世界の拡張現実・仮想現実(AR・VR)市場インサイト及び予測(ARデバイス、VRデバイス)

◆英語タイトル:Global Augmented and Virtual Reality (AR VR) Market Insights, Forecast to 2028

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◆発行日:2022年7月(※2025年版があります。お問い合わせください。)
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❖ レポートの概要 ❖

COVID-19のパンデミックにより、拡張現実・仮想現実(AR・VR)のグローバル市場規模は2022年にUS$xxxと推定され、調査期間中のCAGRはxxx%で、2028年までに再調整された規模はUS$xxxになると予測されています。この医療危機による経済変化を十分に考慮すると、2021年に拡張現実・仮想現実(AR・VR)の世界市場のxxx%を占める「ARデバイス」タイプは、2028年までにUS$xxxの規模になり、パンデミック後の修正xxx%CAGRで成長すると予測されています。一方、「製造」セグメントは、この予測期間を通じてxxx%のCAGRに変更されます。
拡張現実・仮想現実(AR・VR)の中国市場規模は2021年にUS$xxxと分析されており、米国とヨーロッパの市場規模はそれぞれUS$xxxとUS$xxxです。米国の割合は2021年にxxx%であり、中国とヨーロッパはそれぞれxxx%とxxx%です。中国の割合は2028年にxxx%に達し、対象期間を通じてxxx%のCAGRを記録すると予測されています。日本、韓国、東南アジアはアジアで注目市場であり、今後6年間のCAGRはそれぞれxxx%、xxx%、xxx%になる見通しです。ヨーロッパの拡張現実・仮想現実(AR・VR)市場については、ドイツは2028年までにUS$xxxに達すると予測されており、予測期間中のCAGRはxxx%になる見通しです。

拡張現実・仮想現実(AR・VR)のグローバル主要企業には、Microsoft、Sony、Google、Oculus (Meta)、Magic Leap、HTC Corporation、Optinvent、MAD Gaze、Epson、Lenovo、DPVR、Vuzix Corporationなどがあります。2021年、世界のトップ5プレイヤーは売上ベースで約xxx%の市場シェアを占めています。

拡張現実・仮想現実(AR・VR)市場は、種類と用途によって区分されます。世界の拡張現実・仮想現実(AR・VR)市場のプレーヤー、利害関係者、およびその他の参加者は、当レポートを有益なリソースとして使用することで優位に立つことができます。セグメント分析は、2017年~2028年期間のタイプ別および用途別の販売量、売上、予測に焦点を当てています。

【種類別セグメント】
ARデバイス、VRデバイス

【用途別セグメント】
製造、メンテナンス、医療、遠隔誘導、小売、ゲーム、メタバース、その他

【掲載地域】
北米:アメリカ、カナダ
ヨーロッパ:ドイツ、フランス、イギリス、イタリア、ロシア
アジア太平洋:日本、中国、韓国、インド、オーストラリア、台湾、インドネシア、タイ、マレーシア
中南米:メキシコ、ブラジル、アルゼンチン
中東・アフリカ:トルコ、サウジアラビア、UAE

【目次(一部)】

・調査の範囲
- 拡張現実・仮想現実(AR・VR)製品概要
- 種類別市場(ARデバイス、VRデバイス)
- 用途別市場(製造、メンテナンス、医療、遠隔誘導、小売、ゲーム、メタバース、その他)
- 調査の目的
・エグゼクティブサマリー
- 世界の拡張現実・仮想現実(AR・VR)販売量予測2017-2028
- 世界の拡張現実・仮想現実(AR・VR)売上予測2017-2028
- 拡張現実・仮想現実(AR・VR)の地域別販売量
- 拡張現実・仮想現実(AR・VR)の地域別売上
- 北米市場
- ヨーロッパ市場
- アジア太平洋市場
- 中南米市場
- 中東・アフリカ市場
・メーカーの競争状況
- 主要メーカー別拡張現実・仮想現実(AR・VR)販売量
- 主要メーカー別拡張現実・仮想現実(AR・VR)売上
- 主要メーカー別拡張現実・仮想現実(AR・VR)価格
- 競争状況の分析
- 企業M&A動向
・種類別市場規模(ARデバイス、VRデバイス)
- 拡張現実・仮想現実(AR・VR)の種類別販売量
- 拡張現実・仮想現実(AR・VR)の種類別売上
- 拡張現実・仮想現実(AR・VR)の種類別価格
・用途別市場規模(製造、メンテナンス、医療、遠隔誘導、小売、ゲーム、メタバース、その他)
- 拡張現実・仮想現実(AR・VR)の用途別販売量
- 拡張現実・仮想現実(AR・VR)の用途別売上
- 拡張現実・仮想現実(AR・VR)の用途別価格
・北米市場
- 北米の拡張現実・仮想現実(AR・VR)市場規模(種類別、用途別)
- 主要国別の拡張現実・仮想現実(AR・VR)市場規模(アメリカ、カナダ)
・ヨーロッパ市場
- ヨーロッパの拡張現実・仮想現実(AR・VR)市場規模(種類別、用途別)
- 主要国別の拡張現実・仮想現実(AR・VR)市場規模(ドイツ、フランス、イギリス、イタリア、ロシア)
・アジア太平洋市場
- アジア太平洋の拡張現実・仮想現実(AR・VR)市場規模(種類別、用途別)
- 主要国別の拡張現実・仮想現実(AR・VR)市場規模(日本、中国、韓国、インド、オーストラリア、台湾、インドネシア、タイ、マレーシア)
・中南米市場
- 中南米の拡張現実・仮想現実(AR・VR)市場規模(種類別、用途別)
- 主要国別の拡張現実・仮想現実(AR・VR)市場規模(メキシコ、ブラジル、アルゼンチン)
・中東・アフリカ市場
- 中東・アフリカの拡張現実・仮想現実(AR・VR)市場規模(種類別、用途別)
- 主要国別の拡張現実・仮想現実(AR・VR)市場規模(トルコ、サウジアラビア)
・企業情報
Microsoft、Sony、Google、Oculus (Meta)、Magic Leap、HTC Corporation、Optinvent、MAD Gaze、Epson、Lenovo、DPVR、Vuzix Corporation
・産業チェーン及び販売チャネル分析
- 拡張現実・仮想現実(AR・VR)の産業チェーン分析
- 拡張現実・仮想現実(AR・VR)の原材料
- 拡張現実・仮想現実(AR・VR)の生産プロセス
- 拡張現実・仮想現実(AR・VR)の販売及びマーケティング
- 拡張現実・仮想現実(AR・VR)の主要顧客
・マーケットドライバー、機会、課題、リスク要因分析
- 拡張現実・仮想現実(AR・VR)の産業動向
- 拡張現実・仮想現実(AR・VR)のマーケットドライバー
- 拡張現実・仮想現実(AR・VR)の課題
- 拡張現実・仮想現実(AR・VR)の阻害要因
・主な調査結果

VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.
Market Analysis and Insights: Global Augmented and Virtual Reality (AR VR) Market
Due to the COVID-19 pandemic, the global Augmented and Virtual Reality (AR VR) market size is estimated to be worth US$ 3036 million in 2022 and is forecast to a readjusted size of US$ 24590 million by 2028 with a CAGR of 41.7% during the forecast period 2022-2028. Fully considering the economic change by this health crisis, AR Device accounting for % of the Augmented and Virtual Reality (AR VR) global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Manufacturing segment is altered to an % CAGR throughout this forecast period.
The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 40% market share.
Global Augmented and Virtual Reality (AR VR) Scope and Segment
Augmented and Virtual Reality (AR VR) market is segmented by Type and by Application. Players, stakeholders, and other participants in the global Augmented and Virtual Reality (AR VR) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
AR Device
VR Device
Segment by Application
Manufacturing
Maintenance
Medical
Remote-guidance
Retail
Game
Metaverse
Others
By Company
Microsoft
Sony
Google
Oculus (Meta)
Magic Leap
HTC Corporation
Optinvent
MAD Gaze
Epson
Lenovo
DPVR
Vuzix Corporation
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE

❖ レポートの目次 ❖

1 Study Coverage
1.1 Augmented and Virtual Reality (AR VR) Product Introduction
1.2 Market by Type
1.2.1 Global Augmented and Virtual Reality (AR VR) Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 AR Device
1.2.3 VR Device
1.3 Market by Application
1.3.1 Global Augmented and Virtual Reality (AR VR) Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Manufacturing
1.3.3 Maintenance
1.3.4 Medical
1.3.5 Remote-guidance
1.3.6 Retail
1.3.7 Game
1.3.8 Metaverse
1.3.9 Others
1.4 Study Objectives
1.5 Years Considered
2 Executive Summary
2.1 Global Augmented and Virtual Reality (AR VR) Sales Estimates and Forecasts 2017-2028
2.2 Global Augmented and Virtual Reality (AR VR) Revenue Estimates and Forecasts 2017-2028
2.3 Global Augmented and Virtual Reality (AR VR) Revenue by Region: 2017 VS 2021 VS 2028
2.4 Global Augmented and Virtual Reality (AR VR) Sales by Region
2.4.1 Global Augmented and Virtual Reality (AR VR) Sales by Region (2017-2022)
2.4.2 Global Sales Augmented and Virtual Reality (AR VR) by Region (2023-2028)
2.5 Global Augmented and Virtual Reality (AR VR) Revenue by Region
2.5.1 Global Augmented and Virtual Reality (AR VR) Revenue by Region (2017-2022)
2.5.2 Global Augmented and Virtual Reality (AR VR) Revenue by Region (2023-2028)
2.6 North America
2.7 Europe
2.8 Asia-Pacific
2.9 Latin America
2.10 Middle East & Africa
3 Competition by Manufacturers
3.1 Global Augmented and Virtual Reality (AR VR) Sales by Manufacturers
3.1.1 Global Top Augmented and Virtual Reality (AR VR) Manufacturers by Sales (2017-2022)
3.1.2 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Manufacturers (2017-2022)
3.1.3 Global Top 10 and Top 5 Largest Manufacturers of Augmented and Virtual Reality (AR VR) in 2021
3.2 Global Augmented and Virtual Reality (AR VR) Revenue by Manufacturers
3.2.1 Global Augmented and Virtual Reality (AR VR) Revenue by Manufacturers (2017-2022)
3.2.2 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Manufacturers (2017-2022)
3.2.3 Global Top 10 and Top 5 Companies by Augmented and Virtual Reality (AR VR) Revenue in 2021
3.3 Global Augmented and Virtual Reality (AR VR) Sales Price by Manufacturers (2017-2022)
3.4 Analysis of Competitive Landscape
3.4.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Augmented and Virtual Reality (AR VR) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.4.3 Global Augmented and Virtual Reality (AR VR) Manufacturers Geographical Distribution
3.5 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
4.1 Global Augmented and Virtual Reality (AR VR) Sales by Type
4.1.1 Global Augmented and Virtual Reality (AR VR) Historical Sales by Type (2017-2022)
4.1.2 Global Augmented and Virtual Reality (AR VR) Forecasted Sales by Type (2023-2028)
4.1.3 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Type (2017-2028)
4.2 Global Augmented and Virtual Reality (AR VR) Revenue by Type
4.2.1 Global Augmented and Virtual Reality (AR VR) Historical Revenue by Type (2017-2022)
4.2.2 Global Augmented and Virtual Reality (AR VR) Forecasted Revenue by Type (2023-2028)
4.2.3 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Type (2017-2028)
4.3 Global Augmented and Virtual Reality (AR VR) Price by Type
4.3.1 Global Augmented and Virtual Reality (AR VR) Price by Type (2017-2022)
4.3.2 Global Augmented and Virtual Reality (AR VR) Price Forecast by Type (2023-2028)
5 Market Size by Application
5.1 Global Augmented and Virtual Reality (AR VR) Sales by Application
5.1.1 Global Augmented and Virtual Reality (AR VR) Historical Sales by Application (2017-2022)
5.1.2 Global Augmented and Virtual Reality (AR VR) Forecasted Sales by Application (2023-2028)
5.1.3 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Application (2017-2028)
5.2 Global Augmented and Virtual Reality (AR VR) Revenue by Application
5.2.1 Global Augmented and Virtual Reality (AR VR) Historical Revenue by Application (2017-2022)
5.2.2 Global Augmented and Virtual Reality (AR VR) Forecasted Revenue by Application (2023-2028)
5.2.3 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Application (2017-2028)
5.3 Global Augmented and Virtual Reality (AR VR) Price by Application
5.3.1 Global Augmented and Virtual Reality (AR VR) Price by Application (2017-2022)
5.3.2 Global Augmented and Virtual Reality (AR VR) Price Forecast by Application (2023-2028)
6 North America
6.1 North America Augmented and Virtual Reality (AR VR) Market Size by Type
6.1.1 North America Augmented and Virtual Reality (AR VR) Sales by Type (2017-2028)
6.1.2 North America Augmented and Virtual Reality (AR VR) Revenue by Type (2017-2028)
6.2 North America Augmented and Virtual Reality (AR VR) Market Size by Application
6.2.1 North America Augmented and Virtual Reality (AR VR) Sales by Application (2017-2028)
6.2.2 North America Augmented and Virtual Reality (AR VR) Revenue by Application (2017-2028)
6.3 North America Augmented and Virtual Reality (AR VR) Market Size by Country
6.3.1 North America Augmented and Virtual Reality (AR VR) Sales by Country (2017-2028)
6.3.2 North America Augmented and Virtual Reality (AR VR) Revenue by Country (2017-2028)
6.3.3 United States
6.3.4 Canada
7 Europe
7.1 Europe Augmented and Virtual Reality (AR VR) Market Size by Type
7.1.1 Europe Augmented and Virtual Reality (AR VR) Sales by Type (2017-2028)
7.1.2 Europe Augmented and Virtual Reality (AR VR) Revenue by Type (2017-2028)
7.2 Europe Augmented and Virtual Reality (AR VR) Market Size by Application
7.2.1 Europe Augmented and Virtual Reality (AR VR) Sales by Application (2017-2028)
7.2.2 Europe Augmented and Virtual Reality (AR VR) Revenue by Application (2017-2028)
7.3 Europe Augmented and Virtual Reality (AR VR) Market Size by Country
7.3.1 Europe Augmented and Virtual Reality (AR VR) Sales by Country (2017-2028)
7.3.2 Europe Augmented and Virtual Reality (AR VR) Revenue by Country (2017-2028)
7.3.3 Germany
7.3.4 France
7.3.5 U.K.
7.3.6 Italy
7.3.7 Russia
8 Asia Pacific
8.1 Asia Pacific Augmented and Virtual Reality (AR VR) Market Size by Type
8.1.1 Asia Pacific Augmented and Virtual Reality (AR VR) Sales by Type (2017-2028)
8.1.2 Asia Pacific Augmented and Virtual Reality (AR VR) Revenue by Type (2017-2028)
8.2 Asia Pacific Augmented and Virtual Reality (AR VR) Market Size by Application
8.2.1 Asia Pacific Augmented and Virtual Reality (AR VR) Sales by Application (2017-2028)
8.2.2 Asia Pacific Augmented and Virtual Reality (AR VR) Revenue by Application (2017-2028)
8.3 Asia Pacific Augmented and Virtual Reality (AR VR) Market Size by Region
8.3.1 Asia Pacific Augmented and Virtual Reality (AR VR) Sales by Region (2017-2028)
8.3.2 Asia Pacific Augmented and Virtual Reality (AR VR) Revenue by Region (2017-2028)
8.3.3 China
8.3.4 Japan
8.3.5 South Korea
8.3.6 India
8.3.7 Australia
8.3.8 China Taiwan
8.3.9 Indonesia
8.3.10 Thailand
8.3.11 Malaysia
9 Latin America
9.1 Latin America Augmented and Virtual Reality (AR VR) Market Size by Type
9.1.1 Latin America Augmented and Virtual Reality (AR VR) Sales by Type (2017-2028)
9.1.2 Latin America Augmented and Virtual Reality (AR VR) Revenue by Type (2017-2028)
9.2 Latin America Augmented and Virtual Reality (AR VR) Market Size by Application
9.2.1 Latin America Augmented and Virtual Reality (AR VR) Sales by Application (2017-2028)
9.2.2 Latin America Augmented and Virtual Reality (AR VR) Revenue by Application (2017-2028)
9.3 Latin America Augmented and Virtual Reality (AR VR) Market Size by Country
9.3.1 Latin America Augmented and Virtual Reality (AR VR) Sales by Country (2017-2028)
9.3.2 Latin America Augmented and Virtual Reality (AR VR) Revenue by Country (2017-2028)
9.3.3 Mexico
9.3.4 Brazil
9.3.5 Argentina
9.3.6 Colombia
10 Middle East and Africa
10.1 Middle East and Africa Augmented and Virtual Reality (AR VR) Market Size by Type
10.1.1 Middle East and Africa Augmented and Virtual Reality (AR VR) Sales by Type (2017-2028)
10.1.2 Middle East and Africa Augmented and Virtual Reality (AR VR) Revenue by Type (2017-2028)
10.2 Middle East and Africa Augmented and Virtual Reality (AR VR) Market Size by Application
10.2.1 Middle East and Africa Augmented and Virtual Reality (AR VR) Sales by Application (2017-2028)
10.2.2 Middle East and Africa Augmented and Virtual Reality (AR VR) Revenue by Application (2017-2028)
10.3 Middle East and Africa Augmented and Virtual Reality (AR VR) Market Size by Country
10.3.1 Middle East and Africa Augmented and Virtual Reality (AR VR) Sales by Country (2017-2028)
10.3.2 Middle East and Africa Augmented and Virtual Reality (AR VR) Revenue by Country (2017-2028)
10.3.3 Turkey
10.3.4 Saudi Arabia
11 Company Profiles
11.1 Microsoft
11.1.1 Microsoft Corporation Information
11.1.2 Microsoft Overview
11.1.3 Microsoft Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.1.4 Microsoft Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.1.5 Microsoft Recent Developments
11.2 Sony
11.2.1 Sony Corporation Information
11.2.2 Sony Overview
11.2.3 Sony Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.2.4 Sony Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.2.5 Sony Recent Developments
11.3 Google
11.3.1 Google Corporation Information
11.3.2 Google Overview
11.3.3 Google Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.3.4 Google Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.3.5 Google Recent Developments
11.4 Oculus (Meta)
11.4.1 Oculus (Meta) Corporation Information
11.4.2 Oculus (Meta) Overview
11.4.3 Oculus (Meta) Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.4.4 Oculus (Meta) Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.4.5 Oculus (Meta) Recent Developments
11.5 Magic Leap
11.5.1 Magic Leap Corporation Information
11.5.2 Magic Leap Overview
11.5.3 Magic Leap Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.5.4 Magic Leap Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.5.5 Magic Leap Recent Developments
11.6 HTC Corporation
11.6.1 HTC Corporation Corporation Information
11.6.2 HTC Corporation Overview
11.6.3 HTC Corporation Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.6.4 HTC Corporation Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.6.5 HTC Corporation Recent Developments
11.7 Optinvent
11.7.1 Optinvent Corporation Information
11.7.2 Optinvent Overview
11.7.3 Optinvent Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.7.4 Optinvent Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.7.5 Optinvent Recent Developments
11.8 MAD Gaze
11.8.1 MAD Gaze Corporation Information
11.8.2 MAD Gaze Overview
11.8.3 MAD Gaze Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.8.4 MAD Gaze Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.8.5 MAD Gaze Recent Developments
11.9 Epson
11.9.1 Epson Corporation Information
11.9.2 Epson Overview
11.9.3 Epson Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.9.4 Epson Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.9.5 Epson Recent Developments
11.10 Lenovo
11.10.1 Lenovo Corporation Information
11.10.2 Lenovo Overview
11.10.3 Lenovo Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.10.4 Lenovo Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.10.5 Lenovo Recent Developments
11.11 DPVR
11.11.1 DPVR Corporation Information
11.11.2 DPVR Overview
11.11.3 DPVR Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.11.4 DPVR Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.11.5 DPVR Recent Developments
11.12 Vuzix Corporation
11.12.1 Vuzix Corporation Corporation Information
11.12.2 Vuzix Corporation Overview
11.12.3 Vuzix Corporation Augmented and Virtual Reality (AR VR) Sales, Price, Revenue and Gross Margin (2017-2022)
11.12.4 Vuzix Corporation Augmented and Virtual Reality (AR VR) Product Model Numbers, Pictures, Descriptions and Specifications
11.12.5 Vuzix Corporation Recent Developments
12 Industry Chain and Sales Channels Analysis
12.1 Augmented and Virtual Reality (AR VR) Industry Chain Analysis
12.2 Augmented and Virtual Reality (AR VR) Key Raw Materials
12.2.1 Key Raw Materials
12.2.2 Raw Materials Key Suppliers
12.3 Augmented and Virtual Reality (AR VR) Production Mode & Process
12.4 Augmented and Virtual Reality (AR VR) Sales and Marketing
12.4.1 Augmented and Virtual Reality (AR VR) Sales Channels
12.4.2 Augmented and Virtual Reality (AR VR) Distributors
12.5 Augmented and Virtual Reality (AR VR) Customers
13 Market Drivers, Opportunities, Challenges and Risks Factors Analysis
13.1 Augmented and Virtual Reality (AR VR) Industry Trends
13.2 Augmented and Virtual Reality (AR VR) Market Drivers
13.3 Augmented and Virtual Reality (AR VR) Market Challenges
13.4 Augmented and Virtual Reality (AR VR) Market Restraints
14 Key Findings in The Global Augmented and Virtual Reality (AR VR) Study
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Author Details
15.3 Disclaimer



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