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U.S. Augmented and Virtual Reality Market by Component (Solution, Services and Connectivity Type), Application (Consumer and Enterprise), Enterprise Size (Large Enterprises and Small & Medium Sized Enterprises (SMEs)), and Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Manufacturing, Retail, Education, and Others): Opportunity Analysis and Industry Forecast, 2021–2030

  • ALL4676646
  • 155 Pages
  • August 2021
  • ICT & Media
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U.S. augmented and virtual reality is a technology, which uses the existing user’s environment and overlays the digital or virtual content or information over it to offer immersive digital experience in real-time environment. Furthermore, virtual reality is a computer-generated 3D environment, which completely immerses end users in an artificial world without seeing the real-world. In addition, augmented reality applications enable developers to integrate contextual or digital content with the real world in real time. These are the major factors that boost the adoption of the U.S. augmented and virtual reality technology.

Rise in investment in the AR market and surge in penetration of smartphones & mobile gaming boost the growth of the U.S. augmented and virtual reality market. In addition, increase in adoption of augmented & virtual reality solutions in education positively impacts the growth of the market. However, security and privacy issues associated with AR is expected to hamper the market growth. On the contrary, increase in usage of VR headsets in amusement and theme parks, commercial applications, and other places is expected to offer remunerative opportunities for the expansion of the market during the forecast period.

The U.S. augmented and virtual reality market is segmented on the basis of component, application, enterprise size, industry vertical, and region. As per component, the market is bifurcated into solution, service and connectivity type. By application, the market is divided into consumer and enterprise. By enterprise size, it is categorized as large enterprise and SMEs. On the basis of industry vertical, it is classified into gaming, entertainment & media, aerospace & defense, healthcare, manufacturing, retail, education, and others.

The key players profiled in the U.S. augmented and virtual reality market analysis are Apple Inc., Cyberglove Systems, Inc., Facebook Technologies, LLC (Oculus), Google, Inc. Intel Corporation, Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., PTC and Sixense Enterprises, Inc. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

KEY BENEFITS FOR STAKEHOLDERS

• The study provides an in-depth analysis of the U.S. augmented and virtual reality market forecast along with the current trends and future estimations to explain the imminent investment pockets.

• Information about key drivers, restraints, & opportunities and their impact analysis on the market is provided in the report.

• Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.

• The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.

Key Market Segments

By Component

• Solution

o Technology

 Augmented Reality

 Virtual Reality

o Device Type

 PC/Console-Based

 Smartphone-Based

 Standalone

• Services

o Consulting

o System Integration and Deployment

o Support and Maintenance

• Connectivity Type

o Wired

o Cellular Technology

 2G & 3G

 4G

o Wi-Fi

o Bluetooth

o Others

By Application

• Consumer

• Enterprises

By Enterprise Size

• Large Enterprises

• Small & Medium Enterprises

By Industry Vertical

• Gaming

• Entertainment & Media

• Aerospace & Defense

• Healthcare

• Manufacturing

• Retail

• Education

• Others

KEY MARKET PLAYERS

• Apple Inc.

• Cyberglove Systems, Inc.

• Facebook Technologies, LLC (Oculus)

• Google, Inc.

• Intel Corporation

• Magic Leap, Inc.

• Microsoft Corporation

• Niantic, Inc.

• PTC

• Sixense Enterprises, Inc.

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.Secondary research

1.4.2.Primary research

1.4.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.Key findings

2.1.1.Top impacting factors

2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

3.1.Market definition and scope

3.2.Key forces shaping the U.S. augmented and virtual reality market

3.3.Case Studies

3.3.1.Case Study 01

3.3.2.Case Study 02

3.4.Market evolution/ Industry roadmap

3.5.Market dynamics

3.5.1.Drivers

3.5.1.1.Rise in investment in AR market

3.5.1.2.Rise in penetration of smartphones

3.5.1.3.Cost-efficient benefits of augmented and virtual reality-based solutions

3.5.2.Restraints

3.5.2.1.Security and privacy issues associated with AR

3.5.3.Opportunities

3.5.3.1.Increase in usage of VR headsets in amusement and theme parks, commercial applications, and other places

3.6.COVID-19 impact analysis on U.S. augmented and virtual reality market

3.6.1.Impact on market size

3.6.2.Consumer trends, preferences, and budget impact

3.6.3.Economic impact

3.6.4.Strategies to tackle negative impact

3.6.5.Opportunity window

CHAPTER 4:U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY COMPONENT

4.1.Overview

4.2.Solution

4.2.1.Key market trends, growth factors, and opportunities

4.2.2.Market size and forecast

4.2.3.U.S. augmented and virtual reality market for solution, by device type

4.2.3.1.PC/Console-based

4.2.3.2.Smartphone-based

4.2.3.3.Standalone

4.2.3.4.Market size and forecast, by device type

4.2.4.U.S. augmented and virtual reality market for solution, by technology type

4.2.4.1.Augmented Reality

4.2.4.2.Virtual Reality

4.2.4.3.Market size and forecast, by technology type

4.3.Service

4.3.1.Key market trends, growth factors, and opportunities

4.3.2.Market size and forecast

4.3.3.U.S. augmented and virtual reality market, by service type

4.3.3.1.Consulting service

4.3.3.2.System Integration and Deployment

4.3.3.3.Support & Maintenance service

4.3.3.4.Market size and forecast, by service type

4.4.Connectivity Technology

4.4.1.Key market trends, growth factors, and opportunities

4.4.2.Market size and forecast

4.4.3.U.S. augmented and virtual reality market, by connectivity technology type

4.4.3.1.Wired

4.4.3.2.Cellular Technology

4.4.3.2.1.2G & 3G

4.4.3.2.2.4G

4.4.3.2.3.Market size and forecast, by cellular technology type

4.4.3.3.Wi-Fi

4.4.3.4.Bluetooth

4.4.3.5.Others

4.4.3.6.Market size and forecast, by connectivity technology type

CHAPTER 5:U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

5.1.Overview

5.2.Consumer

5.2.1.Key market trends, growth factors, and opportunities

5.2.2.Market size and forecast

5.3.Enterprises

5.3.1.Key market trends, growth factors, and opportunities

5.3.2.Market size and forecast

CHAPTER 6:U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ENTERPRISE SIZE

6.1.Overview

6.2.Large Enterprises

6.2.1.Key market trends, growth factors, and opportunities

6.2.2.Market size and forecast

6.3.SMEs

6.3.1.Key market trends, growth factors, and opportunities

6.3.2.Market size and forecast

CHAPTER 7:U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

7.1.Overview

7.2.Gaming

7.2.1.Key market trends, growth factors, and opportunities

7.2.2.Market size and forecast

7.3.Entertainment & Media

7.3.1.Key market trends, growth factors, and opportunities

7.3.2.Market size and forecast

7.4.Aerospace & Defense

7.4.1.Key market trends, growth factors, and opportunities

7.4.2.Market size and forecast

7.5.Healthcare

7.5.1.Key market trends, growth factors, and opportunities

7.5.2.Market size and forecast

7.6.Manufacturing

7.6.1.Key market trends, growth factors, and opportunities

7.6.2.Market size and forecast

7.7.Retail

7.7.1.Key market trends, growth factors, and opportunities

7.7.2.Market size and forecast

7.8.Education

7.8.1.Key market trends, growth factors, and opportunities

7.8.2.Market size and forecast

7.9.Others

7.9.1.Key market trends, growth factors, and opportunities

7.9.2.Market size and forecast

CHAPTER 8:COMPETITIVE LANDSCAPE

8.1.Key players positioning analysis, 2020

8.2.Competitive dashboard

8.3.Top winning strategies

CHAPTER 9:COMPANY PROFILE

9.1.APPLE INC.

9.1.1.Company overview

9.1.2.Key executives

9.1.3.Company snapshot

9.1.4.Product portfolio

9.1.5.R&D expenditure

9.1.6.Business performance

9.2.CYBERGLOVE SYSTEMS INC.

9.2.1.Company overview

9.2.2.Key executives

9.2.3.Company snapshot

9.2.4.Product portfolio

9.3.Facebook Technologies, LLC (Oculus)

9.3.1.Company overview

9.3.2.Key Executives

9.3.3.Company snapshot

9.3.4.Product portfolio

9.3.5.Operating business segments

9.3.6.R&D expenditure

9.3.7.Business performance

9.4.Alphabet (Google Inc.)

9.4.1.Company overview

9.4.2.Key Executives

9.4.3.Company snapshot

9.4.4.Product portfolio

9.4.5.R&D Expenditure

9.4.6.Business performance

9.4.7.Key strategic moves and developments

9.5.INTEL CORPORATION

9.5.1.Company overview

9.5.2.Key executives

9.5.3.Company snapshot

9.5.4.Operating business segments

9.5.5.Product portfolio

9.5.6.R&D expenditure

9.5.7.Business performance

9.6.MAGIC LEAP, INC.

9.6.1.Company overview

9.6.2.Key executive

9.6.3.Company snapshot

9.6.4.Product portfolio

9.6.5.Key strategic moves and developments

9.7.MICROSOFT CORPORATION

9.7.1.Company overview

9.7.2.Key executives

9.7.3.Company snapshot

9.7.4.Operating business segments

9.7.5.Product portfolio

9.7.6.R&D expenditure

9.7.7.Business performance

9.7.8.Key strategic moves and developments

9.8.NIANTIC, INC.

9.8.1.Company overview

9.8.2.Key executives

9.8.3.Company snapshot

9.8.4.Product portfolio

9.9.PTC

9.9.1.Company overview

9.9.2.Key executives

9.9.3.Company snapshot

9.9.4.Operating business segments

9.9.5.Product portfolio

9.9.6.R&D expenditure

9.9.7.Business performance

9.9.8.Key strategic moves and developments

9.10.SIXENSE ENTERPRISES INC.

9.10.1.Company overview

9.10.2.Key executives

9.10.3.Company snapshot

9.10.4.Product portfolio

LIST OF TABLES

TABLE 01.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY COMPONENT, 2019–2027 ($MILLION)

TABLE 02.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, 2019–2027 ($MILLION)

TABLE 03.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY DEVICE TYPE, 2019–2027 ($MILLION)

TABLE 04.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SOLUTION, BY TECHNOLOGY TYPE, 2019–2027 ($MILLION)

TABLE 05.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SERVICE, 2019–2027 ($MILLION)

TABLE 06.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY SERVICE TYPE, 2019–2027 ($MILLION)

TABLE 07.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONNECTIVITY TECHNOLOGY, 2019–2027 ($MILLION)

TABLE 08.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY CONNECTIVITY TECHNOLOGY TYPE, 2019–2027 ($MILLION)

TABLE 09.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CELLULAR TECHNOLOGY, BY TYPE, 2019–2027 ($MILLION)

TABLE 10.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 2019–2027 ($MILLION)

TABLE 11.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONSUMER, 2019–2027 ($MILLION)

TABLE 12.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, 2019–2027 ($MILLION)

TABLE 13.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, BY ENTERPRISE SIZE, 2019–2027 ($MILLION)

TABLE 14.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR LARGE ENTERPRISES, 2019–2027 ($MILLION)

TABLE 15.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SMES, 2019–2027 ($MILLION)

TABLE 16.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ENTERPRISE SIZE, 2019–2027 ($MILLION)

TABLE 17.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR GAMING, 2019–2027 ($MILLION)

TABLE 18.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERTAINMENT & MEDIA, 2019–2027 ($MILLION)

TABLE 19.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR AEROSPACE & DEFENSE, 2019–2027 ($MILLION)

TABLE 20.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR HEALTHCARE, 2019–2027 ($MILLION)

TABLE 21.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR MANUFACTURING, 2019–2027 ($MILLION)

TABLE 22.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR RETAIL, 2019–2027 ($MILLION)

TABLE 23.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR EDUCATION, 2019–2027 ($MILLION)

TABLE 24.U.S. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR OTHERS, 2019–2027 ($MILLION)

TABLE 25.APPLE INC.: KEY EXECUTIVES

TABLE 26.APPLE INC.: COMPANY SNAPSHOT-

TABLE 27.APPLE INC.: PRODUCT PORTFOLIO

TABLE 28.CYBERGLOVE SYSTEMS INC.: KEY EXECUTIVE

TABLE 29.CYBERGLOVE SYSTEMS INC.: COMPANY SNAPSHOT

TABLE 30.CYBERGLOVE SYSTEMS INC.: PRODUCT PORTFOLIO

TABLE 31.FACEBOOK TECHNOLOGIES, LLC. (OCULUS ): KEY EXECUTIVES

TABLE 32.FACEBOOK TECHNOLOGIES, LLC.( OCULUS): COMPANY SNAPSHOT

TABLE 33.FACEBOOK TECHNOLOGIES, LLC.( OCULUS): PRODUCT PORTFOLIO

TABLE 34.FACEBOOK TECHNOLOGIES, LLC.(OCULUS): OPERATING SEGMENTS

TABLE 35.ALPHABET (GOOGLE INC.) : KEY EXECUTIVES

TABLE 36.ALPHABET (GOOGLE INC.) : COMPANY SNAPSHOT

TABLE 37.ALPHABET (GOOGLE INC.) : PRODUCT PORTFOLIO

TABLE 38.INTEL CORPORATION: KEY EXECUTIVES

TABLE 39.INTEL CORPORATION: COMPANY SNAPSHOT

TABLE 40.INTEL CORPORATION: OPERATING SEGMENTS

TABLE 41.INTEL CORPORATION: VIDEO ANALYTICS PRODUCT PORTFOLIO

TABLE 42.MAGIC LEAP, INC.: KEY EXECUTIVE

TABLE 43.MAGIC LEAP, INC.: COMPANY SNAPSHOT

TABLE 44.MAGIC LEAP, INC.: PRODUCT PORTFOLIO

TABLE 45.MICROSOFT CORPORATION: KEY EXECUTIVE

TABLE 46.MICROSOFT CORPORATION: COMPANY SNAPSHOT

TABLE 47.MICROSOFT CORPORATION: OPERATING SEGMENTS

TABLE 48.MICROSOFT CORPORATION: PRODUCT PORTFOLIO

TABLE 49.NIANTIC, INC.: KEY EXECUTIVES

TABLE 50.NIANTIC, INC.: COMPANY SNAPSHOT

TABLE 51.NIANTIC, INC.: PRODUCT PORTFOLIO

TABLE 52.PTC: KEY EXECUTIVE

TABLE 53.PTC: COMPANY SNAPSHOT

TABLE 54.PTC: OPERATING SEGMENTS

TABLE 55.PTC: PRODUCT PORTFOLIO

TABLE 56.SIXENSE ENTERPRISES INC..: KEY EXECUTIVES

TABLE 57.SIXENSE ENTERPRISES INC. : COMPANY SNAPSHOT

TABLE 58.SIXENSE ENTERPRISES INC.: PRODUCT PORTFOLIO

 
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