Augmented Reality & Virtual Reality Market for Commerce Industry By Device 2022 | IndustryARC
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Augmented Reality & Virtual Reality Market for Commerce Industry
Augmented Reality & Virtual Reality Market for Commerce Industry: By Device (AR Device, VR Device); By Application (Tourism, e-learning, e-commerce, advertisement) & By Region-Forecast (2016-2022)
Report Code : ITR 0080
Updated Date: 18 March, 2016  
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The basic difference between AR & VR is the user experience and user involvement in a situation. Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined is an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing. Growing popularity and better user engagement with high recall rate are the key growth drivers which are expected to be the key driving factors for the growth of AR & VR market in commerce industry during the period of study.

 Augmented Reality & Virtual Reality Market for Commerce Industry

Geographically, North America dominated the augment & virtual reality market for commerce industry driven by higher penetration and popularity of AR & VR technology amongst its tech savvy business houses. North America was followed by Europe and Asia-Pacific as second and third largest market for the augmented & virtual reality market for commerce industry. Asia Pacific is projected to have the fastest growth, owing to rapidly developing technological user base, growing popularity of AR & VR devices and fast changing commerce industry and shifting from traditional promotional ways to more advanced and technology based promotions in developing nations such as China, and India in this region.

This report identifies the augmented & virtual reality market for commerce industry size for the years 2014-2016, and forecast of the same till the year 2022. It also highlights the market drivers, restraints, growth indicators, challenges, and other key aspects with respect to the augmented & virtual reality market for commerce industry.

This report segments the augmented & virtual reality market for commerce industry on the basis of device, application and regional market as follows:
  • AR & VR Market for Commerce Industry market research report is classified on the basis of device. Some of the major devices covered in this report are as follows: Augmented Reality Devices(Head-Mounted Displays, Head-Up Display (HUD), Handheld Device), Virtual Reality Devices(Head-Mounted Display (HMD), Projector & Display Wall.
  • AR & VR Market for Commerce Industry market research report is classified on the basis of application. Some of the major applications covered in this report are as follows: Tourism, e-learning, e-Commerce (Beauty & Cosmetics, Jewel Toning, Apparel Fitting, Furniture & Lighting, Grocery Shopping, Footwear, Fashion, Real Estate and Others), Advertisement.
  • This report has been further segmented into major regions, which includes detailed analysis of each region such as: North America, Europe, Asia-Pacific (APAC), and Rest of the World (RoW) covering all the major country level markets in each of the region.

Sample Companies Profiled in this Report are:
  • Google Inc.
  • Microsoft Corporation
  • Vuzix Corporation
  • Samsung Electronics Co., Ltd.
  • Qaulcomm Inc.
  • 10+.
1. Augmented & Virtual Reality Market for Commerce Industry– Overview
2. Executive Summary
3. Augmented & Virtual Reality Market for Commerce Industry Landscape

   3.1. Market Share Analysis
   3.2. Comparative Analysis
   3.3. Product Benchmarking
   3.4. End User Profiling
   3.5. Top 5 Financials Analysis
4. Augmented & Virtual Reality Market for Commerce Industry– Forces
   4.1. Drivers
      4.1.1. Increasing popularity of Augmented & Virtual Reality Devices
      4.1.2. Better Consumer engagement and recall rate
      4.1.3. Interactive marketing
   4.2. Restraints
      4.2.1. Frequent up gradation of technology
   4.3. Opportunities
   4.4. Challenges
   4.5. Porter’s Five Forces Analysis
      4.5.1. Bargaining Power of Suppliers
      4.5.2. Bargaining Power of Buyers
      4.5.3. Threat of New Entrants
      4.5.4. Threat of Substitutes
      4.5.5. Degree of Competition
5. Augmented & Virtual Reality Market for Commerce Industry– Strategic Analysis
   5.1. Value Chain Analysis
   5.2. Pricing Analysis
   5.3. Opportunities Analysis
   5.4. Product/Market Life Cycle Analysis
   5.5. Suppliers and Distributors
6. Augmented & Virtual Reality Market for Commerce Industry, By Device
   6.1. Augmented Reality Devices
      6.1.1. Head-Mounted Displays
      6.1.2. Head-Up Display (HUD)
      6.1.3. Handheld Device
   6.2. Virtual Reality Devices
      6.2.1. Head-Mounted Display (HMD)
      6.2.2. Projector & Display Wall
7. Augmented & Virtual Reality Market for Commerce Industry, By Application
   7.1. Tourism
   7.2. E-Learning
   7.3. e-Commerce
      7.3.1. Beauty & Cosmetics
      7.3.2. Jewel Toning
      7.3.3. Apparel Fitting
      7.3.4. Furniture & Lighting
      7.3.5. Grocery Shopping
      7.3.6. F0otwear
      7.3.7. Fashion
      7.3.8. Real Estate
      7.3.9. Others
   7.4. Advertisments
8. Augmented & Virtual Reality Market for Commerce Industry, By Geography
   8.1. Europe
      8.1.1. Germany
      8.1.2. France
      8.1.3. Italy
      8.1.4. Spain
      8.1.5. Russia
      8.1.6. U.K.
      8.1.7. Rest of Europe
   8.2. Asia Pacific
      8.2.1. China
      8.2.2. India
      8.2.3. Japan
      8.2.4. South Korea
      8.2.5. Rest of Asia-Pacific
   8.3. North America
      8.3.1. U.S.
      8.3.2. Canada
      8.3.3. Mexico
   8.4. Rest of the World (RoW)
      8.4.1. Brazil
      8.4.2. Rest of RoW
9. Augmented & Virtual Reality Market for Commerce Industry – Entropy
   9.1. Expansion
   9.2. Technological Developments
   9.3. Merger & Acquisitions, and Joint Ventures
   9.4. Supply- Contract
10. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)
   10.1. Google Inc.
   10.2. Microsoft Corporation
   10.3. Vuzix Corporation
   10.4. Samsung Electronics Co., Ltd.
   10.5. Qaulcomm Inc.
   10.6. Oculus VR Inc.
   10.7. Eon Reality Inc
   10.8. Infinity Augmented Reality Inc.
   10.9. Magic Leap, Inc.
   10.10. Blippar Inc.
   10.11. Daqri LLC
*More than 10 Companies are profiled in this Research Report*
"*Financials would be provided on a best efforts basis for private companies"
11. Appendix

   11.1. Abbreviations
   11.2. Sources
   11.3. Research Methodology
   11.4. Bibliography
   11.5. Compilation of Expert Insights
   11.6. Disclaimer
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