Global Augmented Reality and Virtual Reality Gear Market Forcast To Grow At CAGR Of 37.45% Between 2017-2021

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“The Report Global Augmented Reality and Virtual Reality Gear Market 2017-2021 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. – MarketResearchReports.biz”

About   Augmented Reality and Virtual Reality Gear Market

AR is a technology that diminishes the line between reality and computer-generated graphics. It enhances a user’s experience, in terms of what the user sees, hears, feels, and smells. VR creates an immersive computer-generated environment that is like the real word. VR technology uses computers to develop a simulated artificial environment. With VR, a user can be a part of the experience rather than just view the content on a screen.

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Technavios analysts forecast the global augmented reality and virtual reality gear market to grow at a CAGR of 37.45% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global augmented reality and virtual reality gear market for 2017-2021. To calculate the market size, the report considers the unit shipment of each device is multiplied by the average selling price (ASP)..

The market is divided into the following segments based on geography:

Americas

APAC

EMEA

Technavio’s report, Global Augmented Reality and Virtual Reality Gear Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

DAQRI

Microsoft

Atheer

Meta

BAE Systems

Samsung Electronics

Oculus

HTC

Google

Sony

Razer

VisusVR

FOVE

Starbreeze

Market driver

Use of AR technology for effective advertising

For a full, detailed list, view our report

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Market challenge

Lack of content

For a full, detailed list, view our report

Market trend

Growing developer interest in AR and VR apps

For a full, detailed list, view our report

Key questions answered in this report

What will the market size be in 2021 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?

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Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

Market overview

Definitions

Base year and forecast period

Market size calculation

Market segmentation by product

End-user segments

Geographical segmentation

Vendor segmentation

Common currency conversion rates

Vendor offerings

PART 03: Market research methodology

Research methodology

Economic indicators

PART 04: Introduction

Key market highlights

PART 05: Market landscape

Market overview

PART 06: Technology life cycle

PART 07: Market landscape

Market size and forecast

Five forces analysis

PART 08: Market segmentation by technology

AR

VR

PART 09: Market segmentation by product

Global AR and VR gear market by smart glasses

Global AR and VR gear market by HMDs

Global AR and VR gear market by VR cardboards

Global AR and VR gear market by VR headsets

PART 10: Market segmentation by end-user

Market overview

Global AR and VR gear market by consumers

Global AR and VR gear market by enterprises

Global AR and VR gear market by military and defense

PART 11: Geographical segmentation

Global AR and VR gear market by geography

AR and VR gear market in Americas

AR and VR gear market in EMEA

AR and VR gear market in APAC

PART 12: Market drivers

Improving optical design

AR and VR gear integrated with head and eye movement trackers

Use of AR technology for effective advertising

Increasing number of vendors in AR and VR gear market

Large-scale workforce automation

PART 13: Impact of drivers

PART 14: Market challenges

Lack of content

Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption

Simulation or motion sickness hindering VR gear adoption

Limitations of VR cardboards

Stringent government regulations

PART 15: Impact of drivers and challenges

PART 16: Market trends

Growing developer interest in AR and VR apps

Increasing crowdfunding campaigns for VR and AR start-ups

Emergence of depth-sensing cameras

Development of SLAM technology

PART 17: Vendor landscape

Competitive scenario

PART 18: Appendix

List of abbreviations

PART 19: Explore Technavio

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