Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global AR and VR Consumer Solutions Market by Type (Hardware and Devices, Software and Services), By Application (Gaming, Sports and Entertainment) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global AR and VR Consumer Solutions Market by Type (Hardware and Devices, Software and Services), By Application (Gaming, Sports and Entertainment) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 228287 4200 Service & Software 377 121 Pages 4.9 (43)
                                          

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 Industry Outlook


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:

  1. Google
  2. Microsoft
  3. Oculus VR (Facebook)
  4. Sony
  5. Samsung Electronics
  6. HTC
  7. PTC
  8. Wikitude GmbH
  9. Magic Leap
  10. Osterhout Design Group
  11. Daqri
  12. Blippar
  13. Upskill
  14. Continental
  15. Visteon
  16. Eon Reality
  17. Vuzix
  18. Zugara
  19. MAXST
  20. Infinity Augmented Reality
  21. Apple
  22. Intel

Global AR and VR Consumer Solutions Market Overview


Highlights of The AR and VR Consumer Solutions Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Hardware and Devices
    2. Software and Services
  1. By Application:

    1. Gaming
    2. Sports and Entertainment
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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

Global AR and VR Consumer Solutions Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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