Geographically, this report split global into several key Regions, with sales (K Units), revenue (Million USD), market share and growth rate of Virtual and Augmented Reality for these regions, from 2012 to 2023 (forecast), covering
United States
EU
China
Japan
South Korea
Taiwan
Global Virtual and Augmented Reality market competition by top manufacturers/players, with Virtual and Augmented Reality sales volume, Price (USD/Unit), revenue (Million USD) and market share for each manufacturer/player; the top players including
Samsung Electronics
Microsoft Corporation
Sony Interactive Entertainment
Oculus VR LLC
HTC Corporation
ZeroLigh
EON Reality
Nokia Corporation
Barco
Blippar.com Ltd
Aurasma Ltd. (Hewlett-Packard Development Company. L.P)
MindMaze SA
Virtalis
Manus Machinae
On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into
Hardware (Head Mounted Display, Head Up Display, Glasses, Console, Sensor/Input, Camera, and Projector)
Software
Service
On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Virtual and Augmented Reality for each application, including
Healthcare
Education
Retail
Gaming
Construction
Media and Entertainment
Automotive
Defense and Aerospace
Manufacturing
Energy
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Company Names
Samsung Electronics
Microsoft Corporation
Sony Interactive Entertainment
Oculus VR LLC
HTC Corporation
ZeroLigh
EON Reality
Nokia Corporation
Barco
Blippar.com Ltd
Aurasma Ltd. (Hewlett-Packard Development Company. L.P)
MindMaze SA
Virtalis
Manus Machinae
Table of Contents
Global Virtual and Augmented Reality Sales Market Report 2018 by Manufacturer, Region, Type and Application
1 Virtual and Augmented Reality Market Overview
1.1 Product Overview and Scope of Virtual and Augmented Reality
1.2 Classification of Virtual and Augmented Reality by Product Category
1.2.1 Global Virtual and Augmented Reality Market Size (Sales) Comparison by Type (2012-2023)
1.2.2 Global Virtual and Augmented Reality Market Size (Sales) Market Share by Type (Product Category) in 2017
1.2.3 Hardware (Head Mounted Display, Head Up Display, Glasses, Console, Sensor/Input, Camera, and Projector)
1.2.4 Software
1.2.5 Service
1.3 Global Virtual and Augmented Reality Market by Application/End Users
1.3.1 Global Virtual and Augmented Reality Sales (Volume) and Market Share Comparison by Application (2012-2023)
1.3.2 Healthcare
1.3.3 Education
1.3.4 Retail
1.3.5 Gaming
1.3.6 Construction
1.3.7 Media and Entertainment
1.3.8 Automotive
1.3.9 Defense and Aerospace
1.3.10 Manufacturing
1.3.11 Energy
1.4 Global Virtual and Augmented Reality Market by Region
1.4.1 Global Virtual and Augmented Reality Market Size (Value) Comparison by Region (2012-2023)
1.4.2 United States Virtual and Augmented Reality Status and Prospect (2012-2023)
1.4.3 EU Virtual and Augmented Reality Status and Prospect (2012-2023)
1.4.4 China Virtual and Augmented Reality Status and Prospect (2012-2023)
1.4.5 Japan Virtual and Augmented Reality Status and Prospect (2012-2023)
1.4.6 South Korea Virtual and Augmented Reality Status and Prospect (2012-2023)
1.4.7 Taiwan Virtual and Augmented Reality Status and Prospect (2012-2023)
1.5 Global Market Size (Value and Volume) of Virtual and Augmented Reality (2012-2023)
1.5.1 Global Virtual and Augmented Reality Sales and Growth Rate (2012-2023)
1.5.2 Global Virtual and Augmented Reality Revenue and Growth Rate (2012-2023)
2 Industrial Chain Analysis
2.1 Industry Chain Structure of Virtual and Augmented Reality
2.2 Raw Material Analysis of Virtual and Augmented Reality
2.1.1 Raw Material A Market Analysis
2.1.2 Raw Material B Market Analysis
2.1.3 Raw Material C Market Analysis
2.3 Labor Cost Analysis of Virtual and Augmented Reality
2.4 Other Costs Analysis of Virtual and Augmented Reality
2.5 Manufacturing Cost Structure Analysis of Virtual and Augmented Reality
2.6 Manufacturing Process Analysis of Virtual and Augmented Reality
2.7 Raw Materials Sources of Virtual and Augmented Reality Major Manufacturers in 2017
2.8 Downstream Buyers
3 Global Virtual and Augmented Reality Players/Suppliers Profiles and Sales Data
3.1 Google
3.1.1 Company Basic Information, Manufacturing Base and Competitors
3.1.2 Virtual and Augmented Reality Product Category, Application and Specification
3.1.2.1 Product A
3.1.2.2 Product B
3.1.3 Google Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.1.4 Google Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.1.5 Google Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.2 Samsung Electronics
3.2.1 Company Basic Information, Manufacturing Base and Competitors
3.2.2 Virtual and Augmented Reality Product Category, Application and Specification
3.2.2.1 Product A
3.2.2.2 Product B
3.2.3 Samsung Electronics Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.2.4 Samsung Electronics Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.2.5 Samsung Electronics Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.3 Microsoft Corporation
3.3.1 Company Basic Information, Manufacturing Base and Competitors
3.3.2 Virtual and Augmented Reality Product Category, Application and Specification
3.3.2.1 Product A
3.3.2.2 Product B
3.3.3 Microsoft Corporation Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.3.4 Microsoft Corporation Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.3.5 Microsoft Corporation Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.4 Sony Interactive Entertainment
3.4.1 Company Basic Information, Manufacturing Base and Competitors
3.4.2 Virtual and Augmented Reality Product Category, Application and Specification
3.4.2.1 Product A
3.4.2.2 Product B
3.4.3 Sony Interactive Entertainment Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.4.4 Sony Interactive Entertainment Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.4.5 Sony Interactive Entertainment Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.5 Oculus VR LLC
3.5.1 Company Basic Information, Manufacturing Base and Competitors
3.5.2 Virtual and Augmented Reality Product Category, Application and Specification
3.5.2.1 Product A
3.5.2.2 Product B
3.5.3 Oculus VR LLC Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.5.4 Oculus VR LLC Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.5.5 Oculus VR LLC Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.6 HTC Corporation
3.6.1 Company Basic Information, Manufacturing Base and Competitors
3.6.2 Virtual and Augmented Reality Product Category, Application and Specification
3.6.2.1 Product A
3.6.2.2 Product B
3.6.3 HTC Corporation Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.6.4 HTC Corporation Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.6.5 HTC Corporation Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.7 ZeroLigh
3.7.1 Company Basic Information, Manufacturing Base and Competitors
3.7.2 Virtual and Augmented Reality Product Category, Application and Specification
3.7.2.1 Product A
3.7.2.2 Product B
3.7.3 ZeroLigh Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.7.4 ZeroLigh Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.7.5 ZeroLigh Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.8 EON Reality
3.8.1 Company Basic Information, Manufacturing Base and Competitors
3.8.2 Virtual and Augmented Reality Product Category, Application and Specification
3.8.2.1 Product A
3.8.2.2 Product B
3.8.3 EON Reality Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.8.4 EON Reality Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.8.5 EON Reality Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.9 Nokia Corporation
3.9.1 Company Basic Information, Manufacturing Base and Competitors
3.9.2 Virtual and Augmented Reality Product Category, Application and Specification
3.9.2.1 Product A
3.9.2.2 Product B
3.9.3 Nokia Corporation Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.9.4 Nokia Corporation Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.9.5 Nokia Corporation Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.10 Barco
3.10.1 Company Basic Information, Manufacturing Base and Competitors
3.10.2 Virtual and Augmented Reality Product Category, Application and Specification
3.10.2.1 Product A
3.10.2.2 Product B
3.10.3 Barco Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.10.4 Barco Different Types of Virtual and Augmented Reality Sales (K Units), Revenue (Million USD), Price (USD/Unit) and Gross Margin (%) (2012-2017)
3.10.5 Barco Virtual and Augmented Reality Volume in Different Applications and Its Application Share
3.11 Blippar.com Ltd
3.12 Aurasma Ltd. (Hewlett-Packard Development Company. L.P)
3.13 MindMaze SA
3.14 Virtalis
3.15 Manus Machinae
4 Global Virtual and Augmented Reality Market Competition by Players
4.1 Global Virtual and Augmented Reality Sales (K Units) and Market Share (%) of Key Players (2012-2017)
4.1.1 Global Virtual and Augmented Reality Sales (K Units) and Market Share (%) of Key Players (2012-2017)
4.1.2 Global Virtual and Augmented Reality Revenue (Million USD) and Share by Players (2012-2017)
4.2 Global Virtual and Augmented Reality Sales and Revenue by Type
4.1.1 Global Virtual and Augmented Reality Sales (K Units) and Market Share (%) by Type (2012-2017)
4.1.2 Global Virtual and Augmented Reality Revenue (Million USD) and Market Share (%) by Type (2012-2017)
4.3 Global Virtual and Augmented Reality Sales and Revenue by Regions
4.3.1 Global Virtual and Augmented Reality Sales (K Units) and Market Share (%) by Regions (2012-2017)
4.3.2 Global Virtual and Augmented Reality Revenue and Market Share (%) by Regions (2012-2017)
4.4 Global Virtual and Augmented Reality Revenue and Market Share (%) by Regions (2012-2017)
5 United States Virtual and Augmented Reality (Volume, Value and Sales Price)
5.1 United States Virtual and Augmented Reality Sales and Value (2012-2017)
5.1.1 United States Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
5.1.2 United States Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
5.1.3 United States Virtual and Augmented Reality Sales Price Trend (2012-2017)
5.2 United States Virtual and Augmented Reality Sales Volume and Market Share by Players
5.3 United States Virtual and Augmented Reality Sales Volume and Market Share by Type
5.4 United States Virtual and Augmented Reality Sales Volume and Market Share by Application
6 EU Virtual and Augmented Reality (Volume, Value and Sales Price)
6.1 EU Virtual and Augmented Reality Sales and Value (2012-2017)
6.1.1 EU Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
6.1.2 EU Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
6.1.3 EU Virtual and Augmented Reality Sales Price Trend (2012-2017)
6.2 EU Virtual and Augmented Reality Sales Volume and Market Share by Players
6.3 EU Virtual and Augmented Reality Sales Volume and Market Share by Type
6.4 EU Virtual and Augmented Reality Sales Volume and Market Share by Application
7 China Virtual and Augmented Reality (Volume, Value and Sales Price)
7.1 China Virtual and Augmented Reality Sales and Value (2012-2017)
7.1.1 China Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
7.1.2 China Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
7.1.3 China Virtual and Augmented Reality Sales Price Trend (2012-2017)
7.2 China Virtual and Augmented Reality Sales Volume and Market Share by Players
7.3 China Virtual and Augmented Reality Sales Volume and Market Share by Type
7.4 China Virtual and Augmented Reality Sales Volume and Market Share by Application
8 Japan Virtual and Augmented Reality (Volume, Value and Sales Price)
8.1 Japan Virtual and Augmented Reality Sales and Value (2012-2017)
8.1.1 Japan Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
8.1.2 Japan Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
8.1.3 Japan Virtual and Augmented Reality Sales Price Trend (2012-2017)
8.2 Japan Virtual and Augmented Reality Sales Volume and Market Share by Players
8.3 Japan Virtual and Augmented Reality Sales Volume and Market Share by Type
8.4 Japan Virtual and Augmented Reality Sales Volume and Market Share by Application
9 South Korea Virtual and Augmented Reality (Volume, Value and Sales Price)
9.1 South Korea Virtual and Augmented Reality Sales and Value (2012-2017)
9.1.1 South Korea Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
9.1.2 South Korea Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
9.1.3 South Korea Virtual and Augmented Reality Sales Price Trend (2012-2017)
9.2 South Korea Virtual and Augmented Reality Sales Volume and Market Share by Players
9.3 South Korea Virtual and Augmented Reality Sales Volume and Market Share by Type
9.4 South Korea Virtual and Augmented Reality Sales Volume and Market Share by Application
10 Taiwan Virtual and Augmented Reality (Volume, Value and Sales Price)
10.1 Taiwan Virtual and Augmented Reality Sales and Value (2012-2017)
10.1.1 Taiwan Virtual and Augmented Reality Sales and Growth Rate (2012-2017)
10.1.2 Taiwan Virtual and Augmented Reality Revenue and Growth Rate (2012-2017)
10.1.3 Taiwan Virtual and Augmented Reality Sales Price Trend (2012-2017)
10.2 Taiwan Virtual and Augmented Reality Sales Volume and Market Share by Players
10.3 Taiwan Virtual and Augmented Reality Sales Volume and Market Share by Type
10.4 Taiwan Virtual and Augmented Reality Sales Volume and Market Share by Application
11 Marketing Strategy Analysis, Distributors/Traders
11.1 Direct Marketing
11.1.1 Direct Marketing
11.1.2 Indirect Marketing
11.1.3 Marketing Channel Development Trend
11.2 Market Positioning
11.2.1 Pricing Strategy
11.2.2 Brand Strategy
11.2.3 Target Client
11.3 Distributors/Traders List
12 Global Virtual and Augmented Reality Market Forecast (2018-2023)
12.1 Global Virtual and Augmented Reality Sales Volume, Revenue and Price Forecast (2018-2023)
12.1.1 Global Virtual and Augmented Reality Sales Volume and Growth Rate Forecast (2018-2023)
12.1.2 Global Virtual and Augmented Reality Revenue and Growth Rate Forecast (2018-2023)
12.1.3 Global Virtual and Augmented Reality Price and Trend Forecast (2018-2023)
12.2 Global Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast by Region (2018-2023)
12.2.1 Global Virtual and Augmented Reality Sales Volume and Growth Rate Forecast by Regions (2018-2023)
12.2.2 Global Virtual and Augmented Reality Revenue and Growth Rate Forecast by Regions (2018-2023)
12.2.3 United States Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.2.4 EU Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.2.5 China Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.2.6 Japan Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.2.7 South Korea Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.2.8 Taiwan Virtual and Augmented Reality Sales Volume, Revenue and Growth Rate Forecast (2018-2023)
12.3 Global Virtual and Augmented Reality Sales Volume, Revenue and Price Forecast by Type (2018-2023)
12.3.1 Global Virtual and Augmented Reality Sales Forecast by Type (2018-2023)
12.3.2 Global Virtual and Augmented Reality Revenue Forecast by Type (2018-2023)
12.3.3 Global Virtual and Augmented Reality Price Forecast by Type (2018-2023)
12.4 Global Virtual and Augmented Reality Sales Volume Forecast by Application (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology/Research Approach
14.1.1 Research Programs/Design
14.1.2 Market Size Estimation
14.1.3 Market Breakdown and Data Triangulation
14.2 Data Source
14.2.1 Secondary Sources
14.2.2 Primary Sources
14.3 Disclaimer
Virtual and Augmented Reality
Virtual and Augmented Reality
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