Augmented Reality & Virtual Reality Market for Entertainment Industry By Component 2022 | IndustryARC
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Augmented Reality & Virtual Reality Market for Entertainment Industry
Augmented Reality & Virtual Reality Market for Entertainment Industry: By Component (Hardware, Software); By Technology (AR Technology, VR Technology); By Device (AR Device, VR Device); By Application (Gaming, Sports & Entertainment) & By Region-Forecast (2016-2022)
Report Code : ITR 0082
Updated Date: 25 January, 2016  
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  • Table of Contents
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1. Augmented & Virtual Reality Market for Entertainment Industry– Overview
2. Executive Summary
3. Augmented & Virtual Reality Market for Entertainment 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 Entertainment Industry– Forces
   4.1. Drivers
      4.1.1. Increasing popularity of Augmented & Virtual Reality Devices
      4.1.2. Better Consumer engagement
   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 Entertainment 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 Entertainment Industry, By Component
   6.1. Augmented Reality and Virtual Reality Hardware Component
      6.1.1. 3D Camera
      6.1.2. Sensors
            6.1.2.1. Accelerometer
            6.1.2.2. Gyroscope
            6.1.2.3. Magnetometer
            6.1.2.4. Global Positioning Systems
            6.1.2.5. Proximity Sensor
      6.1.3. Semiconductor Component
            6.1.3.1. Controller/Processor
            6.1.3.2. Integrated Circuits
      6.1.4. Displays
   6.2. Augmented Reality and Virtual Reality Software Component
      6.2.1. Software Development Kits
      6.2.2. Cloud-Based Services
7. Augmented & Virtual Reality Market for Entertainment Industry, By Technology
   7.1. Augmented Reality Technology
      7.1.1. Marker-Based Augmented Reality
            7.1.1.1. Passive Marker
            7.1.1.2. Active Marker
      7.1.2. Markerless Augmented Reality
      7.1.3. Model-Based Tracking
      7.1.4. Image Processing-Based
   7.2. Virtual Reality Technology
      7.2.1. Non-Immersive Technology
      7.2.2. Semi-Immersive & Fully-Immersive Technologies
8. Augmented & Virtual Reality Market for Entertainment Industry, By Device
   8.1. Augmented Reality Devices
      8.1.1. Head-Mounted Displays
      8.1.2. Head-Up Display (HUD)
      8.1.3. Handheld Device
   8.2. Virtual Reality Devices
      8.2.1. Head-Mounted Display (HMD)
      8.2.2. Gesture Control Device
            8.2.2.1. Data Gloves
            8.2.2.2. Others
      8.2.3. Projector & Display Wall
9. Augmented & Virtual Reality Market for Entertainment Industry, By Application
   9.1. Gaming
   9.2. Sports & Entertainment
      9.2.1. Museum
      9.2.2. Theme Parks
      9.2.3. Art Gallery & Exhibitions
      9.2.4. Consumer Vertical Overall Review
10. Augmented & Virtual Reality Market for Entertainment Industry, By Geography
   10.1. Europe
      10.1.1. Germany
      10.1.2. France
      10.1.3. Italy
      10.1.4. Spain
      10.1.5. Russia
      10.1.6. U.K.
      10.1.7. Rest of Europe
   10.2. Asia Pacific
      10.2.1. China
      10.2.2. India
      10.2.3. Japan
      10.2.4. South Korea
      10.2.5. Rest of Asia-Pacific
   10.3. North America
      10.3.1. U.S.
      10.3.2. Canada
      10.3.3. Mexico
   10.4. Rest of the World (RoW)
      10.4.1. Brazil
      10.4.2. Rest of RoW
11. Augment & Virtual Reality Market for Entertainment Industry – Entropy
   11.1. Expansion
   11.2. Technological Developments
   11.3. Merger & Acquisitions, and Joint Ventures
   11.4. Supply- Contract
12. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)
   12.1. Google Inc.
   12.2. Microsoft Corporation
   12.3. Vuzix Corporation
   12.4. Samsung Electronics Co., Ltd.
   12.5. Qaulcomm Inc.
   12.6. Oculus VR Inc.
   12.7. Eon Reality Inc
   12.8. Infinity Augmented Reality Inc.
   12.9. Magic Leap, Inc.
   12.10. Blippar Inc.
   12.11. Daqri LLC
*More than 10 Companies are profiled in this Research Report*
"*Financials would be provided on a best efforts basis for private companies"
13. Appendix

   13.1. Abbreviations
   13.2. Sources
   13.3. Research Methodology
   13.4. Bibliography
   13.5. Compilation of Expert Insights
   13.6. Disclaimer
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 higher user engagement are expected to be the key driving factors for the growth of the AR & VR market in entertainment industry during the period of study.

 Augmented Reality & Virtual Reality Market for Entertainment Industry

Geographically, North America dominated the augmented & virtual reality market for entertainment industry driven by higher penetration and popularity of AR & VR technology amongst its tech savvy residents and higher spending on entertainment. North America was followed by Europe and Asia-Pacific as second and third largest market for the augmented & virtual reality market for entertainment industry. Asia Pacific is projected to have the fastest growth, owing to rapidly developing technological user base, growing popularity of AR & VR devices and increasing spending on entertainment in developing nations such as China and India in this region.

This report identifies the augmented & virtual reality market for entertainment 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 entertainment industry.

This report segments the augmented & virtual reality market for entertainment industry on the basis of component, technology, device, application, and regional market as follows:
  • AR & VR Market for Entertainment Industry research report is classified on the basis of component. Some of the major components covered in this report are as follows: Hardware Component (3D Camera, Sensors(Accelerometer, Gyroscope, Magnetometer, Global Positioning Systems, Proximity Sensor) Semiconductor Component (Controller/Processor, Integrated Circuits), Displays), Software Component (Software Development Kits, Cloud-Based Services).
  • AR & VR Market for Entertainment Industry research report is classified on the basis of technology. Some of the major technologies covered in this report are as follows: AR Technology (Marker-Based Augmented Reality (Passive Marker, Active Marker), Markerless Augmented Reality, Model-Based Tracking, Image Processing-Based), VR Technology (Non-Immersive Technology, Semi-Immersive & Fully-Immersive Technologies).
  • AR & VR Market for Entertainment Industry 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), Gesture Control Device(Data Gloves, Others), Projector & Display Wall.
  • AR & VR Market for Entertainment Industry research report is classified on the basis of application. Some of the major applications covered in this report are as follows: Gaming, Sports & Entertainment (Museum, Theme Park, Art Gallery).
  • 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+.
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