Based on the Augmented Reality and Virtual Reality Hardware market development status, competitive landscape and development model in different regions of the world, this report is dedicated to providing niche markets, potential risks and comprehensive competitive strategy analysis in different fields. From the competitive advantages of different types of products and services, the development opportunities and consumption characteristics and structure analysis of the downstream application fields are all analyzed in detail. To Boost Growth during the epidemic era, this report analyzes in detail for the potential risks and opportunities which can be focused on.
In Chapter 2.4 of the report, we share our perspectives for the impact of COVID-19 from the long and short term.
In chapter 3.4, we provide the influence of the crisis on the industry chain, especially for marketing channels.
In chapters 8-13, we update the timely industry economic revitalization plan of the country-wise government.
Key players in the global Augmented Reality and Virtual Reality Hardware market covered in Chapter 5:
Sony
Vuzix Corporation
Facebook
Microsoft
HTC
Pok?mon Company
Google
Vuzix
Eon Reality
GoPro
Samsung Electronics
CyberGlove Systems
In Chapter 6, on the basis of types, the Augmented Reality and Virtual Reality Hardware market from 2015 to 2025 is primarily split into:
Augmented Reality
Virtual Reality
In Chapter 7, on the basis of applications, the Augmented Reality and Virtual Reality Hardware market from 2015 to 2025 covers:
Personal Use
Commercial Use
Others
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 8-13:
North America (Covered in Chapter 9)
United States
Canada
Mexico
Europe (Covered in Chapter 10)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 11)
China
Japan
South Korea
Australia
India
South America (Covered in Chapter 12)
Brazil
Argentina
Columbia
Middle East and Africa (Covered in Chapter 13)
UAE
Egypt
South Africa
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Market Overview
1.1 Product Definition and Market Characteristics
1.2 Global Augmented Reality and Virtual Reality Hardware Market Size
1.3 Market Segmentation
1.4 Global Macroeconomic Analysis
1.5 SWOT Analysis
2. Market Dynamics
2.1 Market Drivers
2.2 Market Constraints and Challenges
2.3 Emerging Market Trends
2.4 Impact of COVID-19
2.4.1 Short-term Impact
2.4.2 Long-term Impact
3 Associated Industry Assessment
3.1 Supply Chain Analysis
3.2 Industry Active Participants
3.2.1 Suppliers of Raw Materials
3.2.2 Key Distributors/Retailers
3.3 Alternative Analysis
3.4 The Impact of Covid-19 From the Perspective of Industry Chain
4 Market Competitive Landscape
4.1 Industry Leading Players
4.2 Industry News
4.2.1 Key Product Launch News
4.2.2 M&A and Expansion Plans
5 Analysis of Leading Companies
5.1 Sony
5.1.1 Sony Company Profile
5.1.2 Sony Business Overview
5.1.3 Sony Augmented Reality and Virtual Reality Hardware Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.1.4 Sony Augmented Reality and Virtual Reality Hardware Products Introduction
5.2 Vuzix Corporation
5.2.1 Vuzix Corporation Company Profile
5.2.2 Vuzix Corporation Business Overview
5.2.3 Vuzix Corporation Augmented Reality and Virtual Reality Hardware Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.2.4 Vuzix Corporation Augmented Reality and Virtual Reality Hardware Products Introduction
5.3 Facebook
5.3.1 Facebook Company Profile
5.3.2 Facebook Business Overview
5.3.3 Facebook Augmented Reality and Virtual Reality Hardware Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.3.4 Facebook Augmented Reality and Virtual Reality Hardware Products Introduction
5.4 Microsoft
5.4.1 Microsoft Company Profile
5.4.2 Microsoft Business Overview
5.4.3 Microsoft Augmented Reality and Virtual Reality Hardware Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.4.4 Microsoft Augmented Reality and Virtual Reality Hardware Products Introduction
5.5 HTC
5.5.1 HTC Company Profile
5.5.2 HTC Business Overview
5.5.3 HTC Augmented Reality and Virtual Reality Hardware Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.5.4 HTC Augmented Reality and Virtual Reality Hardware Products Introduction
5.6 Pok