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2022
Augmented And Virtual Reality Market

Augmented and Virtual Reality Market by Organization Size, (Large Enterprises and Small & Medium Sized Enterprises), Application, (Consumer and Enterprise), and Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Global Opportunity Analysis and Industry Forecast, 2021–2030

A01805
Pages: 249
Oct 2021 | 50068 Views
   
Author(s) : Vikas Gaikwad and Rachita Rake
Tables: 122
Charts: 74
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Augmented and Virtual Reality Market Statistics: 2030 

The augmented and virtual reality market size was valued at $14.84 billion in 2020, and is projected to reach $454.73 billion by 2030, registering a CAGR of 40.7%. Growth of the mobile gaming industry and increase in internet connectivity act as the key drivers of the global AR and VR market. In addition, increase in use of consumer electronic devices is expected to fuel the of the global augmented and virtual reality market growth.

COVID-19 pandemic has significantly fostered the augmented and virtual reality market growth rate owing to the increased shift toward the adoption of virtual and augmented reality technologies as more number of businesses have turned to remote work. For instance, HTC announced to hold 2021 developer conference online, and it is projected to still be conducted through VR.

On the basis of organization size, the large enterprises segment exhibited the highest growth in the augmented and virtual reality market in 2020, and is expected to maintain its dominance in the upcoming years. This is due to rise in applications of augmented and virtual reality in automotive, manufacturing, construction, extractive industry, aircraft, healthcare, education, law enforcement, and real estate industries. However, the SMEs segment is expected to witness highest growth, due to AR & VR technology benefits such as reduced field staff training costs, faster repairs, and greater customer satisfaction.

Augmented-and-Virtual-Reality-Market-2021-2030

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By application, the augmented and virtual reality market share was dominated by the consumer segment in 2020 and is expected to maintain its dominance in the upcoming years. However, the enterprise segment is expected to witness the highest growth, as the increase in number of enterprises apart from gaming and other consumer entertainment subsectors are adopting and testing AR and VR technologies in an extensive range of work-related applications.

North America dominates the augmented and virtual reality market due to the demand from gaming, entertainment & media, aerospace & defense, retail, and manufacturing industries. In addition, North America is a home to major players such as Google, Facebook, DAQRI, and others, which offer advanced solutions. Moreover, enterprises in this region have invested on AR & VR along with simulation. However, Asia-Pacific is expected to observe highest growth rate during the forecast period. Introduction of 4G technology and high-speed communication along with growing number of smartphone users has driven the adoption of AR and VR market in this region. 

The report focuses on the growth prospects, restraints, and global augmented and virtual reality market analysis. The study provides Porter’s five forces analysis of the global augmented and virtual reality market forecast to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, the threat of new entrants, threat of substitutes, and bargaining power of buyers on the global augmented and virtual reality market trends.

Segment Review

The global augmented and virtual reality market is segmented on the basis of organization size, application, industry vertical, and region. On the basis of organization size, the market is fragmented into large enterprises and small & medium sized enterprises. In terms of application, the market is bifurcated into consumer and enterprise. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. Region wise, augmented and virtual reality industry is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

COVID-19 Impact Analysis

The augmented and virtual reality market was valued at $14.84 billion in 2020, and is projected to reach $454.73 billion by 2030, registering a CAGR of 40.7%. The current estimation of 2030 is projected to be higher than pre-COVID-19 estimates. The COVID-19 pandemic has significantly fostered the augmented and virtual reality market growth rate owing to the increased shift toward the adoption of virtual and augmented reality technologies as more number of businesses have turned to remote work. For instance, HTC announced to hold 2021 developer conference online, and it is projected to still be conducted through VR. On the other hand, The 2020 China Spring Cloud Auto Show combined AR technology, big data, Web 3D, panoramic content, and other technologies to present cutting-edge technologies and products from multiple perspectives. 

Moreover, augmented and virtual reality is finding emerging healthcare applications such as the patient management, tele-health, point of care, and home-based care. This is opportunistic for the growth of the market during the post pandemic period.

Augmented and Virtual Reality Market
By Organization size

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SMEs segment is projected as one of the most lucrative segments.

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Top impacting factors    

The global AR and VR market is influenced by several factors such as proliferation of smartphones, increase in popularity of gaming, cost-efficient benefits of augmented and virtual reality-based solutions, and surge in adoption of AR and VR technologies by the enterprises. These factors are anticipated to drive the growth of augmented and virtual reality. However, lack of good user experience design is expected to hamper the market growth during the forecast period. These factors collectively provide opportunities for the market growth. However, each factor has its definite impact on the market.

Increase in smartphone penetration 

Rising adoption of smartphones and technological advancements have allowed its users to view virtual images immersed in real contexts. In addition, they are also able to connect with these images and objects to interact with them by simply using the camera on their smartphone devices, which are the major factors boosting the growth of the AR and VR market. Moreover, augmented reality (AR) and virtual reality (VR) are becoming vital components of modern smartphones, and mobile devices are expected to drive the demand for these technologies. Also, smartphone makers are now planning to develop the next wave of revolutionary computing devices, which is expected to bring new opportunities for the growth of the market. Furthermore, AR can be delivered through smartphone alone owing to the location-based AR apps.

Augmented and Virtual Reality Market
By Applications

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Enterprise segment is projected as one of the most lucrative segments.

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Although, the adoption of AR is still in its nascent stage, there are huge opportunities for the large-scale adoption of AR as, the penetration of smartphones is booming at a rapid rate in emerging economies such as India. For instance, it was estimated to reach over 400 million users by 2020, which is expected to be opportunistic for the growth of the AR and VR industry in upcoming years.

Rise in adoption of AR VR by enterprises 

The adoption of AR and VR technology use cases are moving beyond video gaming and into areas such as content creation and professional training. In addition, by analyzing benefits, enterprises are rapidly moving toward the augmented and virtual reality. Moreover, innovative brands are experimenting with a wave of new applications for AR and VR, which is also one of the major factors driving the growth of the market. For instance, approximately 2,216 responses to the survey from business and IT leaders were studied. Thus, 7% reported that they’re making significant investments in VR and 15% plan to invest in the next 3 years; and 10% reported that they’re making considerable investments in AR and 24% are planning to invest in the next 3 years. 

Augmented and Virtual Reality Market
By Region

2030
Asia-pacific 
North America
Europe
Lamea

Asia-Pacific is projected as one of the most significant region.

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Key Benefits For Stakeholders

  • This study includes the Global Augmented and Virtual Reality market analysis, trends, and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and Global Augmented and Virtual Reality market opportunity.
  • The Global Augmented and Virtual Reality market size is quantitatively analyzed from 2020 to 2030 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in Global Augmented and Virtual Reality industry.

Key Market Segments

  • BY APPLICATION
    • Consumer
    • Enterprise
  • BY ORGANIZATION SIZE
    • Large Enterprises
    • Small- & Medium-sized Enterprises
  • BY INDUSTRY VERTICAL
    • Gaming
    • Entertainment & Media
    • Aerospace & Defense
    • Healthcare
    • Education
    • Manufacturing
    • Retail
    • Others
  • BY REGION
    • North America
      • U.S
      • Canada
    • Europe
      • UK
      • France
      • Germany
      • Russia
      • Rest of Europe
    • Asia-Pacific
      • China
      • India
      • Japan
      • South Korea
      • Rest of Asia-Pacific
    • LAMEA
      • Latin America
      • Middle East
      • Africa


Key Market Players

  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc
  • Microsoft Corporation
  • OSTERHOUT DESIGN GROUP
  • Samsung Electronics Co., Ltd
  • Sony
  • Wikitude
 

CHAPTER 1:INTRODUCTION

1.1.REPORT DESCRIPTION
1.2.KEY BENEFITS FOR STAKEHOLDERS
1.3.KEY MARKET SEGMENTS

1.3.1.Key market players

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.CXO PERSPECTIVE

CHAPTER 3:MARKET OVERVIEW

3.1.MARKET DEFINITION AND SCOPE
3.2.KEY FINDINGS

3.2.1.Top impacting factors
3.2.2.Top investment pockets

3.3.PORTER’S FIVE FORCES ANALYSIS
3.4.MARKET DYNAMICS

3.4.1.Drivers

3.4.1.1.Expansion in gamer community
3.4.1.2.Increase in smartphone penetration
3.4.1.3.Cost-efficient benefits of augmented and virtual reality-based solutions

3.4.2.Restraints

3.4.2.1.Resistance to adopt the augmented and virtual reality technology in underdeveloped areas
3.4.2.2.Lack of good user experience design

3.4.3.Opportunities

3.4.3.1.Advancement of technology
3.4.3.2.Rising adoption of AR VR by enterprises

3.5.COVID-19 IMPACT ANALYSIS

3.5.1.Impact on market size
3.5.2.Consumer trends, preferences, and budget impact
3.5.3.Economic impact
3.5.4.Regulatory framework
3.5.5.Key player strategies to tackle negative impact
3.5.6.Opportunity window

CHAPTER 4:GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE

4.1.OVERVIEW
4.2.LARGE ENTERPRISES

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.SMALL AND MEDIUM SIZED ENTERPRISES

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

CHAPTER 5:GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

5.1.OVERVIEW
5.2.CONSUMER

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.ENTERPRISE

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

CHAPTER 6:GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

6.1.OVERVIEW
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 size and forecast, by region
6.5.3.Market analysis, by country

6.6.EDUCATION

6.6.1.Key market trends, growth factors, and opportunities
6.6.2.Market size and forecast, by region
6.6.3.Market analysis, by country

6.7.MANUFACTURING

6.7.1.Key market trends, growth factors, and opportunities
6.7.2.Market size and forecast, by region
6.7.3.Market analysis, by country

6.8.RETAIL

6.8.1.Key market trends, growth factors, and opportunities
6.8.2.Market size and forecast, by region
6.8.3.Market analysis, by country

6.9.OTHERS

6.9.1.Key market trends, growth factors, and opportunities
6.9.2.Market size and forecast, by region
6.9.3.Market analysis, by country

CHAPTER 7:AUGMENTED AND VIRTUAL REALITY 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 organization size
7.2.3.Market size and forecast, by application
7.2.4.Market size and forecast, by industry vertical
7.2.5.Market analysis by country

7.2.5.1.U.S.

7.2.5.1.1.Market size and forecast, by organization size
7.2.5.1.2.Market size and forecast, by application
7.2.5.1.3.Market size and forecast, by industry vertical

7.2.5.2.Canada

7.2.5.2.1.Market size and forecast, by organization size
7.2.5.2.2.Market size and forecast, by application
7.2.5.2.3.Market size and forecast, by industry vertical

7.3.EUROPE

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast, by organization size
7.3.3.Market size and forecast, by application
7.3.4.Market size and forecast, by industry vertical
7.3.5.Market analysis by country

7.3.5.1.UK

7.3.5.1.1.Market size and forecast, by organization size
7.3.5.1.2.Market size and forecast, by application
7.3.5.1.3.Market size and forecast, by industry vertical

7.3.5.2.France

7.3.5.2.1.Market size and forecast, by organization size
7.3.5.2.2.Market size and forecast, by application
7.3.5.2.3.Market size and forecast, by industry vertical

7.3.5.3.Germany

7.3.5.3.1.Market size and forecast, by organization size
7.3.5.3.2.Market size and forecast, by application
7.3.5.3.3.Market size and forecast, by industry vertical

7.3.5.4.Russia

7.3.5.4.1.Market size and forecast, by organization size
7.3.5.4.2.Market size and forecast, by application
7.3.5.4.3.Market size and forecast, by industry vertical

7.3.5.5.Rest of Europe

7.3.5.5.1.Market size and forecast, by organization size
7.3.5.5.2.Market size and forecast, by application
7.3.5.5.3.Market size and forecast, by industry vertical

7.4.ASIA-PACIFIC

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast, by organization size
7.4.3.Market size and forecast, by application
7.4.4.Market size and forecast, by industry vertical
7.4.5.Market analysis by country

7.4.5.1.China

7.4.5.1.1.Market size and forecast, by organization size
7.4.5.1.2.Market size and forecast, by application
7.4.5.1.3.Market size and forecast, by industry vertical

7.4.5.2.India

7.4.5.2.1.Market size and forecast, by organization size
7.4.5.2.2.Market size and forecast, by application
7.4.5.2.3.Market size and forecast, by industry vertical

7.4.5.3.Japan

7.4.5.3.1.Market size and forecast, by organization size
7.4.5.3.2.Market size and forecast, by application
7.4.5.3.3.Market size and forecast, by industry vertical

7.4.5.4.South Korea

7.4.5.4.1.Market size and forecast, by organization size
7.4.5.4.2.Market size and forecast, by application
7.4.5.4.3.Market size and forecast, by industry vertical

7.4.5.5.Rest of Asia-Pacific

7.4.5.5.1.Market size and forecast, by organization size
7.4.5.5.2.Market size and forecast, by application
7.4.5.5.3.Market size and forecast, by industry vertical

7.5.LAMEA

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast, by organization size
7.5.3.Market size and forecast, by application
7.5.4.Market size and forecast, by industry vertical
7.5.5.Market analysis by country

7.5.5.1.Latin America

7.5.5.1.1.Market size and forecast, by organization size
7.5.5.1.2.Market size and forecast, by application
7.5.5.1.3.Market size and forecast, by industry vertical

7.5.5.2.Middle East

7.5.5.2.1.Market size and forecast, by organization size
7.5.5.2.2.Market size and forecast, by application
7.5.5.2.3.Market size and forecast, by industry vertical

7.5.5.3.Africa

7.5.5.3.1.Market size and forecast, by organization size
7.5.5.3.2.Market size and forecast, by application
7.5.5.3.3.Market size and forecast, by industry vertical

CHAPTER 8:COMPETITIVE LANDSCAPE

8.1.INTRODUCTION

8.1.1.Market player positioning, 2020

8.2.TOP WINNING STRATEGIES
8.3.COMPETITIVE DASHBOARD
8.4.COMPETITIVE HEATMAP

CHAPTER 9:COMPANY PROFILES

9.1.ALPHABET (GOOGLE INC.)

9.1.1.Company overview
9.1.2.Key executive
9.1.3.Company snapshot
9.1.4.Operating business segments
9.1.5.Product portfolio
9.1.6.R&D expenditure
9.1.7.Business performance
9.1.8.Key strategic moves and developments

9.2.DAQRI

9.2.1.Company overview
9.2.2.Key executive
9.2.3.Company snapshot
9.2.4.Product portfolio
9.2.5.Key strategic moves and developments

9.3.FACEBOOK INC.,

9.3.1.Company overview
9.3.2.Key executives
9.3.3.Company snapshot
9.3.4.Operating business segments
9.3.5.Product portfolio
9.3.6.R&D expenditure
9.3.7.Business performance
9.3.8.Key strategic moves and developments

9.4.HTC CORPORATION‎

9.4.1.Company overview
9.4.2.Key executives
9.4.3.Company snapshot
9.4.4.Operating business segments
9.4.5.Product portfolio
9.4.6.R&D expenditure
9.4.7.Business performance
9.4.8.Key strategic moves and developments

9.5.MAGIC LEAP, INC.

9.5.1.Company overview
9.5.2.Key executive
9.5.3.Company snapshot
9.5.4.Product portfolio
9.5.5.Key strategic moves and developments

9.6.MICROSOFT CORPORATION

9.6.1.Company overview
9.6.2.Key executive
9.6.3.Company snapshot
9.6.4.Operating business segments
9.6.5.Product portfolio
9.6.6.R&D expenditure
9.6.7.Business performance
9.6.8.Key strategic moves and developments

9.7.OSTERHOUT DESIGN GROUP

9.7.1.Company overview
9.7.2.Key executive
9.7.3.Company snapshot
9.7.4.Product portfolio
9.7.5.Key strategic moves and developments

9.8.SONY CORPORATION

9.8.1.Company overview
9.8.2.Key executives
9.8.3.Company snapshot
9.8.4.Operating business segments
9.8.5.Product portfolio
9.8.6.R&D expenditure
9.8.7.Business performance
9.8.8.Key strategic moves and developments

9.9.SAMSUNG ELECTRONICS CO. LTD.

9.9.1.Company overview
9.9.2.Key executives
9.9.3.Company snapshot
9.9.4.Operating business segments
9.9.5.Product portfolio
9.9.6.R&D expenditure
9.9.7.Business performance
9.9.8.Key strategic moves and developments

9.10.WIKITUDE GMBH

9.10.1.Company overview
9.10.2.Key executives
9.10.3.Company snapshot
9.10.4.Operating business segments
9.10.5.Product portfolio
9.10.6.R&D expenditure
9.10.7.Business performance
9.10.8.Key strategic moves and developments

LIST OF TABLES

TABLE 01.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 02.AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY REGION, 2020-2030 ($BILLION)
TABLE 03.AUGMENTED AND VIRTUAL REALITY MARKET FOR SMALL AND MEDIUM SIZED ENTERPRISES, BY REGION, 2020-2030 ($BILLION)
TABLE 04.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 05.AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY REGION, 2020-2030 ($BILLION)
TABLE 06.AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY REGION, 2020-2030 ($BILLION)
TABLE 07.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 08.AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY REGION, 2020-2030 ($BILLION)
TABLE 09.AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT & MEDIA, BY REGION, 2020-2030 ($BILLION)
TABLE 10.AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020-2030 ($BILLION)
TABLE 11.AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY REGION, 2020-2030 ($BILLION)
TABLE 12.AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY REGION, 2020-2030 ($BILLION)
TABLE 13.AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY REGION, 2020-2030 ($BILLION)
TABLE 14.AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY REGION, 2020-2030 ($BILLION)
TABLE 15.AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY REGION, 2020-2030 ($BILLION)
TABLE 16.AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2020–2030 ($BILLION)
TABLE 17.NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 18.NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 19.NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 20.NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 21.U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 22.U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 23.U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 24.CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 25.CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 26.CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 27.EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 28.EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 29.EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 30.EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 31.UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 32.UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 33.UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 34.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 35.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 36.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 37.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 38.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 39.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 40.RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 41.RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 42.RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 43.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 44.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 45.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 46.ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 47.ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 48.ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 49.ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 50.CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 51.CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 52.CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 53.INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 54.INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 55.INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 56.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 57.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 58.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 59.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 60.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 61.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 62.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 63.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 64.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 65.LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 66.LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 67.LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 68.LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 69.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 70.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 71.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 72.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 73.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 74.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 75.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020–2030 ($BILLION)
TABLE 76.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2030 ($BILLION)
TABLE 77.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020–2030 ($BILLION)
TABLE 78.ALPHABET (GOOGLE INC.): KEY EXECUTIVE
TABLE 79.ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 80.ALPHABET (GOOGLE INC.): PRODUCT CATEGORY
TABLE 81.ALPHABET (GOOGLE INC.): PRODUCT PORTFOLIO
TABLE 82.DAQRI: KEY EXECUTIVE
TABLE 83.DAQRI: COMPANY SNAPSHOT
TABLE 84.DAQRI: PRODUCT PORTFOLIO
TABLE 85.DAQRI: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 86.FACEBOOK: KEY EXECUTIVES
TABLE 87.FACEBOOK: COMPANY SNAPSHOT
TABLE 88.FACEBOOK: OPERATING SEGMENTS
TABLE 89.FACEBOOK: PRODUCT PORTFOLIO
TABLE 90.FACEBOOK: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 91.HTC CORPORATION‎: KEY EXECUTIVES
TABLE 92.HTC CORPORATION‎: COMPANY SNAPSHOT
TABLE 93.HTC CORPORATION‎: OPERATING SEGMENTS
TABLE 94.HTC CORPORATION‎: PRODUCT PORTFOLIO
TABLE 95.HTC CORPORATIONS‎: KEY STRATEGIC MOVES AND DEVELOPMENT
TABLE 96.MAGIC LEAP, INC.: KEY EXECUTIVE
TABLE 97.MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 98.MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 99.MAGIC LEAP, INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100.MICROSOFT CORPORATION: KEY EXECUTIVE
TABLE 101.MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 102.MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 103.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 104.OSTERHOUT DESIGN GROUP: KEY EXECUTIVE
TABLE 105.OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 106.OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 107.OSTERHOUT DESIGN GROUP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 108.SONY CORPORATION: KEY EXECUTIVES
TABLE 109.SONY CORPORATION: COMPANY SNAPSHOT
TABLE 110.SONY CORPORATION: OPERATING SEGMENTS
TABLE 111.SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 112.SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 113.SAMSUNG ELECTRONICS CO. LTD.: KEY EXECUTIVES
TABLE 114.SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT
TABLE 115.SAMSUNG ELECTRONICS CO. LTD.: OPERATING SEGMENTS
TABLE 116.SAMSUNG ELECTRONICS CO. LTD.: PRODUCT PORTFOLIO
TABLE 117.SAMSUNG ELECTRONICS CO. LTD.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 118.WIKITUDE GMBH: KEY EXECUTIVES
TABLE 119.WIKITUDE GMBH: COMPANY SNAPSHOT
TABLE 120.QUALCOMM TECHNOLOGIES, INC.: PRODUCT CATEGORY
TABLE 121.WIKITUDE GMBH: PRODUCT PORTFOLIO
TABLE 122.WIKITUDE GMBH: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.AUGMENTED AND VIRTUAL REALITY MARKET SNAPSHOT, BY SEGMENTATION
FIGURE 03.AUGMENTED AND VIRTUAL REALITY MARKET SNAPSHOT, BY REGION
FIGURE 04.TOP IMPACTING FACTORS
FIGURE 05.HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06.MODERATE TO HIGH BARGAINING POWER OF BUYERS
FIGURE 07.MODERATE-TO-HIGH THREAT OF SUBSTITUTES
FIGURE 08.HIGH THREAT OF NEW ENTRANTS
FIGURE 09.HIGH INTENSITY OF RIVALRY
FIGURE 10.MARKET DYNAMICS: AUGMENTED AND VIRTUAL REALITY MARKET
FIGURE 11.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030
FIGURE 12.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY COUNTRY, 2020 & 2030(%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR SMALL AND MEDIUM SIZED ENTERPRISES, BY COUNTRY, 2020 & 2030(%)
FIGURE 14.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030
FIGURE 15.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY COUNTRY, 2020 & 2030(%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY COUNTRY, 2020 & 2030(%)
FIGURE 17.GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030
FIGURE 18.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY COUNTRY,  2020 & 2030(%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT & MEDIA, BY COUNTRY, 2020 & 2030(%)
FIGURE 20.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE, BY COUNTRY, 2020 & 2030(%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030(%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY COUNTRY, 2020 & 2030(%)
FIGURE 23.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY COUNTRY, 2020 & 2030(%)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY COUNTRY,  2020 & 2030(%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY COUNTRY,  2020 & 2030(%)
FIGURE 26.U.S. AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 27.CANADA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 28.UK AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 29.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 30.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 31.RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 32.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 33.CHINA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 34.INDIA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 35.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 36.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 37.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 38.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 39.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 40.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, 2020–2030 ($BILLION)
FIGURE 41.MARKET PLAYER POSITIONING, 2020
FIGURE 42.TOP WINNING STRATEGIES, BY YEAR, 2017-2021*
FIGURE 43.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2021*
FIGURE 44.TOP WINNING STRATEGIES, BY COMPANY, 2017-2021*
FIGURE 45.COMPETITIVE DASHBOARD
FIGURE 46.COMPETITIVE DASHBOARD
FIGURE 47.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 48.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 49.ALPHABET (GOOGLE INC.): REVENUE, 2018–2020 ($MILLION)
FIGURE 50.ALPHABET (GOOGLE INC.): REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 51.ALPHABET (GOOGLE INC.): REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 52.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 53.FACEBOOK: REVENUE, 2018–2020 ($MILLION)
FIGURE 54.DAQRI: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 55.FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 56.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 57.HTC CORPORATION ‎: REVENUE, 2018–2020 ($MILLION)
FIGURE 58.HTC CORPORATION‎: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 59.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 60.MICROSOFT CORPORATION: REVENUE, 2018–2020 ($MILLION)
FIGURE 61.MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 62.MICROSOFT CORPORATION: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 63.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 64.SONY CORPORATION: REVENUE, 2018–2020 ($MILLION)
FIGURE 65.SONY CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 66.SONY CORPORATION: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 67.R&D EXPENDITURE, 2017–2019 ($MILLION)
FIGURE 68.SAMSUNG ELECTRONICS CO. LTD.: NET SALES, 2017–2019 ($MILLION)
FIGURE 69.SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 70.SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 71.R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 72.QUALCOMM TECHNOLOGIES, INC.: REVENUE, 2018–2020 ($MILLION)
FIGURE 73.QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 74.QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY REGION, 2020 (%)

 
 

In accordance with the insights by the CXOs of leading companies, the global augmented and virtual reality market is projected to witness prominent growth, especially in Asia-Pacific and Europe region. This growth is attributed to the high adoption of smartphone devices; growth in number of gamers; and increased awareness among the end-user industries regarding the benefits of augmented and virtual reality technology-based solutions. Prominent players operating in the augmented and virtual reality industry are inclined toward developing augmented and virtual content that can support various platforms such as mobile devices, gaming console, tablets, and personal computers.

According to CXOs of key players operating in the augmented and virtual reality market, initial investments and development cost of training & simulation solutions among various end-user industries is higher as compared to other solutions. However, augmented and virtual technology-based solutions provide better options for training as compared to conventional tools and methods. The solution manufacturers focus on very minute details of real incidents while developing the solutions, so that a user can get a real-world training with minimum wastage of resources such as money, human life, and physical entities. For instance, the idea of using a real aircraft component is expected to approximately cost $10,000, but using the latest technology available in the market it can be manufactured to simulate the component at a lesser price, such as between $2,000 and $3,000.

Prominent players in augmented and virtual reality market are projected to concentrate on social experience enhancement; and introduction of industry-specific solutions to expand their presence across various industries such as mining, oil & gas, travel & tourism, and transportation. Key players are projected to focus on the acquisition or strategic alliance with startups and well-established local players to expand their market presence and outperform competitors. For instance, in June 2020, Alphabet, Inc. acquired North (formerly Thalmic Labs), the Amazon-backed enterprise that makes smart glasses. With the help of this acquisition Google continue to create version of Google glass based on AR/VR that will compete with Microsoft’s HoloLens.

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