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Florida Augmented and Virtual Reality Market by Application (Consumer and Enterprise), Organization Size (SMEs and Large Enterprises), and Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Opportunity Analysis and Industry Forecast, 2020–2030

  • ALL4676648
  • 139 Pages
  • August 2021
  • ICT & Media
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Augmented reality adds virtual stuff to real world environment of the user, using layers of computer generated elements including sound, video, graphics, or GPS data to provide users an enhanced interaction with reality. It is used for various applications such as sporting events, driving, education, and others. On the other side, virtual reality (VR) is an artificial environment that is created with software and presented to the user in such a way that user belief and accepts it as a real environment. In addition, it artificially creates sensory experience such as sight, touch, hearing, and smell. Apps based on augmented reality (AR) are being used by businesses to track, identify, and resolve technical issues. With virtual assistance, AR/VR can create a virtual or artificial environment where users can be engaged and given more information and personalized attention.

Surge in adoption of augmented & virtual reality in healthcare, and rise in popularity of AR & VR in gaming industry are the major factors that drive the growth of the Florida augmented and virtual reality market. Moreover, lack of security standards in AR & VR technology hampers the growth of the market. Furthermore, ongoing technological advancement in AR and VR, and surge in adoption of AR in e-commerce industry are expected to provide lucrative opportunities for the Florida augmented and virtual reality expansion during the forecast period.

The Florida augmented and virtual reality market is segmented on the basis of organization size, application, industry vertical, and region. On the basis of organization size, the market is fragmented into large enterprises and small & medium sized enterprises (SMEs). In terms of application, the market is bifurcated into consumer and enterprise. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others.

The key players profiled in the market report are Apple Inc., Eon Reality, FACEBOOK, Alphabet (Google Inc.), Intel Corporation, MAGICLEAP INC., Marxent Labs, Microsoft Corporation, Sony Corporation, and zSpace, 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 Florida augmented and virtual reality market along with current trends and future estimations to elucidate imminent investment pockets.

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

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

• The quantitative analysis of Florida augmented and virtual reality market for the period 2021–2030 is provided to determine the market potential.

Key Market Segments

By Application

• Consumer

• Enterprise

By Organization size

• SMEs

• Large Enterprises

By Industry Vertical

• Gaming

• Entertainment and Media

• Aerospace and Defense

• Healthcare

• Education

• Manufacturing

• Retail

• Others

KEY MARKET PLAYERS

• Apple Inc.

• EON Reality

• FACEBOOK

• Alphabet (Google Inc.)

• Intel Corporation

• MAGIC LEAP, INC.

• Marxent Labs

• Microsoft Corporation

• Sony Corporation

• zSpace, Inc.

.

CHAPTER 1:INTRODUCTION

1.1.Report description

1.2.Key benefits for stakeholders

1.3.Key market segments

1.4.Key market players

1.5.Research methodology

1.5.1.Secondary research

1.5.2.Primary research

1.5.3.Analyst tools & 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 the Florida Augmented and Virtual Reality market

3.2.1.Moderate-to-high bargaining power of suppliers

3.2.2.Moderate-to-high bargaining power of buyers

3.2.3.Moderate-to-high threat of substitutes

3.2.4.Low-to-high threat of new entrants

3.2.5.Low-to-high competitive rivalry

3.3.Market dynamics

3.3.1.Drivers

3.3.1.1.Surge in adoption of augmented & virtual reality in healthcare

3.3.1.2.Rise in popularity of AR & VR in gaming industry

3.3.1.3.Increase in smartphone penetration

3.3.2.Restraints

3.3.2.1.Lack of security standards

3.3.3.Opportunities

3.3.3.1.Technological Advancement in AR & VR

3.3.3.2.Progressing adoption of AR VR by Aerospace & Defense

3.4.COVID-19 impact analysis on Augmented and Virtual Reality market

3.4.1.Impact on market size

3.4.2.Consumer trends, preferences, and budget impact

3.4.3.Economic impact

3.4.4.Key player strategies to tackle the COVID impact

3.4.5.Opportunity window

CHAPTER 4:AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

4.1.Overview

4.2.Consumer

4.2.1.Key market trends, growth factors, and opportunities

4.2.2.Market size and forecast

4.3.Enterprise

4.3.1.Key market trends, growth factors, and opportunities

4.3.2.Market size and forecast

CHAPTER 5:AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE

5.1.Overview

5.2.SME

5.2.1.Key market trends, growth factors, and opportunities

5.2.2.Market size and forecast

5.3.Large Enterprises

5.3.1.Key market trends, growth factors, and opportunities

5.3.2.Market size and forecast

CHAPTER 6:AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

6.1.Overview

6.2.Gaming

6.2.1.Key market trends, growth factors, and opportunities

6.2.2.Market size and forecast

6.3.Entertainment and Media

6.3.1.Key market trends, growth factors, and opportunities

6.3.2.Market size and forecast

6.4.Aerospace & Defense

6.4.1.Key market trends, growth factors, and opportunities

6.4.2.Market size and forecast

6.5.Healthcare

6.5.1.Key market trends, growth factors, and opportunities

6.5.2.Market size and forecast

6.6.Education

6.6.1.Key market trends, growth factors, and opportunities

6.6.2.Market size and forecast

6.7.Manufacturing

6.7.1.Key market trends, growth factors, and opportunities

6.7.2.Market size and forecast

6.8.Retail

6.8.1.Key market trends, growth factors, and opportunities

6.8.2.Market size and forecast

6.9.Others

6.9.1.Key market trends, growth factors, and opportunities

6.9.2.Market size and forecast

CHAPTER 7:COMPETITIVE LANDSCAPE

7.1.Key players positioning analysis, 2020

7.2.Top winning strategies

7.3.Competitive dashboard

CHAPTER 8:COMPANY PROFILE

8.1.APPLE INC.

8.1.1.Company overview

8.1.2.Key executives

8.1.3.Company snapshot

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.EON REALITY

8.2.1.Company overview

8.2.2.Key executive

8.2.3.Company snapshot

8.2.4.Product portfolio

8.2.5.Key strategic moves and developments

8.3.FACEBOOK

8.3.1.Company overview

8.3.2.Key executives

8.3.3.Company snapshot

8.3.4.Operating business segments

8.3.5.Product portfolio

8.3.6.R&D expenditure

8.3.7.Business performance

8.3.8.Key strategic moves and developments

8.4.ALPHABET (GOOGLE INC.)

8.4.1.Company overview

8.4.2.Key executive

8.4.3.Company snapshot

8.4.4.Operating business segments

8.4.5.Product portfolio

8.4.6.R&D expenditure

8.4.7.Business performance

8.4.8.Key strategic moves and developments

8.5.INTEL CORPORATION

8.5.1.Company overview

8.5.2.Key executive

8.5.3.Company snapshot

8.5.4.Operating business segments

8.5.5.Product portfolio

8.5.6.R&D expenditure

8.5.7.Business performance

8.5.8.Key strategic moves and developments

8.6.MAGIC LEAP, INC.

8.6.1.Company overview

8.6.2.Key executive

8.6.3.Company snapshot

8.6.4.Product portfolio

8.6.5.Key strategic moves and developments

8.7.MARXENT LABS

8.7.1.Company overview

8.7.2.Key executive

8.7.3.Company snapshot

8.7.4.Product portfolio

8.7.5.Key strategic moves and developments

8.8.MICROSOFT CORPORATION

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

8.8.8.Key strategic moves and developments

8.9.SONY CORPORATION

8.9.1.Company overview

8.9.2.Key executives

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

8.9.8.Key strategic moves and developments

8.10.ZSPACE, INC.

8.10.1.Company overview

8.10.2.Key executives

8.10.3.Company snapshot

8.10.4.Product portfolio

8.10.5.Key strategic moves and developments

LIST OF TABLES

TABLE 01.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)

TABLE 02.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONSUMER, 2020–2030 ($BILLION)

TABLE 03.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, 2020–2030 ($BILLION)

TABLE 04.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)

TABLE 05.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SME, 2020–2030 ($BILLION)

TABLE 06.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR LARGE ENTERPRISES, 2020–2030 ($BILLION)

TABLE 07.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)

TABLE 08.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR GAMING, 2020–2030 ($BILLION)

TABLE 09.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERTAINMENT AND MEDIA, 2020–2030 ($BILLION)

TABLE 10.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR AEROSPACE & DEFENSE, 2020–2030 ($BILLION)

TABLE 11.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR HEALTHCARE, 2020–2030 ($BILLION)

TABLE 12.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR EDUCATION, 2020–2030 ($BILLION)

TABLE 13.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR MANUFACTURING, 2020–2030 ($BILLION)

TABLE 14.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR RETAIL, 2020–2030 ($BILLION)

TABLE 15.FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR OTHERS, 2020–2030 ($BILLION)

TABLE 16.APPLE INC.: KEY EXECUTIVES

TABLE 17.APPLE INC.: COMPANY SNAPSHOT

TABLE 18.APPLE INC.: PRODUCT PORTFOLIO

TABLE 19.EON REALITY: KEY EXECUTIVE

TABLE 20.EON REALITY: COMPANY SNAPSHOT

TABLE 21.EON REALITY: PRODUCT PORTFOLIO

TABLE 22.FACEBOOK: KEY EXECUTIVES

TABLE 23.FACEBOOK: COMPANY SNAPSHOT

TABLE 24.FACEBOOK: OPERATING SEGMENTS

TABLE 25.FACEBOOK: PRODUCT PORTFOLIO

TABLE 26.ALPHABET (GOOGLE INC.): KEY EXECUTIVE

TABLE 27.ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT

TABLE 28.ALPHABET (GOOGLE INC.): OPERATING SEGMENTS

TABLE 29.ALPHABET (GOOGLE INC.) : PRODUCT PORTFOLIO

TABLE 30.INTEL CORPORATION: KEY EXECUTIVE

TABLE 31.INTEL CORPORATION: COMPANY SNAPSHOT

TABLE 32.INTEL CORPORATION: OPERATING SEGMENTS

TABLE 33.INTEL CORPORATION: PRODUCT PORTFOLIO

TABLE 34.MAGIC LEAP, INC.: KEY EXECUTIVE

TABLE 35.MAGIC LEAP, INC.: COMPANY SNAPSHOT

TABLE 36.MAGIC LEAP, INC.: PRODUCT PORTFOLIO

TABLE 37.MARXENT LABS: KEY EXECUTIVE

TABLE 38.MARXENT LABS: COMPANY SNAPSHOT

TABLE 39.MARXENT LABS: PRODUCT PORTFOLIO

TABLE 40.MICROSOFT CORPORATION: KEY EXECUTIVE

TABLE 41.MICROSOFT CORPORATION: COMPANY SNAPSHOT

TABLE 42.MICROSOFT CORPORATION: OPERATING SEGMENTS

TABLE 43.MICROSOFT CORPORATION: PRODUCT PORTFOLIO

TABLE 44.SONY CORPORATION: KEY EXECUTIVES

TABLE 45.SONY CORPORATION: COMPANY SNAPSHOT

TABLE 46.SONY CORPORATION: OPERATING SEGMENTS

TABLE 47.SONY CORPORATION: PRODUCT PORTFOLIO

TABLE 48.ZSPACE, INC.: KEY EXECUTIVES

TABLE 49.ZSPACE, INC.: COMPANY SNAPSHOT

TABLE 50.ZSPACE, INC.: PRODUCT PORTFOLIO

 
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