Industry Growth Insights published a new data on “AR and VR Consumer Solutions Market”. The research report is titled “AR and VR Consumer Solutions Market research by Types (Hardware and Devices, Software and Services), By Applications (Gaming, Sports and Entertainment), By Players/Companies Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH, Magic Leap, Osterhout Design Group, Daqri, Blippar, Upskill, Continental, Visteon, Eon Reality, Vuzix, Zugara, MAXST, Infinity Augmented Reality, Apple, Intel”.
Scope Of The Report
Report Attributes
Report Details
Report Title
AR and VR Consumer Solutions Market Research Report
By Type
Hardware and Devices, Software and Services
By Application
Gaming, Sports and Entertainment
By Companies
Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH, Magic Leap, Osterhout Design Group, Daqri, Blippar, Upskill, Continental, Visteon, Eon Reality, Vuzix, Zugara, MAXST, Infinity Augmented Reality, Apple, Intel
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
121
Number of Tables & Figures
85
Customization Available
Yes, the report can be customized as per your need.
Global AR and VR Consumer Solutions Market Report Segments:
The global AR and VR Consumer Solutions market is segmented on the basis of:
Types
Hardware and Devices, Software and Services
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Gaming, Sports and Entertainment
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Microsoft
- Oculus VR (Facebook)
- Sony
- Samsung Electronics
- HTC
- PTC
- Wikitude GmbH
- Magic Leap
- Osterhout Design Group
- Daqri
- Blippar
- Upskill
- Continental
- Visteon
- Eon Reality
- Vuzix
- Zugara
- MAXST
- Infinity Augmented Reality
- Apple
- Intel
Highlights of The AR and VR Consumer Solutions Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Hardware and Devices
- Software and Services
- By Application:
- Gaming
- Sports and Entertainment
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the AR and VR Consumer Solutions Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
AR and VR Consumer Solutions is a division of HTC that provides content, services, and experiences for the virtual reality (VR) and augmented reality (AR) markets. The company offers products such as headsets, software development kits (SDKs), games, movies, and other experiences.
Some of the major players in the ar and vr consumer solutions market are Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH, Magic Leap, Osterhout Design Group, Daqri, Blippar, Upskill, Continental, Visteon, Eon Reality, Vuzix, Zugara, MAXST, Infinity Augmented Reality, Apple, Intel.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 AR and VR Consumer Solutions Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 AR and VR Consumer Solutions Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 AR and VR Consumer Solutions Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the AR and VR Consumer Solutions Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global AR and VR Consumer Solutions Market Size & Forecast, 2018-2028 4.5.1 AR and VR Consumer Solutions Market Size and Y-o-Y Growth 4.5.2 AR and VR Consumer Solutions Market Absolute $ Opportunity
Chapter 5 Global AR and VR Consumer Solutions Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 AR and VR Consumer Solutions Market Size Forecast by Type
5.2.1 Hardware and Devices
5.2.2 Software and Services
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global AR and VR Consumer Solutions Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 AR and VR Consumer Solutions Market Size Forecast by Applications
6.2.1 Gaming
6.2.2 Sports and Entertainment
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global AR and VR Consumer Solutions Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 AR and VR Consumer Solutions Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America AR and VR Consumer Solutions Analysis and Forecast
9.1 Introduction
9.2 North America AR and VR Consumer Solutions Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America AR and VR Consumer Solutions Market Size Forecast by Type
9.6.1 Hardware and Devices
9.6.2 Software and Services
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America AR and VR Consumer Solutions Market Size Forecast by Applications
9.10.1 Gaming
9.10.2 Sports and Entertainment
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe AR and VR Consumer Solutions Analysis and Forecast
10.1 Introduction
10.2 Europe AR and VR Consumer Solutions Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe AR and VR Consumer Solutions Market Size Forecast by Type
10.6.1 Hardware and Devices
10.6.2 Software and Services
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe AR and VR Consumer Solutions Market Size Forecast by Applications
10.10.1 Gaming
10.10.2 Sports and Entertainment
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific AR and VR Consumer Solutions Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific AR and VR Consumer Solutions Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific AR and VR Consumer Solutions Market Size Forecast by Type
11.6.1 Hardware and Devices
11.6.2 Software and Services
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific AR and VR Consumer Solutions Market Size Forecast by Applications
11.10.1 Gaming
11.10.2 Sports and Entertainment
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America AR and VR Consumer Solutions Analysis and Forecast
12.1 Introduction
12.2 Latin America AR and VR Consumer Solutions Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America AR and VR Consumer Solutions Market Size Forecast by Type
12.6.1 Hardware and Devices
12.6.2 Software and Services
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America AR and VR Consumer Solutions Market Size Forecast by Applications
12.10.1 Gaming
12.10.2 Sports and Entertainment
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) AR and VR Consumer Solutions Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) AR and VR Consumer Solutions Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) AR and VR Consumer Solutions Market Size Forecast by Type
13.6.1 Hardware and Devices
13.6.2 Software and Services
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) AR and VR Consumer Solutions Market Size Forecast by Applications
13.10.1 Gaming
13.10.2 Sports and Entertainment
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 AR and VR Consumer Solutions Market: Competitive Dashboard
14.2 Global AR and VR Consumer Solutions Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Google
14.3.2 Microsoft
14.3.3 Oculus VR (Facebook)
14.3.4 Sony
14.3.5 Samsung Electronics
14.3.6 HTC
14.3.7 PTC
14.3.8 Wikitude GmbH
14.3.9 Magic Leap
14.3.10 Osterhout Design Group
14.3.11 Daqri
14.3.12 Blippar
14.3.13 Upskill
14.3.14 Continental
14.3.15 Visteon
14.3.16 Eon Reality
14.3.17 Vuzix
14.3.18 Zugara
14.3.19 MAXST
14.3.20 Infinity Augmented Reality
14.3.21 Apple
14.3.22 Intel