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市場調查報告書
商品編碼
1914678

擴增實境(AR) 和虛擬實境 (VR) 市場 - 全球產業規模、佔有率、趨勢、機會和預測(按產品類型、組織規模、產品/服務、應用、最終用戶、地區和競爭格局分類),2021-2031 年

Augmented Reality, & Virtual Reality, Market - Global Industry Size, Share, Trends, Opportunity, and Forecast. Segmented By Product Type, By Organization Size, By Offering, By Application, By End User, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球擴增實境(AR)和虛擬實境(VR)市場預計將從2025年的443.5億美元大幅成長到2031年的1,608.3億美元,複合年成長率達23.95%。

擴增實境(AR) 將數位元素疊加到現實世界中,而虛擬實境 (VR) 則將使用者沉浸在完全數位化的空間中,取代實體環境。這項市場擴張的主要驅動力是市場對高階培訓模擬和遠端協作工具的需求不斷成長,以提高營運效率,尤其是在工業領域。 XR 協會的報告也印證了這一趨勢:到 2024 年,81% 的製造業 CEO 將認為擴增實境(XR) 技術對其行業的未來至關重要。

市場概覽
預測期 2027-2031
市場規模:2025年 443.5億美元
市場規模:2031年 1608.3億美元
複合年成長率:2026-2031年 23.95%
成長最快的細分市場 智慧眼鏡
最大的市場 北美洲

然而,高昂的硬體成本是阻礙市場擴張的一大障礙。企業和個人消費者往往發現,高效能頭戴裝置和高效能運算所需的初始投資難以承受。這一經濟壁壘目前阻礙了這項技術的廣泛應用,其成功主要局限於專業企業應用場景,而非一般消費者。

市場促進因素

高速5G基礎設施的快速部署正在從根本上改變市場格局,它消除了以往用戶必須依賴高效能工作站才能享受流暢體驗的關鍵延遲問題。這些新一代網路將支援高清3D內容無縫傳輸至無線設備,進而提升消費者和企業用戶的行動性和用戶體驗。根據愛立信2024年11月發布的《行動報告》,全球5G用戶數量將在第三季增加1.63億,達到21億,顯示支援身臨其境型技術的基礎設施正在大規模擴展。

同時,隨著醫療機構利用擴增實境(AR)和虛擬實境(VR)技術進行術前規劃和進階培訓,這些技術在醫學和外科手術模擬領域正變得越來越普及。外科醫生使用身臨其境型頭戴裝置以3D形式可視化複雜的解剖結構,從而提高手術精度並降低風險,這種做法正日益受到監管機構的認可。 2024年9月,美國藥物管理局(FDA)宣布已核准69種採用這些技術的醫療設備。該領域的成長得益於主要技術開發商的大量資金支持,Meta Platforms公司報告稱,其Reality Labs部門在2024年第三季創造了2.7億美元的收入,同比成長29%。

市場挑戰

高昂的硬體成本是全球擴增實境(AR)和虛擬實境(VR)市場擴張的一大障礙。高效能頭戴式設備和必要的高效能運算設備需要大量資金投入,這使得市場主要局限於資金雄厚的公司,實際上將許多中小企業和個人消費者排除在外。這種定價結構阻礙了規模經濟的實現,從而無法降低單位成本,形成惡性循環:高價抑制了技術的普及,而普及對於使這項技術變得人人都能負擔得起至關重要。

這種經濟壁壘對新興消費族群尤其不利,而他們對市場的長期永續性至關重要。由於成本方面的擔憂,人們對身臨其境型工具的接受度不高,這使得該技術僅限於特定的小眾市場,難以滲透到更廣泛的商業和社會領域。 XR協會在2025年發布的數據顯示,一半的青少年擔心XR技術的成本,這表明價格仍然是下一代用戶面臨的主要障礙,直接阻礙了市場從工業應用向全球普及的轉變。

市場趨勢

生成式人工智慧與空間運算的融合,透過自動產生複雜的3D資產和身臨其境型環境,顯著加速了全球擴增實境(AR)和虛擬實境(VR)市場的內容創作。這種協同效應使開發者能夠繞過耗時費力的建模工作,有效地普及了遊戲和企業應用所需的高精度虛擬空間的創建。將大規模語言模型和生成工具整合到開發引擎中,使創作者能夠動態建構空間世界,從而加快產品上市速度。 2025年3月發布的《Unity遊戲報​​告》顯示,96%的受訪工作室目前正在使用人工智慧工具,顯示這些系統正在快速整合,以最佳化生產流程。

此外,身臨其境型虛擬試穿技術在零售業的普及正在改變電子商務,彌合了線上瀏覽和線下實體店體驗之間的鴻溝。零售商正利用先進的擴增實境(AR)技術,讓消費者在家中或獨自一人時就能逼真地預覽服裝、化妝品等商品,從而解決尺寸和合身度方面的難題。此趨勢能夠提升用戶參與度,增強購買意願,並降低退貨率。根據Snapchat 2025年5月發布的報告,63%的用戶表示,使用AR濾鏡後,他們減少了去實體店的次數,這表明這項技術能夠有效地取代傳統的離線購物體驗。

目錄

第1章概述

第2章調查方法

第3章執行摘要

第4章:客戶評價

第5章 全球擴增實境(AR)與虛擬實境(VR)市場展望

  • 市場規模及預測
    • 按金額
  • 市佔率及預測
    • 依產品類型(頭戴式顯示器、抬頭顯示器、智慧眼鏡、手持設備應用)
    • 依組織規模(大型公司、中小企業)
    • 透過提供(硬體、軟體)
    • 按應用領域(消費者、企業)
    • 按最終用戶(娛樂、製造、醫療保健、國防、消費性電子、汽車、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美擴增實境(AR)與虛擬實境(VR)市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章 歐洲擴增實境(AR)與虛擬實境(VR)市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區擴增實境(AR)與虛擬實境(VR)市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

9. 中東和非洲擴增實境(AR)和虛擬實境(VR)市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲擴增實境(AR)與虛擬實境(VR)市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章 市場動態

  • 促進要素
  • 任務

第12章 市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球擴增實境(AR)與虛擬實境(VR)市場:SWOT分析

第14章 波特五力分析

  • 產業競爭
  • 新進入者的可能性
  • 供應商電力
  • 顧客權力
  • 替代品的威脅

第15章 競爭格局

  • Alphabet Inc.
  • DAQRI LLC
  • Facebook Inc.
  • HP Inc.
  • HTC Corporation
  • Magic Leap Inc.
  • Microsoft Corporation
  • Samsung Electronics Co. Ltd.
  • Sony Corporation
  • Toshiba Corporation

第16章 策略建議

第17章:關於研究公司及免責聲明

簡介目錄
Product Code: 7959

The Global Augmented Reality (AR) & Virtual Reality (VR) Market is projected to experience substantial growth, rising from USD 44.35 Billion in 2025 to USD 160.83 Billion by 2031, reflecting a CAGR of 23.95%. While Augmented Reality functions by overlaying digital elements onto the real world, Virtual Reality immerses users in entirely digital environments that replace their physical surroundings. This market expansion is primarily fueled by the increasing need for sophisticated training simulations and remote collaboration tools that enhance operational efficiency, particularly within the industrial sector. Highlighting this trend, the XR Association reported in 2024 that 81% of manufacturing CEOs consider extended reality technologies to be critical for the future of their industry.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 44.35 Billion
Market Size 2031USD 160.83 Billion
CAGR 2026-203123.95%
Fastest Growing SegmentSmart Glass
Largest MarketNorth America

High hardware costs, however, present a major obstacle that could slow broader market development. Both businesses and individual consumers often find the initial investment required for premium headsets and high-performance computing power to be prohibitively expensive. This financial barrier currently limits the technology from reaching mass adoption, keeping its success largely confined to specialized enterprise applications rather than general consumer use.

Market Driver

The rapid deployment of high-speed 5G infrastructure is fundamentally transforming the market by resolving critical latency issues that previously tethered users to powerful workstations. These next-generation networks enable the seamless streaming of high-fidelity 3D content to wireless devices, thereby improving mobility and experience quality across both consumer and enterprise environments. According to the November 2024 'Ericsson Mobility Report,' global 5G subscriptions grew by 163 million in the third quarter to reach a total of 2.1 billion, demonstrating the massive infrastructure expansion that supports these immersive technologies.

Simultaneously, the widespread adoption of AR and VR in healthcare and surgical simulation is growing as medical institutions utilize these tools for pre-operative planning and advanced training. Surgeons rely on immersive headsets to visualize complex anatomies in 3D, which enhances procedural accuracy and lowers operational risks, a practice increasingly validated by regulators; the U.S. FDA noted in September 2024 that it has authorized 69 medical devices incorporating these technologies. This sector's growth is supported by significant financial commitment from major tech developers, with Meta Platforms, Inc. reporting that its Reality Labs segment generated $270 million in revenue during the third quarter of 2024, a 29% increase over the previous year.

Market Challenge

The exorbitant cost of hardware serves as a significant barrier to the expansion of the Global Augmented Reality (AR) and Virtual Reality (VR) Market. The substantial capital required for premium headsets and necessary high-performance computing equipment restricts the addressable market mainly to well-funded enterprises, effectively pricing out many small businesses and individual consumers. This pricing structure prevents the industry from achieving the economies of scale needed to lower unit costs, creating a cycle where high prices inhibit the mass adoption required to make the technology more affordable.

This financial friction is particularly detrimental to the emerging consumer base, which is vital for the market's long-term sustainability. The hesitation to adopt immersive tools due to cost restricts the technology's penetration into broader commercial and social sectors, confining it to specialized niches. According to data from the XR Association in 2025, 50% of teens cited concern regarding the cost of XR technology, highlighting that affordability remains a primary deterrent for the next generation of users and directly hampers the market's transition from industrial applications to widespread global usage.

Market Trends

The convergence of Generative AI and Spatial Computing is significantly accelerating content creation in the Global Augmented Reality (AR) & Virtual Reality (VR) Market by automating the production of complex 3D assets and immersive environments. This synergy enables developers to bypass labor-intensive modeling tasks, effectively democratizing the creation of high-fidelity virtual spaces for gaming and enterprise use. By integrating large language models and generative tools into development engines, creators can dynamically populate spatial worlds, which reduces time-to-market; the '2025 Unity Gaming Report' from March 2025 noted that 96% of surveyed studios are now using AI tools, underscoring the rapid integration of these systems to optimize production pipelines.

Additionally, the adoption of Immersive Virtual Try-On in retail is reshaping e-commerce by bridging the gap between digital browsing and physical store interactions. Retailers are utilizing advanced augmented reality features that allow consumers to realistically visualize products like apparel and cosmetics on themselves or in their homes, addressing issues of fit and suitability. This trend drives active engagement and boosts purchasing confidence while reducing returns. According to a May 2025 report by Snapchat, 63% of users indicated that using AR Lenses reduces their need to visit physical stores, demonstrating the technology's ability to effectively replace traditional in-person shopping experiences.

Key Market Players

  • Alphabet Inc.
  • DAQRI LLC
  • Facebook Inc.
  • HP Inc.
  • HTC Corporation
  • Magic Leap Inc.
  • Microsoft Corporation
  • Samsung Electronics Co. Ltd.
  • Sony Corporation
  • Toshiba Corporation

Report Scope

In this report, the Global Augmented Reality (AR) & Virtual Reality (VR) Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Augmented Reality (AR) & Virtual Reality (VR) Market, By Product Type

  • Head-Mounted Display
  • Head-Up Display
  • Smart Glass
  • Handheld Device Applications

Augmented Reality (AR) & Virtual Reality (VR) Market, By Organization Size

  • Large Enterprises
  • Small & Medium-sized Enterprises

Augmented Reality (AR) & Virtual Reality (VR) Market, By Offering

  • Hardware & Software

Augmented Reality (AR) & Virtual Reality (VR) Market, By Application

  • Consumer
  • Enterprise

Augmented Reality (AR) & Virtual Reality (VR) Market, By End User

  • Entertainment
  • Manufacturing
  • Healthcare
  • Defense
  • Consumer Electronics
  • Automotive
  • & Others

Augmented Reality (AR) & Virtual Reality (VR) Market, By Region

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented Reality (AR) & Virtual Reality (VR) Market.

Available Customizations:

Global Augmented Reality (AR) & Virtual Reality (VR) Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Product Type (Head-Mounted Display, Head-Up Display, Smart Glass, Handheld Device Applications)
    • 5.2.2. By Organization Size (Large Enterprises, Small & Medium-sized Enterprises)
    • 5.2.3. By Offering (Hardware & Software)
    • 5.2.4. By Application (Consumer, Enterprise)
    • 5.2.5. By End User (Entertainment, Manufacturing, Healthcare, Defense, Consumer Electronics, Automotive, & Others)
    • 5.2.6. By Region
    • 5.2.7. By Company (2025)
  • 5.3. Market Map

6. North America Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Product Type
    • 6.2.2. By Organization Size
    • 6.2.3. By Offering
    • 6.2.4. By Application
    • 6.2.5. By End User
    • 6.2.6. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Product Type
        • 6.3.1.2.2. By Organization Size
        • 6.3.1.2.3. By Offering
        • 6.3.1.2.4. By Application
        • 6.3.1.2.5. By End User
    • 6.3.2. Canada Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Product Type
        • 6.3.2.2.2. By Organization Size
        • 6.3.2.2.3. By Offering
        • 6.3.2.2.4. By Application
        • 6.3.2.2.5. By End User
    • 6.3.3. Mexico Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Product Type
        • 6.3.3.2.2. By Organization Size
        • 6.3.3.2.3. By Offering
        • 6.3.3.2.4. By Application
        • 6.3.3.2.5. By End User

7. Europe Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Product Type
    • 7.2.2. By Organization Size
    • 7.2.3. By Offering
    • 7.2.4. By Application
    • 7.2.5. By End User
    • 7.2.6. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Product Type
        • 7.3.1.2.2. By Organization Size
        • 7.3.1.2.3. By Offering
        • 7.3.1.2.4. By Application
        • 7.3.1.2.5. By End User
    • 7.3.2. France Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Product Type
        • 7.3.2.2.2. By Organization Size
        • 7.3.2.2.3. By Offering
        • 7.3.2.2.4. By Application
        • 7.3.2.2.5. By End User
    • 7.3.3. United Kingdom Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Product Type
        • 7.3.3.2.2. By Organization Size
        • 7.3.3.2.3. By Offering
        • 7.3.3.2.4. By Application
        • 7.3.3.2.5. By End User
    • 7.3.4. Italy Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Product Type
        • 7.3.4.2.2. By Organization Size
        • 7.3.4.2.3. By Offering
        • 7.3.4.2.4. By Application
        • 7.3.4.2.5. By End User
    • 7.3.5. Spain Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Product Type
        • 7.3.5.2.2. By Organization Size
        • 7.3.5.2.3. By Offering
        • 7.3.5.2.4. By Application
        • 7.3.5.2.5. By End User

8. Asia Pacific Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Product Type
    • 8.2.2. By Organization Size
    • 8.2.3. By Offering
    • 8.2.4. By Application
    • 8.2.5. By End User
    • 8.2.6. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Product Type
        • 8.3.1.2.2. By Organization Size
        • 8.3.1.2.3. By Offering
        • 8.3.1.2.4. By Application
        • 8.3.1.2.5. By End User
    • 8.3.2. India Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Product Type
        • 8.3.2.2.2. By Organization Size
        • 8.3.2.2.3. By Offering
        • 8.3.2.2.4. By Application
        • 8.3.2.2.5. By End User
    • 8.3.3. Japan Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Product Type
        • 8.3.3.2.2. By Organization Size
        • 8.3.3.2.3. By Offering
        • 8.3.3.2.4. By Application
        • 8.3.3.2.5. By End User
    • 8.3.4. South Korea Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Product Type
        • 8.3.4.2.2. By Organization Size
        • 8.3.4.2.3. By Offering
        • 8.3.4.2.4. By Application
        • 8.3.4.2.5. By End User
    • 8.3.5. Australia Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Product Type
        • 8.3.5.2.2. By Organization Size
        • 8.3.5.2.3. By Offering
        • 8.3.5.2.4. By Application
        • 8.3.5.2.5. By End User

9. Middle East & Africa Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Product Type
    • 9.2.2. By Organization Size
    • 9.2.3. By Offering
    • 9.2.4. By Application
    • 9.2.5. By End User
    • 9.2.6. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Product Type
        • 9.3.1.2.2. By Organization Size
        • 9.3.1.2.3. By Offering
        • 9.3.1.2.4. By Application
        • 9.3.1.2.5. By End User
    • 9.3.2. UAE Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Product Type
        • 9.3.2.2.2. By Organization Size
        • 9.3.2.2.3. By Offering
        • 9.3.2.2.4. By Application
        • 9.3.2.2.5. By End User
    • 9.3.3. South Africa Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Product Type
        • 9.3.3.2.2. By Organization Size
        • 9.3.3.2.3. By Offering
        • 9.3.3.2.4. By Application
        • 9.3.3.2.5. By End User

10. South America Augmented Reality (AR) & Virtual Reality (VR) Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Product Type
    • 10.2.2. By Organization Size
    • 10.2.3. By Offering
    • 10.2.4. By Application
    • 10.2.5. By End User
    • 10.2.6. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Product Type
        • 10.3.1.2.2. By Organization Size
        • 10.3.1.2.3. By Offering
        • 10.3.1.2.4. By Application
        • 10.3.1.2.5. By End User
    • 10.3.2. Colombia Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Product Type
        • 10.3.2.2.2. By Organization Size
        • 10.3.2.2.3. By Offering
        • 10.3.2.2.4. By Application
        • 10.3.2.2.5. By End User
    • 10.3.3. Argentina Augmented Reality (AR) & Virtual Reality (VR) Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Product Type
        • 10.3.3.2.2. By Organization Size
        • 10.3.3.2.3. By Offering
        • 10.3.3.2.4. By Application
        • 10.3.3.2.5. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Augmented Reality (AR) & Virtual Reality (VR) Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Alphabet Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. DAQRI LLC
  • 15.3. Facebook Inc.
  • 15.4. HP Inc.
  • 15.5. HTC Corporation
  • 15.6. Magic Leap Inc.
  • 15.7. Microsoft Corporation
  • 15.8. Samsung Electronics Co. Ltd.
  • 15.9. Sony Corporation
  • 15.10. Toshiba Corporation

16. Strategic Recommendations

17. About Us & Disclaimer