4.2.3.	Opportunities
4.3.	Trends in Augmented Reality and Virtual Reality Market
5.	Global Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
5.1.	Overview
5.1.1.	Global AR and VR Market Revenue (US$ Mn) and Forecasts
5.2.	Global Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
5.2.1.	Augmented Reality  (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on Location base AR , Marker base AR , Marker-less AR)
5.2.1.1.	Location base AR 
5.2.1.2.	Marker base AR 
5.2.1.3.	Marker-less AR
5.2.2.	Virtual Reality (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on CG based VR , Reality based VR)
5.2.2.1.	CG based VR 
5.2.2.2.	Reality based VR
5.3.	Key Segment for Channeling Investments
5.3.1.	By Technology
6.	Global Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
6.1.	Overview
6.2.	Global Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
6.2.1.	Augmented Reality Devices (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on Head-Mounted Displays (HMD) , Head-Up Display (HUD) , Handheld Device)
6.2.1.1.	Head-Mounted Displays (HMD) 
6.2.1.2.	Head-Up Display (HUD) 
6.2.1.3.	Handheld Device
6.2.2.	Virtual Reality Devices (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on Head-Mounted Display (HMD) , Gesture Control Device , Projector and display wall)
6.2.2.1.	Head-Mounted Display (HMD) 
6.2.2.2.	Gesture Control Device 
6.2.2.3.	Projector and display wall
6.3.	Key Segment for Channeling Investments
6.3.1.	By Device Type
7.	Global Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
7.1.	Overview
7.2.	Global Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
7.2.1.	Hardware (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on Displays  , Sensors , 3D cameras  , Semiconductor components)
7.2.1.1.	Displays  
7.2.1.2.	Sensors 
7.2.1.3.	3D cameras  
7.2.1.4.	Semiconductor components
7.2.2.	Software (Definition, Market Penetration, Market Revenue Expected to Increase by 2026, Compound Annual Growth Rate (CAGR) and information on Cloud-Based Services , Software Development Kits (SDK))
7.2.2.1.	Cloud-Based Services 
7.2.2.2.	Software Development Kits (SDK)
7.3.	Key Segment for Channeling Investments
7.3.1.	By Components
8.	Global Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
8.1.	Overview
8.2.	Global Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
8.2.1.	Mobile 
8.2.1.1.	Definition
8.2.1.2.	Market Penetration
8.2.1.3.	Market Revenue Expected to Increase by 2026
8.2.1.4.	Compound Annual Growth Rate (CAGR)
8.2.2.	Console 
8.2.2.1.	Definition
8.2.2.2.	Market Penetration
8.2.2.3.	Market Revenue Expected to Increase by 2026
8.2.2.4.	Compound Annual Growth Rate (CAGR)
8.2.3.	PC 
8.2.3.1.	Definition
8.2.3.2.	Market Penetration
8.2.3.3.	Market Revenue Expected to Increase by 2026
8.2.3.4.	Compound Annual Growth Rate (CAGR)
8.2.4.	Others
8.2.4.1.	Definition
8.2.4.2.	Market Penetration
8.2.4.3.	Market Revenue Expected to Increase by 2026
8.2.4.4.	Compound Annual Growth Rate (CAGR)
8.3.	Key Segment for Channeling Investments
8.3.1.	By Platform
9.	Global Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
9.1.	Overview
9.2.	Global Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
9.2.1.	E-commerce 
9.2.1.1.	Definition
9.2.1.2.	Market Penetration
9.2.1.3.	Market Revenue Expected to Increase by 2026
9.2.1.4.	Compound Annual Growth Rate (CAGR)
9.2.2.	Aerospace and Defense 
9.2.2.1.	Definition
9.2.2.2.	Market Penetration
9.2.2.3.	Market Revenue Expected to Increase by 2026
9.2.2.4.	Compound Annual Growth Rate (CAGR)
9.2.3.	Gaming 
9.2.3.1.	Definition
9.2.3.2.	Market Penetration
9.2.3.3.	Market Revenue Expected to Increase by 2026
9.2.3.4.	Compound Annual Growth Rate (CAGR)
9.2.4.	Medical 
9.2.4.1.	Definition
9.2.4.2.	Market Penetration
9.2.4.3.	Market Revenue Expected to Increase by 2026
9.2.4.4.	Compound Annual Growth Rate (CAGR)
9.2.5.	Education 
9.2.5.1.	Definition
9.2.5.2.	Market Penetration
9.2.5.3.	Market Revenue Expected to Increase by 2026
9.2.5.4.	Compound Annual Growth Rate (CAGR)
9.2.6.	Military   
9.2.6.1.	Definition
9.2.6.2.	Market Penetration
9.2.6.3.	Market Revenue Expected to Increase by 2026
9.2.6.4.	Compound Annual Growth Rate (CAGR)
9.2.7.	Industrial 
9.2.7.1.	Definition
9.2.7.2.	Market Penetration
9.2.7.3.	Market Revenue Expected to Increase by 2026
9.2.7.4.	Compound Annual Growth Rate (CAGR)
9.3.	Key Segment for Channeling Investments
9.3.1.	By Vertical
10.	North America Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
10.1.	Overview
10.1.1.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn)
10.2.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
10.2.1.	Augmented Reality 
10.2.1.1.	Location base AR 
10.2.1.2.	Marker base AR 
10.2.1.3.	Marker-less AR
10.2.2.	Virtual Reality
10.2.2.1.	CG based VR 
10.2.2.2.	Reality based VR
10.3.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
10.3.1.	Augmented Reality Devices
10.3.1.1.	Head-Mounted Displays (HMD) 
10.3.1.2.	Head-Up Display (HUD) 
10.3.1.3.	Handheld Device
10.3.2.	Virtual Reality Devices
10.3.2.1.	Head-Mounted Display (HMD) 
10.3.2.2.	Gesture Control Device 
10.3.2.3.	Projector and display wall
10.4.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
10.4.1.	Hardware
10.4.1.1.	Displays  
10.4.1.2.	Sensors 
10.4.1.3.	3D cameras  
10.4.1.4.	Semiconductor components
10.4.2.	Software
10.4.2.1.	Cloud-Based Services 
10.4.2.2.	Software Development Kits (SDK)
10.5.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
10.5.1.	Mobile 
10.5.2.	Console 
10.5.3.	PC 
10.5.4.	Others
10.6.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
10.6.1.	E-commerce 
10.6.2.	Aerospace and Defense 
10.6.3.	Gaming 
10.6.4.	Medical 
10.6.5.	Education 
10.6.6.	Military   
10.6.7.	Industrial 
10.7.	North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Country
10.7.1.	U.S. 
10.7.1.1.	U.S. Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
10.7.1.1.1.	Augmented Reality 
10.7.1.1.1.1.	Location base AR 
10.7.1.1.1.2.	Marker base AR 
10.7.1.1.1.3.	Marker-less AR
10.7.1.1.2.	Virtual Reality
10.7.1.1.2.1.	CG based VR 
10.7.1.1.2.2.	Reality based VR
10.7.1.2.	U.S. Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
10.7.1.2.1.	Augmented Reality Devices
10.7.1.2.1.1.	Head-Mounted Displays (HMD) 
10.7.1.2.1.2.	Head-Up Display (HUD) 
10.7.1.2.1.3.	Handheld Device
10.7.1.2.2.	Virtual Reality Devices
10.7.1.2.2.1.	Head-Mounted Display (HMD) 
10.7.1.2.2.2.	Gesture Control Device 
10.7.1.2.2.3.	Projector and display wall
10.7.1.3.	U.S. Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
10.7.1.3.1.	Hardware
10.7.1.3.1.1.	Displays  
10.7.1.3.1.2.	Sensors 
10.7.1.3.1.3.	3D cameras  
10.7.1.3.1.4.	Semiconductor components
10.7.1.3.2.	Software
10.7.1.3.2.1.	Cloud-Based Services 
10.7.1.3.2.2.	Software Development Kits (SDK)
10.7.1.4.	U.S. Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
10.7.1.4.1.	Mobile 
10.7.1.4.2.	Console 
10.7.1.4.3.	PC 
10.7.1.4.4.	Others
10.7.1.5.	U.S. Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
10.7.1.5.1.	E-commerce 
10.7.1.5.2.	Aerospace and Defense 
10.7.1.5.3.	Gaming 
10.7.1.5.4.	Medical 
10.7.1.5.5.	Education 
10.7.1.5.6.	Military   
10.7.1.5.7.	Industrial 
10.7.2.	Rest of North America
10.7.2.1.	Rest of North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
10.7.2.1.1.	Augmented Reality 
10.7.2.1.1.1.	Location base AR 
10.7.2.1.1.2.	Marker base AR 
10.7.2.1.1.3.	Marker-less AR
10.7.2.1.2.	Virtual Reality
10.7.2.1.2.1.	CG based VR 
10.7.2.1.2.2.	Reality based VR
10.7.2.2.	Rest of North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
10.7.2.2.1.	Augmented Reality Devices
10.7.2.2.1.1.	Head-Mounted Displays (HMD) 
10.7.2.2.1.2.	Head-Up Display (HUD) 
10.7.2.2.1.3.	Handheld Device
10.7.2.2.2.	Virtual Reality Devices
10.7.2.2.2.1.	Head-Mounted Display (HMD) 
10.7.2.2.2.2.	Gesture Control Device 
10.7.2.2.2.3.	Projector and display wall
10.7.2.3.	Rest of North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
10.7.2.3.1.	Hardware
10.7.2.3.1.1.	Displays  
10.7.2.3.1.2.	Sensors 
10.7.2.3.1.3.	3D cameras  
10.7.2.3.1.4.	Semiconductor components
10.7.2.3.2.	Software
10.7.2.3.2.1.	Cloud-Based Services 
10.7.2.3.2.2.	Software Development Kits (SDK)
10.7.2.4.	Rest of North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
10.7.2.4.1.	Mobile 
10.7.2.4.2.	Console 
10.7.2.4.3.	PC 
10.7.2.4.4.	Others
10.7.2.5.	Rest of North America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
10.7.2.5.1.	E-commerce 
10.7.2.5.2.	Aerospace and Defense 
10.7.2.5.3.	Gaming 
10.7.2.5.4.	Medical 
10.7.2.5.5.	Education 
10.7.2.5.6.	Military   
10.7.2.5.7.	Industrial 
10.8.	Key Segment for Channeling Investments
10.8.1.	By Country
10.8.2.	By Technology
10.8.3.	By Device Type
10.8.4.	By Components
10.8.5.	By Platform
10.8.6.	By Vertical
11.	Europe Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
11.1.	Overview
11.1.1.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn)
11.2.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.2.1.	Augmented Reality 
11.2.1.1.	Location base AR 
11.2.1.2.	Marker base AR 
11.2.1.3.	Marker-less AR
11.2.2.	Virtual Reality
11.2.2.1.	CG based VR 
11.2.2.2.	Reality based VR
11.3.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.3.1.	Augmented Reality Devices
11.3.1.1.	Head-Mounted Displays (HMD) 
11.3.1.2.	Head-Up Display (HUD) 
11.3.1.3.	Handheld Device
11.3.2.	Virtual Reality Devices
11.3.2.1.	Head-Mounted Display (HMD) 
11.3.2.2.	Gesture Control Device 
11.3.2.3.	Projector and display wall
11.4.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.4.1.	Hardware
11.4.1.1.	Displays  
11.4.1.2.	Sensors 
11.4.1.3.	3D cameras  
11.4.1.4.	Semiconductor components
11.4.2.	Software
11.4.2.1.	Cloud-Based Services 
11.4.2.2.	Software Development Kits (SDK)
11.5.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.5.1.	Mobile 
11.5.2.	Console 
11.5.3.	PC 
11.5.4.	Others
11.6.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.6.1.	E-commerce 
11.6.2.	Aerospace and Defense 
11.6.3.	Gaming 
11.6.4.	Medical 
11.6.5.	Education 
11.6.6.	Military   
11.6.7.	Industrial 
11.7.	Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Country
11.7.1.	France 
11.7.1.1.	France Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.1.1.1.	Augmented Reality 
11.7.1.1.1.1.	Location base AR 
11.7.1.1.1.2.	Marker base AR 
11.7.1.1.1.3.	Marker-less AR
11.7.1.1.2.	Virtual Reality
11.7.1.1.2.1.	CG based VR 
11.7.1.1.2.2.	Reality based VR
11.7.1.2.	France Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.1.2.1.	Augmented Reality Devices
11.7.1.2.1.1.	Head-Mounted Displays (HMD) 
11.7.1.2.1.2.	Head-Up Display (HUD) 
11.7.1.2.1.3.	Handheld Device
11.7.1.2.2.	Virtual Reality Devices
11.7.1.2.2.1.	Head-Mounted Display (HMD) 
11.7.1.2.2.2.	Gesture Control Device 
11.7.1.2.2.3.	Projector and display wall
11.7.1.3.	France Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.1.3.1.	Hardware
11.7.1.3.1.1.	Displays  
11.7.1.3.1.2.	Sensors 
11.7.1.3.1.3.	3D cameras  
11.7.1.3.1.4.	Semiconductor components
11.7.1.3.2.	Software
11.7.1.3.2.1.	Cloud-Based Services 
11.7.1.3.2.2.	Software Development Kits (SDK)
11.7.1.4.	France Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.1.4.1.	Mobile 
11.7.1.4.2.	Console 
11.7.1.4.3.	PC 
11.7.1.4.4.	Others
11.7.1.5.	France Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.1.5.1.	E-commerce 
11.7.1.5.2.	Aerospace and Defense 
11.7.1.5.3.	Gaming 
11.7.1.5.4.	Medical 
11.7.1.5.5.	Education 
11.7.1.5.6.	Military   
11.7.1.5.7.	Industrial 
11.7.2.	The UK 
11.7.2.1.	The UK Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.2.1.1.	Augmented Reality 
11.7.2.1.1.1.	Location base AR 
11.7.2.1.1.2.	Marker base AR 
11.7.2.1.1.3.	Marker-less AR
11.7.2.1.2.	Virtual Reality
11.7.2.1.2.1.	CG based VR 
11.7.2.1.2.2.	Reality based VR
11.7.2.2.	The UK Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.2.2.1.	Augmented Reality Devices
11.7.2.2.1.1.	Head-Mounted Displays (HMD) 
11.7.2.2.1.2.	Head-Up Display (HUD) 
11.7.2.2.1.3.	Handheld Device
11.7.2.2.2.	Virtual Reality Devices
11.7.2.2.2.1.	Head-Mounted Display (HMD) 
11.7.2.2.2.2.	Gesture Control Device 
11.7.2.2.2.3.	Projector and display wall
11.7.2.3.	The UK Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.2.3.1.	Hardware
11.7.2.3.1.1.	Displays  
11.7.2.3.1.2.	Sensors 
11.7.2.3.1.3.	3D cameras  
11.7.2.3.1.4.	Semiconductor components
11.7.2.3.2.	Software
11.7.2.3.2.1.	Cloud-Based Services 
11.7.2.3.2.2.	Software Development Kits (SDK)
11.7.2.4.	The UK Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.2.4.1.	Mobile 
11.7.2.4.2.	Console 
11.7.2.4.3.	PC 
11.7.2.4.4.	Others
11.7.2.5.	The UK Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.2.5.1.	E-commerce 
11.7.2.5.2.	Aerospace and Defense 
11.7.2.5.3.	Gaming 
11.7.2.5.4.	Medical 
11.7.2.5.5.	Education 
11.7.2.5.6.	Military   
11.7.2.5.7.	Industrial 
11.7.3.	Spain 
11.7.3.1.	Spain Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.3.1.1.	Augmented Reality 
11.7.3.1.1.1.	Location base AR 
11.7.3.1.1.2.	Marker base AR 
11.7.3.1.1.3.	Marker-less AR
11.7.3.1.2.	Virtual Reality
11.7.3.1.2.1.	CG based VR 
11.7.3.1.2.2.	Reality based VR
11.7.3.2.	Spain Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.3.2.1.	Augmented Reality Devices
11.7.3.2.1.1.	Head-Mounted Displays (HMD) 
11.7.3.2.1.2.	Head-Up Display (HUD) 
11.7.3.2.1.3.	Handheld Device
11.7.3.2.2.	Virtual Reality Devices
11.7.3.2.2.1.	Head-Mounted Display (HMD) 
11.7.3.2.2.2.	Gesture Control Device 
11.7.3.2.2.3.	Projector and display wall
11.7.3.3.	Spain Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.3.3.1.	Hardware
11.7.3.3.1.1.	Displays  
11.7.3.3.1.2.	Sensors 
11.7.3.3.1.3.	3D cameras  
11.7.3.3.1.4.	Semiconductor components
11.7.3.3.2.	Software
11.7.3.3.2.1.	Cloud-Based Services 
11.7.3.3.2.2.	Software Development Kits (SDK)
11.7.3.4.	Spain Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.3.4.1.	Mobile 
11.7.3.4.2.	Console 
11.7.3.4.3.	PC 
11.7.3.4.4.	Others
11.7.3.5.	Spain Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.3.5.1.	E-commerce 
11.7.3.5.2.	Aerospace and Defense 
11.7.3.5.3.	Gaming 
11.7.3.5.4.	Medical 
11.7.3.5.5.	Education 
11.7.3.5.6.	Military   
11.7.3.5.7.	Industrial 
11.7.4.	Germany 
11.7.4.1.	Germany Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.4.1.1.	Augmented Reality 
11.7.4.1.1.1.	Location base AR 
11.7.4.1.1.2.	Marker base AR 
11.7.4.1.1.3.	Marker-less AR
11.7.4.1.2.	Virtual Reality
11.7.4.1.2.1.	CG based VR 
11.7.4.1.2.2.	Reality based VR
11.7.4.2.	Germany Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.4.2.1.	Augmented Reality Devices
11.7.4.2.1.1.	Head-Mounted Displays (HMD) 
11.7.4.2.1.2.	Head-Up Display (HUD) 
11.7.4.2.1.3.	Handheld Device
11.7.4.2.2.	Virtual Reality Devices
11.7.4.2.2.1.	Head-Mounted Display (HMD) 
11.7.4.2.2.2.	Gesture Control Device 
11.7.4.2.2.3.	Projector and display wall
11.7.4.3.	Germany Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.4.3.1.	Hardware
11.7.4.3.1.1.	Displays  
11.7.4.3.1.2.	Sensors 
11.7.4.3.1.3.	3D cameras  
11.7.4.3.1.4.	Semiconductor components
11.7.4.3.2.	Software
11.7.4.3.2.1.	Cloud-Based Services 
11.7.4.3.2.2.	Software Development Kits (SDK)
11.7.4.4.	Germany Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.4.4.1.	Mobile 
11.7.4.4.2.	Console 
11.7.4.4.3.	PC 
11.7.4.4.4.	Others
11.7.4.5.	Germany Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.4.5.1.	E-commerce 
11.7.4.5.2.	Aerospace and Defense 
11.7.4.5.3.	Gaming 
11.7.4.5.4.	Medical 
11.7.4.5.5.	Education 
11.7.4.5.6.	Military   
11.7.4.5.7.	Industrial 
11.7.5.	Italy 
11.7.5.1.	Italy Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.5.1.1.	Augmented Reality 
11.7.5.1.1.1.	Location base AR 
11.7.5.1.1.2.	Marker base AR 
11.7.5.1.1.3.	Marker-less AR
11.7.5.1.2.	Virtual Reality
11.7.5.1.2.1.	CG based VR 
11.7.5.1.2.2.	Reality based VR
11.7.5.2.	Italy Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.5.2.1.	Augmented Reality Devices
11.7.5.2.1.1.	Head-Mounted Displays (HMD) 
11.7.5.2.1.2.	Head-Up Display (HUD) 
11.7.5.2.1.3.	Handheld Device
11.7.5.2.2.	Virtual Reality Devices
11.7.5.2.2.1.	Head-Mounted Display (HMD) 
11.7.5.2.2.2.	Gesture Control Device 
11.7.5.2.2.3.	Projector and display wall
11.7.5.3.	Italy Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.5.3.1.	Hardware
11.7.5.3.1.1.	Displays  
11.7.5.3.1.2.	Sensors 
11.7.5.3.1.3.	3D cameras  
11.7.5.3.1.4.	Semiconductor components
11.7.5.3.2.	Software
11.7.5.3.2.1.	Cloud-Based Services 
11.7.5.3.2.2.	Software Development Kits (SDK)
11.7.5.4.	Italy Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.5.4.1.	Mobile 
11.7.5.4.2.	Console 
11.7.5.4.3.	PC 
11.7.5.4.4.	Others
11.7.5.5.	Italy Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.5.5.1.	E-commerce 
11.7.5.5.2.	Aerospace and Defense 
11.7.5.5.3.	Gaming 
11.7.5.5.4.	Medical 
11.7.5.5.5.	Education 
11.7.5.5.6.	Military   
11.7.5.5.7.	Industrial 
11.7.6.	Rest of Europe 
11.7.6.1.	Rest of Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
11.7.6.1.1.	Augmented Reality 
11.7.6.1.1.1.	Location base AR 
11.7.6.1.1.2.	Marker base AR 
11.7.6.1.1.3.	Marker-less AR
11.7.6.1.2.	Virtual Reality
11.7.6.1.2.1.	CG based VR 
11.7.6.1.2.2.	Reality based VR
11.7.6.2.	Rest of Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
11.7.6.2.1.	Augmented Reality Devices
11.7.6.2.1.1.	Head-Mounted Displays (HMD) 
11.7.6.2.1.2.	Head-Up Display (HUD) 
11.7.6.2.1.3.	Handheld Device
11.7.6.2.2.	Virtual Reality Devices
11.7.6.2.2.1.	Head-Mounted Display (HMD) 
11.7.6.2.2.2.	Gesture Control Device 
11.7.6.2.2.3.	Projector and display wall
11.7.6.3.	Rest of Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
11.7.6.3.1.	Hardware
11.7.6.3.1.1.	Displays  
11.7.6.3.1.2.	Sensors 
11.7.6.3.1.3.	3D cameras  
11.7.6.3.1.4.	Semiconductor components
11.7.6.3.2.	Software
11.7.6.3.2.1.	Cloud-Based Services 
11.7.6.3.2.2.	Software Development Kits (SDK)
11.7.6.4.	Rest of Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
11.7.6.4.1.	Mobile 
11.7.6.4.2.	Console 
11.7.6.4.3.	PC 
11.7.6.4.4.	Others
11.7.6.5.	Rest of Europe Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
11.7.6.5.1.	E-commerce 
11.7.6.5.2.	Aerospace and Defense 
11.7.6.5.3.	Gaming 
11.7.6.5.4.	Medical 
11.7.6.5.5.	Education 
11.7.6.5.6.	Military   
11.7.6.5.7.	Industrial 
11.8.	Key Segment for Channeling Investments
11.8.1.	By Country
11.8.2.	By Technology
11.8.3.	By Device Type
11.8.4.	By Components
11.8.5.	By Platform
11.8.6.	By Vertical
12.	Asia Pacific  Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
12.1.	Overview
12.1.1.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn)
12.2.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.2.1.	Augmented Reality 
12.2.1.1.	Location base AR 
12.2.1.2.	Marker base AR 
12.2.1.3.	Marker-less AR
12.2.2.	Virtual Reality
12.2.2.1.	CG based VR 
12.2.2.2.	Reality based VR
12.3.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.3.1.	Augmented Reality Devices
12.3.1.1.	Head-Mounted Displays (HMD) 
12.3.1.2.	Head-Up Display (HUD) 
12.3.1.3.	Handheld Device
12.3.2.	Virtual Reality Devices
12.3.2.1.	Head-Mounted Display (HMD) 
12.3.2.2.	Gesture Control Device 
12.3.2.3.	Projector and display wall
12.4.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.4.1.	Hardware
12.4.1.1.	Displays  
12.4.1.2.	Sensors 
12.4.1.3.	3D cameras  
12.4.1.4.	Semiconductor components
12.4.2.	Software
12.4.2.1.	Cloud-Based Services 
12.4.2.2.	Software Development Kits (SDK)
12.5.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.5.1.	Mobile 
12.5.2.	Console 
12.5.3.	PC 
12.5.4.	Others
12.6.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.6.1.	E-commerce 
12.6.2.	Aerospace and Defense 
12.6.3.	Gaming 
12.6.4.	Medical 
12.6.5.	Education 
12.6.6.	Military   
12.6.7.	Industrial 
12.7.	Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Country
12.7.1.	China 
12.7.1.1.	China Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.7.1.1.1.	Augmented Reality 
12.7.1.1.1.1.	Location base AR 
12.7.1.1.1.2.	Marker base AR 
12.7.1.1.1.3.	Marker-less AR
12.7.1.1.2.	Virtual Reality
12.7.1.1.2.1.	CG based VR 
12.7.1.1.2.2.	Reality based VR
12.7.1.2.	China Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.7.1.2.1.	Augmented Reality Devices
12.7.1.2.1.1.	Head-Mounted Displays (HMD) 
12.7.1.2.1.2.	Head-Up Display (HUD) 
12.7.1.2.1.3.	Handheld Device
12.7.1.2.2.	Virtual Reality Devices
12.7.1.2.2.1.	Head-Mounted Display (HMD) 
12.7.1.2.2.2.	Gesture Control Device 
12.7.1.2.2.3.	Projector and display wall
12.7.1.3.	China Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.7.1.3.1.	Hardware
12.7.1.3.1.1.	Displays  
12.7.1.3.1.2.	Sensors 
12.7.1.3.1.3.	3D cameras  
12.7.1.3.1.4.	Semiconductor components
12.7.1.3.2.	Software
12.7.1.3.2.1.	Cloud-Based Services 
12.7.1.3.2.2.	Software Development Kits (SDK)
12.7.1.4.	China Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.7.1.4.1.	Mobile 
12.7.1.4.2.	Console 
12.7.1.4.3.	PC 
12.7.1.4.4.	Others
12.7.1.5.	China Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.7.1.5.1.	E-commerce 
12.7.1.5.2.	Aerospace and Defense 
12.7.1.5.3.	Gaming 
12.7.1.5.4.	Medical 
12.7.1.5.5.	Education 
12.7.1.5.6.	Military   
12.7.1.5.7.	Industrial 
12.7.2.	Japan 
12.7.2.1.	Japan Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.7.2.1.1.	Augmented Reality 
12.7.2.1.1.1.	Location base AR 
12.7.2.1.1.2.	Marker base AR 
12.7.2.1.1.3.	Marker-less AR
12.7.2.1.2.	Virtual Reality
12.7.2.1.2.1.	CG based VR 
12.7.2.1.2.2.	Reality based VR
12.7.2.2.	Japan Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.7.2.2.1.	Augmented Reality Devices
12.7.2.2.1.1.	Head-Mounted Displays (HMD) 
12.7.2.2.1.2.	Head-Up Display (HUD) 
12.7.2.2.1.3.	Handheld Device
12.7.2.2.2.	Virtual Reality Devices
12.7.2.2.2.1.	Head-Mounted Display (HMD) 
12.7.2.2.2.2.	Gesture Control Device 
12.7.2.2.2.3.	Projector and display wall
12.7.2.3.	Japan Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.7.2.3.1.	Hardware
12.7.2.3.1.1.	Displays  
12.7.2.3.1.2.	Sensors 
12.7.2.3.1.3.	3D cameras  
12.7.2.3.1.4.	Semiconductor components
12.7.2.3.2.	Software
12.7.2.3.2.1.	Cloud-Based Services 
12.7.2.3.2.2.	Software Development Kits (SDK)
12.7.2.4.	Japan Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.7.2.4.1.	Mobile 
12.7.2.4.2.	Console 
12.7.2.4.3.	PC 
12.7.2.4.4.	Others
12.7.2.5.	Japan Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.7.2.5.1.	E-commerce 
12.7.2.5.2.	Aerospace and Defense 
12.7.2.5.3.	Gaming 
12.7.2.5.4.	Medical 
12.7.2.5.5.	Education 
12.7.2.5.6.	Military   
12.7.2.5.7.	Industrial 
12.7.3.	India 
12.7.3.1.	India Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.7.3.1.1.	Augmented Reality 
12.7.3.1.1.1.	Location base AR 
12.7.3.1.1.2.	Marker base AR 
12.7.3.1.1.3.	Marker-less AR
12.7.3.1.2.	Virtual Reality
12.7.3.1.2.1.	CG based VR 
12.7.3.1.2.2.	Reality based VR
12.7.3.2.	India Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.7.3.2.1.	Augmented Reality Devices
12.7.3.2.1.1.	Head-Mounted Displays (HMD) 
12.7.3.2.1.2.	Head-Up Display (HUD) 
12.7.3.2.1.3.	Handheld Device
12.7.3.2.2.	Virtual Reality Devices
12.7.3.2.2.1.	Head-Mounted Display (HMD) 
12.7.3.2.2.2.	Gesture Control Device 
12.7.3.2.2.3.	Projector and display wall
12.7.3.3.	India Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.7.3.3.1.	Hardware
12.7.3.3.1.1.	Displays  
12.7.3.3.1.2.	Sensors 
12.7.3.3.1.3.	3D cameras  
12.7.3.3.1.4.	Semiconductor components
12.7.3.3.2.	Software
12.7.3.3.2.1.	Cloud-Based Services 
12.7.3.3.2.2.	Software Development Kits (SDK)
12.7.3.4.	India Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.7.3.4.1.	Mobile 
12.7.3.4.2.	Console 
12.7.3.4.3.	PC 
12.7.3.4.4.	Others
12.7.3.5.	India Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.7.3.5.1.	E-commerce 
12.7.3.5.2.	Aerospace and Defense 
12.7.3.5.3.	Gaming 
12.7.3.5.4.	Medical 
12.7.3.5.5.	Education 
12.7.3.5.6.	Military   
12.7.3.5.7.	Industrial 
12.7.4.	Southeast Asia 
12.7.4.1.	Southeast Asia Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.7.4.1.1.	Augmented Reality 
12.7.4.1.1.1.	Location base AR 
12.7.4.1.1.2.	Marker base AR 
12.7.4.1.1.3.	Marker-less AR
12.7.4.1.2.	Virtual Reality
12.7.4.1.2.1.	CG based VR 
12.7.4.1.2.2.	Reality based VR
12.7.4.2.	Southeast Asia Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.7.4.2.1.	Augmented Reality Devices
12.7.4.2.1.1.	Head-Mounted Displays (HMD) 
12.7.4.2.1.2.	Head-Up Display (HUD) 
12.7.4.2.1.3.	Handheld Device
12.7.4.2.2.	Virtual Reality Devices
12.7.4.2.2.1.	Head-Mounted Display (HMD) 
12.7.4.2.2.2.	Gesture Control Device 
12.7.4.2.2.3.	Projector and display wall
12.7.4.3.	Southeast Asia Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.7.4.3.1.	Hardware
12.7.4.3.1.1.	Displays  
12.7.4.3.1.2.	Sensors 
12.7.4.3.1.3.	3D cameras  
12.7.4.3.1.4.	Semiconductor components
12.7.4.3.2.	Software
12.7.4.3.2.1.	Cloud-Based Services 
12.7.4.3.2.2.	Software Development Kits (SDK)
12.7.4.4.	Southeast Asia Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.7.4.4.1.	Mobile 
12.7.4.4.2.	Console 
12.7.4.4.3.	PC 
12.7.4.4.4.	Others
12.7.4.5.	Southeast Asia Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.7.4.5.1.	E-commerce 
12.7.4.5.2.	Aerospace and Defense 
12.7.4.5.3.	Gaming 
12.7.4.5.4.	Medical 
12.7.4.5.5.	Education 
12.7.4.5.6.	Military   
12.7.4.5.7.	Industrial 
12.7.5.	Rest of Asia Pacific 
12.7.5.1.	Rest of Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
12.7.5.1.1.	Augmented Reality 
12.7.5.1.1.1.	Location base AR 
12.7.5.1.1.2.	Marker base AR 
12.7.5.1.1.3.	Marker-less AR
12.7.5.1.2.	Virtual Reality
12.7.5.1.2.1.	CG based VR 
12.7.5.1.2.2.	Reality based VR
12.7.5.2.	Rest of Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
12.7.5.2.1.	Augmented Reality Devices
12.7.5.2.1.1.	Head-Mounted Displays (HMD) 
12.7.5.2.1.2.	Head-Up Display (HUD) 
12.7.5.2.1.3.	Handheld Device
12.7.5.2.2.	Virtual Reality Devices
12.7.5.2.2.1.	Head-Mounted Display (HMD) 
12.7.5.2.2.2.	Gesture Control Device 
12.7.5.2.2.3.	Projector and display wall
12.7.5.3.	Rest of Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
12.7.5.3.1.	Hardware
12.7.5.3.1.1.	Displays  
12.7.5.3.1.2.	Sensors 
12.7.5.3.1.3.	3D cameras  
12.7.5.3.1.4.	Semiconductor components
12.7.5.3.2.	Software
12.7.5.3.2.1.	Cloud-Based Services 
12.7.5.3.2.2.	Software Development Kits (SDK)
12.7.5.4.	Rest of Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
12.7.5.4.1.	Mobile 
12.7.5.4.2.	Console 
12.7.5.4.3.	PC 
12.7.5.4.4.	Others
12.7.5.5.	Rest of Asia Pacific Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
12.7.5.5.1.	E-commerce 
12.7.5.5.2.	Aerospace and Defense 
12.7.5.5.3.	Gaming 
12.7.5.5.4.	Medical 
12.7.5.5.5.	Education 
12.7.5.5.6.	Military   
12.7.5.5.7.	Industrial 
12.8.	Key Segment for Channeling Investments
12.8.1.	By Country
12.8.2.	By Technology
12.8.3.	By Device Type
12.8.4.	By Components
12.8.5.	By Platform
12.8.6.	By Vertical
13.	Middle East and Africa  Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
13.1.	Overview
13.1.1.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn)
13.2.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
13.2.1.	Augmented Reality 
13.2.1.1.	Location base AR 
13.2.1.2.	Marker base AR 
13.2.1.3.	Marker-less AR
13.2.2.	Virtual Reality
13.2.2.1.	CG based VR 
13.2.2.2.	Reality based VR
13.3.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
13.3.1.	Augmented Reality Devices
13.3.1.1.	Head-Mounted Displays (HMD) 
13.3.1.2.	Head-Up Display (HUD) 
13.3.1.3.	Handheld Device
13.3.2.	Virtual Reality Devices
13.3.2.1.	Head-Mounted Display (HMD) 
13.3.2.2.	Gesture Control Device 
13.3.2.3.	Projector and display wall
13.4.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
13.4.1.	Hardware
13.4.1.1.	Displays  
13.4.1.2.	Sensors 
13.4.1.3.	3D cameras  
13.4.1.4.	Semiconductor components
13.4.2.	Software
13.4.2.1.	Cloud-Based Services 
13.4.2.2.	Software Development Kits (SDK)
13.5.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
13.5.1.	Mobile 
13.5.2.	Console 
13.5.3.	PC 
13.5.4.	Others
13.6.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
13.6.1.	E-commerce 
13.6.2.	Aerospace and Defense 
13.6.3.	Gaming 
13.6.4.	Medical 
13.6.5.	Education 
13.6.6.	Military   
13.6.7.	Industrial 
13.7.	Middle East and Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Country
13.7.1.	GCC Countries 
13.7.1.1.	GCC Countries Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
13.7.1.1.1.	Augmented Reality 
13.7.1.1.1.1.	Location base AR 
13.7.1.1.1.2.	Marker base AR 
13.7.1.1.1.3.	Marker-less AR
13.7.1.1.2.	Virtual Reality
13.7.1.1.2.1.	CG based VR 
13.7.1.1.2.2.	Reality based VR
13.7.1.2.	GCC Countries Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
13.7.1.2.1.	Augmented Reality Devices
13.7.1.2.1.1.	Head-Mounted Displays (HMD) 
13.7.1.2.1.2.	Head-Up Display (HUD) 
13.7.1.2.1.3.	Handheld Device
13.7.1.2.2.	Virtual Reality Devices
13.7.1.2.2.1.	Head-Mounted Display (HMD) 
13.7.1.2.2.2.	Gesture Control Device 
13.7.1.2.2.3.	Projector and display wall
13.7.1.3.	GCC Countries Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
13.7.1.3.1.	Hardware
13.7.1.3.1.1.	Displays  
13.7.1.3.1.2.	Sensors 
13.7.1.3.1.3.	3D cameras  
13.7.1.3.1.4.	Semiconductor components
13.7.1.3.2.	Software
13.7.1.3.2.1.	Cloud-Based Services 
13.7.1.3.2.2.	Software Development Kits (SDK)
13.7.1.4.	GCC Countries Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
13.7.1.4.1.	Mobile 
13.7.1.4.2.	Console 
13.7.1.4.3.	PC 
13.7.1.4.4.	Others
13.7.1.5.	GCC Countries Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
13.7.1.5.1.	E-commerce 
13.7.1.5.2.	Aerospace and Defense 
13.7.1.5.3.	Gaming 
13.7.1.5.4.	Medical 
13.7.1.5.5.	Education 
13.7.1.5.6.	Military   
13.7.1.5.7.	Industrial 
13.7.2.	Southern Africa 
13.7.2.1.	Southern Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
13.7.2.1.1.	Augmented Reality 
13.7.2.1.1.1.	Location base AR 
13.7.2.1.1.2.	Marker base AR 
13.7.2.1.1.3.	Marker-less AR
13.7.2.1.2.	Virtual Reality
13.7.2.1.2.1.	CG based VR 
13.7.2.1.2.2.	Reality based VR
13.7.2.2.	Southern Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
13.7.2.2.1.	Augmented Reality Devices
13.7.2.2.1.1.	Head-Mounted Displays (HMD) 
13.7.2.2.1.2.	Head-Up Display (HUD) 
13.7.2.2.1.3.	Handheld Device
13.7.2.2.2.	Virtual Reality Devices
13.7.2.2.2.1.	Head-Mounted Display (HMD) 
13.7.2.2.2.2.	Gesture Control Device 
13.7.2.2.2.3.	Projector and display wall
13.7.2.3.	Southern Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
13.7.2.3.1.	Hardware
13.7.2.3.1.1.	Displays  
13.7.2.3.1.2.	Sensors 
13.7.2.3.1.3.	3D cameras  
13.7.2.3.1.4.	Semiconductor components
13.7.2.3.2.	Software
13.7.2.3.2.1.	Cloud-Based Services 
13.7.2.3.2.2.	Software Development Kits (SDK)
13.7.2.4.	Southern Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
13.7.2.4.1.	Mobile 
13.7.2.4.2.	Console 
13.7.2.4.3.	PC 
13.7.2.4.4.	Others
13.7.2.5.	Southern Africa Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
13.7.2.5.1.	E-commerce 
13.7.2.5.2.	Aerospace and Defense 
13.7.2.5.3.	Gaming 
13.7.2.5.4.	Medical 
13.7.2.5.5.	Education 
13.7.2.5.6.	Military   
13.7.2.5.7.	Industrial 
13.7.3.	Rest of MEA 
13.7.3.1.	Rest of MEA Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
13.7.3.1.1.	Augmented Reality 
13.7.3.1.1.1.	Location base AR 
13.7.3.1.1.2.	Marker base AR 
13.7.3.1.1.3.	Marker-less AR
13.7.3.1.2.	Virtual Reality
13.7.3.1.2.1.	CG based VR 
13.7.3.1.2.2.	Reality based VR
13.7.3.2.	Rest of MEA Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
13.7.3.2.1.	Augmented Reality Devices
13.7.3.2.1.1.	Head-Mounted Displays (HMD) 
13.7.3.2.1.2.	Head-Up Display (HUD) 
13.7.3.2.1.3.	Handheld Device
13.7.3.2.2.	Virtual Reality Devices
13.7.3.2.2.1.	Head-Mounted Display (HMD) 
13.7.3.2.2.2.	Gesture Control Device 
13.7.3.2.2.3.	Projector and display wall
13.7.3.3.	Rest of MEA Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
13.7.3.3.1.	Hardware
13.7.3.3.1.1.	Displays  
13.7.3.3.1.2.	Sensors 
13.7.3.3.1.3.	3D cameras  
13.7.3.3.1.4.	Semiconductor components
13.7.3.3.2.	Software
13.7.3.3.2.1.	Cloud-Based Services 
13.7.3.3.2.2.	Software Development Kits (SDK)
13.7.3.4.	Rest of MEA Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
13.7.3.4.1.	Mobile 
13.7.3.4.2.	Console 
13.7.3.4.3.	PC 
13.7.3.4.4.	Others
13.7.3.5.	Rest of MEA Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
13.7.3.5.1.	E-commerce 
13.7.3.5.2.	Aerospace and Defense 
13.7.3.5.3.	Gaming 
13.7.3.5.4.	Medical 
13.7.3.5.5.	Education 
13.7.3.5.6.	Military   
13.7.3.5.7.	Industrial 
13.8.	Key Segment for Channeling Investments
13.8.1.	By Country
13.8.2.	By Technology
13.8.3.	By Device Type
13.8.4.	By Components
13.8.5.	By Platform
13.8.6.	By Vertical
14.	Latin America Augmented Reality and Virtual Reality Market Analysis and Forecasts, 2018 – 2026
14.1.	Overview
14.1.1.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn)
14.2.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
14.2.1.	Augmented Reality 
14.2.1.1.	Location base AR 
14.2.1.2.	Marker base AR 
14.2.1.3.	Marker-less AR
14.2.2.	Virtual Reality
14.2.2.1.	CG based VR 
14.2.2.2.	Reality based VR
14.3.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
14.3.1.	Augmented Reality Devices
14.3.1.1.	Head-Mounted Displays (HMD) 
14.3.1.2.	Head-Up Display (HUD) 
14.3.1.3.	Handheld Device
14.3.2.	Virtual Reality Devices
14.3.2.1.	Head-Mounted Display (HMD) 
14.3.2.2.	Gesture Control Device 
14.3.2.3.	Projector and display wall
14.4.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
14.4.1.	Hardware
14.4.1.1.	Displays  
14.4.1.2.	Sensors 
14.4.1.3.	3D cameras  
14.4.1.4.	Semiconductor components
14.4.2.	Software
14.4.2.1.	Cloud-Based Services 
14.4.2.2.	Software Development Kits (SDK)
14.5.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
14.5.1.	Mobile 
14.5.2.	Console 
14.5.3.	PC 
14.5.4.	Others
14.6.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
14.6.1.	E-commerce 
14.6.2.	Aerospace and Defense 
14.6.3.	Gaming 
14.6.4.	Medical 
14.6.5.	Education 
14.6.6.	Military   
14.6.7.	Industrial 
14.7.	Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Country
14.7.1.	Brazil
14.7.1.1.	Brazil Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
14.7.1.1.1.	Augmented Reality 
14.7.1.1.1.1.	Location base AR 
14.7.1.1.1.2.	Marker base AR 
14.7.1.1.1.3.	Marker-less AR
14.7.1.1.2.	Virtual Reality
14.7.1.1.2.1.	CG based VR 
14.7.1.1.2.2.	Reality based VR
14.7.1.2.	Brazil Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
14.7.1.2.1.	Augmented Reality Devices
14.7.1.2.1.1.	Head-Mounted Displays (HMD) 
14.7.1.2.1.2.	Head-Up Display (HUD) 
14.7.1.2.1.3.	Handheld Device
14.7.1.2.2.	Virtual Reality Devices
14.7.1.2.2.1.	Head-Mounted Display (HMD) 
14.7.1.2.2.2.	Gesture Control Device 
14.7.1.2.2.3.	Projector and display wall
14.7.1.3.	Brazil Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
14.7.1.3.1.	Hardware
14.7.1.3.1.1.	Displays  
14.7.1.3.1.2.	Sensors 
14.7.1.3.1.3.	3D cameras  
14.7.1.3.1.4.	Semiconductor components
14.7.1.3.2.	Software
14.7.1.3.2.1.	Cloud-Based Services 
14.7.1.3.2.2.	Software Development Kits (SDK)
14.7.1.4.	Brazil Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
14.7.1.4.1.	Mobile 
14.7.1.4.2.	Console 
14.7.1.4.3.	PC 
14.7.1.4.4.	Others
14.7.1.5.	Brazil Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
14.7.1.5.1.	E-commerce 
14.7.1.5.2.	Aerospace and Defense 
14.7.1.5.3.	Gaming 
14.7.1.5.4.	Medical 
14.7.1.5.5.	Education 
14.7.1.5.6.	Military   
14.7.1.5.7.	Industrial 
14.7.2.	Rest of Latin America 
14.7.2.1.	Rest of Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Technology
14.7.2.1.1.	Augmented Reality 
14.7.2.1.1.1.	Location base AR 
14.7.2.1.1.2.	Marker base AR 
14.7.2.1.1.3.	Marker-less AR
14.7.2.1.2.	Virtual Reality
14.7.2.1.2.1.	CG based VR 
14.7.2.1.2.2.	Reality based VR
14.7.2.2.	Rest of Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Device Type
14.7.2.2.1.	Augmented Reality Devices
14.7.2.2.1.1.	Head-Mounted Displays (HMD) 
14.7.2.2.1.2.	Head-Up Display (HUD) 
14.7.2.2.1.3.	Handheld Device
14.7.2.2.2.	Virtual Reality Devices
14.7.2.2.2.1.	Head-Mounted Display (HMD) 
14.7.2.2.2.2.	Gesture Control Device 
14.7.2.2.2.3.	Projector and display wall
14.7.2.3.	Rest of Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Components
14.7.2.3.1.	Hardware
14.7.2.3.1.1.	Displays  
14.7.2.3.1.2.	Sensors 
14.7.2.3.1.3.	3D cameras  
14.7.2.3.1.4.	Semiconductor components
14.7.2.3.2.	Software
14.7.2.3.2.1.	Cloud-Based Services 
14.7.2.3.2.2.	Software Development Kits (SDK)
14.7.2.4.	Rest of Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Platform
14.7.2.4.1.	Mobile 
14.7.2.4.2.	Console 
14.7.2.4.3.	PC 
14.7.2.4.4.	Others
14.7.2.5.	Rest of Latin America Augmented Reality and Virtual Reality Market Revenue (US$ Mn) and Forecasts, By Vertical
14.7.2.5.1.	E-commerce 
14.7.2.5.2.	Aerospace and Defense 
14.7.2.5.3.	Gaming 
14.7.2.5.4.	Medical 
14.7.2.5.5.	Education 
14.7.2.5.6.	Military   
14.7.2.5.7.	Industrial 
14.8.	Key Segment for Channeling Investments
14.8.1.	By Country
14.8.2.	By Technology
14.8.3.	By Device Type
14.8.4.	By Components
14.8.5.	By Platform
14.8.6.	By Vertical
15.	Competitive Benchmarking
15.1.	Player Positioning Analysis
15.2.	Global Presence and Growth Strategies
16.	Player Profiles
16.1.	Blippar 
16.1.1.	Company Details
16.1.2.	Company Overview
16.1.3.	Product Offerings
16.1.4.	Key Developments
16.1.5.	Financial Analysis
16.1.6.	SWOT Analysis
16.1.7.	Business Strategies 
16.2.	Catchoom 
16.2.1.	Company Details
16.2.2.	Company Overview
16.2.3.	Product Offerings
16.2.4.	Key Developments
16.2.5.	Financial Analysis
16.2.6.	SWOT Analysis
16.2.7.	Business Strategies 
16.3.	CyberGlove Systems Inc. 
16.3.1.	Company Details
16.3.2.	Company Overview
16.3.3.	Product Offerings
16.3.4.	Key Developments
16.3.5.	Financial Analysis
16.3.6.	SWOT Analysis
16.3.7.	Business Strategies 
16.4.	EON Reality Inc. 
16.4.1.	Company Details
16.4.2.	Company Overview
16.4.3.	Product Offerings
16.4.4.	Key Developments
16.4.5.	Financial Analysis
16.4.6.	SWOT Analysis
16.4.7.	Business Strategies 
16.5.	Facebook (Oculus VR)
16.5.1.	Company Details
16.5.2.	Company Overview
16.5.3.	Product Offerings
16.5.4.	Key Developments
16.5.5.	Financial Analysis
16.5.6.	SWOT Analysis
16.5.7.	Business Strategies 
16.6.	Google (Daydream) 
16.6.1.	Company Details
16.6.2.	Company Overview
16.6.3.	Product Offerings
16.6.4.	Key Developments
16.6.5.	Financial Analysis
16.6.6.	SWOT Analysis
16.6.7.	Business Strategies 
16.7.	HTC Corporation 
16.7.1.	Company Details
16.7.2.	Company Overview
16.7.3.	Product Offerings
16.7.4.	Key Developments
16.7.5.	Financial Analysis
16.7.6.	SWOT Analysis
16.7.7.	Business Strategies 
16.8.	Intel Corporation 
16.8.1.	Company Details
16.8.2.	Company Overview
16.8.3.	Product Offerings
16.8.4.	Key Developments
16.8.5.	Financial Analysis
16.8.6.	SWOT Analysis
16.8.7.	Business Strategies 
16.9.	Magic Leap, Inc 
16.9.1.	Company Details
16.9.2.	Company Overview
16.9.3.	Product Offerings
16.9.4.	Key Developments
16.9.5.	Financial Analysis
16.9.6.	SWOT Analysis
16.9.7.	Business Strategies 
16.10.	Marxent Labs LLC
16.10.1.	Company Details
16.10.2.	Company Overview
16.10.3.	Product Offerings
16.10.4.	Key Developments
16.10.5.	Financial Analysis
16.10.6.	SWOT Analysis
16.10.7.	Business Strategies 
16.11.	Microsoft 
16.11.1.	Company Details
16.11.2.	Company Overview
16.11.3.	Product Offerings
16.11.4.	Key Developments
16.11.5.	Financial Analysis
16.11.6.	SWOT Analysis
16.11.7.	Business Strategies 
16.12.	NextVR Inc. 
16.12.1.	Company Details
16.12.2.	Company Overview
16.12.3.	Product Offerings
16.12.4.	Key Developments
16.12.5.	Financial Analysis
16.12.6.	SWOT Analysis
16.12.7.	Business Strategies 
16.13.	Niantic, Inc. 
16.13.1.	Company Details
16.13.2.	Company Overview
16.13.3.	Product Offerings
16.13.4.	Key Developments
16.13.5.	Financial Analysis
16.13.6.	SWOT Analysis
16.13.7.	Business Strategies 
16.14.	NVIDIA Corporation
16.14.1.	Company Details
16.14.2.	Company Overview
16.14.3.	Product Offerings
16.14.4.	Key Developments
16.14.5.	Financial Analysis
16.14.6.	SWOT Analysis
16.14.7.	Business Strategies 
16.15.	ODG 
16.15.1.	Company Details
16.15.2.	Company Overview
16.15.3.	Product Offerings
16.15.4.	Key Developments
16.15.5.	Financial Analysis
16.15.6.	SWOT Analysis
16.15.7.	Business Strategies 
16.16.	PTC Inc. 
16.16.1.	Company Details
16.16.2.	Company Overview
16.16.3.	Product Offerings
16.16.4.	Key Developments
16.16.5.	Financial Analysis
16.16.6.	SWOT Analysis
16.16.7.	Business Strategies 
16.17.	Qualcomm Technologies, Inc. 
16.17.1.	Company Details
16.17.2.	Company Overview
16.17.3.	Product Offerings
16.17.4.	Key Developments
16.17.5.	Financial Analysis
16.17.6.	SWOT Analysis
16.17.7.	Business Strategies 
16.18.	SAMSUNG
16.18.1.	Company Details
16.18.2.	Company Overview
16.18.3.	Product Offerings
16.18.4.	Key Developments
16.18.5.	Financial Analysis
16.18.6.	SWOT Analysis
16.18.7.	Business Strategies 
16.19.	Snap Inc. 
16.19.1.	Company Details
16.19.2.	Company Overview
16.19.3.	Product Offerings
16.19.4.	Key Developments
16.19.5.	Financial Analysis
16.19.6.	SWOT Analysis
16.19.7.	Business Strategies 
16.20.	SONY CORPORATION OF AMERICA 
16.20.1.	Company Details
16.20.2.	Company Overview
16.20.3.	Product Offerings
16.20.4.	Key Developments
16.20.5.	Financial Analysis
16.20.6.	SWOT Analysis
16.20.7.	Business Strategies 
16.21.	Vuzix 
16.21.1.	Company Details
16.21.2.	Company Overview
16.21.3.	Product Offerings
16.21.4.	Key Developments
16.21.5.	Financial Analysis
16.21.6.	SWOT Analysis
16.21.7.	Business Strategies 
16.22.	Wevr
16.22.1.	Company Details
16.22.2.	Company Overview
16.22.3.	Product Offerings
16.22.4.	Key Developments
16.22.5.	Financial Analysis
16.22.6.	SWOT Analysis
16.22.7.	Business Strategies

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