Global AR/VR Hardware Market Research Report by Application, by Hardware Type, by Industry Vertical, and by Region Industry Forecast till 2030
상품코드:1777253
리서치사:Market Research Future
발행일:2025년 06월
페이지 정보:영문 185 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 규모는 CAGR 37.8%로 추이하며, 2030년말에는 3,890억 6,640만 달러에 달성할 것으로 예측됩니다.
VR)과(AR)은 모두 디지털 기술과 현실 세계의 관계를 변화시킬 수 있는 체험형 기술의 한 예입니다. AR은 인터랙션(상호작용), 인스트럭션(지시), 시각화(시각화)의 세 가지 주요 기능에 초점을 맞추고 있으며, 실시간 정보와 그림을 동시에 제공함으로써 사용자의 시간을 절약하고 기계와 인간의 관계를 변화시키고 있습니다. 반면 VR은 다른 방식으로 작동합니다. VR은 헤드셋과 컴퓨터 그래픽(CGI)을 결합해 사용자에게 가상세계를 경험하게 하는 기술입니다.
세계 AR/VR 하드웨어 시장은 게임 및 엔터테인먼트 분야(특히 헤드마운트 디스플레이/HMD)의 강력한 수요를 배경으로 빠르게 성장하고 있습니다. 이러한 디바이스는 가볍고 몰입감이 높으며, 실시간 데이터와 고성능 반도체 칩의 진화로 공장 등 산업현장에서의 활용이 확대되고 있습니다.
그러나 모바일 기기에는 여전히 과제가 남아있습니다. 예를 들어 짧은 배터리 수명, 느린 이미지 처리 속도, 저장 공간의 한계 등을 들 수 있습니다. 또한 많은 센서를 탑재한 소형 VR 헤드셋을 제조하려면 비용이 많이 들기 때문에 가격이 비싸지는 경향이 있습니다.
한편, 스마트폰과 5G의 보급으로 앱을 다운로드하지 않고도 AR/VR 컨텐츠에 접근할 수 있는 환경이 조성되고 있습니다. 현재는 웹브라우저에서도 가상 컨텐츠를 볼 수 있게 되었습니다. 또한 VR은 교육, 온라인 쇼핑, 라이브 이벤트 등의 분야에서도 활용이 확대되고 있으며, 통신 네트워크와 기술의 발전이 이러한 활용을 촉진하고 있습니다.
지역 분석
북미는 AR/VR의 최전선에 서 있으며, 학교와 전자 분야의 기술 혁신이 진행되고 있습니다. 대기업의 신기술 및 메타버스 관련 노력도 성장을 가속하고 있습니다.
유럽은 교육 및 의료 분야에서 AR/VR의 속도를 높이고 있습니다. 영국과 독일은 훈련 툴에서 강력한 진전을 이루었습니다.
아시아태평양은 투자 증가와 5G 덕분에 AR/VR이 빠르게 성장하고 있습니다. 중국과 인도는 더 많은 사람들이 합리적인 가격의 기기에 접근할 수 있도록 돕고 있습니다.
중동/아프리카는 정부와 기업의 강력한 지원으로 AR/VR이 성장하고 있습니다. UAE는 기술 활용을 선도하고, 아프리카는 창의적인 스토리텔링으로 성장하고 있습니다.
라틴아메리카는 더 나은 기술 활용과 개발로 AR/VR을 꾸준히 채택하고 있습니다. 브라질은 주요 산업 파트너십과 혁신에서 두각을 보이고 있습니다.
세계의 AR/VR하드웨어 시장을 조사했으며, 시장의 정의와 개요, 시장 성장에 대한 각종 영향요인의 분석, 시장 규모 추이·예측, 각종 구분·지역/주요 국가별 내역, 경쟁 환경, 주요 기업의 개요 등을 정리하여 전해드립니다.
목차
제1장 개요
제2장 시장 개요
제3장 조사 방법
제4장 시장 역학
촉진요인
소비자와 상업의 관심 증가
실리콘 기술의 진화
촉진요인의 영향 분석
억제요인
휴대폰의 처리 능력, 스토리지, 메모리의 한계
기회
AR·VR에서 스마트폰 및 태블릿의 이용 증가
게임 이외에서 VR의 이용 증가
COVID-19의 영향 분석
러시아·우크라이나 전쟁의 영향
제5장 시장 요인 분석
공급망 분석
Porter's Five Forces 모델
제6장 세계의 AR/VR 하드웨어 시장 : 하드웨어 유형별
개요
센서
프로세서
컨트롤러
카메라
헤드폰
디스플레이 모니터
기타
제7장 세계의 AR/VR 하드웨어 시장 : 용도별
개요
헤드 마운트 디스플레이(HMD)
헤드업 디스플레이
핸드헬드 디바이스
제8장 세계의 AR/VR 하드웨어 시장 : 산업별
개요
항공우주·방위
게임 & 엔터테인먼트
교육·트레이닝
의료
자동차
기타
제9장 세계의 AR/VR 하드웨어 시장 : 지역별
개요
북미
미국
캐나다
유럽
영국
독일
프랑스
이탈리아
스페인
네덜란드
벨기에
스웨덴
스위스
러시아
우크라이나
폴란드
기타
아시아태평양
중국
일본
인도
한국
싱가포르
말레이시아
인도네시아
필리핀
기타
중동 및 아프리카
사우디아라비아
아랍에미리트
카타르
남아프리카공화국
기타
라틴아메리카
멕시코
브라질
아르헨티나
기타
제10장 경쟁 구도
경쟁 벤치마킹
벤더 점유율 분석
최근 동향
제11장 기업 개요
OCULUS VR(META)
SAMSUNG ELECTRONICS CO., LTD
WORLDVIZ
NXP SEMICONDUCTOR N.V
BOSCH SENSORTEC GMBH(BOSCH GROUP)
INERTIAL LABS
SONY CORPORATION
VALVE CORPORATION
HTC CORPROATION
TCL TECHNOLOGY
DPVR.
VUZIX
QUALCOMM TECHNOLOGIES INC.
SIEKO EPSON CORPORATION
PENUMBRA, INC
ARM LIMITED
LEKE VR
GOOGLE LLC
KSA
영문 목차
영문목차
Global AR/VR Hardware Market Research Report by Application (Head Mounted Display, Head Up Display, Handheld Display), by Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), by Industry Vertical (Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others), and by Region (North America, Europe, Asia Pacific, Middle East and Africa, South America) Industry Forecast till 2030
Industry Overview
The global augmented reality and virtual reality hardware market is projected to achieve USD 389,066.4 million by 2030, at a CAGR of 37.8% by the end of 2030. Virtual reality and augmented reality are both instances of technological experiences, which could transform the way digital technology interacts with the physical world. AR is focusing on the three main functions, such as interaction, instruction, and visualization. It changes the engagement between machine and humans by providing real-time information as well as diagrams at the same time to save time for the user. Conversely, virtual reality (VR) works differently. It uses a headset with a combination of CGI, or computer-generated images, to offer users a virtual world.
The global AR/VR hardware market is growing fast due to strong demand in gaming and entertainment, mainly for head-mounted displays (HMDs). These devices are lightweight and offer a more engaging experience. Their use is also increasing in factories, thanks to better silicon chips and real-time data.
Mobile devices still struggle with short battery life, slow image processing, and limited storage. Also, making compact VR headsets with extra sensors makes them costly.
At the same time, more people are using smartphones and 5G, making it easier to access AR/VR content without downloading apps. Web browsers now support virtual content. VR is also being used more in learning, online shopping, and live events. Improved networks and technology are pushing this trend forward.
Industry Segmentations
The global augmented reality and virtual reality hardware market is classified based on the hardware type, comprising sensors, processors, controllers, cameras, headphones, display monitors, and others.
In terms of industry verticals, the global market is segmented into aerospace & defence, gaming & entertainment, education & training, healthcare, automotive, and others.
Based on the application, the global augmented reality and virtual reality hardware market is divided into head-mounted display, head-up display, and handheld devices.
Regional Analysis
North America is ahead in the AR/VR market, with lots of tech growth in schools and electronics. Well-known companies are pushing new tools and metaverse projects.
Europe is picking up pace with AR/VR in education and healthcare. The UK and Germany are making strong progress with training tools.
Asia-Pacific is expanding fast in AR/VR thanks to rising investments and 5G. China and India are helping more people access affordable devices.
The Middle East & Africa are growing in AR/VR with strong government and business support. The UAE leads in tech use, and Africa is growing through creative storytelling.
Latin America is steadily adopting AR/VR due to better tech use and development. Brazil stands out with major industry partnerships and innovation.
Key Players
Major competitors in the global augmented reality and virtual reality hardware market are Oculus VR, Samsung Electronics Co., Ltd., Worldviz, NXP Semiconductors, Bosch Sensortec GmbH (Bosch Group), Inertial Labs, Sony Corporation, Valve Corporation, HTC Corporation, TCL Technologies, DPVR, Vuzix, Qualcomm Technologies Inc., Seiko Epson Corporation, Penumbra, Inc., ARM Limited, LEKE VR, and Google LLC.
TABLE OF CONTENTS
1 EXECUTIVE SUMMARY
1.1 MARKET ATTRACTIVENESS ANALYSIS
2 MARKET INTRODUCTION
2.1 DEFINITION
2.2 SCOPE OF THE STUDY
2.3 RESEARCH OBJECTIVE
2.4 MARKET STRUCTURE
3 RESEARCH METHODOLOGY
4 MARKET DYNAMICS
4.1 INTRODUCTION
4.2 DRIVERS
4.2.1 CONSUMER AND COMMERCIAL RISING INTEREST
4.2.2 EVOLUTION OF SILICON TECHNOLOGIES
4.2.3 DRIVERS IMPACT ANALYSIS
4.3 RESTRAINTS
4.3.1 LIMITED PROCESSING POWER, STORAGE AND MEMORY IN MOBILE PHONES
4.4 OPPORTUNITIES
4.4.1 GROWING USE OF SMARTPHONES AND TABLETS FOR AR& VR
4.4.2 RISING USAGE OF VR BEYOND GAMING
4.5 IMPACT ANALYSIS OF COVID-19
4.5.1 IMPACT ON SEMICONDUCTOR MANUFACTURERS
4.5.2 IMPACT ON COMPONENTMANUFACTURERS
4.5.3 IMPACT ON DEVICE MANUFACTURERS
4.5.4 COVID-19 IMPACT ON SUPPLY CHAIN
4.6 IMPACT OF RUSSIA-UKRAINE WAR
4.6.1 IMPACT ON OVERALL SEMICONDUSTOR INDUSTRY
4.6.2 IMPACT ON GLOBAL AR VR HARDWARE MARKET
4.6.3 IMPACT ON SUPPLY CHAIN
5 MARKET FACTOR ANALYSIS
5.1 SUPPLY CHAIN ANALYSIS
5.1.1 HARDWARE/COMPONENTS MANUFACTURERS
5.1.2 TECHNOLOGY INTEGRATORS
5.1.3 END-USERS
5.2 PORTER'S FIVE FORCES MODEL
5.2.1 THREAT OF NEW ENTRANTS
5.2.2 BARGAINING POWER OF SUPPLIERS
5.2.3 THREAT OF SUBSTITUTES
5.2.4 BARGAINING POWER OF BUYERS
5.2.5 INTENSITY OF RIVALRY
6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE
6.1 OVERVIEW
6.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
6.2 SENSORS
6.3 PROCESSORS
6.4 CONTROLLERS
6.5 CAMERAS
6.6 HEADPHONES
6.7 DISPLAY MONITORS
6.8 OTHERS
7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION
7.1 OVERVIEW
7.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
7.2 HEAD MOUNTED DISPLAY
7.3 HEAD UP DISPLAY
7.4 HANDHELD DEVICES
8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL
8.1 OVERVIEW
8.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
8.2 AEROSPACE & DEFENSE
8.3 GAMING & ENTERTAINMENT
8.4 EDUCATION & TRAINING
8.5 HEALTHCARE
8.6 AUTOMOTIVE
8.7 OTHERS
9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION
9.1 OVERVIEW
9.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030 (USD MILLION)
9.1.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018-2030 (USD MILLION)
9.2 NORTH AMERICA
9.2.1 NORTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
9.2.2 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.2.3 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.2.4 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.2.5 US
9.2.5.1 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.2.5.2 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.2.5.3 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.2.6 CANADA
9.2.6.1 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.2.6.2 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.2.6.3 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3 EUROPE
9.3.1 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
9.3.2 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.3 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.4 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.5 UK
9.3.5.1 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.5.2 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.5.3 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.6 GERMANY
9.3.6.1 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.6.2 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.6.3 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.7 FRANCE
9.3.7.1 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.7.2 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.7.3 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.8 ITALY
9.3.8.1 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.8.2 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.8.3 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.9 SPAIN
9.3.9.1 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.9.2 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.9.3 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.10 NETHERLANDS
9.3.10.1 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.10.2 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.10.3 NETHERLANDS AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.11 BELGIUM
9.3.11.1 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.11.2 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.11.3 BELGIUM AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.12 SWEDEN
9.3.12.1 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.12.2 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.12.3 SWEDEN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.13 SWITZERLAND
9.3.13.1 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.13.2 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.13.3 SWITZERLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.14 RUSSIA
9.3.14.1 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.14.2 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.14.3 RUSSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.15 UKRAINE
9.3.15.1 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.15.2 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.15.3 UKRAINE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.16 POLAND
9.3.16.1 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.16.2 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.16.3 POLAND AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.3.17 REST OF EUROPE
9.3.17.1 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.3.17.2 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.3.17.3 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4 ASIA-PACIFIC
9.4.1 ASIA-PACIFIC: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
9.4.2 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.3 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.4 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.5 CHINA
9.4.5.1 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.5.2 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.5.3 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.6 JAPAN
9.4.6.1 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.6.2 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.6.3 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.7 INDIA
9.4.7.1 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.7.2 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.7.3 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.8 SOUTH KOREA
9.4.8.1 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.8.2 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.8.3 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.9 SINGAPORE
9.4.9.1 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.9.2 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.9.3 SINGAPORE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.10 MALAYSIA
9.4.10.1 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.10.2 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.10.3 MALAYSIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.11 INDONESIA
9.4.11.1 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.11.2 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.11.3 INDONESIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.12 PHILIPPINES
9.4.12.1 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.12.2 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.12.3 PHILIPPINES AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.4.13 REST OF ASIA-PACIFIC
9.4.13.1 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.4.13.2 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.4.13.3 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5 MIDDLE EAST & AFRICA
9.5.1 MIDDLE EAST & AFRICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
9.5.2 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.3 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.4 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5.5 SAUDI ARABIA
9.5.5.1 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.5.2 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.5.3 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5.6 UAE
9.5.6.1 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.6.2 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.6.3 UAE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5.7 QATAR
9.5.7.1 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.7.2 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.7.3 QATAR AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5.8 SOUTH AFRICA
9.5.8.1 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.8.2 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.8.3 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.5.9 REST OF MIDDLE EAST & AFRICA
9.5.9.1 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.5.9.2 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.5.9.3 REST OF MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.6 LATIN AMERICA
9.6.1 LATIN AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION)
9.6.2 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.6.3 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.6.4 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.6.5 MEXICO
9.6.5.1 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.6.5.2 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.6.5.3 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.6.6 BRAZIL
9.6.6.1 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.6.6.2 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.6.6.3 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.6.7 ARGENTINA
9.6.7.1 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.6.7.2 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.6.7.3 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)
9.6.8 REST OF LATIN AMERICA
9.6.8.1 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION)
9.6.8.2 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION)
9.6.8.3 REST OF LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION)