Augmented reality, commonly abbreviated "AR," is computer-generated content overlaid on a real world environment. AR hardware comes in many forms, including devices that you can carry, such as handheld displays, and devices you wear, such as headsets, and glasses.
The Augmented Reality And Virtual Reality Hardware market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.
Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.
In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Augmented Reality And Virtual Reality Hardware industry.
Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.
In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.
The Augmented Reality And Virtual Reality Hardware market can be split based on product types, major applications, and important countries as follows:
Key players in the global Augmented Reality And Virtual Reality Hardware market covered in Chapter 12:
Samsung Electronics
Avegant Glyph
Microsoft
Leap Motion
Google
Pokmon Company
Vuzix Corporation
Augementa
FOVE VR
Meta
Sony
Razer OSVR
Vuzix
Oculus Rift
Eon Reality
CyberGlove Systems
Facebook
Zeiss VR One
GoPro
HTC
Atheer
In Chapter 4 and 14.1, on the basis of types, the Augmented Reality And Virtual Reality Hardware market from 2015 to 2025 is primarily split into:
Headsets
Glasses
Gesture Control
Others
In Chapter 5 and 14.2, on the basis of applications, the Augmented Reality And Virtual Reality Hardware market from 2015 to 2025 covers:
Education and training
Video Game
Media
Tourism
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 6, 7, 8, 9, 10, 11, 14:
North America (Covered in Chapter 7 and 14)
United States
Canada
Mexico
Europe (Covered in Chapter 8 and 14)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 9 and 14)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 10 and 14)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 11 and 14)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025