CHAPTER 1 INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2 EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVE
CHAPTER 3 MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top investment pockets
3.3. PORTERS FIVE FORCES ANALYSIS
3.3.1. Moderate bargaining power of suppliers
3.3.2. Moderate threat of new entrants
3.3.3. Moderate threat of substitutes
3.3.4. High competitive rivalry
3.3.5. High bargaining power among buyers
3.4. MARKET DYNAMICS
3.4.1. Drivers
3.4.1.1. Expansion in gamer community
3.4.1.2. Increase in popularity of augmented and virtual reality
3.4.1.3. Cost-efficient benefits of augmented and virtual reality based solutions
3.4.2. Restraints
3.4.2.1. Resistance to adopt the augmented and virtual reality technology
3.4.2.2. Lack of investments in R&D
3.4.3. Opportunities
3.4.3.1. Advancement in technology
3.4.3.2. Introduction of industry-specific solutions
CHAPTER 4 AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM
4.1. OVERVIEW
4.2. MOBILE
4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast
4.3. CONSOLE
4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast
4.4. PERSONAL COMPUTER (PC)
4.4.1. Key market trends
4.4.2. Key growth factors and opportunities
4.4.3. Market size and forecast
CHAPTER 5 AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION
5.1. OVERVIEW
5.2. VIDEO GAMES
5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast
5.3. LIVE EVENTS AND VIDEO ENTERTAINMENT
5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast
5.4. MILITARY
5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast
5.5. HEALTHCARE
5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast
5.6. OTHERS
5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast
CHAPTER 6 AUGMENTED & VIRTUAL REALITY MARKET, BY REGION
6.1. OVERVIEW
6.2. NORTH AMERICA
6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast
6.2.3.1. U.S.
6.2.3.1.1. Market size and forecast
6.2.3.2. Canada
6.2.3.2.1. Market size and forecast
6.2.3.3. Mexico
6.2.3.3.1. Market size and forecast
6.3. EUROPE
6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast
6.3.3.1. Germany
6.3.3.1.1. Market size and forecast
6.3.3.2. U.K.
6.3.3.2.1. Market size and forecast
6.3.3.3. France
6.3.3.3.1. Market size and forecast
6.3.3.4. Spain
6.3.3.4.1. Market size and forecast
6.3.3.5. Russia
6.3.3.5.1. Market size and forecast
6.3.3.6. Rest of Europe
6.3.3.6.1. Market size and forecast
6.4. ASIA-PACIFIC
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast
6.4.3.1. China
6.4.3.1.1. Market size and forecast
6.4.3.2. Japan
6.4.3.2.1. Market size and forecast
6.4.3.3. South Korea
6.4.3.3.1. Market size and forecast
6.4.3.4. Rest of Asia-Pacific
6.4.3.4.1. Market size and forecast
6.5. LAMEA
6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast
6.5.3.1. Latin America
6.5.3.1.1. Market size and forecast
6.5.3.2. Middle East
6.5.3.2.1. Market size and forecast
6.5.3.3. Africa
6.5.3.3.1. Market size and forecast
CHAPTER 7 COMPANY PROFILES
7.1. ALPHABET INC. (GOOGLE INC.)
7.1.1. Company overview
7.1.2. Company snapshot
7.1.3. Operating business segments
7.1.4. Product portfolio
7.1.5. Business performance
7.1.6. Key strategic moves & developments, 2014-2016
7.2. FACEBOOK INC.(OCULUS VR, LLC)
7.2.1. Company overview
7.2.2. Company snapshot
7.2.3. Operating business segments
7.2.4. Product portfolio
7.2.5. Business performance
7.2.6. Key strategic moves & developments, 2014-2016
7.3. INTEL CORPORATION
7.3.1. Company overview
7.3.2. Company snapshot
7.3.3. Operating business segments
7.3.4. Product portfolio
7.3.5. Business performance
7.3.6. Key strategic moves & developments, 2014-2016
7.4. MAGIC LEAP, INC.
7.4.1. Company overview
7.4.2. Company snapshot
7.4.3. Operating business segments
7.4.4. Product portfolio
7.5. MARXENT LABS LLC
7.5.1. Company overview
7.5.2. Company snapshot
7.5.3. Operating business segments
7.5.4. Product portfolio
7.5.5. Key strategic moves & developments, 2014-2016
7.6. MICROSOFT CORPORATION
7.6.1. Company overview
7.6.2. Company snapshot
7.6.3. Operating business segments
7.6.4. Product portfolio
7.6.5. Business performance
7.6.6. Key strategic moves & developments, 2014-2016
7.7. NVIDIA CORPORATION
7.7.1. Company overview
7.7.2. Company snapshot
7.7.3. Operating business segments
7.7.4. Product portfolio
7.7.5. Business performance
7.7.6. Key strategic moves and developments
7.8. QUALCOMM INCORPORATED
7.8.1. Company overview
7.8.2. Company snapshot
7.8.3. Operating business segments
7.8.4. Product portfolio
7.8.5. Business performance
7.8.6. Key strategic moves & developments, 2014-2016
7.9. SAMSUNG ELECTRONICS CO., LTD.
7.9.1. Company overview
7.9.2. Company snapshot
7.9.3. Operating business segments
7.9.4. Product portfolio
7.9.5. Business performance
7.9.6. Key strategic moves & developments, 2014-2016
7.10. VUZIX CORPORATION
7.10.1. Company overview
7.10.2. Company snapshot
7.10.3. Operating business segments
7.10.4. Product portfolio
7.10.5. Business performance
7.10.6. Key strategic moves & developments, 2014-2016