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Global augmented and virtual reality market research report 2017 published by leading research firm

IT Market Research

Augmented reality is a technology that uses the existing users environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world.

While virtual reality is a computer-generated 3D environment which completely immerses end users in an artificial world without seeing the real world.

Expansion in gamer community; rise in popularity of augmented and virtual reality solutions and services; increased awareness among end users about benefits of augmented and virtual reality solutions are projected to drive the augmented and virtual reality market growth during the forecast period.

However, lack of infrastructural development and high prices are projected to limit the market growth to some extent during the forecast period.

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By platform, the console segment dominated the market in 2015 with around 41% market revenue share and is projected to expand at the highest CAGR of around 69% during the forecast period. This is primarily attributed to the availability of advanced gaming consoles at an affordable price and rise in demand for enhanced customer experience.

Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), market share and growth rate of Augmented and Virtual Reality in these regions, from 2012 to 2022 (forecast), covering

  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India

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Global Augmented and Virtual Reality market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players including

  • FaceBook
  • Carl Zeiss
  • Baofeng
  • Sony
  • Razer
  • HTC
  • Daqri
  • AMD
  • Atheer
  • Meta
  • CastAR
  • Skully
  • HP
  • Antvr
  • Lumus
  • Fove
  • Sulon
  • Virglass
  • Emaxv
  • Epson

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On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into

  • Mobile
  • PC/Home console
  • Headset AR
  • Other

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Augmented and Virtual Reality for each application, including

  • Home Use
  • Commercial Use
  • Other

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