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Semiconductor and Electronics

AR/VR Chip Market by Chip Type (Processor ICs, User Interface ICs, and Power Management ICs), Device Type (Head Mounted Display, Head Up Display, Handheld Device, Gesture Tracking Device, and Projector & Display wall), and End User (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, and Others): Global Opportunity Analysis and Industry Forecast, 2019–2026.

  • ALL3848214
  • 270 Pages
  • March 2020
  • Semiconductor and Electronics
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The global AR/VR chip market was valued at $1.38 billion in 2018, and is projected to reach $7.76 billion by 2026, registering a CAGR of 23.3% from 2019 to 2026. The AR/VR chip market is projected to witness healthy growth, especially in the Asia-Pacific and European region. This growth is attributed to high adoption of mobile devices; growth in number of gamers in the region; and increased awareness among the end-user industries regarding the benefits of augmented and virtual reality technology-based solutions.

A handheld is any portable device that can be carried and held in one's palm. A handheld can be any computing or electronic device that is compact and portable enough to be held and used in one or both hands. It may contain cellular communication, but this category can also include other computing devices.Growing popularity and a rise in numbers of the technology user base are expected to drive the demand for the AR & VR handheld device market during the period.

Growth of the AR/VR chip market is driven by rise in demand for AR/VR chip in gaming vertical, cost-efficient benefits of augmented and virtual reality based solutions, and surge in need for the adoption of AR/VR in various applications. However, resistance to adopt the augmented and virtual reality technology and lack of investments in R&D restrain the growth of the market. Furthermore, technological advancements and introduction of industry-specific solution offer lucrative opportunities for the market growth.

The AR/VR chip market is segmented on the basis of chip type, device type, end user, and application. On the basis of chip type, the market is divided into processor ICs, user interface ICs, and power management ICs. Device types covered in the study include head mounted display, head up display, handheld device, gesture tracking device, and projector & display wall. End user includes gaming, entertainment & media, aerospace & defense, healthcare, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the report include Qualcomm Technologies Inc., NVIDIA Corporation, Imagination Technologies Limited, MEDIATEK Inc., Intel Corporation, Spectra 7, Advanced Microdevices Inc, International Business Machine Corporation, Samsung Electronics Co. Ltd, and Huawei Technologies Co. Ltd. These key players have adopted strategies such as product portfolio expansion, mergers & acquisitions, agreements, geographical expansion, and collaborations to enhance their market penetration.

GLOBAL AR/VR CHIP MARKET SEGMENTATION

By Chip Type

• Processor ICs

• User Interface ICs

• Power Management ICs

By Device Type

• Head Mounted Display

• Head up Display

• Handheld Device

• Gesture Tracking Device

• Projector & Display Wall

By End user

• Gaming

• Entertainment & Media

• Aerospace & Defense

• Healthcare

• Others

By Region

• North America

o U.S.

o Canada

o Mexico

• Europe

o UK

o Germany

o France

o Italy

o Rest of Europe

• Asia-Pacific

o China

o Japan

o India

o South Korea

o Rest of Asia-Pacific

• LAMEA

o Latin America

o Middle East

o Africa

KEY MARKET PLAYERS

o Qualcomm Technologies Inc.

o NVIDIA Corporation

o Imagination Technologies Limited

o MEDIATEK Inc.

o Intel Corporation

o Spectra 7

o Advanced Microdevices Inc

o International Business Machine Corporation

o Samsung Electronics Co. Ltd

o Huawei Technologies Co. ltd.

CHAPTER 1: INTRODUCTION

1.1. Report description

1.2. Key benefits for stakeholders

1.3. Key market segments

1.4. Research methodology

1.4.1. Primary research

1.4.2. Secondary research

1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

2.1. Key findings

2.1.1. Top impacting factors

2.1.2. Top investment pockets

2.2. CXO perspective

CHAPTER 3: MARKET OVERVIEW

3.1. Market definition and scope

3.2. Key forces shaping premise cable market

3.3. Market dynamics

3.3.1. Drivers

3.3.1.1. Rise in demand for AR/VR chip in gaming vertical

3.3.1.2. Surge in need for the adoption of AR/VR in various applications

3.3.2. Restrains

3.3.2.1. Resistance to adopt the augmented and virtual reality technology

3.3.2.2. Lack of investments in R&D

3.3.3. Opportunities

3.3.3.1. Advancement in technology

3.3.3.1. Introduction of industry-specific solution

CHAPTER 4: AR/VR CHIP MARKET, BY CHIP TYPE

4.1. Overview

4.1.1. Market size and forecast, by chip type

4.2. Processor ICs

4.2.1. Key market trends, growth factors, and opportunities

4.2.2. Market size and forecast, by region

4.2.3. Market analysis, by country

4.3. User Interface ICs

4.3.1. Key market trends, growth factors, and opportunities

4.3.2. Market size and forecast, by region

4.3.3. Market analysis, by country

4.4. Power Management ICs

4.4.1. Key market trends, growth factors, and opportunities

4.4.2. Market size and forecast, by region

4.4.3. Market analysis, by country

CHAPTER 5: AR/VR CHIP MARKET, BY DEVICE TYPE

5.1. Overview

5.1.1. Market size and forecast, by device type

5.2. Head Mounted Display

5.2.1. Key market trends, growth factors, and opportunities

5.2.2. Market size and forecast, by region

5.2.3. Market analysis, by country

5.3. Head Up Display

5.3.1. Key market trends, growth factors, and opportunities

5.3.2. Market size and forecast, by region

5.3.3. Market analysis, by country

5.4. Handheld Device

5.4.1. Key market trends, growth factors, and opportunities

5.4.2. Market size and forecast, by region

5.4.3. Market analysis, by country

5.5. Gesture Tracking Device

5.5.1. Key market trends, growth factors, and opportunities

5.5.2. Market analysis, by region

5.5.3. Market analysis, by country

5.6. Projector & Display Wall

5.6.1. Key market trends, growth factors, and opportunities

5.6.2. Market analysis, by Region

5.6.3. Market analysis, by country

CHAPTER 6: AR/VR CHIP MARKET, BY END USER

6.1. Overview

6.1.1. Market size and forecast, by end user

6.2. Gaming

6.2.1. Key market trends, growth factors, and opportunities

6.2.2. Market size and forecast, by region

6.2.3. Market analysis, by country

6.3. Entertainment & Media

6.3.1. Key market trends, growth factors, and opportunities

6.3.2. Market size and forecast, by region

6.3.3. Market analysis, by country

6.4. Aerospace & Defense

6.4.1. Key market trends, growth factors, and opportunities

6.4.2. Market size and forecast, by region

6.4.3. Market analysis, by country

6.5. Healthcare

6.5.1. Key market trends, growth factors, and opportunities

6.5.2. Market analysis, by region

6.5.3. Market analysis, by country

6.6. Others

6.6.1. Key market trends, growth factors, and opportunities

6.6.2. Market analysis, by region

6.6.3. Market analysis, by country

CHAPTER 7: AR/VR CHIP MARKET, BY REGION

7.1. Overview

7.2. North America

7.2.1. Key market trends, growth factors, and opportunities

7.2.2. Market size and forecast, by chip type

7.2.3. Market size and forecast, by device type

7.2.4. Market size and forecast, by End User

7.2.5. Market analysis, by country

7.2.5.1. U.S.

7.2.5.1.1. Market size and forecast, by chip type

7.2.5.1.2. Market size and forecast, by device type

7.2.5.1.3. Market size and forecast, by end user

7.2.5.2. Canada

7.2.5.2.1. Market size and forecast, by chip type

7.2.5.2.2. Market size and forecast, by device type

7.2.5.2.3. Market size and forecast, by end user

7.2.5.3. Mexico

7.2.5.3.1. Market size and forecast, by chip type

7.2.5.3.2. Market size and forecast, by device type

7.2.5.3.3. Market size and forecast, by end user

7.2.5.3.4. Europe

7.2.6. Key market trends, growth factors, and opportunities

7.2.7. Market size and forecast, by chip type

7.2.8. Market size and forecast, by device type

7.2.9. Market size and forecast, by end user

7.2.10. Market analysis, by country

7.2.10.1. Germany

7.2.10.1.1. Market size and forecast, by chip type

7.2.10.1.2. Market size and forecast, by device type

7.2.10.1.3. Market size and forecast, by end user

7.2.10.2. UK

7.2.10.2.1. Market size and forecast, by chip type

7.2.10.2.2. Market size and forecast, by device type

7.2.10.2.3. Market size and forecast, by end user

7.2.10.3. France

7.2.10.3.1. Market size and forecast, by chip type

7.2.10.3.2. Market size and forecast, by device type

7.2.10.3.3. Market size and forecast, by end user

7.2.10.3.4. Russia

7.2.10.3.5. Market size and forecast, by chip type

7.2.10.3.6. Market size and forecast, by device type

7.2.10.3.7. Market size and forecast, by end user

7.2.10.4. Rest of Europe

7.2.10.4.1. Market size and forecast, by chip type

7.2.10.4.2. Market size and forecast, by device type

7.2.10.4.3. Market size and forecast, by end user

7.3. Asia-Pacific

7.3.1. Key market trends, growth factors, and opportunities

7.3.2. Market size and forecast, by chip type

7.3.3. Market size and forecast, by device type

7.3.4. Market size and forecast, by End User

7.3.5. Market analysis, by country

7.3.5.1. China

7.3.5.1.1. Market size and forecast, by chip type

7.3.5.1.2. Market size and forecast, by device type

7.3.5.1.3. Market size and forecast, by end user

7.3.5.2. Japan

7.3.5.2.1. Market size and forecast, by chip type

7.3.5.2.2. Market size and forecast, by device type

7.3.5.2.3. Market size and forecast, by end user

7.3.5.3. South Korea

7.3.5.3.1. Market size and forecast, by chip type

7.3.5.3.2. Market size and forecast, by device type

7.3.5.3.3. Market size and forecast, by end user

7.3.5.4. Rest of Asia-Pacific

7.3.5.4.1. Market size and forecast, by chip type

7.3.5.4.2. Market size and forecast, by device type

7.3.5.4.3. Market size and forecast, by end user

7.4. LAMEA

7.4.1. Key market trends, growth factors, and opportunities

7.4.2. Market size and forecast, by chip type

7.4.3. Market size and forecast, by device type

7.4.4. Market size and forecast, by End User

7.4.5. Market analysis, by country

7.4.5.1. Latin America

7.4.5.1.1. Market size and forecast, by chip type

7.4.5.1.2. Market size and forecast, by device type

7.4.5.1.3. Market size and forecast, by end user

7.4.5.1.4. Middle East

7.4.5.1.5. Market size and forecast, by chip type

7.4.5.1.6. Market size and forecast, by device type

7.4.5.1.7. Market size and forecast, by end user

7.4.5.1.8. Africa

7.4.5.1.9. Market size and forecast, by chip type

7.4.5.1.10. Market size and forecast, by device type

7.4.5.1.11. Market size and forecast, by end user

CHAPTER 8: COMPANY PROFILES

8.1. Qualcomm Technologies, Inc.

8.1.1. Company overview

8.1.2. Company snapshot

8.1.3. Operating business segments

8.1.4. Product portfolio

8.1.5. R&D Expenditure

8.1.6. Business performance

8.1.7. Key strategic moves and developments

8.2. NVIDIA Corporation

8.2.1. Company overview

8.2.2. Company snapshot

8.2.3. Operating business segments

8.2.4. Product portfolio

8.2.5. R&D Expenditure

8.2.6. Business performance

8.3. Imagination Technologies Limited

8.3.1. Company overview

8.3.3. Product portfolio

8.4. MEDIATEK INC

8.4.1. Company overview

8.4.2. Company snapshot

8.4.3. Product portfolio

8.4.4. R&D Expenditure

8.4.5. Business performance

8.5. Intel Corporation

8.5.1. Company overview

8.5.2. Company snapshot

8.5.3. Operating business segments

8.5.4. Product portfolio

8.5.5. R&D Expenditure

8.5.6. Business performance

8.6. Spectra7

8.6.1. Company overview

8.6.2. Company snapshot

8.6.3. Product portfolio

8.6.4. Key strategic moves and developments

8.7. Advanced Micro Devices, Inc.

8.7.1. Company overview

8.7.2. Company snapshot

8.7.3. Operating business segments

8.7.4. Product portfolio

8.7.5. Business performance

8.8. International Business Machines Corporation (IBM)

8.8.1. Company overview

8.8.2. Key Executive

8.8.3. Company snapshot

8.8.4. Operating business segments

8.8.5. Product portfolio

8.8.6. R&D Expenditure

8.8.7. Business performance

8.9. SAMSUNG ELECTRONICS CO. LTD.

8.9.1. Company overview

8.9.2. Key Executive

8.9.3. Company snapshot

8.9.4. Operating business segments

8.9.5. Product portfolio

8.9.6. R&D Expenditure

8.9.7. Business performance

8.10. Huawei Technologies Co., Ltd.

8.10.1. Company overview

8.10.2. Company snapshot

8.10.3. Operating business segments

8.10.4. Product portfolio

8.10.5. R&D Expenditure

8.10.6. Business performance

LIST OF TABLES

TABLE 01. GLOBAL AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018-2026 ($MILLION)

TABLE 02. PROCESSOR ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 03. USER INTERFACE ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 04. POWER MANAGEMENT ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 05. GLOBAL AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018-2026($MILLION)

TABLE 06. HEAD MOUNTED DISPLAY AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 07. HEAD UP DISPLAY AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 08. HANDHELD DEVICE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 09. GESTURE TRACKING DEVICE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 10. PROJECTOR & DISPLAY WALL AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 11. GLOBAL AR/VR CHIP MARKET REVENUE, BY END USER, 2018-2026($MILLION)

TABLE 12. GAMING AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 13. ENTERTAINMENT & MEDIA AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 14. AEROSPACE & DEFENSE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 15. HEALTHCARE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 16. OTHER AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)

TABLE 17. GLOBAL AR/VR CHIP MARKET REVENUE, BY REGION, 2018–2026 ($MILLION)

TABLE 18. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 19. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 20. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 21. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)

TABLE 22. U.S. AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 23. U.S. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 24. U.S. AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 25. CANADA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 26. CANADA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 27. CANADA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 28. MEXICO AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 29. MEXICO AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 30. MEXICO AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 31. EUROPE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 32. EUROPE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 33. EUROPE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 34. EUROPE AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)

TABLE 35. GERMANY AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 36. GERMANY AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 37. GERMANY. AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 38. UK AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 39. UK AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 40. UK AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 41. FRANCE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 42. FRANCE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 43. FRANCE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 44. RUSSIA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 45. RUSSIA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 46. RUSSIA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 47. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 48. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 49. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 50. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 51. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 52. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 53. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)

TABLE 54. CHINA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 55. CHINA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 56. CHINA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 57. JAPAN AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 58. JAPAN AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 59. JAPAN AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 60. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 61. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 62. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 63. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 64. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 65. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 66. LAMEA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 67. LAMEA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 68. LAMEA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 69. LAMEA AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)

TABLE 70. LATIN AMERICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 71. LATIN AMERICA. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 72. LATIN AMERICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 73. MIDDLE EAST AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 74. MIDDLE EAST. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 75. MIDDLE EAST AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 76. AFRICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)

TABLE 77. AFRICA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)

TABLE 78. AFRICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)

TABLE 79. QUALCOMM TECHNOLOGIES, INC: COMPANY SNAPSHOT

TABLE 80. QUALCOMM TECHNOLOGIES, INC.: OPERATING SEGMENTS

TABLE 81. QUALCOMM TECHNOLOGIES, INC.: PRODUCT PORTFOLIO

TABLE 82. QUALCOMM TECHNOLOGIES: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 83. NVIDIA CORPORATION.: COMPANY SNAPSHOT

TABLE 84. NVIDIA CORPORATION: OPERATING SEGMENTS

TABLE 85. NVIDIA CORPORATION: PRODUCT PORTFOLIO

TABLE 86. IMAGINATION TECHNOLOGIES LIMITED: COMPANY SNAPSHOT

TABLE 87. IMAGINATION TECHNOLOGIES LIMITED: PRODUCT PORTFOLIO

TABLE 88. MEDIATEK INC: COMPANY SNAPSHOT

TABLE 89. MEDIATEK INC: PRODUCT PORTFOLIO

TABLE 90. INTEL CORPORATION: COMPANY SNAPSHOT

TABLE 91. INTEL CORPORATION: OPERATING SEGMENTS

TABLE 92. INTEL CORPORATION: PRODUCT PORTFOLIO

TABLE 93. SPECTRA7: COMPANY SNAPSHOT

TABLE 94. SPECTRA7: PRODUCT PORTFOLIO

TABLE 95. SPECTRA7: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 96. AMD: COMPANY SNAPSHOT

TABLE 97. AMD: OPERATING SEGMENTS

TABLE 98. AMD: PRODUCT PORTFOLIO

TABLE 99. INTERNATIONAL BUSINESS MANAGEMENT CORPORATION (IBM): KEY EXECUTIVES

TABLE 100. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): COMPANY SNAPSHOT

TABLE 101. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): OPERATING SEGMENTS

TABLE 102. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): PRODUCT PORTFOLIO

TABLE 103. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): R&D EXPENDITURE, 2016–2018 ($MILLION)

TABLE 104. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): NET SALES, 2016–2018 ($MILLION)

TABLE 105. SAMSUNG ELECTRONICS CO. LTD.: KEY EXECUTIVES

TABLE 106. SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT

TABLE 107. SAMSUNG ELECTRONICS CO. LTD.: OPERATING SEGMENTS

TABLE 108. SAMSUNG ELECTRONICS CO. LTD.: PRODUCT PORTFOLIO

TABLE 109. SAMSUNG ELECTRONICS CO. LTD: R&D EXPENDITURE, 2016–2018 ($MILLION)

TABLE 110. SAMSUNG ELECTRONICS CO. LTD.: NET SALES, 2016–2018 ($MILLION)

TABLE 111. HUAWEI TECHNOLOGIES CO., LTD.: COMPANY SNAPSHOT

TABLE 112. HUAWEI TECHNOLOGIES CO., LTD.: OPERATING SEGMENTS

TABLE 113. HUAWEI TECHNOLOGIES CO., LTD.: PRODUCT PORTFOLIO

 
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