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Florida Augmented and Virtual Reality Market by Application, Organization Size, and Industry Vertical: Opportunity Analysis and Industry Forecast, 2020-2030

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    Report

  • 139 Pages
  • August 2021
  • Region: United States
  • Allied Market Research
  • ID: 5457402
Augmented reality adds virtual stuff to real world environment of the user, using layers of computer generated elements including sound, video, graphics, or GPS data to provide users an enhanced interaction with reality. It is used for various applications such as sporting events, driving, education, and others. On the other side, virtual reality (VR) is an artificial environment that is created with software and presented to the user in such a way that user belief and accepts it as a real environment. In addition, it artificially creates sensory experience such as sight, touch, hearing, and smell. Apps based on augmented reality (AR) are being used by businesses to track, identify, and resolve technical issues. With virtual assistance, AR/VR can create a virtual or artificial environment where users can be engaged and given more information and personalized attention.

Surge in adoption of augmented & virtual reality in healthcare, and rise in popularity of AR & VR in gaming industry are the major factors that drive the growth of the Florida augmented and virtual reality market. Moreover, lack of security standards in AR & VR technology hampers the growth of the market. Furthermore, ongoing technological advancement in AR and VR, and surge in adoption of AR in e-commerce industry are expected to provide lucrative opportunities for the Florida augmented and virtual reality expansion during the forecast period.

The Florida 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 (SMEs). 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.

The key players profiled in the market report are Apple Inc., Eon Reality, FACEBOOK, Alphabet (Google Inc.), Intel Corporation, MAGICLEAP INC., Marxent Labs, Microsoft Corporation, Sony Corporation, and zSpace, Inc. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

KEY BENEFITS FOR STAKEHOLDERS

  • The study provides an in-depth analysis of the Florida augmented and virtual reality market along with current trends and future estimations to elucidate imminent investment pockets.
  • Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
  • The quantitative analysis of Florida augmented and virtual reality market for the period 2021-2030 is provided to determine the market potential.

KEY MARKET SEGMENTS


By Application

  • Consumer
  • Enterprise

By Organization size

  • SMEs
  • Large Enterprises

By Industry Vertical

  • Gaming
  • Entertainment and Media
  • Aerospace and Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

KEY MARKET PLAYERS

  • Apple Inc.
  • EON Reality
  • FACEBOOK
  • Alphabet (Google Inc.)
  • Intel Corporation
  • MAGIC LEAP, INC.
  • Marxent Labs
  • Microsoft Corporation
  • Sony Corporation
  • zSpace, Inc.
.

 

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Table of Contents

CHAPTER 1: INTRODUCTION1.1. Report description
1.2. Key benefits for stakeholders
1.3. Key market segments
1.4. Key market players
1.5. Research methodology
1.5.1. Secondary research
1.5.2. Primary research
1.5.3. Analyst tools & models

CHAPTER 2: EXECUTIVE SUMMARY2.1. Key findings
2.1.1. Top impacting factors
2.1.2. Top investment pockets
2.2. CXO perspective

CHAPTER 3: MARKET OVERVIEW3.1. Market definition and scope
3.2. Key forces shaping the Florida Augmented and Virtual Reality market
3.2.1. Moderate-to-high bargaining power of suppliers
3.2.2. Moderate-to-high bargaining power of buyers
3.2.3. Moderate-to-high threat of substitutes
3.2.4. Low-to-high threat of new entrants
3.2.5. Low-to-high competitive rivalry
3.3. Market dynamics
3.3.1. Drivers
3.3.1.1. Surge in adoption of augmented & virtual reality in healthcare
3.3.1.2. Rise in popularity of AR & VR in gaming industry
3.3.1.3. Increase in smartphone penetration
3.3.2. Restraints
3.3.2.1. Lack of security standards
3.3.3. Opportunities
3.3.3.1. Technological Advancement in AR & VR
3.3.3.2. Progressing adoption of AR VR by Aerospace & Defense
3.4. COVID-19 impact analysis on Augmented and Virtual Reality market
3.4.1. Impact on market size
3.4.2. Consumer trends, preferences, and budget impact
3.4.3. Economic impact
3.4.4. Key player strategies to tackle the COVID impact
3.4.5. Opportunity window

CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION4.1. Overview
4.2. Consumer
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast
4.3. Enterprise
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast

CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE5.1. Overview
5.2. SME
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast
5.3. Large Enterprises
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast

CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL6.1. Overview
6.2. Gaming
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast
6.3. Entertainment and Media
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast
6.4. Aerospace & Defense
6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast
6.5. Healthcare
6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market size and forecast
6.6. Education
6.6.1. Key market trends, growth factors, and opportunities
6.6.2. Market size and forecast
6.7. Manufacturing
6.7.1. Key market trends, growth factors, and opportunities
6.7.2. Market size and forecast
6.8. Retail
6.8.1. Key market trends, growth factors, and opportunities
6.8.2. Market size and forecast
6.9. Others
6.9.1. Key market trends, growth factors, and opportunities
6.9.2. Market size and forecast

CHAPTER 7: COMPETITIVE LANDSCAPE7.1. Key players positioning analysis, 2020
7.2. Top winning strategies
7.3. Competitive dashboard

CHAPTER 8: COMPANY PROFILE8.1. APPLE INC.
8.1.1. Company overview
8.1.2. Key executives
8.1.3. Company snapshot
8.1.4. Product portfolio
8.1.5. R&D expenditure
8.1.6. Business performance
8.1.7. Key strategic moves and developments
8.2. EON REALITY
8.2.1. Company overview
8.2.2. Key executive
8.2.3. Company snapshot
8.2.4. Product portfolio
8.2.5. Key strategic moves and developments
8.3. FACEBOOK
8.3.1. Company overview
8.3.2. Key executives
8.3.3. Company snapshot
8.3.4. Operating business segments
8.3.5. Product portfolio
8.3.6. R&D expenditure
8.3.7. Business performance
8.3.8. Key strategic moves and developments
8.4. ALPHABET (GOOGLE INC.)
8.4.1. Company overview
8.4.2. Key executive
8.4.3. Company snapshot
8.4.4. Operating business segments
8.4.5. Product portfolio
8.4.6. R&D expenditure
8.4.7. Business performance
8.4.8. Key strategic moves and developments
8.5. INTEL CORPORATION
8.5.1. Company overview
8.5.2. Key executive
8.5.3. Company snapshot
8.5.4. Operating business segments
8.5.5. Product portfolio
8.5.6. R&D expenditure
8.5.7. Business performance
8.5.8. Key strategic moves and developments
8.6. MAGIC LEAP, INC.
8.6.1. Company overview
8.6.2. Key executive
8.6.3. Company snapshot
8.6.4. Product portfolio
8.6.5. Key strategic moves and developments
8.7. MARXENT LABS
8.7.1. Company overview
8.7.2. Key executive
8.7.3. Company snapshot
8.7.4. Product portfolio
8.7.5. Key strategic moves and developments
8.8. MICROSOFT CORPORATION
8.8.1. Company overview
8.8.2. Key executive
8.8.3. Company snapshot
8.8.4. Operating business segments
8.8.5. Product portfolio
8.8.6. R&D expenditure
8.8.7. Business performance
8.8.8. Key strategic moves and developments
8.9. SONY CORPORATION
8.9.1. Company overview
8.9.2. Key executives
8.9.3. Company snapshot
8.9.4. Operating business segments
8.9.5. Product portfolio
8.9.6. R&D expenditure
8.9.7. Business performance
8.9.8. Key strategic moves and developments
8.10. ZSPACE, INC.
8.10.1. Company overview
8.10.2. Key executives
8.10.3. Company snapshot
8.10.4. Product portfolio
8.10.5. Key strategic moves and developments

List of Tables
TABLE 01. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 02. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR CONSUMER, 2020-2030 ($BILLION)
TABLE 03. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERPRISE, 2020-2030 ($BILLION)
TABLE 04. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 05. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR SME, 2020-2030 ($BILLION)
TABLE 06. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR LARGE ENTERPRISES, 2020-2030 ($BILLION)
TABLE 07. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 08. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR GAMING, 2020-2030 ($BILLION)
TABLE 09. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR ENTERTAINMENT AND MEDIA, 2020-2030 ($BILLION)
TABLE 10. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR AEROSPACE & DEFENSE, 2020-2030 ($BILLION)
TABLE 11. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR HEALTHCARE, 2020-2030 ($BILLION)
TABLE 12. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR EDUCATION, 2020-2030 ($BILLION)
TABLE 13. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR MANUFACTURING, 2020-2030 ($BILLION)
TABLE 14. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR RETAIL, 2020-2030 ($BILLION)
TABLE 15. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE FOR OTHERS, 2020-2030 ($BILLION)
TABLE 16. APPLE INC.: KEY EXECUTIVES
TABLE 17. APPLE INC.: COMPANY SNAPSHOT
TABLE 18. APPLE INC.: PRODUCT PORTFOLIO
TABLE 19. EON REALITY: KEY EXECUTIVE
TABLE 20. EON REALITY: COMPANY SNAPSHOT
TABLE 21. EON REALITY: PRODUCT PORTFOLIO
TABLE 22. FACEBOOK: KEY EXECUTIVES
TABLE 23. FACEBOOK: COMPANY SNAPSHOT
TABLE 24. FACEBOOK: OPERATING SEGMENTS
TABLE 25. FACEBOOK: PRODUCT PORTFOLIO
TABLE 26. ALPHABET (GOOGLE INC.): KEY EXECUTIVE
TABLE 27. ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 28. ALPHABET (GOOGLE INC.): OPERATING SEGMENTS
TABLE 29. ALPHABET (GOOGLE INC.) : PRODUCT PORTFOLIO
TABLE 30. INTEL CORPORATION: KEY EXECUTIVE
TABLE 31. INTEL CORPORATION: COMPANY SNAPSHOT
TABLE 32. INTEL CORPORATION: OPERATING SEGMENTS
TABLE 33. INTEL CORPORATION: PRODUCT PORTFOLIO
TABLE 34. MAGIC LEAP, INC.: KEY EXECUTIVE
TABLE 35. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 36. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 37. MARXENT LABS: KEY EXECUTIVE
TABLE 38. MARXENT LABS: COMPANY SNAPSHOT
TABLE 39. MARXENT LABS: PRODUCT PORTFOLIO
TABLE 40. MICROSOFT CORPORATION: KEY EXECUTIVE
TABLE 41. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 42. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 43. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 44. SONY CORPORATION: KEY EXECUTIVES
TABLE 45. SONY CORPORATION: COMPANY SNAPSHOT
TABLE 46. SONY CORPORATION: OPERATING SEGMENTS
TABLE 47. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 48. ZSPACE, INC.: KEY EXECUTIVES
TABLE 49. ZSPACE, INC.: COMPANY SNAPSHOT
TABLE 50. ZSPACE, INC.: PRODUCT PORTFOLIO

List of Figures
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030
FIGURE 03. TOP IMPACTING FACTORS
FIGURE 04. TOP INVESTMENT POCKETS
FIGURE 05. MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 06. HIGH BARGAINING POWER OF BUYER
FIGURE 07. MODERATE THREAT OF SUBSTITUTES
FIGURE 08. MODERATE THREAT OF NEW ENTRANTS
FIGURE 09. HIGH COMPETITIVE RIVALRY
FIGURE 10. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 2020-2030 ($BILLION)
FIGURE 11. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030
FIGURE 12. FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030
FIGURE 13. KEY PLAYER POSITIONING ANALYSIS: FLORIDA AUGMENTED AND VIRTUAL REALITY MARKET
FIGURE 14. TOP WINNING STRATEGIES, BY YEAR, 2017-2021
FIGURE 15. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2021
FIGURE 16. TOP WINNING STRATEGIES, BY COMPANY, 2017-2021
FIGURE 17. COMPETITIVE DASHBOARD
FIGURE 18. COMPETITIVE DASHBOARD
FIGURE 19. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 20. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 21. APPLE INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 22. APPLE INC.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 23. APPLE INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 24. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 25. FACEBOOK: REVENUE, 2018-2020 ($MILLION)
FIGURE 26. FACEBOOK: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 27. FACEBOOK: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 28. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 29. ALPHABET INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 30. ALPHABET (GOOGLE INC.) REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 31. ALPHABET (GOOGLE INC.) REVENUE SHARE BY REGION, 2020 (%)
FIGURE 32. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 33. INTEL CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 34. INTEL CORPORATION: REVENUE SHARE, BY SEGMENT, 2020 (%)
FIGURE 35. INTEL CORPORATION: REVENUE SHARE, BY REGION, 2020 (%)
FIGURE 36. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 37. MICROSOFT CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 38. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2020(%)
FIGURE 39. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2020(%)
FIGURE 40. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 41. SONY CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 42. SONY CORPORATION: REVENUE SHARE, BY SEGMENT, 2020 (%)
FIGURE 43. SONY CORPORATION: REVENUE SHARE BY REGION, 2020 (%)

Companies Mentioned

  • Apple Inc.
  • Eon Reality
  • FACEBOOK
  • Alphabet (Google Inc.)
  • Intel Corporation
  • MAGICLEAP INC.
  • Marxent Labs
  • Microsoft Corporation
  • Sony Corporation
  • zSpace Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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