보고서 주문 후, 연도 업데이트와 커스터마이징을 위해 당사에서 연락드릴 예정입니다.
상세 사항에 따라 가격이 변동될 수 있으니 참고 바랍니다.
기본 보고서는 영문으로 작성되며, PDF,PPT,DOCX(워드) 형식으로 제공 가능합니다.
보고서 전달 후에는 환불이 불가능하오니 양해 바랍니다.
평균 납기는 2주이며, 형식과 내용에 따라 달라질 수 있습니다.
요약
증강 및 가상 현실 컨텐츠 및 응용 프로그램 시장. 증강 및 가상 현실 컨텐츠 및 응용 프로그램 시장은 2027 년까지 8 억 5,590 만 달러에 도달 할 것으로 예상되며, 2022 년에서 2027 년까지 CAGR 16.5%로 성장합니다. 증강 현실은 이미지, 정보 또는 둘 다를 추가하기 위해 기술을 사용하여 만들어진 현실의 향상된 버전입니다
Summary
Augmented & Virtual Reality Content & Application Market. Augmented & Virtual Reality Content & Application Market is forecast to reach $855.9 million by 2027, growing at a CAGR 16.5% from 2022 to 2027. Augmented Reality is an enhanced version of reality that has been created using technology to add images, information, or both
Table of Contents
1. AR & VR Content & Applications Market - Overview
1.1 Definitions and Scope
2. AR & VR Content & Applications Market - Executive summary
2.1 Market Revenue, Market Size and Key Trends by Company
2.2 Key Trends by type of Application
2.3 Key Trends segmented by Geography
3. AR & VR Content & Applications Market
3.1 Comparative analysis
3.1.1 Product Benchmarking - Top 10 companies
3.1.2 Top 5 Financials Analysis
3.1.3 Market Value split by Top 10 companies
3.1.4 Patent Analysis - Top 10 companies
3.1.5 Pricing Analysis
4. AR & VR Content & Applications Market Forces
4.1 Drivers
4.2 Constraints
4.3 Challenges
4.4 Porters five force model
4.4.1 Bargaining power of suppliers
4.4.2 Bargaining powers of customers
4.4.3 Threat of new entrants
4.4.4 Rivalry among existing players
4.4.5 Threat of substitutes
5. AR & VR Content & Applications Market - Strategic analysis
5.1 Value chain analysis
5.2 Opportunities analysis
5.3 Product life cycle
5.4 Suppliers and distributors Market Share
6. AR & VR Content & Applications Market – By Type (Market Size -$Million / $Billion)
6.1 Market Size and Market Share Analysis
6.2 Application Revenue and Trend Research
6.3 Product Segment Analysis
6.3.1 Introduction
6.3.2 Software
6.3.2.1 Augmented Reality Software
6.3.2.2 Virtual Reality Software
6.3.3 Service
6.3.3.1 Augmented Reality Service
6.3.3.2 Virtual Reality Service
7. AR & VR Content & Applications Market – By Application (Market Size -$Million / $Billion)
7.1 Introduction
7.2 Aerospace & Defense
7.2.1 Thermal Vision
7.2.2 Threat Detection
7.2.3 Situation Simulation
7.2.4 Navigation
7.3 Gaming
7.3.1 Simulation
7.3.2 Hybrid
7.4 Medicine
7.4.1 Disease Detection
7.4.2 Virtual Training
7.4.3 Remote Communication
7.5 E-Commerce
7.6 Education
7.7 Art & Entertainment
7.7.1 Sport
7.7.2 Film
7.7.3 Concert & Event
7.7.4 Literature
7.7.5 Visual Art
7.8 Business
7.9 Emergency Services
7.10 Others
8. AR & VR Content & Applications - By Geography (Market Size -$Million / $Billion)
8.1 AR & VR Content & Applications Market - North America Segment Research
8.2 North America Market Research (Million / $Billion)
8.2.1 Segment type Size and Market Size Analysis
8.2.2 Revenue and Trends
8.2.3 Application Revenue and Trends by type of Application
8.2.4 Company Revenue and Product Analysis
8.2.5 North America Product type and Application Market Size
8.2.5.1 U.S.
8.2.5.2 Canada
8.2.5.3 Mexico
8.2.5.4 Rest of North America
8.3 AR & VR Content & Applications - South America Segment Research
8.4 South America Market Research (Market Size -$Million / $Billion)
8.4.1 Segment type Size and Market Size Analysis
8.4.2 Revenue and Trends
8.4.3 Application Revenue and Trends by type of Application
8.4.4 Company Revenue and Product Analysis
8.4.5 South America Product type and Application Market Size
8.4.5.1 Brazil
8.4.5.2 Venezuela
8.4.5.3 Argentina
8.4.5.4 Ecuador
8.4.5.5 Peru
8.4.5.6 Colombia
8.4.5.7 Costa Rica
8.4.5.8 Rest of South America
8.5. AR & VR Content & Applications - Europe Segment Research
8.6. Europe Market Research (Market Size -$Million / $Billion)
8.6.1 Segment type Size and Market Size Analysis
8.6.2 Revenue and Trends
8.6.3 Application Revenue and Trends by type of Application
8.6.4 Company Revenue and Product Analysis
8.6.5 Europe Segment Product type and Application Market Size
8.6.5.1 U.K
8.6.5.2 Germany
8.6.5.3 Italy
8.6.5.4 France
8.6.5.5 Netherlands
8.6.5.6 Belgium
8.6.5.7 Spain
8.6.5.8 Denmark
8.6.5.9 Rest of Europe
8.7 AR & VR Content & Applications – APAC Segment Research
8.8 APAC Market Research (Market Size -$Million / $Billion)
8.8.1 Segment type Size and Market Size Analysis
8.8.2 Revenue and Trends
8.8.3 Application Revenue and Trends by type of Application
8.8.4 Company Revenue and Product Analysis
8.8.5 APAC Segment – Product type and Application Market Size
8.8.5.1 China
8.8.5.2 Australia
8.8.5.3 Japan
8.8.5.4 South Korea
8.8.5.5 India
8.8.5.6 Taiwan
8.8.5.7 Malaysia
9. AR & VR Content & Applications Market - Entropy
9.1 New product launches
9.2 M&A's, collaborations, JVs and partnerships
10. AR & VR Content & Applications Market Company Analysis
10.1 Market Share, Company Revenue, Products, M&A, Developments
10.2 Google (Now “Alphabet”)
10.3 Samsung
10.4 Microsoft
10.5 Apple
10.6 Sotheby
10.7 IKEA
10.8 BMW
10.9 Niantic
10.10 Company 9
10.11 Company 10
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보고서 주문 후, 연도 업데이트와 커스터마이징을 위해 당사에서 연락드릴 예정입니다.
상세 사항에 따라 가격이 변동될 수 있으니 참고 바랍니다.
기본 보고서는 영문으로 작성되며, PDF,PPT,DOCX(워드) 형식으로 제공 가능합니다.
보고서 전달 후에는 환불이 불가능하오니 양해 바랍니다.
평균 납기는 2주이며, 형식과 내용에 따라 달라질 수 있습니다.
요약
증강 및 가상 현실 컨텐츠 및 응용 프로그램 시장. 증강 및 가상 현실 컨텐츠 및 응용 프로그램 시장은 2027 년까지 8 억 5,590 만 달러에 도달 할 것으로 예상되며, 2022 년에서 2027 년까지 CAGR 16.5%로 성장합니다. 증강 현실은 이미지, 정보 또는 둘 다를 추가하기 위해 기술을 사용하여 만들어진 현실의 향상된 버전입니다
Summary
Augmented & Virtual Reality Content & Application Market. Augmented & Virtual Reality Content & Application Market is forecast to reach $855.9 million by 2027, growing at a CAGR 16.5% from 2022 to 2027. Augmented Reality is an enhanced version of reality that has been created using technology to add images, information, or both
Table of Contents
1. AR & VR Content & Applications Market - Overview
1.1 Definitions and Scope
2. AR & VR Content & Applications Market - Executive summary
2.1 Market Revenue, Market Size and Key Trends by Company
2.2 Key Trends by type of Application
2.3 Key Trends segmented by Geography
3. AR & VR Content & Applications Market
3.1 Comparative analysis
3.1.1 Product Benchmarking - Top 10 companies
3.1.2 Top 5 Financials Analysis
3.1.3 Market Value split by Top 10 companies
3.1.4 Patent Analysis - Top 10 companies
3.1.5 Pricing Analysis
4. AR & VR Content & Applications Market Forces
4.1 Drivers
4.2 Constraints
4.3 Challenges
4.4 Porters five force model
4.4.1 Bargaining power of suppliers
4.4.2 Bargaining powers of customers
4.4.3 Threat of new entrants
4.4.4 Rivalry among existing players
4.4.5 Threat of substitutes
5. AR & VR Content & Applications Market - Strategic analysis
5.1 Value chain analysis
5.2 Opportunities analysis
5.3 Product life cycle
5.4 Suppliers and distributors Market Share
6. AR & VR Content & Applications Market – By Type (Market Size -$Million / $Billion)
6.1 Market Size and Market Share Analysis
6.2 Application Revenue and Trend Research
6.3 Product Segment Analysis
6.3.1 Introduction
6.3.2 Software
6.3.2.1 Augmented Reality Software
6.3.2.2 Virtual Reality Software
6.3.3 Service
6.3.3.1 Augmented Reality Service
6.3.3.2 Virtual Reality Service
7. AR & VR Content & Applications Market – By Application (Market Size -$Million / $Billion)
7.1 Introduction
7.2 Aerospace & Defense
7.2.1 Thermal Vision
7.2.2 Threat Detection
7.2.3 Situation Simulation
7.2.4 Navigation
7.3 Gaming
7.3.1 Simulation
7.3.2 Hybrid
7.4 Medicine
7.4.1 Disease Detection
7.4.2 Virtual Training
7.4.3 Remote Communication
7.5 E-Commerce
7.6 Education
7.7 Art & Entertainment
7.7.1 Sport
7.7.2 Film
7.7.3 Concert & Event
7.7.4 Literature
7.7.5 Visual Art
7.8 Business
7.9 Emergency Services
7.10 Others
8. AR & VR Content & Applications - By Geography (Market Size -$Million / $Billion)
8.1 AR & VR Content & Applications Market - North America Segment Research
8.2 North America Market Research (Million / $Billion)
8.2.1 Segment type Size and Market Size Analysis
8.2.2 Revenue and Trends
8.2.3 Application Revenue and Trends by type of Application
8.2.4 Company Revenue and Product Analysis
8.2.5 North America Product type and Application Market Size
8.2.5.1 U.S.
8.2.5.2 Canada
8.2.5.3 Mexico
8.2.5.4 Rest of North America
8.3 AR & VR Content & Applications - South America Segment Research
8.4 South America Market Research (Market Size -$Million / $Billion)
8.4.1 Segment type Size and Market Size Analysis
8.4.2 Revenue and Trends
8.4.3 Application Revenue and Trends by type of Application
8.4.4 Company Revenue and Product Analysis
8.4.5 South America Product type and Application Market Size
8.4.5.1 Brazil
8.4.5.2 Venezuela
8.4.5.3 Argentina
8.4.5.4 Ecuador
8.4.5.5 Peru
8.4.5.6 Colombia
8.4.5.7 Costa Rica
8.4.5.8 Rest of South America
8.5. AR & VR Content & Applications - Europe Segment Research
8.6. Europe Market Research (Market Size -$Million / $Billion)
8.6.1 Segment type Size and Market Size Analysis
8.6.2 Revenue and Trends
8.6.3 Application Revenue and Trends by type of Application
8.6.4 Company Revenue and Product Analysis
8.6.5 Europe Segment Product type and Application Market Size
8.6.5.1 U.K
8.6.5.2 Germany
8.6.5.3 Italy
8.6.5.4 France
8.6.5.5 Netherlands
8.6.5.6 Belgium
8.6.5.7 Spain
8.6.5.8 Denmark
8.6.5.9 Rest of Europe
8.7 AR & VR Content & Applications – APAC Segment Research
8.8 APAC Market Research (Market Size -$Million / $Billion)
8.8.1 Segment type Size and Market Size Analysis
8.8.2 Revenue and Trends
8.8.3 Application Revenue and Trends by type of Application
8.8.4 Company Revenue and Product Analysis
8.8.5 APAC Segment – Product type and Application Market Size
8.8.5.1 China
8.8.5.2 Australia
8.8.5.3 Japan
8.8.5.4 South Korea
8.8.5.5 India
8.8.5.6 Taiwan
8.8.5.7 Malaysia
9. AR & VR Content & Applications Market - Entropy
9.1 New product launches
9.2 M&A's, collaborations, JVs and partnerships
10. AR & VR Content & Applications Market Company Analysis
10.1 Market Share, Company Revenue, Products, M&A, Developments
10.2 Google (Now “Alphabet”)
10.3 Samsung
10.4 Microsoft
10.5 Apple
10.6 Sotheby
10.7 IKEA
10.8 BMW
10.9 Niantic
10.10 Company 9
10.11 Company 10
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