Table of Content
1 Introduction
1.1. Study Objectives
1.2. Definition
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Analysis
1.4. Years Considered
1.5. Packaging Size
1.6. Currency
1.7. Limitations
1.8. Stakeholders
1.9. Summary Of Changes
1.9.1. Recession Impact
2 Research Methodology
2.1. Research Data
2.2. Secondary Data
2.2.1. Major Secondary Sources
2.2.2. Key Data from Secondary Sources
2.3. Primary Data
2.3.1. Key Data from Primary Sources
2.3.2. Key participants in primary processes across value chain
2.3.3. Breakdown Of Primary Interviews
2.3.4. Key Industry Insights
2.4. Market Size Estimation
2.5. Market Breakdown and Data Triangulation
2.6. Risk Analysis
2.7. Recession Impact
2.8. Research Assumptions and Limitations
3 Executive Summary
4 Premium Insights
5 Market Overview
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.2.4. Challenges
5.3. Value Chain Analysis
5.4. Revenue Shift and New Revenue Pockets for AR & VR Players
5.5. Ecosystem/Market Map
5.6. Technology Analysis
5.7. Pricing Analysis
5.7.1. Average Selling Price Trend of Key Players, By Hardware
5.7.2. Average Selling Price Trend, By Device Type
5.8. Case Study Analysis
5.9. Patent Analysis
5.10. Trade Analysis
5.11. Porter’s Five Forces Analysis
5.12. Regulatory Landscape
5.12.1. Regional Regulatory Bodies, Government Agencies & Other Organizations
5.13. Key Conferences and Events, 2023-2024
5.14. Key Stakeholders in Buying Process & Buying Criteria
6 AR & VR Market, by Enterprise
6.1. Introduction
6.2. Small Enterprises
6.3. Medium Enterprises
6.4. Large Enterprises
7 AR & VR Market, by Technology
7.1. Introduction
7.2. Augmented Reality Technology
7.3. Virtual Reality Technology
8 AR & VR Market, by Offering
8.1. Introduction
8.2. Hardware
8.2.1. Sensors
8.2.2. Semiconductor Components
8.2.3. Displays & Projectors
8.2.4. Position Tracker
8.2.5. Cameras
8.2.6. Others
8.3. Software
9 AR & VR Market, by Device Type
9.1. Introduction
9.2. Augmented Reality Devices
9.2.1. Head-Mounted Displays
9.2.2. Head-Up Displays
9.3. Virtual Reality Devices
9.3.1. Head-Mounted Displays
9.3.2. Gesture Tracking Devices
9.3.3. Projectors & Display Walls
10 AR & VR Market, by Application
10.1. Introduction
10.2. Augmented Reality Applications
10.2.1. Consumer
10.2.2. Commercial
10.2.3. Enterprise
10.2.4. Healthcare
10.2.5. Aerospace & Defense
10.2.6. Energy
10.2.7. Automotive
10.2.8. Others
10.3. Virtual Reality Applications
10.3.1. Consumer
10.3.2. Commercial
10.3.3. Enterprise
10.3.4. Healthcare
10.3.5. Aerospace & Defense
10.3.6. Others
11 AR & VR Market, by Region
11.1. Introduction
11.2. North America
11.2.1. Recession Impact
11.2.2. US
11.2.3. Canada
11.2.4. Mexico
11.3. Europe
11.3.1. Recession Impact
11.3.2. Germany
11.3.3. UK
11.3.4. France
11.3.5. Rest Of Europe
11.4. Asia Pacific (APAC)
11.4.1. Recession Impact
11.4.2. China
11.4.3. Japan
11.4.4. India
11.4.5. South Korea
11.4.6. Rest Of Asia Pacific
11.5. Rest of the World
11.5.1. Recession Impact
11.5.2. South America
11.5.3. Middle East & Africa
12 Competitive Landscape
12.1. Overview
12.2. 5-Year Revenue Analysis- Top 5 Companies
12.3. Market Share Analysis: AR & VR Market (Top 5)
12.4. Company Evaluation Matrix, 2022
12.4.1. Star
12.4.2. Emerging Leader
12.4.3. Pervasive Player
12.4.4. Participant
12.4.5. Company Footprint
12.5. Startup/SME Evaluation Matrix, 2022
12.5.1. Progressive Companies
12.5.2. Responsive Companies
12.5.3. Dynamic Companies
12.5.4. Starting Blocks
12.5.5. Competitive Benchmarking
12.6. Competitive Situations and Trends
13 Company Profiles
13.1. Introduction
13.2. Key Players
13.2.1. Google
13.2.1.1. Business Overview
13.2.1.2. Products Offered
13.2.1.3. Recent Developments
13.2.1.4. MNM View
13.2.1.4.1. Key Strengths/Right to Win
13.2.1.4.2. Strategic Choices Made
13.2.1.4.3. Weaknesses And Competitive Threats
Note: Similar Information Would Be Provided for Top 5 (Key Players)
13.2.2. Microsoft
13.2.3. Sony Group Corporation
13.2.4. META
13.2.5. Samsung
13.2.6. HTC Corporation
13.2.7. Apple Inc.
13.2.8. PTC Inc.
13.2.9. Seiko Epson Corporation
13.2.10. Lenovo
13.3. Other Players
13.3.1. Wikitude, a Qualcomm company
13.3.2. EON Reality
13.3.3. MAXST Co., Ltd.
13.3.4. Magic Leap, Inc.
13.3.5. Blippar Group Limited
13.3.6. Atheer, Inc
13.3.7. Vuzix
13.3.8. CyberGlove Systems Inc.
13.3.9. Leap Motions (Ultraleap)
13.3.10. Penumbra, Inc.
13.3.11. Nintendo
13.3.12. PSICO SMART APPS, S.L.
13.3.13. Xiaomi
13.3.14. Panasonic Corporation
13.3.15. Scope AR
13.3.16. Continental AG
13.3.17. Virtually Live
13.3.18. SpaceVR Inc
13.3.19. Intel Corporation
13.3.20. Marxent Labs LLC
13.3.21. WayRay AG
13.3.22. Craftars
13.3.23. Talespin Reality Labs, Inc.
13.3.24. BidOn Games Studio
13.3.25. appentus technologies
13.3.26. ByteDance
13.3.27. DPVR
Note: The above list of companies is tentative and might change during due course of research
14 Appendix