Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity
Europe augmented reality (AR) and virtual reality (VR) market reached $4.57 billion in 2018, and will skyrocket to $50.55 billion by 2026. Highlighted with 37 tables and 43 figures, this 117-page report “Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality (AR) o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker) o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing) • Virtual Reality (VR) o Nonimmersive Technology o Semi-Immersive and Fully Immersive Technology Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Hardware o Sensors o Semiconductor Component o Displays and Projectors o Position Trackers o Cameras o Others • Software o Software Developer Kits o Cloud Services Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality Devices o Head-Mounted Display (HMD) o Head-Up Display (HUD) o Handheld Device • Virtual Reality Devices o Head-Mounted Display (HMD) o Gesture-Tracking Device o Projector & Display Wall Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Manufacturing • Retail • Others Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Consumer • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises) Geographically, the following listed national markets are fully investigated: • Germany • UK • France • Russia • Italy • Spain • Rest of Europe For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Europe augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players: DAQR EON. Reality Inc. Facebook Google HTC Microsoft Samsung Seiko Epson Sony Vuzix Corporation (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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Table of Contents 1 Introduction 6 1.1 Industry Definition and Research Scope 6 1.1.1 Industry Definition 6 1.1.2 Research Scope 7 1.2 Research Methodology 9 1.2.1 Overview of Market Research Methodology 9 1.2.2 Market Assumption 10 1.2.3 Secondary Data 10 1.2.4 Primary Data 10 1.2.5 Data Filtration and Model Design 11 1.2.6 Market Size/Share Estimation 12 1.2.7 Research Limitations 13 1.3 Executive Summary 14 2 Market Overview and Qualitative Analysis 16 2.1 Market Size and Forecast 16 2.2 Major Growth Drivers 17 2.3 Market Restraints and Challenges 20 2.4 Emerging Opportunities and Market Trends 23 2.5 Porter’s Fiver Forces Analysis 26 3 Segmentation of Europe Market by Technology 32 3.1 Market Overview by Technology 32 3.2 Europe Augmented Reality (AR) Market 2015-2026 35 3.2.1 Marker-based Augmented Reality 37 3.2.2 Markerless Augmented Reality 38 3.3 Europe Virtual Reality (VR) Market 2015-2026 39 3.3.1 Nonimmersive Technology 41 3.2.2 Semi-Immersive and Fully Immersive Technology 42 4 Segmentation of Europe Market by Component 43 4.1 Market Overview by Component 43 4.2 Europe AR and VR Hardware Market 2015-2026 46 4.3 Europe AR and VR Software Market 2015-2026 48 5 Segmentation of Europe Market by Device Type 50 5.1 Market Overview by Device Type 50 5.2 Europe AR Devices Market 2015-2026 53 5.2.1 Head-Mounted Display (HMD) 55 5.2.2 Head-Up Display (HUD) 56 5.2.3 Handheld Device 57 5.3 Europe VR Devices Market 2015-2026 58 5.3.1 Head-Mounted Display (HMD) 60 5.3.2 Gesture-Tracking Device 61 5.3.3 Projector & Display Wall 62 6 Segmentation of Europe Market by Industry Vertical 63 6.1 Market Overview by Industry Vertical 63 6.2 Europe Augmented Reality and Virtual Reality Market for Gaming 2015-2026 66 6.3 Europe Augmented Reality and Virtual Reality Market for Entertainment & Media 2015-2026 67 6.4 Europe Augmented Reality and Virtual Reality Market for Aerospace & Defense 2015-2026 68 6.5 Europe Augmented Reality and Virtual Reality Market for Healthcare 2015-2026 69 6.6 Europe Augmented Reality and Virtual Reality Market for Education 2015-2026 70 6.7 Europe Augmented Reality and Virtual Reality Market for Manufacturing 2015-2026 71 6.8 Europe Augmented Reality and Virtual Reality Market for Retail 2015-2026 72 6.9 Europe Augmented Reality and Virtual Reality Market for Other Sectors 2015-2026 73 7 Segmentation of Europe Market by End-user 74 7.1 Market Overview by End-user 74 7.2 Europe Consumer AR and VR Market 2015-2026 77 7.3 Europe Enterprise AR and VR Market 2015-2026 78 8 European Market 2015-2026 by Country 80 8.1 Overview of European Market 80 8.2 UK 83 8.3 France 86 8.4 Germany 88 8.5 Spain 91 8.6 Italy 93 8.7 Russia 95 8.8 Rest of European Market 97 9 Competitive Landscape 98 9.1 Overview of Key Vendors 98 9.2 Company Profiles 101 10 Investing in Europe Market: Risk Assessment and Management 111 10.1 Risk Evaluation of Europe Market 111 10.2 Critical Success Factors (CSFs) 114 RELATED REPORTS AND PRODUCTS 117