Impact of COVID-19 Outbreak on AR and VR Consumer Solutions, Global Market Research Report 2020

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Date: 01-May-2020
No. of pages: 128
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This report focuses on the global AR and VR Consumer Solutions status, future forecast, growth opportunity, key market and key players. The study objectives are to present the AR and VR Consumer Solutions development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study

- Google

- Microsoft

- Oculus VR (Facebook)

- Sony

- Samsung Electronics

- HTC

- PTC

- Wikitude GmbH

- Magic Leap

- Osterhout Design Group

- Daqri

- Blippar

- Upskill

- Continental

- Visteon

- Eon Reality

- Vuzix

- Zugara

- MAXST

- Infinity Augmented Reality

- Apple

- Intel

Market segment by Type, the product can be split into

- Hardware and Devices

- Software and Services

Market segment by Application, split into

- Gaming

- Sports and Entertainment

Market segment by Regions/Countries, this report covers

- North America

- Europe

- China

- Japan

- Southeast Asia

- India

- Central & South America

The study objectives of this report are:

- To analyze global AR and VR Consumer Solutions status, future forecast, growth opportunity, key market and key players.

- To present the AR and VR Consumer Solutions development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

To strategically profile the key players and comprehensively analyze their development plan and strategies.

- To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of AR and VR Consumer Solutions are as follows:

History Year: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Year 2020 to 2026

For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Impact of COVID-19 Outbreak on AR and VR Consumer Solutions, Global Market Research Report 2020

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by AR and VR Consumer Solutions Revenue
1.4 Market Analysis by Type
1.4.1 Global AR and VR Consumer Solutions Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 Hardware and Devices
1.4.3 Software and Services
1.5 Market by Application
1.5.1 Global AR and VR Consumer Solutions Market Share by Application: 2020 VS 2026
1.5.2 Gaming
1.5.3 Sports and Entertainment
1.6 Coronavirus Disease 2019 (Covid-19): AR and VR Consumer Solutions Industry Impact
1.6.1 How the Covid-19 is Affecting the AR and VR Consumer Solutions Industry
1.6.1.1 AR and VR Consumer Solutions Business Impact Assessment - Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19's Impact On Crude Oil and Refined Products
1.6.2 Market Trends and AR and VR Consumer Solutions Potential Opportunities in the COVID-19 Landscape
1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for AR and VR Consumer Solutions Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered
2 Global Growth Trends by Regions
2.1 AR and VR Consumer Solutions Market Perspective (2015-2026)
2.2 AR and VR Consumer Solutions Growth Trends by Regions
2.2.1 AR and VR Consumer Solutions Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 AR and VR Consumer Solutions Historic Market Share by Regions (2015-2020)
2.2.3 AR and VR Consumer Solutions Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter's Five Forces Analysis
2.3.5 AR and VR Consumer Solutions Market Growth Strategy
2.3.6 Primary Interviews with Key AR and VR Consumer Solutions Players (Opinion Leaders)
3 Competition Landscape by Key Players
3.1 Global Top AR and VR Consumer Solutions Players by Market Size
3.1.1 Global Top AR and VR Consumer Solutions Players by Revenue (2015-2020)
3.1.2 Global AR and VR Consumer Solutions Revenue Market Share by Players (2015-2020)
3.1.3 Global AR and VR Consumer Solutions Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global AR and VR Consumer Solutions Market Concentration Ratio
3.2.1 Global AR and VR Consumer Solutions Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by AR and VR Consumer Solutions Revenue in 2019
3.3 AR and VR Consumer Solutions Key Players Head office and Area Served
3.4 Key Players AR and VR Consumer Solutions Product Solution and Service
3.5 Date of Enter into AR and VR Consumer Solutions Market
3.6 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type (2015-2026)
4.1 Global AR and VR Consumer Solutions Historic Market Size by Type (2015-2020)
4.2 Global AR and VR Consumer Solutions Forecasted Market Size by Type (2021-2026)
5 AR and VR Consumer Solutions Breakdown Data by Application (2015-2026)
5.1 Global AR and VR Consumer Solutions Market Size by Application (2015-2020)
5.2 Global AR and VR Consumer Solutions Forecasted Market Size by Application (2021-2026)
6 North America
6.1 North America AR and VR Consumer Solutions Market Size (2015-2020)
6.2 AR and VR Consumer Solutions Key Players in North America (2019-2020)
6.3 North America AR and VR Consumer Solutions Market Size by Type (2015-2020)
6.4 North America AR and VR Consumer Solutions Market Size by Application (2015-2020)
7 Europe
7.1 Europe AR and VR Consumer Solutions Market Size (2015-2020)
7.2 AR and VR Consumer Solutions Key Players in Europe (2019-2020)
7.3 Europe AR and VR Consumer Solutions Market Size by Type (2015-2020)
7.4 Europe AR and VR Consumer Solutions Market Size by Application (2015-2020)
8 China
8.1 China AR and VR Consumer Solutions Market Size (2015-2020)
8.2 AR and VR Consumer Solutions Key Players in China (2019-2020)
8.3 China AR and VR Consumer Solutions Market Size by Type (2015-2020)
8.4 China AR and VR Consumer Solutions Market Size by Application (2015-2020)
9 Japan
9.1 Japan AR and VR Consumer Solutions Market Size (2015-2020)
9.2 AR and VR Consumer Solutions Key Players in Japan (2019-2020)
9.3 Japan AR and VR Consumer Solutions Market Size by Type (2015-2020)
9.4 Japan AR and VR Consumer Solutions Market Size by Application (2015-2020)
10 Southeast Asia
10.1 Southeast Asia AR and VR Consumer Solutions Market Size (2015-2020)
10.2 AR and VR Consumer Solutions Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia AR and VR Consumer Solutions Market Size by Type (2015-2020)
10.4 Southeast Asia AR and VR Consumer Solutions Market Size by Application (2015-2020)
11 India
11.1 India AR and VR Consumer Solutions Market Size (2015-2020)
11.2 AR and VR Consumer Solutions Key Players in India (2019-2020)
11.3 India AR and VR Consumer Solutions Market Size by Type (2015-2020)
11.4 India AR and VR Consumer Solutions Market Size by Application (2015-2020)
12 Central & South America
12.1 Central & South America AR and VR Consumer Solutions Market Size (2015-2020)
12.2 AR and VR Consumer Solutions Key Players in Central & South America (2019-2020)
12.3 Central & South America AR and VR Consumer Solutions Market Size by Type (2015-2020)
12.4 Central & South America AR and VR Consumer Solutions Market Size by Application (2015-2020)
13Key Players Profiles
13.1 Google
13.1.1 Google Company Details
13.1.2 Google Business Overview and Its Total Revenue
13.1.3 Google AR and VR Consumer Solutions Introduction
13.1.4 Google Revenue in AR and VR Consumer Solutions Business (2015-2020))
13.1.5 Google Recent Development
13.2 Microsoft
13.2.1 Microsoft Company Details
13.2.2 Microsoft Business Overview and Its Total Revenue
13.2.3 Microsoft AR and VR Consumer Solutions Introduction
13.2.4 Microsoft Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.2.5 Microsoft Recent Development
13.3 Oculus VR (Facebook)
13.3.1 Oculus VR (Facebook) Company Details
13.3.2 Oculus VR (Facebook) Business Overview and Its Total Revenue
13.3.3 Oculus VR (Facebook) AR and VR Consumer Solutions Introduction
13.3.4 Oculus VR (Facebook) Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.3.5 Oculus VR (Facebook) Recent Development
13.4 Sony
13.4.1 Sony Company Details
13.4.2 Sony Business Overview and Its Total Revenue
13.4.3 Sony AR and VR Consumer Solutions Introduction
13.4.4 Sony Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.4.5 Sony Recent Development
13.5 Samsung Electronics
13.5.1 Samsung Electronics Company Details
13.5.2 Samsung Electronics Business Overview and Its Total Revenue
13.5.3 Samsung Electronics AR and VR Consumer Solutions Introduction
13.5.4 Samsung Electronics Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.5.5 Samsung Electronics Recent Development
13.6 HTC
13.6.1 HTC Company Details
13.6.2 HTC Business Overview and Its Total Revenue
13.6.3 HTC AR and VR Consumer Solutions Introduction
13.6.4 HTC Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.6.5 HTC Recent Development
13.7 PTC
13.7.1 PTC Company Details
13.7.2 PTC Business Overview and Its Total Revenue
13.7.3 PTC AR and VR Consumer Solutions Introduction
13.7.4 PTC Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.7.5 PTC Recent Development
13.8 Wikitude GmbH
13.8.1 Wikitude GmbH Company Details
13.8.2 Wikitude GmbH Business Overview and Its Total Revenue
13.8.3 Wikitude GmbH AR and VR Consumer Solutions Introduction
13.8.4 Wikitude GmbH Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.8.5 Wikitude GmbH Recent Development
13.9 Magic Leap
13.9.1 Magic Leap Company Details
13.9.2 Magic Leap Business Overview and Its Total Revenue
13.9.3 Magic Leap AR and VR Consumer Solutions Introduction
13.9.4 Magic Leap Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.9.5 Magic Leap Recent Development
13.10 Osterhout Design Group
13.10.1 Osterhout Design Group Company Details
13.10.2 Osterhout Design Group Business Overview and Its Total Revenue
13.10.3 Osterhout Design Group AR and VR Consumer Solutions Introduction
13.10.4 Osterhout Design Group Revenue in AR and VR Consumer Solutions Business (2015-2020)
13.10.5 Osterhout Design Group Recent Development
13.11 Daqri
10.11.1 Daqri Company Details
10.11.2 Daqri Business Overview and Its Total Revenue
10.11.3 Daqri AR and VR Consumer Solutions Introduction
10.11.4 Daqri Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.11.5 Daqri Recent Development
13.12 Blippar
10.12.1 Blippar Company Details
10.12.2 Blippar Business Overview and Its Total Revenue
10.12.3 Blippar AR and VR Consumer Solutions Introduction
10.12.4 Blippar Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.12.5 Blippar Recent Development
13.13 Upskill
10.13.1 Upskill Company Details
10.13.2 Upskill Business Overview and Its Total Revenue
10.13.3 Upskill AR and VR Consumer Solutions Introduction
10.13.4 Upskill Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.13.5 Upskill Recent Development
13.14 Continental
10.14.1 Continental Company Details
10.14.2 Continental Business Overview and Its Total Revenue
10.14.3 Continental AR and VR Consumer Solutions Introduction
10.14.4 Continental Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.14.5 Continental Recent Development
13.15 Visteon
10.15.1 Visteon Company Details
10.15.2 Visteon Business Overview and Its Total Revenue
10.15.3 Visteon AR and VR Consumer Solutions Introduction
10.15.4 Visteon Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.15.5 Visteon Recent Development
13.16 Eon Reality
10.16.1 Eon Reality Company Details
10.16.2 Eon Reality Business Overview and Its Total Revenue
10.16.3 Eon Reality AR and VR Consumer Solutions Introduction
10.16.4 Eon Reality Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.16.5 Eon Reality Recent Development
13.17 Vuzix
10.17.1 Vuzix Company Details
10.17.2 Vuzix Business Overview and Its Total Revenue
10.17.3 Vuzix AR and VR Consumer Solutions Introduction
10.17.4 Vuzix Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.17.5 Vuzix Recent Development
13.18 Zugara
10.18.1 Zugara Company Details
10.18.2 Zugara Business Overview and Its Total Revenue
10.18.3 Zugara AR and VR Consumer Solutions Introduction
10.18.4 Zugara Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.18.5 Zugara Recent Development
13.19 MAXST
10.19.1 MAXST Company Details
10.19.2 MAXST Business Overview and Its Total Revenue
10.19.3 MAXST AR and VR Consumer Solutions Introduction
10.19.4 MAXST Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.19.5 MAXST Recent Development
13.20 Infinity Augmented Reality
10.20.1 Infinity Augmented Reality Company Details
10.20.2 Infinity Augmented Reality Business Overview and Its Total Revenue
10.20.3 Infinity Augmented Reality AR and VR Consumer Solutions Introduction
10.20.4 Infinity Augmented Reality Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.20.5 Infinity Augmented Reality Recent Development
13.21 Apple
10.21.1 Apple Company Details
10.21.2 Apple Business Overview and Its Total Revenue
10.21.3 Apple AR and VR Consumer Solutions Introduction
10.21.4 Apple Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.21.5 Apple Recent Development
13.22 Intel
10.22.1 Intel Company Details
10.22.2 Intel Business Overview and Its Total Revenue
10.22.3 Intel AR and VR Consumer Solutions Introduction
10.22.4 Intel Revenue in AR and VR Consumer Solutions Business (2015-2020)
10.22.5 Intel Recent Development
14Analyst's Viewpoints/Conclusions
15Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details
List of Tables
Table 1. AR and VR Consumer Solutions Key Market Segments
Table 2. Key Players Covered: Ranking by AR and VR Consumer Solutions Revenue
Table 3. Ranking of Global Top AR and VR Consumer Solutions Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global AR and VR Consumer Solutions Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Hardware and Devices
Table 6. Key Players of Software and Services
Table 7. COVID-19 Impact Global Market: (Four AR and VR Consumer Solutions Market Size Forecast Scenarios)
Table 8. Opportunities and Trends for AR and VR Consumer Solutions Players in the COVID-19 Landscape
Table 9. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 10. Key Regions/Countries Measures against Covid-19 Impact
Table 11. Proposal for AR and VR Consumer Solutions Players to Combat Covid-19 Impact
Table 12. Global AR and VR Consumer Solutions Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 13. Global AR and VR Consumer Solutions Market Size by Regions (US$ Million): 2020 VS 2026
Table 14. Global AR and VR Consumer Solutions Market Size by Regions (2015-2020) (US$ Million)
Table 15. Global AR and VR Consumer Solutions Market Share by Regions (2015-2020)
Table 16. Global AR and VR Consumer Solutions Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 17. Global AR and VR Consumer Solutions Market Share by Regions (2021-2026)
Table 18. Market Top Trends
Table 19. Key Drivers: Impact Analysis
Table 20. Key Challenges
Table 21. AR and VR Consumer Solutions Market Growth Strategy
Table 22. Main Points Interviewed from Key AR and VR Consumer Solutions Players
Table 23. Global AR and VR Consumer Solutions Revenue by Players (2015-2020) (Million US$)
Table 24. Global AR and VR Consumer Solutions Market Share by Players (2015-2020)
Table 25. Global Top AR and VR Consumer Solutions Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in AR and VR Consumer Solutions as of 2019)
Table 26. Global AR and VR Consumer Solutions by Players Market Concentration Ratio (CR5 and HHI)
Table 27. Key Players Headquarters and Area Served
Table 28. Key Players AR and VR Consumer Solutions Product Solution and Service
Table 29. Date of Enter into AR and VR Consumer Solutions Market
Table 30. Mergers & Acquisitions, Expansion Plans
Table 31. Global AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 32. Global AR and VR Consumer Solutions Market Size Share by Type (2015-2020)
Table 33. Global AR and VR Consumer Solutions Revenue Market Share by Type (2021-2026)
Table 34. Global AR and VR Consumer Solutions Market Size Share by Application (2015-2020)
Table 35. Global AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 36. Global AR and VR Consumer Solutions Market Size Share by Application (2021-2026)
Table 37. North America Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 38. North America Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 39. North America AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 40. North America AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 41. North America AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 42. North America AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 43. Europe Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 44. Europe Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 45. Europe AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 46. Europe AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 47. Europe AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 48. Europe AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 49. China Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 50. China Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 51. China AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 52. China AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 53. China AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 54. China AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 55. Japan Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 56. Japan Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 57. Japan AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 58. Japan AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 59. Japan AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 60. Japan AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 61. Southeast Asia Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 62. Southeast Asia Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 63. Southeast Asia AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 64. Southeast Asia AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 65. Southeast Asia AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 66. Southeast Asia AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 67. India Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 68. India Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 69. India AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 70. India AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 71. India AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 72. India AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 73. Central & South America Key Players AR and VR Consumer Solutions Revenue (2019-2020) (Million US$)
Table 74. Central & South America Key Players AR and VR Consumer Solutions Market Share (2019-2020)
Table 75. Central & South America AR and VR Consumer Solutions Market Size by Type (2015-2020) (Million US$)
Table 76. Central & South America AR and VR Consumer Solutions Market Share by Type (2015-2020)
Table 77. Central & South America AR and VR Consumer Solutions Market Size by Application (2015-2020) (Million US$)
Table 78. Central & South America AR and VR Consumer Solutions Market Share by Application (2015-2020)
Table 79. Google Company Details
Table 80. Google Business Overview
Table 81. Google Product
Table 82. Google Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 83. Google Recent Development
Table 84. Microsoft Company Details
Table 85. Microsoft Business Overview
Table 86. Microsoft Product
Table 87. Microsoft Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 88. Microsoft Recent Development
Table 89. Oculus VR (Facebook) Company Details
Table 90. Oculus VR (Facebook) Business Overview
Table 91. Oculus VR (Facebook) Product
Table 92. Oculus VR (Facebook) Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 93. Oculus VR (Facebook) Recent Development
Table 94. Sony Company Details
Table 95. Sony Business Overview
Table 96. Sony Product
Table 97. Sony Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 98. Sony Recent Development
Table 99. Samsung Electronics Company Details
Table 100. Samsung Electronics Business Overview
Table 101. Samsung Electronics Product
Table 102. Samsung Electronics Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 103. Samsung Electronics Recent Development
Table 104. HTC Company Details
Table 105. HTC Business Overview
Table 106. HTC Product
Table 107. HTC Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 108. HTC Recent Development
Table 109. PTC Company Details
Table 110. PTC Business Overview
Table 111. PTC Product
Table 112. PTC Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 113. PTC Recent Development
Table 114. Wikitude GmbH Business Overview
Table 115. Wikitude GmbH Product
Table 116. Wikitude GmbH Company Details
Table 117. Wikitude GmbH Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 118. Wikitude GmbH Recent Development
Table 119. Magic Leap Company Details
Table 120. Magic Leap Business Overview
Table 121. Magic Leap Product
Table 122. Magic Leap Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 123. Magic Leap Recent Development
Table 124. Osterhout Design Group Company Details
Table 125. Osterhout Design Group Business Overview
Table 126. Osterhout Design Group Product
Table 127. Osterhout Design Group Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 128. Osterhout Design Group Recent Development
Table 129. Daqri Company Details
Table 130. Daqri Business Overview
Table 131. Daqri Product
Table 132. Daqri Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 133. Daqri Recent Development
Table 134. Blippar Company Details
Table 135. Blippar Business Overview
Table 136. Blippar Product
Table 137. Blippar Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 138. Blippar Recent Development
Table 139. Upskill Company Details
Table 140. Upskill Business Overview
Table 141. Upskill Product
Table 142. Upskill Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 143. Upskill Recent Development
Table 144. Continental Company Details
Table 145. Continental Business Overview
Table 146. Continental Product
Table 147. Continental Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 148. Continental Recent Development
Table 149. Visteon Company Details
Table 150. Visteon Business Overview
Table 151. Visteon Product
Table 152. Visteon Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 153. Visteon Recent Development
Table 154. Eon Reality Company Details
Table 155. Eon Reality Business Overview
Table 156. Eon Reality Product
Table 157. Eon Reality Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 158. Eon Reality Recent Development
Table 159. Vuzix Company Details
Table 160. Vuzix Business Overview
Table 161. Vuzix Product
Table 162. Vuzix Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 163. Vuzix Recent Development
Table 164. Zugara Company Details
Table 165. Zugara Business Overview
Table 166. Zugara Product
Table 167. Zugara Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 168. Zugara Recent Development
Table 169. MAXST Company Details
Table 170. MAXST Business Overview
Table 171. MAXST Product
Table 172. MAXST Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 173. MAXST Recent Development
Table 174. Infinity Augmented Reality Company Details
Table 175. Infinity Augmented Reality Business Overview
Table 176. Infinity Augmented Reality Product
Table 177. Infinity Augmented Reality Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 178. Infinity Augmented Reality Recent Development
Table 179. Apple Company Details
Table 180. Apple Business Overview
Table 181. Apple Product
Table 182. Apple Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 183. Apple Recent Development
Table 184. Intel Company Details
Table 185. Intel Business Overview
Table 186. Intel Product
Table 187. Intel Revenue in AR and VR Consumer Solutions Business (2015-2020) (Million US$)
Table 188. Intel Recent Development
Table 189. Research Programs/Design for This Report
Table 190. Key Data Information from Secondary Sources
Table 191. Key Data Information from Primary Sources
List of Figures
Figure 1. Global AR and VR Consumer Solutions Market Share by Type: 2020 VS 2026
Figure 2. Hardware and Devices Features
Figure 3. Software and Services Features
Figure 4. Global AR and VR Consumer Solutions Market Share by Application: 2020 VS 2026
Figure 5. Gaming Case Studies
Figure 6. Sports and Entertainment Case Studies
Figure 7. AR and VR Consumer Solutions Report Years Considered
Figure 8. Global AR and VR Consumer Solutions Market Size YoY Growth 2015-2026 (US$ Million)
Figure 9. Global AR and VR Consumer Solutions Market Share by Regions: 2020 VS 2026
Figure 10. Global AR and VR Consumer Solutions Market Share by Regions (2021-2026)
Figure 11. Porter's Five Forces Analysis
Figure 12. Global AR and VR Consumer Solutions Market Share by Players in 2019
Figure 13. Global Top AR and VR Consumer Solutions Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in AR and VR Consumer Solutions as of 2019
Figure 14. The Top 10 and 5 Players Market Share by AR and VR Consumer Solutions Revenue in 2019
Figure 15. North America AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 16. Europe AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 17. China AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 18. Japan AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 19. Southeast Asia AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. India AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. Central & South America AR and VR Consumer Solutions Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Google Total Revenue (US$ Million): 2019 Compared with 2018
Figure 23. Google Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 24. Microsoft Total Revenue (US$ Million): 2019 Compared with 2018
Figure 25. Microsoft Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 26. Oculus VR (Facebook) Total Revenue (US$ Million): 2019 Compared with 2018
Figure 27. Oculus VR (Facebook) Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 28. Sony Total Revenue (US$ Million): 2019 Compared with 2018
Figure 29. Sony Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 30. Samsung Electronics Total Revenue (US$ Million): 2019 Compared with 2018
Figure 31. Samsung Electronics Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 32. HTC Total Revenue (US$ Million): 2019 Compared with 2018
Figure 33. HTC Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 34. PTC Total Revenue (US$ Million): 2019 Compared with 2018
Figure 35. PTC Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 36. Wikitude GmbH Total Revenue (US$ Million): 2019 Compared with 2018
Figure 37. Wikitude GmbH Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 38. Magic Leap Total Revenue (US$ Million): 2019 Compared with 2018
Figure 39. Magic Leap Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 40. Osterhout Design Group Total Revenue (US$ Million): 2019 Compared with 2018
Figure 41. Osterhout Design Group Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 42. Daqri Total Revenue (US$ Million): 2019 Compared with 2018
Figure 43. Daqri Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 44. Blippar Total Revenue (US$ Million): 2019 Compared with 2018
Figure 45. Blippar Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 46. Upskill Total Revenue (US$ Million): 2019 Compared with 2018
Figure 47. Upskill Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 48. Continental Total Revenue (US$ Million): 2019 Compared with 2018
Figure 49. Continental Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 50. Visteon Total Revenue (US$ Million): 2019 Compared with 2018
Figure 51. Visteon Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 52. Eon Reality Total Revenue (US$ Million): 2019 Compared with 2018
Figure 53. Eon Reality Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 54. Vuzix Total Revenue (US$ Million): 2019 Compared with 2018
Figure 55. Vuzix Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 56. Zugara Total Revenue (US$ Million): 2019 Compared with 2018
Figure 57. Zugara Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 58. MAXST Total Revenue (US$ Million): 2019 Compared with 2018
Figure 59. MAXST Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 60. Infinity Augmented Reality Total Revenue (US$ Million): 2019 Compared with 2018
Figure 61. Infinity Augmented Reality Revenue Growth Rate in AR and VR Consumer Solutions Business (2015-2020)
Figure 62. Bottom-up and Top-down Approaches for This Report
Figure 63. Data Triangulation
Figure 64. Key Executives Interviewed
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