Augmented reality is a technology that uses the existing user’s 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 also a three-dimensional (3D)-computer generated environment-which completely immerses end users in an artificial world without seeing the real world. This report includes, the revenue generation from the sale of augmented and virtual reality enabled hardware and content. The augmented and virtual reality market is segmented on the basis of platform, application, and geography. Based on the platform, the augmented and virtual reality market is segmented into mobile, console and personal computer (PC). Among platforms, the console segment contributed maximum market share in 2015, owing to the increase in penetration of gaming consoles especially, among the young population worldwide. By application, the augmented and virtual reality market is segmented into videogames, live events and video entertainment, military, healthcare, and others (retail, real estate, education, and engineering).
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Among applications, video games segment dominated the market in 2015 due to growing popularity and increased spending on augmented and virtual reality based video games globally. Geographically, the market is studied across North America, Europe, Asia-Pacific, and LAMEA. Among regions, the market in Asia-Pacific region is projected to grow at the highest CAGR of 67.5% during the forecast period owing to the high mobile device and gaming consoles’ penetration in the region.
The passage highlights the trend of governmental organizations increasing their maintenance budgets for system infrastructure while also investing in initiatives for project development, modernization, and enhancement. This has led to the success of investments and an increase in the annual funding set aside by ICT vendors for the growth of the online market. The passage also mentions the anticipated increase in global ICT exports, which are expected to rise by an average of 3.9% yearly from US$ 784.3 billion in 2021 to US$ 955.19 billion in 2030. The global supply of ICT has increased by 9.5% yearly since 2009.
In terms of global ICT exports in 2021, Ireland ranked first with US$ 169.32 billion, followed by the United States at number 2, India at number 3, and China at number 4. The passage also notes the significant increase in Brunei’s global ICT exports by 228.2% year over year since 2009, while Sierra Leone’s global ICT exports have decreased by 61.7% year over year in the same period. Overall, the passage highlights the growth and potential of the global ICT market, driven by increased investments and funding for infrastructure and project development.
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It seems that the ICT industry in Europe is predicted to experience moderate growth in the coming years, with an annual increase of 1.5% expected from 2021 to 2026. Germany currently holds the top position in terms of ICT revenue in Europe, followed by the United Kingdom, France, and Ireland. It’s interesting to note that while some countries like Malta have experienced significant growth in the ICT industry since 2016, others like Italy have seen a slight decline. This information can be useful for businesses and investors looking to enter or expand in the European ICT market.
KEY BENEFITS
The study provides an in-depth analysis of the augmented and virtual reality market along with current and future trends to elucidate the imminent investment pockets.
Information regarding key drivers, restraints, and opportunities along with their impact analysis on the augmented and virtual reality market is provided.
Porter’s Five Forces analysis illustrates the potency of buyers and suppliers participating in the market.
The quantitative analysis of the market from 2014 to 2022 is provided to elaborate the market potential.
KEY MARKET PLAYERS PROFILED IN THE REPORT
Google Inc.
Intel Corporation
Magic Leap, Inc.
Marxent Labs LLC
Microsoft Corporation
NVIDIA Corporation
Oculus VR, LLC
Qualcomm Inc.
Samsung Electronics Co., Ltd.
Vuzix Corporation
Augmented and Virtual Reality Market Key Segments:
The augmented and virtual reality market is segmented based on platform, application, and geography.
BY PLATFORM
Mobile
Console
PC (Personal computer)
BY APPLICATION
Videogames
Live events and video entertainment
Military
Healthcare
Others (retail, real estate, education, and engineering)
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BY REGION
North America
U.S.
Canada
Mexico
Europe
Germany
UK
France
Spain
Russia
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Rest of Asia-Pacific
LAMEA
Latin America
Middle East
Africa
Table of Content:
- Report Overview
- Global Growth Trends
- Competition Landscape by Key Players
- Data Segments
- North America Market Analysis
- Europe Market Analysis
- Asia-Pacific Market Analysis
- Latin America Market Analysis
- Middle East & Africa Market Analysis
- Key Players Profiles Market Analysis
- Analysts Viewpoints/Conclusions
- Appendix
Some of the Key Questions Answered in this Report:
- What is the Market dimension at the regional and country-level?
- What are the key drivers, restraints, opportunities, and challenges of the Market, and how they are anticipated to influence the market?
- What is the international (North America, Europe, Asia-Pacific, South America, Middle East and Africa) income value, manufacturing value, consumption value, import and export of Market?
- Who are the world key producers of the Market Industry? How is their working state of affairs (capacity, production, sales, price, cost, gross, and revenue)?
- What are the Market possibilities and threats confronted via the carriers in the world Market Industry?
- Which application/end-user or product kind may also be seeking for incremental boom prospects? What is the market share of every kind and application?
- What targeted method and constraints are keeping the Market?
- What are the distinct sales, marketing, and distribution channels in the world industry?
- What are the upstream uncooked substances and manufacturing gear of Market alongside with the manufacturing technique of Market?
- What are the key market tendencies impacting the increase of the Market?
- Economic have an impact on the Market enterprise and improvement vogue of the Market industry.
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