North America Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity
As the largest regional market of augmented reality (AR) and virtual reality (VR) technologies, North America is expected to have an addressable market value of $258.6 billion for AR and VR during 2019-2026, representing a remarkable 2019-2026 CAGR of 32.3%. Highlighted with 25 tables and 38 figures, this 106-page report “North America 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 North America 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 North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America 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 North America 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 North America 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 North America 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 North America 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 North America 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: • U.S. • Canada 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 North America 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 5 1.1 Industry Definition and Research Scope 5 1.1.1 Industry Definition 5 1.1.2 Research Scope 6 1.2 Research Methodology 8 1.2.1 Overview of Market Research Methodology 8 1.2.2 Market Assumption 9 1.2.3 Secondary Data 9 1.2.4 Primary Data 9 1.2.5 Data Filtration and Model Design 10 1.2.6 Market Size/Share Estimation 11 1.2.7 Research Limitations 12 1.3 Executive Summary 13 2 Market Overview and Qualitative Analysis 15 2.1 Market Size and Forecast 15 2.2 Major Growth Drivers 16 2.3 Market Restraints and Challenges 19 2.4 Emerging Opportunities and Market Trends 22 2.5 Porter’s Fiver Forces Analysis 25 3 Segmentation of North America Market by Technology 31 3.1 Market Overview by Technology 31 3.2 North America Augmented Reality (AR) Market 2015-2026 34 3.2.1 Marker-based Augmented Reality 36 3.2.2 Markerless Augmented Reality 37 3.3 North America Virtual Reality (VR) Market 2015-2026 38 3.3.1 Nonimmersive Technology 40 3.2.2 Semi-Immersive and Fully Immersive Technology 41 4 Segmentation of North America Market by Component 42 4.1 Market Overview by Component 42 4.2 North America AR and VR Hardware Market 2015-2026 45 4.3 North America AR and VR Software Market 2015-2026 47 5 Segmentation of North America Market by Device Type 49 5.1 Market Overview by Device Type 49 5.2 North America AR Devices Market 2015-2026 52 5.2.1 Head-Mounted Display (HMD) 54 5.2.2 Head-Up Display (HUD) 55 5.2.3 Handheld Device 56 5.3 North America VR Devices Market 2015-2026 57 5.3.1 Head-Mounted Display (HMD) 59 5.3.2 Gesture-Tracking Device 60 5.3.3 Projector & Display Wall 61 6 Segmentation of North America Market by Industry Vertical 62 6.1 Market Overview by Industry Vertical 62 6.2 North America Augmented Reality and Virtual Reality Market for Gaming 2015-2026 65 6.3 North America Augmented Reality and Virtual Reality Market for Entertainment & Media 2015-2026 66 6.4 North America Augmented Reality and Virtual Reality Market for Aerospace & Defense 2015-2026 67 6.5 North America Augmented Reality and Virtual Reality Market for Healthcare 2015-2026 68 6.6 North America Augmented Reality and Virtual Reality Market for Education 2015-2026 69 6.7 North America Augmented Reality and Virtual Reality Market for Manufacturing 2015-2026 70 6.8 North America Augmented Reality and Virtual Reality Market for Retail 2015-2026 71 6.9 North America Augmented Reality and Virtual Reality Market for Other Sectors 2015-2026 72 7 Segmentation of North America Market by End-user 73 7.1 Market Overview by End-user 73 7.2 North America Consumer AR and VR Market 2015-2026 76 7.3 North America Enterprise AR and VR Market 2015-2026 77 8 North America Market 2015-2026 by Country 79 8.1 Overview of North America Market 79 8.2 U.S. Market 82 8.3 Canadian Market 85 9 Competitive Landscape 87 9.1 Overview of Key Vendors 87 9.2 Company Profiles 90 10 Investing in North America Market: Risk Assessment and Management 100 10.1 Risk Evaluation of North America Market 100 10.2 Critical Success Factors (CSFs) 103 RELATED REPORTS AND PRODUCTS 106