世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region - Global Forecast to 2029


The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period. The major facto... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 図表数 言語
MarketsandMarkets
マーケッツアンドマーケッツ
2024年8月2日 US$4,950
シングルユーザライセンス
ライセンス・価格情報・注文方法はこちら
308 322 英語

日本語のページは自動翻訳を利用し作成しています。


 

Summary

The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period. The major factors driving the growth of augmented and virtual reality market includes the surging AR developer ecosystem, and presence of budget-friendly VR devices. Moreover, the ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies is expected to provide several growth opportunities for market players in the augmented and virtual reality market.
Semi & Fully immersive technology is expected to register higher CAGR in the virtual reality market during the forecast period
The virtual reality market for semi & fully immersive technology is expected to register higher CAGR during the forecast period which is attributed to the increasing adoption of semi immersive technology in simulation training and virtual walkthroughs, and the increasing demand for fully immersive technology as they deliver high level of engagement which completely transports users into a digital environment to an extent that they lose awareness of their physical surroundings, which is highly preferrable in high-end gaming, medical simulations, virtual tours and architectural designs.
Software segment is expected to have the largest market size during the forecast period
The augmented and virtual reality software is expected to have the largest market size during the forecast period. This is attributed to the emerging projects that are transitioning into large-scale implementations. Major companies like IKEA and Walmart have launched their AR prototypes that aims at enhancing customer shopping experiences which reflects the ongoing experimentation in this sector. On the other hand, VR software plays a crucial role in manufacturing software development kits which is accelerated by mass consumerism. For instance, SDKs that highly support VR technology are REALITY SDK, Virtual Reality Tool Kit (VRTK), PlayStation Virtual Reality (PSVR) dev kit, Oculus SDK, and Google Virtual Reality SDK. Furthermore, VR software also provides cloud-based services that are used to compare captured images with a database, delivering relevant information back to the mobile device, which then handles image processing, including detection, resizing, and generating 3D images.
The break-up of profile of primary participants in the augmented and virtual reality market-
• By Company Type: Tier 1 – 15%, Tier 2 – 50%, Tier 3 – 20%
• By Designation Type: C Level – 45%, Director Level – 35%, Others – 20%
• By Region Type: North America – 45%, Europe – 35%, Asia Pacific – 12%, Rest of the World (RoW) – 8%
The major players of the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China) among others.

Research Coverage
The report segments the augmented and virtual reality market and forecasts its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.


Reasons to buy the report:
The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:
• Analysis of key drivers (surging AR developer ecosystem, and presence of budget-friendly VR devices), restraints (high costs of AR technology, and presence of technological limitations), opportunities (ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies), and challenges (display latency issues in AR and VR, high energy consumption in VR and limited field of vision in AR) influencing the growth of the augmented and virtual reality market.
• Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions in the augmented and virtual reality market.
• Market Development: Comprehensive information about lucrative markets – the report analyses the augmented and virtual reality market across varied regions.
• Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
• Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China).

ページTOPに戻る


Table of Contents

1 INTRODUCTION 29
1.1 STUDY OBJECTIVES 29
1.2 MARKET DEFINITION 29
1.3 STUDY SCOPE 30
1.3.1 MARKETS COVERED 30
1.3.2 REGIONAL SCOPE 31
1.3.3 INCLUSIONS AND EXCLUSIONS 31
1.3.4 YEARS CONSIDERED 32
1.4 CURRENCY CONSIDERED 33
1.5 UNITS CONSIDERED 33
1.6 LIMITATIONS 33
1.7 STAKEHOLDERS 33
1.8 SUMMARY OF CHANGES 33
2 RESEARCH METHODOLOGY 35
2.1 RESEARCH APPROACH 35
2.1.1 SECONDARY DATA 37
2.1.1.1 List of key secondary sources 37
2.1.1.2 Key data from secondary sources 37
2.1.2 PRIMARY DATA 38
2.1.2.1 List of primary interview participants 38
2.1.2.2 Breakdown of primaries 38
2.1.2.3 Key data from primary sources 39
2.1.2.4 Key industry insights 39
2.1.3 SECONDARY AND PRIMARY RESEARCH 40
2.2 MARKET SIZE ESTIMATION METHODOLOGY 40
2.2.1 BOTTOM-UP APPROACH 41
2.2.1.1 Approach to arrive at market size using bottom-up analysis
(demand side) 41
2.2.2 TOP-DOWN APPROACH 42
2.2.2.1 Approach to arrive at market size using top-down analysis
(supply side) 42
2.3 FORECAST 44
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 45
2.5 RESEARCH ASSUMPTIONS 46
2.6 RISK ANALYSIS 47
3 EXECUTIVE SUMMARY 48

4 PREMIUM INSIGHTS 55
4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET 55
4.2 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET 56
4.3 AUGMENTED REALITY MARKET, BY APPLICATION 56
4.4 VIRTUAL REALITY MARKET, BY APPLICATION 57
4.5 AUGMENTED REALITY MARKET, BY OFFERING 57
4.6 VIRTUAL REALITY MARKET, BY OFFERING 58
4.7 AUGMENTED REALITY MARKET, BY DEVICE TYPE 58
4.8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 58
4.9 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 59
4.10 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 59
4.11 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 60
5 MARKET OVERVIEW 61
5.1 INTRODUCTION 61
5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET 61
5.2.1 DRIVERS 62
5.2.1.1 Rising integration of virtual game elements to foster real-world interactions 62
5.2.1.2 Growing emphasis on providing immersive shopping experiences 63
5.2.1.3 Increasing use of AR technology in industrial sectors 63
5.2.2 RESTRAINTS 64
5.2.2.1 High implementation costs of AR technology 64
5.2.2.2 Security and privacy concerns 65
5.2.3 OPPORTUNITIES 65
5.2.3.1 Surging deployment of AR devices to improve medical procedures 65
5.2.3.2 Increasing spending on in-car technologies with surging demand for safer vehicles 66
5.2.4 CHALLENGES 67
5.2.4.1 Display latency and limited field of view 67
5.2.4.2 Flexibility and compatibility issues 68
5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET 69
5.3.1 DRIVERS 69
5.3.1.1 Rising integration of advanced haptic feedback tools to improve VR experiences 69
5.3.1.2 Growing focus on improving collaboration and communication 70
5.3.1.3 Increasing availability of budget-friendly VR devices 70
5.3.2 RESTRAINTS 71
5.3.2.1 Weight distribution and ergonomic design flaws 71
5.3.3 OPPORTUNITIES 72
5.3.3.1 Rising popularity of remote medical consultations and telemedicine 72
5.3.3.2 Surging investments in VR hardware components 73
5.3.4 CHALLENGES 74
5.3.4.1 High energy consumption 74
5.3.4.2 Display resolution issues 74
5.4 VALUE CHAIN ANALYSIS 75
5.5 ECOSYSTEM ANALYSIS 77
5.6 INVESTMENT AND FUNDING SCENARIO 80
5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 81
5.8 TECHNOLOGY ANALYSIS 82
5.8.1 KEY TECHNOLOGIES 82
5.8.1.1 AR smart glasses 82
5.8.1.2 VR-based microdisplays 82
5.8.1.3 Mobile AR 82
5.8.1.4 Near-eye displays 83
5.8.2 COMPLEMENTARY TECHNOLOGIES 83
5.8.2.1 AR-powered displays 83
5.8.2.2 AR/VR-based monitors 83
5.8.2.3 Web-based AR 84
5.8.3 ADJACENT TECHNOLOGIES 84
5.8.3.1 Metaverse 84
5.9 PRICING ANALYSIS 85
5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE 85
5.9.2 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE 87
5.9.3 AVERAGE SELLING PRICE TREND, BY REGION 88
5.10 PORTER’S FIVE FORCES ANALYSIS 89
5.10.1 THREAT OF NEW ENTRANTS 91
5.10.2 THREAT OF SUBSTITUTES 91
5.10.3 BARGAINING POWER OF SUPPLIERS 91
5.10.4 BARGAINING POWER OF BUYERS 91
5.10.5 INTENSITY OF COMPETITIVE RIVALRY 91
5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 92
5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS 92
5.11.2 BUYING CRITERIA 92
5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET 93
5.13 CASE STUDY ANALYSIS 95
5.13.1 HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS 95
5.13.2 VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION 95
5.13.3 HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS 96
5.13.4 META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES 96

5.14 TRADE ANALYSIS 96
5.14.1 IMPORT SCENARIO (HS CODE 9004) 97
5.14.2 EXPORT SCENARIO (HS CODE 9004) 98
5.15 PATENT ANALYSIS 99
5.16 REGULATORY LANDSCAPE 101
5.16.1 REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 101
5.16.2 REGULATIONS 104
5.17 KEY CONFERENCES AND EVENTS, 2024–2025 105
6 ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES 106
6.1 INTRODUCTION 106
6.2 SMALL-SIZED ENTERPRISES 106
6.3 MEDIUM-SIZED ENTERPRISES 107
6.4 LARGE ENTERPRISES 107
7 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 109
7.1 INTRODUCTION 110
7.2 AUGMENTED REALITY 111
7.2.1 MARKER-BASED 113
7.2.1.1 Increasing need for cost-effective and reliable technology to drive market 113
7.2.1.2 Passive marker 113
7.2.1.3 Active marker 113
7.2.2 MARKERLESS 114
7.2.2.1 Mounting demand for smartphones and tablets to fuel segmental growth 114
7.2.2.2 Model-based tracking 114
7.2.2.3 Image processing-based tracking 114
7.2.3 ANCHOR-BASED 115
7.2.3.1 Growing need to effectively overlay virtual images for real-world detection to augment segmental growth 115
7.3 VIRTUAL REALITY 115
7.3.1 NON-IMMERSIVE 116
7.3.1.1 Cost-effectiveness and ease of implementation to expedite segmental growth 116
7.3.2 SEMI & FULLY IMMERSIVE 117
7.3.2.1 Adoption in high-end gaming and medical simulations to fuel segmental growth 117

8 AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING 118
8.1 INTRODUCTION 119
8.2 HARDWARE 121
8.2.1 SENSORS 125
8.2.1.1 Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth 125
8.2.2 SEMICONDUCTOR COMPONENTS 126
8.2.2.1 Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth 126
8.2.3 DISPLAYS & PROJECTORS 127
8.2.3.1 Rapid advancement in optical technology to contribute to segmental growth 127
8.2.4 POSITION/ROOM TRACKERS 127
8.2.4.1 Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth 127
8.2.5 CAMERAS 128
8.2.5.1 Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth 128
8.2.6 OTHER HARDWARE COMPONENTS 128
8.3 SOFTWARE 128
8.3.1 INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH 128
8.3.2 BY FUNCTION 131
8.3.2.1 Remote collaboration 131
8.3.2.2 Workflow optimization 131
8.3.2.3 Documentation 131
8.3.2.4 Visualization 131
8.3.2.5 3D modeling 132
8.3.2.6 Navigation 132
9 AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 133
9.1 INTRODUCTION 134
9.2 AUGMENTED REALITY DEVICES 134
9.2.1 HEAD-MOUNTED DISPLAYS 135
9.2.1.1 Use in navigation and gaming to provide interactive experiences to foster segmental growth 135
9.2.1.2 Smart glasses 136
9.2.1.3 Smart helmets 136
9.2.2 HEAD-UP DISPLAYS 136
9.2.2.1 Integration into automobiles to provide safety alerts to contribute to segmental growth 136

9.3 VIRTUAL REALITY DEVICES 137
9.3.1 HEAD-MOUNTED DISPLAYS 139
9.3.1.1 Demand for immersive entertainment and gaming experiences to boost segmental growth 139
9.3.2 GESTURE-TRACKING DEVICES 139
9.3.2.1 Utilization in rehabilitation and physical therapy to accelerate segmental growth 139
9.3.2.1.1 Data gloves 139
9.3.2.1.2 Other gesture-tracking devices 140
9.3.3 PROJECTORS & DISPLAY WALLS 140
9.3.3.1 Adoption to create large-scale visualizations to fuel segmental growth 140
10 AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION 141
10.1 INTRODUCTION 142
10.2 AUGMENTED REALITY APPLICATIONS 142
10.2.1 CONSUMER 143
10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth 143
10.2.1.2 Gaming 145
10.2.1.3 Sports & entertainment 145
10.2.1.3.1 Archaeological sites 145
10.2.1.3.2 Theme parks 145
10.2.1.3.3 Art galleries & exhibitions 145
10.2.2 COMMERCIAL 146
10.2.2.1 Rise in internet access and online sales to contribute to segmental growth 146
10.2.2.2 Retail & e-commerce 147
10.2.2.2.1 Jewelry 147
10.2.2.2.2 Beauty & cosmetics 148
10.2.2.2.3 Apparel fitting 148
10.2.2.2.4 Grocery shopping 148
10.2.2.2.5 Footwear 148
10.2.2.2.6 Furniture & lighting design 148
10.2.2.3 Travel & tourism 149
10.2.2.4 E-learning 149
10.2.3 ENTERPRISE 150
10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth 150
10.2.4 HEALTHCARE 152
10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth 152
10.2.4.2 Surgery 153
10.2.4.3 Fitness management 153
10.2.4.4 Patient care management 153
10.2.4.5 Pharmacy management 154
10.2.4.6 Medical training & education 154
10.2.4.7 Other healthcare applications 154
10.2.5 AEROSPACE & DEFENSE 155
10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth 155
10.2.6 ENERGY 157
10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth 157
10.2.7 AUTOMOTIVE 159
10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market 159
10.2.8 OTHER AR APPLICATIONS 161
10.2.8.1 Agriculture 162
10.2.8.2 Construction 162
10.2.8.3 Transportation & logistics 162
10.2.8.4 Public safety 163
10.2.8.5 Telecom/IT data centers 163
10.3 VIRTUAL REALITY APPLICATIONS 164
10.3.1 CONSUMER 166
10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth 166
10.3.1.2 Gaming & entertainment 167
10.3.1.3 Sports 168
10.3.2 COMMERCIAL 168
10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth 168
10.3.2.1.1 Retail & e-commerce 170
10.3.2.1.2 Education & training 170
10.3.2.1.3 Travel & tourism 170
10.3.2.1.4 Advertising 171
10.3.3 ENTERPRISE 171
10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth 171
10.3.4 HEALTHCARE 173
10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth 173
10.3.4.1.1 Surgery 175
10.3.4.1.2 Patient care management 175
10.3.4.1.3 Fitness management 175
10.3.4.1.4 Pharmacy management 175
10.3.4.1.5 Medical training & education 175

10.3.5 AEROSPACE & DEFENSE 176
10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth 176
10.3.6 OTHER VR APPLICATIONS 177
10.3.6.1 Automotive 179
10.3.6.2 Real estate 179
10.3.6.3 Geospatial mining 179
11 AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION 180
11.1 INTRODUCTION 181
11.2 NORTH AMERICA 183
11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA 189
11.2.2 US 189
11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market 189
11.2.3 CANADA 190
11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth 190
11.2.4 MEXICO 190
11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth 190
11.3 EUROPE 191
11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE 196
11.3.2 GERMANY 196
11.3.2.1 Increasing development of virtual car dealerships to boost market growth 196
11.3.3 FRANCE 197
11.3.3.1 Escalating adoption of digital displays to accelerate market growth 197
11.3.4 UK 197
11.3.4.1 Rapid digital transformation to contribute to market growth 197
11.3.5 REST OF EUROPE 198
11.4 ASIA PACIFIC 198
11.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC 204
11.4.2 CHINA 204
11.4.2.1 Growing population and smartphone adoption to foster market growth 204
11.4.3 INDIA 205
11.4.3.1 Rise in online robotics education to augment market growth 205
11.4.4 JAPAN 206
11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market 206
11.4.5 SOUTH KOREA 206
11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth 206
11.4.6 REST OF ASIA PACIFIC 207
11.5 ROW 207
11.5.1 MACROECONOMIC OUTLOOK FOR ROW 211
11.5.2 MIDDLE EAST & AFRICA 211
11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth 211
11.5.2.2 GCC countries 211
11.5.2.3 Africa & Rest of Middle East 212
11.5.3 SOUTH AMERICA 212
11.5.3.1 Expansion of consumer sector to expedite market growth 212
12 COMPETITIVE LANDSCAPE 213
12.1 INTRODUCTION 213
12.2 KEY STRATEGIES/RIGHT TO WIN, 2019–2024 213
12.3 MARKET SHARE ANALYSIS, 2023 215
12.4 COMPANY VALUATION AND FINANCIAL METRICS 217
12.5 BRAND/PRODUCT COMPARISON 218
12.6 REVENUE ANALYSIS, 2020–2023 218
12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 219
12.7.1 STARS 219
12.7.2 EMERGING LEADERS 220
12.7.3 PERVASIVE PLAYERS 220
12.7.4 PARTICIPANTS 220
12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023 221
12.7.5.1 Company footprint 221
12.7.5.2 Technology footprint 223
12.7.5.3 Offering footprint 224
12.7.5.4 Device type footprint 225
12.7.5.5 Application footprint 226
12.7.5.6 Region footprint 228
12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023 229
12.8.1 PROGRESSIVE COMPANIES 229
12.8.2 RESPONSIVE COMPANIES 229
12.8.3 DYNAMIC COMPANIES 229
12.8.4 STARTING BLOCKS 229
12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023 231
12.8.5.1 Detailed list of key startups/SMEs 231
12.8.5.2 Competitive benchmarking of key startups/SMEs 232
12.9 COMPETITIVE SCENARIO 232
12.9.1 PRODUCT LAUNCHES 232
12.9.2 DEALS 235
12.9.3 EXPANSIONS 238
12.9.4 OTHERS 238
13 COMPANY PROFILES 239
13.1 KEY PLAYERS 239
13.1.1 META 239
13.1.1.1 Business overview 239
13.1.1.2 Products/Solutions/Services offered 241
13.1.1.3 Recent developments 242
13.1.1.3.1 Product launches 242
13.1.1.3.2 Deals 242
13.1.1.4 MnM view 243
13.1.1.4.1 Key strengths/Right to win 243
13.1.1.4.2 Strategic choices 243
13.1.1.4.3 Weaknesses/Competitive threats 243
13.1.2 SONY CORPORATION 244
13.1.2.1 Business overview 244
13.1.2.2 Products/Solutions/Services offered 245
13.1.2.3 Recent developments 246
13.1.2.3.1 Product launches 246
13.1.2.3.2 Deals 246
13.1.2.3.3 Expansions 247
13.1.2.4 MnM view 247
13.1.2.4.1 Key strengths/Right to win 247
13.1.2.4.2 Strategic choices 247
13.1.2.4.3 Weaknesses/Competitive threats 247
13.1.3 APPLE INC. 248
13.1.3.1 Business overview 248
13.1.3.2 Products/Solutions/Services offered 249
13.1.3.3 Recent developments 250
13.1.3.3.1 Product launches 250
13.1.3.4 MnM view 250
13.1.3.4.1 Key strengths/Right to win 250
13.1.3.4.2 Strategic choices 250
13.1.3.4.3 Weaknesses/Competitive threats 250
13.1.4 BYTEDANCE 251
13.1.4.1 Business overview 251
13.1.4.2 Products/Solutions/Services offered 252
13.1.4.3 Recent developments 252
13.1.4.3.1 Product launches 252
13.1.4.3.2 Deals 253
13.1.4.4 MnM view 253
13.1.4.4.1 Key strengths/Right to win 253
13.1.4.4.2 Strategic choices 253
13.1.4.4.3 Weaknesses/Competitive threats 253
13.1.5 DPVR 254
13.1.5.1 Business overview 254
13.1.5.2 Products/Solutions/Services offered 254
13.1.5.3 Recent developments 255
13.1.5.3.1 Product launches 255
13.1.5.3.2 Deals 256
13.1.5.4 MnM view 256
13.1.5.4.1 Key strengths/Right to win 256
13.1.5.4.2 Strategic choices 256
13.1.5.4.3 Weaknesses/Competitive threats 256
13.1.6 HTC CORPORATION 257
13.1.6.1 Business overview 257
13.1.6.2 Products/Solutions/Services offered 258
13.1.6.3 Recent developments 259
13.1.6.3.1 Product launches 259
13.1.6.3.2 Deals 260
13.1.6.4 MnM view 260
13.1.6.4.1 Key strengths/Right to win 260
13.1.6.4.2 Strategic choices 260
13.1.6.4.3 Weaknesses/Competitive threats 260
13.1.7 GOOGLE 261
13.1.7.1 Business overview 261
13.1.7.2 Products/Solutions/Services offered 262
13.1.7.3 Recent developments 263
13.1.7.3.1 Product launches 263
13.1.7.3.2 Deals 264
13.1.8 MICROSOFT 265
13.1.8.1 Business overview 265
13.1.8.2 Products/Solutions/Services offered 266
13.1.8.3 Recent developments 268
13.1.8.3.1 Product launches 268
13.1.8.3.2 Deals 268
13.1.8.3.3 Others 269
13.1.9 SAMSUNG 270
13.1.9.1 Business overview 270
13.1.9.2 Products/Solutions/Services offered 271
13.1.9.3 Recent developments 272
13.1.9.3.1 Product launches 272
13.1.9.3.2 Deals 272

13.1.10 PTC 273
13.1.10.1 Business overview 273
13.1.10.2 Products/Solutions/Services offered 274
13.1.10.3 Recent developments 275
13.1.10.3.1 Deals 275
13.1.11 SEIKO EPSON CORPORATION 276
13.1.11.1 Business overview 276
13.1.11.2 Products/Solutions/Services offered 277
13.1.11.3 Recent developments 278
13.1.11.3.1 Product launches 278
13.1.12 LENOVO 279
13.1.12.1 Business overview 279
13.1.12.2 Products/Solutions/Services offered 280
13.1.12.3 Recent developments 281
13.1.12.3.1 Product launches 281
13.1.12.3.2 Deals 281
13.2 OTHER PLAYERS 283
13.2.1 EON REALITY 283
13.2.2 MAXST CO., LTD. 284
13.2.3 MAGIC LEAP, INC. 285
13.2.4 BLIPPAR GROUP LIMITED 286
13.2.5 ATHEER, INC. 287
13.2.6 VUZIX 288
13.2.7 NINTENDO 289
13.2.8 ULTRALEAP 289
13.2.9 PENUMBRA, INC. 290
13.2.10 PSICO SMART APPS S.L. 291
13.2.11 XIAOMI 291
13.2.12 PANASONIC CORPORATION 292
13.2.13 SCOPE AR 292
13.2.14 CONTINENTAL AG 293
13.2.15 VIRTUALLY LIVE 294
13.2.16 INTEL CORPORATION 295
13.2.17 CRAFTARS 296
13.2.18 BIDON GAMES STUDIO 296
13.2.19 APPENTUS TECHNOLOGIES 297
13.2.20 3D CLOUD 297
13.2.21 WAYRAY AG 298

14 APPENDIX 299
14.1 INSIGHTS FROM INDUSTRY EXPERTS 299
14.2 DISCUSSION GUIDE 299
14.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 304
14.4 CUSTOMIZATION OPTIONS 306
14.5 RELATED REPORTS 306
14.6 AUTHOR DETAILS 307

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります


よくあるご質問


MarketsandMarkets社はどのような調査会社ですか?


マーケッツアンドマーケッツ(MarketsandMarkets)は通信、半導体、医療機器、エネルギーなど、幅広い市場に関する調査レポートを出版しています。また広範な市場を対象としたカスタム調査も行って... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2024/09/30 10:25

143.73 円

160.93 円

195.03 円

ページTOPに戻る