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AR/VR Hardware Market Research Report by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Application (Head-Mounted Display, Head-Up Display, Handheld Display), by Industry Vertical (Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others), and by Region (North America, Europe, Asia Pacific, Middle East and Africa, South America) Forecast till 2030

AR/VR Hardware Market Research Report by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Application (Head-Mounted Display, Head-Up Display, Handheld Display), by Industry Vertical (Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others), and by Region (North America, Europe, Asia Pacific, Middle East and Africa, South America) Forecast till 2030


AR/VR Hardware Market Research Report by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Application (Head-Mounted Display, Head-Up Display, Hand... もっと見る

 

 

出版社 出版年月 電子版価格 納期 ページ数 言語
Market Research Future
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2025年6月15日 US$4,950
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通常2-3営業日以内 185 英語

 

Summary

AR/VR Hardware Market Research Report by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Application (Head-Mounted Display, Head-Up Display, Handheld Display), by Industry Vertical (Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others), and by Region (North America, Europe, Asia Pacific, Middle East and Africa, South America) Forecast till 2030

Market Overview
The global augmented reality and virtual reality hardware market is expected to reach USD 389,066.4 million by 2030, at a compound annual growth rate of 37.8% during the forecast period. The original Google Glass, Microsoft HoloLens, and several types of smart glasses are transparent and would let someone see everything just in front of they wear a pair of these clear glasses, which are known as Augmented Reality (AR) devices. While Virtual Reality (VR) devices like the Meta Quest 2, the PlayStation VR 2, the Value Index, and any other headset are opaque, they must be worn by the user. And if any user wears it but turns it off, then he or she will feel like he or she is blindfolded.
The global augmented reality and virtual reality hardware market is growing due to rising demand from the gaming and entertainment sectors, especially for head-mounted displays (HMDs). Their lightweight design and immersive experience make them popular. Also, the use of AR/VR in manufacturing, along with better silicon technologies and real-time data, is helping drive market growth.
Limited battery life, image delays, and storage issues in mobile devices are key problems for AR/VR. Compact headset designs also raise costs, making it harder to expand the market.
High use of smartphones and 5G is making AR/VR content more accessible without needing extra apps. Users can now enjoy virtual experiences through web browsers. Also, VR is expanding beyond gaming into areas like education, shopping, and live events. Better networks and tech advances are helping make these immersive tools easier to use and adopt.

Market Segmentations
The global augmented reality and virtual reality hardware market is classified based on the industry vertical, comprising aerospace & defence, gaming & entertainment, education & training, healthcare, automotive, and others.
In terms of hardware type, the global market is segmented into sensors, processors, controllers, cameras, headphones, display monitors, and others.
Based on the application, the global augmented reality and virtual reality hardware market is divided into head-mounted displays, head-up displays, and handheld devices.

Regional Insights
North America leads the AR/VR hardware market with high innovation and strong use in education and electronics. Big companies are investing in new devices and metaverse tools.
Europe is growing well in AR/VR, with more use in healthcare and education. Countries like the UK and Germany are using the tech for training and services.
Asia-Pacific is moving quickly in AR/VR because of more tech spending and 5G use. China and India are making affordable devices, helping more users adopt them.
The Middle East & Africa are seeing more AR/VR growth with help from both government and private players. The UAE is using AR/VR in health and education, while Africa focuses on storytelling and content.
Latin America is growing steadily in AR/VR as tech use and infrastructure improve. Brazil is leading with partnerships and new ideas in immersive tech.

Major Players
Key competitors in the global augmented reality and virtual reality hardware market are Oculus VR, Samsung Electronics Co., Ltd, Worldviz, NXP Semiconductors, Bosch Sensortec GmbH (Bosch Group), Inertial Labs, Sony Corporation, Valve Corporation, HTC Corporation, TCL Technologies, DPVR, Vuzix, Qualcomm Technologies Inc., Seiko Epson Corporation, Penumbra, Inc., ARM Limited, LEKE VR, and Google LLC.

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Table of Contents

TABLE OF CONTENTS
1 EXECUTIVE SUMMARY ..................................................... 25
1.1 MARKET ATTRACTIVENESS ANALYSIS........ 26
2 MARKET INTRODUCTION ................................................. 27
2.1 DEFINITION........................................................ 27
2.2 SCOPE OF THE STUDY .................................... 27
2.3 RESEARCH OBJECTIVE .................................... 27
2.4 MARKET STRUCTURE ...................................... 28
3 RESEARCH METHODOLOGY............................................ 29
4 MARKET DYNAMICS .......................................................... 36
4.1 INTRODUCTION................................................. 36
4.2 DRIVERS............................................................. 37
4.2.1 CONSUMER AND COMMERCIAL RISING INTEREST ......................... 37
4.2.2 EVOLUTION OF SILICON TECHNOLOGIES ..................... 37
4.2.3 DRIVERS IMPACT ANALYSIS ..................... 38
4.3 RESTRAINTS ..................................................... 38
4.3.1 LIMITED PROCESSING POWER, STORAGE AND MEMORY IN MOBILE PHONES .. 38
4.4 OPPORTUNITIES ............................................... 39
4.4.1 GROWING USE OF SMARTPHONES AND TABLETS FOR AR& VR ........................ 39
4.4.2 RISING USAGE OF VR BEYOND GAMING.. 39
4.5 IMPACT ANALYSIS OF COVID-19 ................... 40
4.5.1 IMPACT ON SEMICONDUCTOR MANUFACTURERS ..............................................
4.5.2 IMPACT ON COMPONENTMANUFACTURERS .......................... 40
4.5.3 IMPACT ON DEVICE MANUFACTURERS ... 41
4.5.4 COVID-19 IMPACT ON SUPPLY CHAIN..... 41
4.6 IMPACT OF RUSSIA-UKRAINE WAR............... 41
4.6.1 IMPACT ON OVERALL SEMICONDUSTOR INDUSTRY ...........................................
4.6.2 IMPACT ON GLOBAL AR VR HARDWARE MARKET...............................................
4.6.3 IMPACT ON SUPPLY CHAIN ...................... 42
5 MARKET FACTOR ANALYSIS............................................ 43
5.1 SUPPLY CHAIN ANALYSIS ............................. 43
5.1.1 HARDWARE/COMPONENTS MANUFACTURERS....................................................
5.1.2 TECHNOLOGY INTEGRATORS ................... 43
5.1.3 END-USERS ................................................... 44
5.2 PORTER’S FIVE FORCES MODEL .................... 44
5.2.1 THREAT OF NEW ENTRANTS..................... 45
5.2.2 BARGAINING POWER OF SUPPLIERS........ 45
5.2.3 THREAT OF SUBSTITUTES ......................... 45
5.2.4 BARGAINING POWER OF BUYERS ............. 45
5.2.5 INTENSITY OF RIVALRY.............................. 45
6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE ........................................................ 46
6.1 OVERVIEW ......................................................... 46
6.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)........................ 47
6.2 SENSORS........................................................... 47
6.3 PROCESSORS.................................................... 47
6.4 CONTROLLERS.................................................. 47
6.5 CAMERAS.......................................................... 47
6.6 HEADPHONES ................................................... 48
6.7 DISPLAY MONITORS........................................ 48
6.8 OTHERS ............................................................. 48
7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
BY APPLICATION .. 49
7.1 OVERVIEW ......................................................... 49
7.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)........................ 50
7.2 HEAD MOUNTED DISPLAY .............................. 50
7.3 HEAD UP DISPLAY ........................................... 50
7.4 HANDHELD DEVICES........................................ 50
8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL .................................................. 51
8.1 OVERVIEW ......................................................... 51
8.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)........................ 52
8.2 AEROSPACE & DEFENSE.................................. 52
8.3 GAMING & ENTERTAINMENT.......................... 52
8.4 EDUCATION & TRAINING ................................ 53
8.5 HEALTHCARE.................................................... 53
8.6 AUTOMOTIVE.................................................... 53
8.7 OTHERS ............................................................. 53
9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION............ 54
9.1 OVERVIEW ......................................................... 54
9.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030 (USD MILLION) ............................................. 55
9.1.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030 (USD MILLION) ............................................. 55
9.2 NORTH AMERICA ............................................. 56
9.2.1 NORTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION)........................ 57
9.2.2 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)............. 58
9.2.3 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
2018–2030 (USD MILLION)........................ 59
9.2.4 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .... 60
9.2.5 US .... 61
9.2.5.1 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 61
9.2.5.2 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)..................................... 61
9.2.5.3 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 62
9.2.6 CANADA ....................................................... 62
9.2.6.1 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 62
9.2.6.2 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 63
9.2.6.3 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)............... 63
9.3 EUROPE.............................................................. 64
9.3.1 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) ............................................. 65
9.3.2 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)........................ 66
9.3.3 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............................................. 67
9.3.4 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)........................ 68
9.3.5 UK .... 69
9.3.5.1 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 69
9.3.5.2 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)..................................... 69
9.3.5.3 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 70
9.3.6 GERMANY..................................................... 70
9.3.6.1 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 70
9.3.6.2 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 71
9.3.6.3 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .............. 71
9.3.7 FRANCE......................................................... 72
9.3.7.1 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 72
9.3.7.2 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 72
9.3.7.3 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ....................... 73
9.3.8 ITALY ............................................................ 73
9.3.8.1 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
2018–2030 (USD MILLION) ............... 73
9.3.8.2 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
2018–2030 (USD MILLION) ............... 74
9.3.8.3 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 74
9.3.9 SPAIN............................................................ 75
9.3.9.1 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 75
9.3.9.2 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 75
9.3.9.3 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 76
9.3.10 NETHERLANDS............................................. 76
9.3.10.1 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 76
9.3.10.2 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 77
9.3.10.3 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)............... 77
9.3.11 BELGIUM ....................................................... 78
9.3.11.1 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 78
9.3.11.2 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 78
9.3.11.3 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)............................ 79
9.3.12 SWEDEN ........................................................ 79
9.3.12.1 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 79
9.3.12.2 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 80
9.3.12.3 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............................... 80
9.3.13 SWITZERLAND ............................................. 81
9.3.13.1 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 81
9.3.13.2 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 81
9.3.13.3 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .......................................................... 82
9.3.14 RUSSIA.......................................................... 82
9.3.14.1 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 82
9.3.14.2 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 83
9.3.14.3 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ........................... 83
9.3.15 UKRAINE ....................................................... 84
9.3.15.1 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 84
9.3.15.2 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 84
9.3.15.3 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ..................... 85
9.3.16 POLAND ........................................................ 85
9.3.16.1 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 85
9.3.16.2 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 86
9.3.16.3 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 86
9.3.17 REST OF EUROPE ......................................... 87
9.3.17.1 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 87
9.3.17.2 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 87
9.3.17.3 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............................. 88
9.4 ASIA-PACIFIC .................................................... 89
9.4.1 ASIA-PACIFIC: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION)........................ 90
9.4.2 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)........................ 91
9.4.3 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)........................ 92
9.4.4 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)........................ 93
9.4.5 CHINA ........................................................... 94
9.4.5.1 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 94
9.4.5.2 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 94
9.4.5.3 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 95
9.4.6 JAPAN .......................................................... 95
9.4.6.1 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 95
9.4.6.2 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 96
9.4.6.3 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 96
9.4.7 INDIA ............................................................. 97
9.4.7.1 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 97
9.4.7.2 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 97
9.4.7.3 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 98
9.4.8 SOUTH KOREA ............................................. 98
9.4.8.1 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 98
9.4.8.2 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 99
9.4.8.3 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............ 99
9.4.9 SINGAPORE .................................................. 100
9.4.9.1 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 100
9.4.9.2 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 100
9.4.9.3 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION).................... 101
9.4.10 MALAYSIA.................................................... 101
9.4.10.1 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 101
9.4.10.2 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 102
9.4.10.3 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)......... 102
9.4.11 INDONESIA ................................................... 103
9.4.11.1 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 103
9.4.11.2 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 103
9.4.11.3 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 104
9.4.12 PHILIPPINES ................................................. 104
9.4.12.1 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 104
9.4.12.2 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 105
9.4.12.3 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 105
9.4.13 REST OF ASIA-PACIFIC ............................... 106
9.4.13.1 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ....... 106
9.4.13.2 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)............ 106
9.4.13.3 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .......... 107
9.5 MIDDLE EAST & AFRICA.................................. 108
9.5.1 MIDDLE EAST & AFRICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) .................... 109
9.5.2 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)........................ 110
9.5.3 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)........................ 111
9.5.4 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .... 112
9.5.5 SAUDI ARABIA ............................................. 113
9.5.5.1 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 113
9.5.5.2 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 113
9.5.5.3 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)...................... 114
9.5.6 UAE.. 114
9.5.6.1 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 114
9.5.6.2 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)..................................... 115
9.5.6.3 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 115
9.5.7 QATAR .......................................................... 116
9.5.7.1 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 116
9.5.7.2 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 116
9.5.7.3 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 117
9.5.8 SOUTH AFRICA ............................................ 117
9.5.8.1 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) .... 117
9.5.8.2 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 118
9.5.8.3 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ................ 118
9.5.9 REST OF MIDDLE EAST & AFRICA ............. 119
9.5.9.1 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ........... 119
9.5.9.2 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)............. 119
9.5.9.3 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ......... 120
9.6 LATIN AMERICA ............................................... 121
9.6.1 LATIN AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION)........................ 122
9.6.2 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)........................ 123
9.6.3 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)........................ 124
9.6.4 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) .... 125
9.6.5 MEXICO ......................................................... 126
9.6.5.1 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 126
9.6.5.2 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 126
9.6.5.3 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 127
9.6.6 BRAZIL .......................................................... 127
9.6.6.1 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 127
9.6.6.2 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 128
9.6.6.3 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............... 128
9.6.7 ARGENTINA.................................................. 129
9.6.7.1 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ............... 129
9.6.7.2 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) ............... 129
9.6.7.3 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION)........................ 130
9.6.8 REST OF LATIN AMERICA .......................... 130
9.6.8.1 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) ................. 130
9.6.8.2 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)............. 131
9.6.8.3 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) ............ 131
10 COMPETITIVE LANDSCAPE .............................................. 132
10.1 COMPETITIVE BENCHMARKING..................... 133
10.2 VENDOR SHARE ANALYSIS ............................ 134
10.3 RECENT DEVELOPMENTS................................ 134
10.3.1 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS ................. 134
10.3.2 BUSINESS EXPANSIONS/ACQUISITIONS.. 135
10.3.3 PRODUCT LAUNCHES/DEVELOPMENTS ... 135
11 COMPANY PROFILES ........................................................ 137
11.1 OCULUS VR (META) ......................................... 137
11.1.1 COMPANY OVERVIEW ................................. 137
11.1.2 FINANCIAL OVERVIEW ................................ 138
11.1.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ...................... 139
11.1.4 KEY DEVELOPMENTS .................................. 139
11.1.5 SWOT ANALYSIS ......................................... 140
11.1.6 KEY STRATEGIES......................................... 140
11.2 SAMSUNG ELECTRONICS CO., LTD ............... 141
11.2.1 COMPANY OVERVIEW ................................. 141
11.2.2 FINANCIAL OVERVIEW ................................ 142
11.2.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ................... 143
11.2.4 KEY DEVELOPMENTS .................................. 143
11.2.5 SWOT ANALYSIS ......................................... 144
11.2.6 KEY STRATEGIES......................................... 144
11.3 WORLDVIZ ......................................................... 145
11.3.1 COMPANY OVERVIEW ................................. 145
11.3.2 FINANCIAL OVERVIEW ................................ 145
11.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED .................... 145
11.3.4 KEY DEVELOPMENTS .................................. 145
11.4 NXP SEMICONDUCTOR N.V............................ 146
11.4.1 COMPANY OVERVIEW ................................. 146
11.4.2 FINANCIAL OVERVIEW ................................ 147
11.4.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED................ 147
11.4.4 KEY DEVELOPMENTS .................................. 148
11.4.5 SWOT ANALYSIS ......................................... 148
11.4.6 KEY STRATEGIES......................................... 148
11.5 BOSCH SENSORTEC GMBH (BOSCH GROUP) .......................... 149
11.5.1 COMPANY OVERVIEW ................................. 149
11.5.2 FINANCIAL OVERVIEW ................................ 150
11.5.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED .................... 151
11.5.4 KEY DEVELOPMENTS .................................. 151
11.5.5 SWOT ANALYSIS ......................................... 152
11.5.6 KEY STRATEGIES......................................... 152
11.6 INERTIAL LABS ................................................ 153
11.6.1 COMPANY OVERVIEW ................................. 153
11.6.2 FINANCIAL OVERVIEW ................................ 153
11.6.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ................. 153
11.6.4 KEY DEVELOPMENTS .................................. 153
11.7 SONY CORPORATION ...................................... 154
11.7.1 COMPANY OVERVIEW ................................. 154
11.7.2 FINANCIAL OVERVIEW ................................ 155
11.7.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ..................... 156
11.7.4 KEY DEVELOPMENTS .................................. 156
11.7.5 SWOT ANALYSIS ......................................... 157
11.7.6 KEY STRATEGIES......................................... 157
11.8 VALVE CORPORATION .................................... 158
11.8.1 COMPANY OVERVIEW ................................. 158
11.8.2 FINANCIAL OVERVIEW ................................ 158
11.8.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ................. 158
11.8.4 KEY DEVELOPMENTS .................................. 158
11.9 HTC CORPROATION......................................... 159
11.9.1 COMPANY OVERVIEW ................................. 159
11.9.2 FINANCIAL OVERVIEW ................................ 159
11.9.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED .................. 160
11.9.4 KEY DEVELOPMENTS .................................. 160
11.9.5 SWOT ANALYSIS ......................................... 161
11.9.6 KEY STRATEGIES......................................... 161
11.10 TCL TECHNOLOGY ........................................... 162
11.10.1 COMPANY OVERVIEW ................................. 162
11.10.2 FINANCIAL OVERVIEW ................................ 163
11.10.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ...................... 163
11.10.4 KEY DEVELOPMENTS .................................. 164
11.10.5 SWOT ANALYSIS ......................................... 164
11.10.6 KEY STRATEGIES......................................... 164
11.11 DPVR. ... 165
11.11.1 COMPANY OVERVIEW ................................. 165
11.11.2 FINANCIAL OVERVIEW ................................ 165
11.11.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ..................... 165
11.11.4 KEY DEVELOPMENTS .................................. 165
11.12 VUZIX ... 166
11.12.1 COMPANY OVERVIEW ................................. 166
11.12.2 FINANCIAL OVERVIEW ................................ 167
11.12.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED .................. 167
11.12.4 KEY DEVELOPMENTS .................................. 168
11.12.5 SWOT ANALYSIS ......................................... 168
11.12.6 KEY STRATEGIES......................................... 169
11.13 QUALCOMM TECHNOLOGIES INC. ................ 170
11.13.1 COMPANY OVERVIEW ................................. 170
11.13.2 FINANCIAL OVERVIEW ................................ 171
11.13.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ........................ 171
11.13.4 KEY DEVELOPMENTS .................................. 172
11.13.5 SWOT ANALYSIS ......................................... 172
11.13.6 KEY STRATEGIES......................................... 173
11.14 SIEKO EPSON CORPORATION ........................ 174
11.14.1 COMPANY OVERVIEW ................................. 174
11.14.2 FINANCIAL OVERVIEW ................................ 174
11.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ...................... 175
11.14.4 KEY DEVELOPMENTS .................................. 175
11.14.5 SWOT ANALYSIS ......................................... 175
11.14.6 KEY STRATEGIES......................................... 176
11.15 PENUMBRA, INC............................................... 177
11.15.1 COMPANY OVERVIEW ................................. 177
11.15.2 FINANCIAL OVERVIEW ................................ 177
11.15.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED .................... 178
11.15.4 KEY DEVELOPMENTS .................................. 178
11.15.5 SWOT ANALYSIS ......................................... 178
11.15.6 KEY STRATEGIES......................................... 179
11.16 ARM LIMITED .................................................... 180
11.16.1 COMPANY OVERVIEW ................................. 180
11.16.2 FINANCIAL OVERVIEW ................................ 180
11.16.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ...................... 180
11.16.4 KEY DEVELOPMENTS .................................. 180
11.17 LEKE VR............................................................. 181
11.17.1 COMPANY OVERVIEW ................................. 181
11.17.2 FINANCIAL OVERVIEW ................................ 181
11.17.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ................................... 181
11.17.4 KEY DEVELOPMENTS .................................. 181
11.18 GOOGLE LLC ..................................................... 182
11.18.1 COMPANY OVERVIEW ................................. 182
11.18.2 FINANCIAL OVERVIEW ................................ 183
11.18.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ....................... 183
11.18.4 KEY DEVELOPMENTS .................................. 184
11.18.5 SWOT ANALYSIS ......................................... 184
11.18.6 KEY STRATEGIES......................................... 184

 

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