Report Code: A06066 | Mar 2020 | Pages: 270 | ||
Tables: 113 | Charts: 76 |
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Request Now !The global AR/VR chip market size was valued at $1.38 billion in 2018, and is projected to reach $7.76 billion by 2026, registering a CAGR of 23.3% from 2019 to 2026. Augmented reality is a technology that uses the existing user’s environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)—computer generated environment—which completely immerses end users in an artificial world without seeing the real world. This report includes, the revenue generation from the sale of augmented and virtual reality enabled hardware and content.
The growth of the AR/VR chip market is driven by rise in demand for AR/VR chip in gaming vertical, cost-efficient benefits of augmented and virtual reality based solutions, and surge in need for the adoption of AR/VR in various applications. However, resistance to adopt the augmented and virtual reality technology and lack of investments in R&D restrain the growth of the market. Furthermore, technological advancements and introduction of industry-specific solution offer lucrative opportunities for the AR/VR chip market growth.
Augmented reality (AR) technology allows the computer-generated data or imagery to overlap physical objects accurately in real time. AR enhances the perception of users, and provided information helps them perform tasks in the real world. The major components of an AR system are displays, sensors, and embedded electronics. It is widely used in areas such as employee training and video conferencing.
Virtual reality (VR) technology enables the users and provides the virtual environment by using computer hardware and software. It provides a fully immersive environment in which the user can interact with objects similar to those in the real world. VR technology works on components such as gesture recognition systems, sensors, and embedded electronics.
Augmented and virtual reality offers a cost-effective and efficient solution in training and skill development as it replicates the real scenarios by using augmented and virtual reality enabled solutions. For instance, in civil aviation or military application, it is costlier to utilize an actual aircraft to train a pilot. Further, it could harm the human as well. Whereas, augmented and virtual reality solutions create a virtual environment similar to the real world, where a trainee can understand and tackle challenges with strategic mapping. Moreover, in healthcare, training students or nurses or other medical professionals on live humans is unethical and could be harmful. Thus, augmented and virtual reality-based solutions provide valid tools to train medical professionals without compromising and harming one’s life.
Segmentation
The AR/VR chip market is segmented on the basis of chip type, device type, end user, and application. On the basis of chip type, the market is divided into processor ICs, user interface ICs, and power management ICs. Device types covered in the study include head mounted display, head up display, handheld device, gesture tracking device, and projector & display wall. End user includes gaming, entertainment & media, aerospace & defense, healthcare, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The key players profiled in the report include Qualcomm Technologies Inc., NVIDIA Corporation, Imagination Technologies Limited, MEDIATEK Inc., Intel Corporation, Spectra 7, Advanced Microdevices Inc, International Business Machine Corporation, Samsung Electronics Co. Ltd, and Huawei Technologies Co. ltd. These key players have adopted strategies such as product portfolio expansion, mergers & acquisitions, agreements, geographical expansion, and collaborations to enhance their AR/VR chip market share.
Top Impacting Factors
The significant factors impacting the global AR/VR chip market include rise in demand for AR/VR chip in gaming vertical, cost-efficient benefits of augmented and virtual reality-based solutions, surge in need for the adoption of AR/VR in various applications, resistance to adopt the augmented and virtual reality technology, lack of investment in R&D, advancement in technology, and introduction of industry specific solutions.
Rise in demand for AR/VR chip in gaming vertical
Video game is one of the major applications of augmented and virtual reality technology. Over the past few years, number of gamers worldwide has increased at a rapid pace. This is attributed to increased demand for augmented and virtual reality-based games, which in turn drives the market growth. The smartphone manufacturing companies are increasing the number of gaming features in their devices for enhancing the overall user interface experience and to keep ahead of their competitors in the market.
Lack of investment in R&D
Prominent players in the UK, Germany, and others are focused on delivering the product rather than investing in R&D activities. This is expected to restrict the growth of the market as novel solutions would not be produced to tackle existing challenges, which are yet to be solved.
Introduction of industry-specific solution
Augmented and virtual reality solutions find high usage in various industries such as civil aviation, defense & security, healthcare, digital manufacturing, education, and entertainment. However, prominent players operating in the augmented and virtual reality market are projected to concentrate on the introduction of industry-specific solutions to expand their presence across various industries such as mining, oil & gas, and transportation.
Key Benefits for Stakeholders:
AR/VR Chip Market Report Highlights
Aspects | Details |
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By Chip Type |
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By Device Type |
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By End User |
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By Region |
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Key Market Players | NVIDIA Corporation, Huawei Technologies Co., Ltd., SAMSUNG ELECTRONICS CO. LTD, MEDIATEK INC, Advanced Micro Devices, Inc., Imagination Technologies Limited, Intel Corporation, Spectra7, International Business Machines Corporation (IBM), Qualcomm Technologies, Inc. |
CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key benefits for stakeholders
1.3. Key market segments
1.4. Research methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. Key findings
2.1.1. Top impacting factors
2.1.2. Top investment pockets
2.2. CXO perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key forces shaping premise cable market
3.3. Market dynamics
3.3.1. Drivers
3.3.1.1. Rise in demand for AR/VR chip in gaming vertical
3.3.1.2. Surge in need for the adoption of AR/VR in various applications
3.3.2. Restrains
3.3.2.1. Resistance to adopt the augmented and virtual reality technology
3.3.2.2. Lack of investments in R&D
3.3.3. Opportunities
3.3.3.1. Advancement in technology
3.3.3.1. Introduction of industry-specific solution
CHAPTER 4: AR/VR CHIP MARKET, BY CHIP TYPE
4.1. Overview
4.1.1. Market size and forecast, by chip type
4.2. Processor ICs
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. User Interface ICs
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
4.4. Power Management ICs
4.4.1. Key market trends, growth factors, and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market analysis, by country
CHAPTER 5: AR/VR CHIP MARKET, BY DEVICE TYPE
5.1. Overview
5.1.1. Market size and forecast, by device type
5.2. Head Mounted Display
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.3. Head Up Display
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.4. Handheld Device
5.4.1. Key market trends, growth factors, and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market analysis, by country
5.5. Gesture Tracking Device
5.5.1. Key market trends, growth factors, and opportunities
5.5.2. Market analysis, by region
5.5.3. Market analysis, by country
5.6. Projector & Display Wall
5.6.1. Key market trends, growth factors, and opportunities
5.6.2. Market analysis, by Region
5.6.3. Market analysis, by country
CHAPTER 6: AR/VR CHIP MARKET, BY END USER
6.1. Overview
6.1.1. Market size and forecast, by end user
6.2. Gaming
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country
6.3. Entertainment & Media
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country
6.4. Aerospace & Defense
6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market analysis, by country
6.5. Healthcare
6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market analysis, by region
6.5.3. Market analysis, by country
6.6. Others
6.6.1. Key market trends, growth factors, and opportunities
6.6.2. Market analysis, by region
6.6.3. Market analysis, by country
CHAPTER 7: AR/VR CHIP MARKET, BY REGION
7.1. Overview
7.2. North America
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by chip type
7.2.3. Market size and forecast, by device type
7.2.4. Market size and forecast, by End User
7.2.5. Market analysis, by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by chip type
7.2.5.1.2. Market size and forecast, by device type
7.2.5.1.3. Market size and forecast, by end user
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by chip type
7.2.5.2.2. Market size and forecast, by device type
7.2.5.2.3. Market size and forecast, by end user
7.2.5.3. Mexico
7.2.5.3.1. Market size and forecast, by chip type
7.2.5.3.2. Market size and forecast, by device type
7.2.5.3.3. Market size and forecast, by end user
7.2.5.3.4. Europe
7.2.6. Key market trends, growth factors, and opportunities
7.2.7. Market size and forecast, by chip type
7.2.8. Market size and forecast, by device type
7.2.9. Market size and forecast, by end user
7.2.10. Market analysis, by country
7.2.10.1. Germany
7.2.10.1.1. Market size and forecast, by chip type
7.2.10.1.2. Market size and forecast, by device type
7.2.10.1.3. Market size and forecast, by end user
7.2.10.2. UK
7.2.10.2.1. Market size and forecast, by chip type
7.2.10.2.2. Market size and forecast, by device type
7.2.10.2.3. Market size and forecast, by end user
7.2.10.3. France
7.2.10.3.1. Market size and forecast, by chip type
7.2.10.3.2. Market size and forecast, by device type
7.2.10.3.3. Market size and forecast, by end user
7.2.10.3.4. Russia
7.2.10.3.5. Market size and forecast, by chip type
7.2.10.3.6. Market size and forecast, by device type
7.2.10.3.7. Market size and forecast, by end user
7.2.10.4. Rest of Europe
7.2.10.4.1. Market size and forecast, by chip type
7.2.10.4.2. Market size and forecast, by device type
7.2.10.4.3. Market size and forecast, by end user
7.3. Asia-Pacific
7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast, by chip type
7.3.3. Market size and forecast, by device type
7.3.4. Market size and forecast, by End User
7.3.5. Market analysis, by country
7.3.5.1. China
7.3.5.1.1. Market size and forecast, by chip type
7.3.5.1.2. Market size and forecast, by device type
7.3.5.1.3. Market size and forecast, by end user
7.3.5.2. Japan
7.3.5.2.1. Market size and forecast, by chip type
7.3.5.2.2. Market size and forecast, by device type
7.3.5.2.3. Market size and forecast, by end user
7.3.5.3. South Korea
7.3.5.3.1. Market size and forecast, by chip type
7.3.5.3.2. Market size and forecast, by device type
7.3.5.3.3. Market size and forecast, by end user
7.3.5.4. Rest of Asia-Pacific
7.3.5.4.1. Market size and forecast, by chip type
7.3.5.4.2. Market size and forecast, by device type
7.3.5.4.3. Market size and forecast, by end user
7.4. LAMEA
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by chip type
7.4.3. Market size and forecast, by device type
7.4.4. Market size and forecast, by End User
7.4.5. Market analysis, by country
7.4.5.1. Latin America
7.4.5.1.1. Market size and forecast, by chip type
7.4.5.1.2. Market size and forecast, by device type
7.4.5.1.3. Market size and forecast, by end user
7.4.5.1.4. Middle East
7.4.5.1.5. Market size and forecast, by chip type
7.4.5.1.6. Market size and forecast, by device type
7.4.5.1.7. Market size and forecast, by end user
7.4.5.1.8. Africa
7.4.5.1.9. Market size and forecast, by chip type
7.4.5.1.10. Market size and forecast, by device type
7.4.5.1.11. Market size and forecast, by end user
CHAPTER 8: COMPANY PROFILES
8.1. Qualcomm Technologies, Inc.
8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Operating business segments
8.1.4. Product portfolio
8.1.5. R&D Expenditure
8.1.6. Business performance
8.1.7. Key strategic moves and developments
8.2. NVIDIA Corporation
8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Operating business segments
8.2.4. Product portfolio
8.2.5. R&D Expenditure
8.2.6. Business performance
8.3. Imagination Technologies Limited
8.3.1. Company overview
8.3.3. Product portfolio
8.4. MEDIATEK INC
8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Product portfolio
8.4.4. R&D Expenditure
8.4.5. Business performance
8.5. Intel Corporation
8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Operating business segments
8.5.4. Product portfolio
8.5.5. R&D Expenditure
8.5.6. Business performance
8.6. Spectra7
8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Product portfolio
8.6.4. Key strategic moves and developments
8.7. Advanced Micro Devices, Inc.
8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Operating business segments
8.7.4. Product portfolio
8.7.5. Business performance
8.8. International Business Machines Corporation (IBM)
8.8.1. Company overview
8.8.2. Key Executive
8.8.3. Company snapshot
8.8.4. Operating business segments
8.8.5. Product portfolio
8.8.6. R&D Expenditure
8.8.7. Business performance
8.9. SAMSUNG ELECTRONICS CO. LTD.
8.9.1. Company overview
8.9.2. Key Executive
8.9.3. Company snapshot
8.9.4. Operating business segments
8.9.5. Product portfolio
8.9.6. R&D Expenditure
8.9.7. Business performance
8.10. Huawei Technologies Co., Ltd.
8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Operating business segments
8.10.4. Product portfolio
8.10.5. R&D Expenditure
8.10.6. Business performance
LIST OF TABLES
TABLE 01. GLOBAL AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018-2026 ($MILLION)
TABLE 02. PROCESSOR ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 03. USER INTERFACE ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 04. POWER MANAGEMENT ICS AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 05. GLOBAL AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018-2026($MILLION)
TABLE 06. HEAD MOUNTED DISPLAY AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 07. HEAD UP DISPLAY AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 08. HANDHELD DEVICE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 09. GESTURE TRACKING DEVICE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 10. PROJECTOR & DISPLAY WALL AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 11. GLOBAL AR/VR CHIP MARKET REVENUE, BY END USER, 2018-2026($MILLION)
TABLE 12. GAMING AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 13. ENTERTAINMENT & MEDIA AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 14. AEROSPACE & DEFENSE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 15. HEALTHCARE AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 16. OTHER AR/VR CHIP MARKET REVENUE, BY REGION 2018-2026 ($MILLION)
TABLE 17. GLOBAL AR/VR CHIP MARKET REVENUE, BY REGION, 2018–2026 ($MILLION)
TABLE 18. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 19. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 20. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 21. NORTH AMERICA AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 22. U.S. AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 23. U.S. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 24. U.S. AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 25. CANADA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 26. CANADA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 27. CANADA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 28. MEXICO AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 29. MEXICO AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 30. MEXICO AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 31. EUROPE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 32. EUROPE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 33. EUROPE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 34. EUROPE AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 35. GERMANY AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 36. GERMANY AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 37. GERMANY. AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 38. UK AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 39. UK AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 40. UK AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 41. FRANCE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 42. FRANCE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 43. FRANCE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 44. RUSSIA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 45. RUSSIA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 46. RUSSIA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 47. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 48. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 49. REST OF EUROPE AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 50. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 51. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 52. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 53. ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 54. CHINA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 55. CHINA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 56. CHINA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 57. JAPAN AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 58. JAPAN AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 59. JAPAN AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 60. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 61. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 62. SOUTH KOREA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 63. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 64. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 65. REST OF ASIA PACIFIC AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 66. LAMEA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 67. LAMEA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 68. LAMEA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 69. LAMEA AR/VR CHIP MARKET REVENUE, BY COUNTRY, 2018–2026 ($MILLION)
TABLE 70. LATIN AMERICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 71. LATIN AMERICA. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 72. LATIN AMERICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 73. MIDDLE EAST AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 74. MIDDLE EAST. AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 75. MIDDLE EAST AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 76. AFRICA AR/VR CHIP MARKET REVENUE, BY CHIP TYPE, 2018–2026 ($MILLION)
TABLE 77. AFRICA AR/VR CHIP MARKET REVENUE, BY DEVICE TYPE, 2018–2026 ($MILLION)
TABLE 78. AFRICA AR/VR CHIP MARKET REVENUE, BY END USER, 2018–2026 ($MILLION)
TABLE 79. QUALCOMM TECHNOLOGIES, INC: COMPANY SNAPSHOT
TABLE 80. QUALCOMM TECHNOLOGIES, INC.: OPERATING SEGMENTS
TABLE 81. QUALCOMM TECHNOLOGIES, INC.: PRODUCT PORTFOLIO
TABLE 82. QUALCOMM TECHNOLOGIES: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 83. NVIDIA CORPORATION.: COMPANY SNAPSHOT
TABLE 84. NVIDIA CORPORATION: OPERATING SEGMENTS
TABLE 85. NVIDIA CORPORATION: PRODUCT PORTFOLIO
TABLE 86. IMAGINATION TECHNOLOGIES LIMITED: COMPANY SNAPSHOT
TABLE 87. IMAGINATION TECHNOLOGIES LIMITED: PRODUCT PORTFOLIO
TABLE 88. MEDIATEK INC: COMPANY SNAPSHOT
TABLE 89. MEDIATEK INC: PRODUCT PORTFOLIO
TABLE 90. INTEL CORPORATION: COMPANY SNAPSHOT
TABLE 91. INTEL CORPORATION: OPERATING SEGMENTS
TABLE 92. INTEL CORPORATION: PRODUCT PORTFOLIO
TABLE 93. SPECTRA7: COMPANY SNAPSHOT
TABLE 94. SPECTRA7: PRODUCT PORTFOLIO
TABLE 95. SPECTRA7: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 96. AMD: COMPANY SNAPSHOT
TABLE 97. AMD: OPERATING SEGMENTS
TABLE 98. AMD: PRODUCT PORTFOLIO
TABLE 99. INTERNATIONAL BUSINESS MANAGEMENT CORPORATION (IBM): KEY EXECUTIVES
TABLE 100. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): COMPANY SNAPSHOT
TABLE 101. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): OPERATING SEGMENTS
TABLE 102. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): PRODUCT PORTFOLIO
TABLE 103. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): R&D EXPENDITURE, 2016–2018 ($MILLION)
TABLE 104. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): NET SALES, 2016–2018 ($MILLION)
TABLE 105. SAMSUNG ELECTRONICS CO. LTD.: KEY EXECUTIVES
TABLE 106. SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT
TABLE 107. SAMSUNG ELECTRONICS CO. LTD.: OPERATING SEGMENTS
TABLE 108. SAMSUNG ELECTRONICS CO. LTD.: PRODUCT PORTFOLIO
TABLE 109. SAMSUNG ELECTRONICS CO. LTD: R&D EXPENDITURE, 2016–2018 ($MILLION)
TABLE 110. SAMSUNG ELECTRONICS CO. LTD.: NET SALES, 2016–2018 ($MILLION)
TABLE 111. HUAWEI TECHNOLOGIES CO., LTD.: COMPANY SNAPSHOT
TABLE 112. HUAWEI TECHNOLOGIES CO., LTD.: OPERATING SEGMENTS
TABLE 113. HUAWEI TECHNOLOGIES CO., LTD.: PRODUCT PORTFOLIO
LIST OF FIGURES
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. EXECUTIVE SUMMARY, BY SEGMENTATION
FIGURE 03. EXECUTIVE SUMMARY, BY GEOGRAPHY
FIGURE 04. TOP IMPACTING FACTORS
FIGURE 05. TOP INVESTMENT POCKETS
FIGURE 06. LOW BARGAINING POWER OF SUPPLIERS
FIGURE 07. MODERATE THREAT OF NEW ENTRANTS
FIGURE 08. LOW THREAT OF SUBSTITUTES
FIGURE 09. MODERATE INTENSITY OF RIVALRY
FIGURE 10. MODERATE BARGAINING POWER OF BUYERS
FIGURE 11. GLOBAL AR/VR CHIP MARKET SHARE, BY CHIP TYPE, 2018–2026 (%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS PROCESSOR ICS AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026
FIGURE 13. COMPARATIVE SHARE ANALYSIS GLOBAL USERINTERFACE ICS AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS GLOBAL POWER MANAGEMENT ICS AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 15. GLOBAL AR/VR CHIP MARKET SHARE, BY DEVICE TYPE, 2018–2026 (%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF HEAD MOUNTED DISPLAY AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF HEAD UP DISPLAY R/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF HANDHELD DEVICE AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF GESTURE TRACKING DEVICE AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF PROJECTOR & DISPLAY WALL AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 21. GLOBAL AR/VR CHIP MARKET SHARE, BY END USER, 2018–2026 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF GAMING AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT & MEDIA AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF AEROSPACE & DEFENSE AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF HEALTHCARE AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF OTHERS AR/VR CHIP MARKET, BY COUNTRY, 2018 & 2026 (%)
FIGURE 27. GLOBAL AR/VR CHIP MARKET, BY REGION, 2018-2026 (%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF NORTH AMERICA AR/VR CHIP MARKET, BY COUNTRY, 2018–2026 (%)
FIGURE 29. U.S. AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 30. CANADA AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 31. MEXICO AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 32. COMPARATIVE SHARE ANALYSIS OF EUROPE AR/VR CHIP MARKET, BY COUNTRY, 2018–2026 (%)
FIGURE 33. GERMANY AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 34. UK AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 35. FRANCE AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 36. RUSSIA AR/VR MARKET, 2018–2026 ($MILLION)
FIGURE 37. REST OF EUROPE AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 38. COMPARATIVE SHARE ANALYSIS ASIA PACIFIC AR/VR CHIP MARKET, BY COUNTRY, 2018–2026 (%)
FIGURE 39. CHINA AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 40. JAPAN AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 41. SOUTH KOREA AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 42. REST OF ASIA-PACIFIC AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 43. COMPARATIVE SHARE ANALYSIS OF LAMEA AR/VR CHIP MARKET, BY COUNTRY, 2018–2026 (%)
FIGURE 44. LATIN AMERICA AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 45. MIDDLE EAST AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 46. AFRICA AR/VR CHIP MARKET, 2018–2026 ($MILLION)
FIGURE 47. R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 48. QUALCOMM TECHNOLOGIES, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 49. QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 50. QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 51. NVIDIA CORPORATION: R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 52. NVIDIA CORPORATION: NET SALES, 2016–2018 ($MILLION)
FIGURE 53. NVIDIA CORPORATION: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 54. NVIDIA CORPORATION: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 55. MEDIATEK INC: R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 56. MEDIATEK INC: REVENUE, 2016–2018 ($MILLION)
FIGURE 57. MEDIATEK INC: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 58. R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 59. INTEL CORPORATION: NET SALES, 2018–2018 ($MILLION)
FIGURE 60. INTEL CORPORATION: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 61. INTEL CORPORATION: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 62. AMD: NET SALES, 2016–2018 ($MILLION)
FIGURE 63. AMD: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 64. AMD: REVENUE SHARE BY GEOGRAPHY, 2018 (%)
FIGURE 65. R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 66. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): REVENUE, 2016–2018 ($MILLION)
FIGURE 67. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 68. INTERNATIONAL BUSINESS MACHINES CORPORATION (IBM): REVENUE SHARE BY REGION, 2018 (%)
FIGURE 69. SAMSUNG ELECTRONICS CO. LTD: R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 70. SAMSUNG ELECTRONICS CO. LTD.: NET SALES, 2016–2018 ($MILLION)
FIGURE 71. SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY SEGMENT, 2018 (%)
FIGURE 72. SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY REGION, 2018 (%)
FIGURE 73. R&D EXPENDITURE, 2016–2018 ($MILLION)
FIGURE 74. HUAWEI TECHNOLOGIES CO., LTD.: NET SALES, 2016–2018 ($MILLION)
FIGURE 75. HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY BUSINESS, 2018 (%)
FIGURE 76. HUAWEI TECHNOLOGIES CO., LTD.: REVENUE SHARE BY REGION, 2018 (%)
Augmented and virtual reality offers a cost-effective and efficient solution for training and skill development as it replicates the real scenarios by using augmented and virtual reality enabled solutions. Augmented reality is a technology that uses the existing user’s environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world.
The growth of the AR/VR chip market is driven by rise in demand for AR/VR chip in gaming vertical, cost-efficient benefits of augmented and virtual reality-based solutions, and surge in need for the adoption of AR/VR in various applications. However, resistance to adopt the augmented and virtual reality technology and lack of investments in R&D restrain the growth of the market. Furthermore, technological advancement and introduction of industry-specific solution offer lucrative opportunities for the market growth.
The key players profiled in the report include Qualcomm Technologies Inc., NVIDIA Corporation, Imagination Technologies Limited, MEDIATEK Inc., Intel Corporation, Spectra 7, Advanced Microdevices Inc, International Business Machine Corporation, Samsung Electronics Co. Ltd, and Huawei Technologies Co. Ltd.
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