Market Research Reports and Industry Reports

Augmented Reality and Virtual Reality M&A Private Equity Investment, and Patent Filing Analysis

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Growing emerging technologies such as the augmented reality and the virtual reality has increased number of the many tech giants to invest in this market, worldwide.
 
 The usage of augmented reality and virtual reality is gaining traction with the increasing support of both hardware manufacturers and software developers in applications such as gaming, entertainment, retail, medical, defense among others. Various initiatives in R&D by the market players as well as by the research institutes indicate that there is huge potential for these technologies. The large tech companies have shown high interest in augmented technology through various acquisitions. The driving factors behind the increase in M&A activity include need to increase scale, substantial growth of startup companies, intense industry competition, and the need for companies to improve their technology, product, and services portfolio.
 
 Hardware sectors includes a major focus for the growth of augmented reality and virtual reality market.
 
 The manufacturing industries are significant in the augmented reality and virtual reality market that includes the further development of a prototype into final hardware components as augmented reality devices and software content development. Hardware components such as electronic and sensing parts are manufactured by vendors and then they are integrated by the device manufacturers such as HMDs. The head-mounted displays are being used as one of the products in the AR-VR market across various applications such as engineering, architecture, gaming, healthcare among others. The market for head mounted display (HMD) devices and software game developers is expected to grow rapidly.
 
 Extensive research (which includes both primary and secondary) has been carried out to determine and verify the global market deals for several segments of the augmented reality and virtual reality market. Break-up of profile of primary participants is given below as:
 • By Company Type: Tier 1 - 45%, Tier 2-33% and Tier 3-22%
 • By Designation: C-level - 42%, Director-level– 33%, Others-25%
 • By Region: Americas-39%, Europe-25%, Asia-Pacific - 29%, RoW-7%
 
 A number of research institutes are carrying out research in the augmented reality and virtual reality applications market for various products and applications. Some research institutes are being funded by the companies and some are being funded by the government which would be a valuable opportunity for the AR and VR tech industry players to tap the market.
 
 Following companies are profiled in the report that includes merger and acquisition deals section:
 
 1. Facebook Incorporation (U.S.)
 2. Apple Inc. (U.S.)
 3. Microsoft Corporation (U.S.)
 4. Intel Corporation (U.S.)
 5. Blippar Inc. (U.S.)
 6. Qualcomm Inc. (U.S.)
 7. Daqri LLC (U.S.)
 8. Atheer Inc. (U.S.)
 9. PTC (U.S.)
 10. Cyberglove Systems Inc. (U.S.)
 
 Following companies that were involved in the investments have been profiled on the basis of the investment amount that was funded in the company:
 
 
1. MAGIC LEAP INC. (U.S.)
 2. Jaunt Inc. (U.S.)
 3. Avegant Corporation (U.S.)
 4. Matterport Inc. (U.S.)
 5. Playful Corporation (U.S.)
 6. Mindmaze SA (U.S.)
 7. NextVR Inc. (U.S.)
 8. SKULLY Inc. (U.S.)
 9. Meta Co. (U.S.)
 10. WEVR Inc. (U.S.)
 11. Legend3D Inc. (U.S.)
 
 The report will help the market leaders/new entrants in the augmented reality and virtual reality market based companies in the following ways:
 

 1. This report categorizes M&A during 2013–2016 by deal value, acquirer type, end user, and geography with review of big ticket deals giving the buyers an insight into the latest M&A trends in the augmented reality and virtual reality market.
 2. The report also provides an overview of the augmented reality and virtual reality market based industry, analyzing key component segments and end user segments. Furthermore, stakeholders can get an understanding of the pulse of the M&A, patents and investment scenario with analysis of the drivers, restraints, challenges, and opportunities.
 3. The report also reviews key M&A strategies, private equity investors, and patents adopted by top semiconductor companies and highlights key strategies to be followed in the current industry scenario along with a brief analysis of potential acquisition targets.

 1 INTRODUCTION 12
 1.1 OBJECTIVES OF THE STUDY 12
 1.2 INDUSTRY DEFINITION 13
 1.3 STUDY SCOPE 13
 1.3.1 YEARS CONSIDERED FOR THE STUDY 13
 1.3.2 CURRENCY 14
 1.4 LIMITATIONS 14
 1.5 STAKEHOLDERS 14
 1.6 RESEARCH METHODOLOGY 15
 1.6.1 KEY DATA FROM SECONDARY SOURCES 16
 1.6.2 KEY DATA FROM PRIMARY SOURCES 17
 1.6.3 KEY INDUSTRY INSIGHTS 18
 2 EXECUTIVE SUMMARY 19
 3 INDUSTRY OVERVIEW 24
 3.1 INTRODUCTION 24
 3.2 VALUE CHAIN ANALYSIS 24
 3.3 PORTER’S FIVE FORCES ANALYSIS 26
 3.3.1 PORTER’S FIVE FORCES ANALYSIS OF AUGMENTED REALITY MARKET 26
 3.3.1.1 Bargaining power of suppliers 28
 3.3.1.2 Bargaining power of buyers 29
 3.3.1.3 Threat of new entrants 30
 3.3.1.4 Threat of substitutes 31
 3.3.1.5 Intensity of competitive rivalry 32
 3.3.2 PORTER’S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET 33
 3.3.2.1 Bargaining power of suppliers 34
 3.3.2.2 Bargaining power of buyers 35
 3.3.2.3 Threat of new entrants 36
 3.3.2.4 Threat of substitutes 37
 3.3.2.5 Intensity of competitive rivalry 38
 3.4 KEY INDUSTRY TRENDS AND COMPETITIVE SITUATION 39
 3.4.1 KEY INDUSTRY TRENDS IN THE AUGMENTED REALITY MARKET 39
 3.4.2 KEY INDUSTRY TRENDS IN THE VIRTUAL REALITY MARKET 40
 4 MARKET DYNAMICS 41
 4.1 INTRODUCTION 41
 4.2 MARKET DYNAMICS FOR AUGMENTED REALITY 41
 4.2.1 DRIVERS 42
 4.2.1.1 Growing interest in augmented reality by most of the large tech companies 42
 4.2.1.2 Growing demand for augmented reality across various verticals 42
 4.2.2 RESTRAINTS 43
 4.2.2.1 Lack of awareness about augmented reality technology 43
 4.2.2.2 Development of AR depends on the advancements in computer and digital network 43
 4.2.2.3 Limited user interface affecting the navigation performance of augmented reality applications 43
 4.2.2.4 Limited processing power and inadequate storage 44
 4.2.3 OPPORTUNITIES 44
 4.2.3.1 Rising investments in the augmented reality market 44
 4.2.3.2 Increasing demand for AR devices and apps in the tourism vertical 45
 4.2.3.3 Opportunities in the e-commerce industry would help to penetrate the AR market 45
 4.2.4 CHALLENGES 46
 4.2.4.1 Low adoption due to privacy issue and complexity in the design 46
 4.2.4.2 Reconfiguration of AR application for different platforms 46
 4.3 MARKET DYNAMICS FOR VIRTUAL REALITY 47
 4.3.1 DRIVERS 47
 4.3.1.1 Penetration of head mounted displays (HMD) in gaming and entertainment verticals 47
 4.3.1.2 Decline in prices of hardware components 48
 4.3.1.3 More effective training and simulation using VR technology integrated devices 48
 4.3.2 RESTRAINTS 49
 4.3.2.1 Display latency and energy consumption affecting the overall performance of virtual reality devices 49
 4.3.2.2 Low resolution restrains the immersion of virtual reality 49
 4.3.3 OPPORTUNITIES 50
 4.3.3.1 Increasing capital investments 50
 4.3.3.2 Opportunity in healthcare industry for penetration of head mounted display (HMD) 50
 4.3.4 CHALLENGES 50
 4.3.4.1 Challenges to identify the level of details required in a VR Device for complete immersion 50
 5 PATENT ANALYSIS 52
 5.1 INTRODUCTION 52
 5.2 U.S. AND SOUTH KOREA ARE THE MAJOR PATENT FILING NATIONS 52
 5.3 THE INCREASED PATENT FILINGS WILL BOOST THE AR-VR MARKET 54
 5.4 NORTH AMERICA IS LEADING IN PATENT FILING FOR AR-VR MARKET 55
  
 6 INVESTOR ANALYSIS 57
 6.1 INTRODUCTION 57
 6.2 INVESTORS IN THE U.S. DOMINATE THE AR-VR INVESTMENTS 57
 6.3 INCREASED INVESTMENTS FROM APAC WILL BOOST THE OVERALL DEVELOPMENT OF AR-VR 58
 6.4 ENTERPRISE VERTICAL IS THE BIGGEST INVESTOR IN THE AR-VR MARKET 59
 6.5 INVESTORS IN THE AR-VR MARKET 60
 7 PRIVATE EQUITY INVESTMENT ANALYSIS 64
 7.1 INTRODUCTION 64
 7.2 REGULATIONS FOR PE FIRMS AND INVESTMENTS 64
 7.3 PE INVESTMENT FLOW 65
 7.3.1 INVESTMENT FLOW, BASED ON THE ESTABLISHMENT YEAR OF THE COMPANY 65
 7.3.2 INVESTMENT FLOW, BASED ON TOTAL INVESTMENTS IN MARKET VALUE IN A PARTICULAR YEAR 72
 7.4 VIRTUAL REALITY: PRIVATE EQUITY INVESTMENTS 73
 7.5 AUGMENTED REALITY: PRIVATE EQUITY INVESTMENTS 75
 7.6 COMPANY PROFILE 79
 (Overview, Products and Services, Financials, Strategy & Development)*
 7.6.1 MAGIC LEAP, INC. 79
 7.6.2 JAUNT INC. 80
 7.6.3 AVEGANT CORPORATION 81
 7.6.4 MATTERPORT INC. 82
 7.6.5 PLAYFUL CORPORATION 83
 7.6.6 MINDMAZE SA 84
 7.6.7 NEXTVR INC. 85
 7.6.8 SKULLY INC. 86
 7.6.9 META CO. 87
 7.6.10 WEVR INC. 88
 7.6.11 LEGEND3D INC. 89
 *Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
 8 MERGERS AND ACQUISITIONS: AUGMENTED REALITY AND VIRTUAL REALITY 90
 8.1 INTRODUCTION 90
 8.2 M&A TRENDS IN AUGMENTED REALITY AND VIRTUAL REALITY 90
 8.3 DEALS BASED ON CAPITAL INVESTMENTS 91
 8.4 DEALS BASED ON TARGET COMPANY 93
 8.5 DEALS BASED ON DEAL VOLUME 97
 8.6 M&A ANALYSIS, BY KEY PLAYERS 98
 8.7 M&A ANALYSIS, BY GEOGRAPHICAL COVERAGE 99
  
 8.8 COMPANY PROFILE 100
 (Overview, Products and Services, Financials, Strategy & Development)*
 8.8.1 FACEBOOK INCORPORATION 100
 8.8.2 APPLE INC. 104
 8.8.3 MICROSOFT CORPORATION 108
 8.8.4 INTEL CORPORATION 112
 8.8.5 BLIPPAR INC. 115
 8.8.6 QUALCOMM INC. 116
 8.8.7 DAQRI LLC 119
 8.8.8 ATHEER INC. 121
 8.8.9 PTC 122
 8.8.10 CYBERGLOVE SYSTEMS INC. 123
 *Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
 9 FUTURE INDUSTRY ROADMAP 124
 9.1 INTRODUCTION 124
 9.2 EVOLUTION PHASE OF AUGMENTED REALITY AND VIRTUAL REALITY 124
 9.3 AR & VR EVOLVING SPACE 125
 9.3.1 COMPREHENSIVE INDUSTRY STRATEGY 129
 9.3.2 STRATEGIC BENCHMARKING OF AR&VR 130
 9.3.3 PATENT GOALS 133
 9.4 CHANNELS AFFECTING INDUSTRY GROWTH 133
 9.4.1 COMPETITION 133
 9.4.2 INNOVATION & PRODUCTIVITY 133
 9.4.3 ACCEPTANCE 134
 9.5 LIFE CYCLE ANALYSIS OF THE MARKET, BY REGION 134
 10 APPENDIX 136
 10.1 INSIGHTS OF INDUSTRY EXPERTS 136
 10.2 DISCUSSION GUIDE 137
 10.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 139
 10.4 INTRODUCING RT: REAL TIME MARKET INTELLIGENCE 141
 10.5 AVAILABLE CUSTOMIZATIONS 143
 10.6 RELATED REPORTS 144
 


List Of Tables

 TABLE 1 PORTER’S FIVE FORCES ANALYSIS: THREAT OF NEW ENTRANTS LIKELY TO HAVE MAXIMUM IMPACT ON THE OVERALL MARKET 27
 TABLE 2 THREAT OF NEW ENTRANTS LIKELY TO HAVE MAJOR IMPACT ON THE OVERALL MARKET 33
 TABLE 3 KEY INDUSTRY TRENDS IN THE AUGMENTED REALITY MARKET 39
 TABLE 4 KEY INDUSTRY TRENDS IN THE VIRTUAL REALITY MARKET 40
 TABLE 5 GROWING DEMAND FOR AUGMENTED REALITY IN RETAIL 43
 TABLE 6 LIMITED USER INTERFACE DEVICES IN MOBILE-DRIVEN AUGMENTED REALITY IS A MAJOR PROBLEM FOR AR MARKET GROWTH 44
 TABLE 7 INCREASING DEMAND FOR AR DEVICES AND APPS IN THE TOURISM VERTICAL 45
 TABLE 8 THE GROWING DEMAND OF VIRTUAL REALITY IN GAMING AND ENTERTAINMENT 48
 TABLE 9 DISPLAY LATENCY IS THE MAJOR ISSUE RESTRAINING THE GROWTH OF VIRTUAL REALITY MARKET 49
 TABLE 10 OPPORTUNITY IN HEALTHCARE INDUSTRY TO DRIVE VR MARKET 50
 TABLE 11 TO IDENTIFY THE LEVEL OF DETAILS NECESSARY FOR A USER TO ACCEPT THE ILLUSION IS A MAJOR CHALLENGE 51
 TABLE 12 COUNTRY WISE PATENT FILING, 2012- 2016 52
 TABLE 13 INVESTMENT IN THE COMPANIES ESTABLISHED IN 2015 66
 TABLE 14 INVESTMENT IN THE COMPANIES ESTABLISHED IN 2014 67
 TABLE 15 INVESTMENT IN THE COMPANIES ESTABLISHED IN 2013 68
 TABLE 16 MAJOR INVESTMENTS IN THE AUGMENTED REALITY COMPANIES 76
 TABLE 17 LIST OF M&A IN AUGMENTED REALITY 94
 TABLE 18 LIST OF M&A IN VIRTUAL REALITY 95
 TABLE 19 FACEBOOK INCORPORATION: FINANCIAL ANALYSIS, 2012-2015 101
 TABLE 20 KEY FINANCIAL RATIO (2015) 101
 TABLE 21 FINANCIAL STRENGTH (2015) 101
 TABLE 22 APPLE INC.: FINANCIAL ANALYSIS, 2012-2015 104
 TABLE 23 KEY FINANCIAL RATIO (2015) 105
 TABLE 24 FINANCIAL STRENGTH (2015) 105
 TABLE 25 MICROSOFT CORPORATION: FINANCIAL ANALYSIS, 2012-2015 108
 TABLE 26 KEY FINANCIAL RATIO (2015) 109
 TABLE 27 FINANCIAL STRENGTH (2015) 109
 TABLE 28 INTEL CORPORATION: FINANCIAL ANALYSIS, 2012-2015 112
 TABLE 29 KEY FINANCIAL RATIO (2015) 113
 TABLE 30 FINANCIAL STRENGTH (2015) 113
 TABLE 31 QUALCOMM INC.: FINANCIAL ANALYSIS, 2012-2015 116
 TABLE 32 KEY FINANCIAL RATIO (2015) 117
 TABLE 33 FINANCIAL STRENGTH (2015) 117


List Of Figures

 FIGURE 1 INDUSTRIAL LANDSCAPE CLASSIFICATION 13
 FIGURE 2 RESEARCH DESIGN 15
 FIGURE 3 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2013–2020 (USD BILLION) 20
 FIGURE 4 M&A DEALS, BASED ON TARGET COMPANY BETWEEN 2013 AND 2016 21
 FIGURE 5 INVESTMENT ANALYSIS OF AR-VR FROM 2011 TO 2015 22
 FIGURE 6 VENTURE CAPITAL FIRMS ARE THE BIGGEST INVESTORS IN THE AR-VR MARKET 22
 FIGURE 7 PATENT FILINGS FOR AR-VR MARKET, 2012-2016 23
 FIGURE 8 VALUE CHAIN ANALYSIS OF AUGMENTED REALITY (2015): MAJOR VALUE IS ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES 24
 FIGURE 9 VALUE CHAIN ANALYSIS (2015) OF AUGMENTED REALITY AND VIRTUAL REALITY: MAJOR VALUE IS ADDED DURING MANUFACTURING AND ASSEMBLY STAGES 25
 FIGURE 10 PORTER’S FIVE FORCES ANALYSIS OF AUGMENTED REALITY MARKET 26
 FIGURE 11 AUGMENTED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 27
 FIGURE 12 BARGAINING POWER OF SUPPLIERS IS HIGH DUE TO MAXIMUM NUMBER OF SUPPLIERS IN THE MARKET AND THEIR FINANCIAL POWER 28
 FIGURE 13 BARGAINING POWER OF BUYERS WILL BE MEDIUM BECAUSE OF LOW PRICE SENSITIVE MARKET AND HIGH PRODUCT DIFFERENTIATION 29
 FIGURE 14 HIGH THREAT OF NEW ENTRANTS DUE TO COMPETITIVE MARKET SPACE WITH HIGH CAPITAL REQUIREMENTS 30
 FIGURE 15 LOW THREATS OF SUBSTITUTES DUE TO LESS LEGISLATIVE REGULATIONS AND LOW QUALITY AND PERFORMANCE IN THE MARKET 31
 FIGURE 16 INCREASE IN NUMBER OF PATENT FILINGS HAVE A HIGH IMPACT ON INTENSITY OF COMPETITIVE RIVALRY 32
 FIGURE 17 PORTER’S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET 33
 FIGURE 18 VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 34
 FIGURE 19 INCREASE IN NUMBER OF SUPPLIERS WOULD AFFECT THE BARGAINING POWER OF SUPPLIERS 34
 FIGURE 20 BARGAINING POWER OF BUYERS IS HIGH BECAUSE OF INCREASE IN NUMBER OF SUPPLIERS IN THE MARKET 35
 FIGURE 21 HIGH CAPITAL REQUIREMENT IS MAJOR THREAT TO NEW ENTRANTS 36
 FIGURE 22 THREAT OF SUBSTITUTES HAS MEDIUM IMPACT IN THE MARKET DUE TO LOW COMPETITIVE PRICING AND MODERATE AVAILABILITY OF SUBSTITUTES 37
 FIGURE 23 INTENSITY OF COMPETITIVE RIVALRY IS HIGH DUE TO HIGH ENTRY BARRIER AND EXISTING NUMBER OF PLAYERS 38
 FIGURE 24 THE LARGE TECH COMPANIES ENTRY AND GROWING START-UPS WILL DRIVE THE GROWTH OF THE AR MARKET 41
 FIGURE 25 AFFORDABLE HARDWARE WITH PENETRATION OF HEAD MOUNTED DISPLAY (HMD) FOR VARIOUS APPLICATIONS IS A DRIVING FORCE FOR VR MARKET 47
 FIGURE 26 MAJOR PATENT FILING COMPANIES IN THE AR-VR MARKET, 2012-2016 53
 FIGURE 27 PATENT FILINGS IN THE AR-VR MARKET, 2012–2016 54
 FIGURE 28 NORTH AMERICA LED THE PATENT FILING BETWEEN 2012-2016 55
 FIGURE 29 AUGMENTED REALITY GAINS MORE PATENT FILINGS THAN THE VIRTUAL REALITY 56
 FIGURE 30 NUMBER OF MAJOR INVESTORS IN THE AR-VR VERTICAL, BY COUNTRY 58
 FIGURE 31 INVESTMENTS IN AR & VR, BY REGION 58
 FIGURE 32 MAJOR VENTURE CAPITAL INVESTORS IN THE AR-VR MARKET 59
 FIGURE 33 MAJOR INVESTORS IN THE AR-VR MARKET 60
 FIGURE 34 INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2015 65
 FIGURE 35 INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2014 66
 FIGURE 36 INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2013 68
 FIGURE 37 INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2012 69
 FIGURE 38 INVESTMENT IN THE AR-VR COMPANIES FOUNDED BEFORE 2012 70
 FIGURE 39 INVESTMENT ANALYSIS OF AR-VR, BY FOUNDATION YEAR OF THE COMPANY 71
 FIGURE 40 INVESTMENT ANALYSIS OF AR-VR COMPANIES FOR THE PERIOD 2011–2015 72
 FIGURE 41 OVERALL INVESTMENT SHARE OF AUGMENTED REALITY VS. VIRTUAL REALITY 73
 FIGURE 42 MAJOR INVESTMENTS IN GLOBAL VIRTUAL REALITY MARKET 73
 FIGURE 43 U.S. VIRTUAL REALITY INVESTMENTS, BY COMPANY 74
 FIGURE 44 GLOBAL VIRTUAL REALITY INVESTMENTS, BY GEOGRAPHY 74
 FIGURE 45 PERCENTAGE SHARE OF INVESTMENT IN VIRTUAL REALITY 75
 FIGURE 46 GLOBAL AUGMENTED REALITY INVESTMENTS 75
 FIGURE 47 U.S. AUGMENTED REALITY INVESTMENTS 77
 FIGURE 48 GLOBAL AUGMENTED REALITY INVESTMENTS, BY GEOGRAPHY 78
 FIGURE 49 MAGIC LEAP, INC.: COMPANY SNAPSHOT 79
 FIGURE 50 JAUNT INC.: COMPANY SNAPSHOT 80
 FIGURE 51 AVEGANT CORPORATION: COMPANY SNAPSHOT 81
 FIGURE 52 MATTERPORT INC.: COMPANY SNAPSHOT 82
 FIGURE 53 PLAYFUL CORPORATION: COMPANY SNAPSHOT 83
 FIGURE 54 MINDMAZE SA: COMPANY SNAPSHOT 84
 FIGURE 55 NEXTVR INC.: COMPANY SNAPSHOT 85
 FIGURE 56 SKULLY INC.: COMPANY SNAPSHOT 86
 FIGURE 57 META CO.: COMPANY SNAPSHOT 87
 FIGURE 58 WEVR INC.: COMPANY SNAPSHOT 88
 FIGURE 59 LEGEND3D INC.: COMPANY SNAPSHOT 89
 FIGURE 60 KEY TRENDS IN M&A UNDERTAKEN BY THE KEY PLAYERS IN AR-VR MARKET 90
 FIGURE 61 MERGERS & ACQUISITIONS, BY DEAL VALUE BETWEEN 2013 AND 2016 91
 FIGURE 62 TOP PLAYERS IN M&A BASED ON MAXIMUM INVESTMENTS (DEAL VALUE) 92
 FIGURE 63 M&A DEALS, BASED ON TARGET COMPANY BETWEEN 2013 AND 2016 93
 FIGURE 64 M&A BASED ON DEAL VOLUME BETWEEN YEAR 2014-2016 97
 FIGURE 65 TOP PLAYERS WITH HIGHEST M&A TRANSACTION 98
 FIGURE 66 GEOGRAPHIC LANDSCAPE: THE COMPANIES IN THE U.S. HAVE UNDERTAKEN THE MAXIMUM M&A 99
 FIGURE 67 FACEBOOK INCORPORATION: COMPANY SNAPSHOT 100
 FIGURE 68 FACEBOOK INCORPORATION: SWOT ANALYSIS 103
 FIGURE 69 APPLE INC.: COMPANY SNAPSHOT 104
 FIGURE 70 APPLE INC.: SWOT ANALYSIS 107
 FIGURE 71 MICROSOFT CORPORATION: COMPANY SNAPSHOT 108
 FIGURE 72 MICROSOFT CORPORATION: SWOT ANALYSIS 111
 FIGURE 73 INTEL CORPORATION: COMPANY SNAPSHOT 112
 FIGURE 74 BLIPPAR INC.: COMPANY SNAPSHOT 115
 FIGURE 75 QUALCOMM INC.: COMPANY SNAPSHOT 116
 FIGURE 76 DAQRI LLC: COMPANY SNAPSHOT 119
 FIGURE 77 ATHEER INC.: COMPANY SNAPSHOT 121
 FIGURE 78 PTC: COMPANY SNAPSHOT 122
 FIGURE 79 CYBERGLOVE SYSTEMS INC.: COMPANY SNAPSHOT 123
 FIGURE 80 EVOLUTION OF VIRTUAL REALITY AND AUGMENTED REALITY 125
 FIGURE 81 GAMING AND E-COMMERCE APPLICATION EXPECT TO GROW AT HIGHEST RATE IN THE NEAR FUTURE 125
 FIGURE 82 AR AND VR TECHNOLOGY IS SET TO BOOM WITH THE INCREASED USE IN DIVERSE APPLICATIONS 126
 FIGURE 83 CONSUMER VERTICAL EXPECTED TO WITNESS THE HIGHEST GROWTH IN THE VIRTUAL REALITY BETWEEN 2015 AND 2020 127
 FIGURE 84 COMMERCIAL VERTICAL EXPECTED TO WITNESS THE HIGHEST GROWTH RATE BETWEEN 2015 AND 2020 128
 FIGURE 85 AR&VR GROWTH STRATEGY 129
 FIGURE 86 KEY DRIVERS AND RISK FACTORS FOR MERGER AND ACQUISITIONS DEALS 130
 FIGURE 87 BENCHMARKING OF VR: ORGANIC AND INORGANIC GROWTH STRATEGIES FOR NEW PRODUCT AND TECHNOLOGY DEVELOPMENT 131
 FIGURE 88 BENCHMARKING OF AR: KEY PLAYERS LARGELY ADOPTED THE STRATEGY OF NEW PRODUCT LAUNCHES 132
 FIGURE 89 PATENT BENEFITS TO INDUSTRY PLAYERS 133
 FIGURE 90 AR AND VR MARKET STAGE IN DIFFERENT REGIONS, 2015 134
 FIGURE 91 MARKETSANDMARKETS KNOWLEDGE STORE SNAPSHOT 139
 FIGURE 92 MARKETSANDMARKETS KNOWLEDGE STORE: SEMICONDUCTOR & ELECTRONICS INDUSTRY SNAPSHOT 140


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Global Military Augmented Reality (MAR) Technologies Sales Market Report 2016

Notes:Sales, means the sales volume of Military Augmented Reality (MAR) TechnologiesRevenue, means the sales value of Military Augmented Reality (MAR) TechnologiesThis report studies sales (consumption) of Military Augmented Reality (MAR)

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Reports Details

Published Date : Apr 2016
No. of Pages :146
Country :Global
Category :Semiconductors
Publisher :MarketsandMarkets
Report Delivery By :Email
Report Delivery Time :12 to 24 hours after placing the order.

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