LONDON--(BUSINESS WIRE)--According to the global augmented reality and virtual reality gear market research report released by Technavio, the market is expected to accelerate at a CAGR of more than 41% during the forecast period. The use of AR technology for effective advertising is one of the key market drivers.
This research report titled ‘Global Augmented Reality and Virtual Reality Gear Market 2017-2021’ provides an in-depth analysis of the market in terms of revenue and emerging market trends. It also includes an up-to-date analysis and forecasts for various market segments and all geographical regions.
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The global augmented reality and virtual reality gear market analysis categorizes the market into the following regions:
- APAC
- EMEA
- Americas
In 2016, the Americas accounted for over 52% of the augmented reality and virtual reality gear market share and is projected to decline to around 46% share by 2021, exhibiting almost 6% decrease in market share.
Global augmented reality and virtual reality gear market: Top emerging trend
The growing developer interest in AR and VR apps is an emerging market trend. The developers are expected to play a crucial role in the development of AR hardware and software. The market growth is expected to be boosted by the increased interest in AR technology and apps among users. In VR, games, movies, and entertainment videos are the most popular categories for app developers. This growing interest among developers in the technology will support revenue generation in the market.
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Technavio’s report provides expert market research on the following topics:
Executive Report
- Market Outline
- Global Augmented Reality and Virtual Reality Gear Market Overview
Market Insights
- Market Sizing and Forecasts
- Market Growth
- Market Drivers and Challenges
- Key Emerging Trends
Market Segmentation Analysis
- Regional comparison (APAC, Americas, and EMEA)
- Key leading countries
- Market segmentation by technology (AR and VR)
- Market segmentation by product (smart glasses, HMDs, VR cardboards, and VR headsets)
- Market segmentation by end-user (consumers, enterprises, and military and defense)
Vendor Landscape
- Vendor classification
- Market positioning of vendors
- Competitive scenario
- Analysis of top vendors (DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, and Starbreeze)
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