【レポートの概要(一部)】
1 Introduction (Page No. – 12)
1.1 Objectives of the Study
1.2 Industry Definition
1.3 Study Scope
1.3.1 Years Considered for the Study
1.3.2 Currency
1.4 Limitations
1.5 Stakeholders
1.6 Research Methodology
1.6.1 Key Data From Secondary Sources
1.6.2 Key Data From Primary Sources
1.6.3 Key Industry Insights
2 Executive Summary (Page No. – 19)
3 Industry Overview (Page No. – 24)
3.1 Introduction
3.2 Value Chain Analysis
3.3 Porter’s Five Forces Analysis
3.3.1 Porter’s Five Forces Analysis of Augmented Reality Market
3.3.1.1 Bargaining Power of Suppliers
3.3.1.2 Bargaining Power of Buyers
3.3.1.3 Threat of New Entrants
3.3.1.4 Threat of Substitutes
3.3.1.5 Intensity of Competitive Rivalry
3.3.2 Porter’s Five Forces Analysis of Virtual Reality Market
3.3.2.1 Bargaining Power of Suppliers
3.3.2.2 Bargaining Power of Buyers
3.3.2.3 Threat of New Entrants
3.3.2.4 Threat of Substitutes
3.3.2.5 Intensity of Competitive Rivalry
3.4 Key Industry Trends and Competitive Situation
3.4.1 Key Industry Trends in the Augmented Reality Market
3.4.2 Key Industry Trends in the Virtual Reality Market
4 Market Dynamics (Page No. – 41)
4.1 Introduction
4.2 Market Dynamics for Augmented Reality
4.2.1 Drivers
4.2.1.1 Growing Interest in Augmented Reality By Most of the Large Tech Companies
4.2.1.2 Growing Demand for Augmented Reality Across Various Verticals
4.2.2 Restraints
4.2.2.1 Lack of Awareness About Augmented Reality Technology
4.2.2.2 Development of AR Depends on the Advancements in Computer and Digital Network
4.2.2.3 Limited User Interface Affecting the Navigation Performance of Augmented Reality Applications
4.2.2.4 Limited Processing Power and Inadequate Storage
4.2.3 Opportunities
4.2.3.1 Rising Investments in the Augmented Reality Market
4.2.3.2 Increasing Demand for AR Devices and Apps in the Tourism Vertical
4.2.3.3 Opportunities in the E-Commerce Industry Would Help to Penetrate the AR Market
4.2.4 Challenges
4.2.4.1 Low Adoption Due to Privacy Issue and Complexity in the Design
4.2.4.2 Reconfiguration of AR Application for Different Platforms
4.3 Market Dynamics for Virtual Reality
4.3.1 Drivers
4.3.1.1 Penetration of Head Mounted Displays (HMD) in Gaming and Entertainment Verticals
4.3.1.2 Decline in Prices of Hardware Components
4.3.1.3 More Effective Training and Simulation Using VR Technology Integrated Devices
4.3.2 Restraints
4.3.2.1 Display Latency and Energy Consumption Affecting the Overall Performance of Virtual Reality Devices
4.3.2.2 Low Resolution Restrains the Immersion of Virtual Reality
4.3.3 Opportunities
4.3.3.1 Increasing Capital Investments
4.3.3.2 Opportunity in Healthcare Industry for Penetration of Head Mounted Display (HMD)
4.3.4 Challenges
4.3.4.1 Challenges to Identify the Level of Details Required in A VR Device for Complete Immersion
5 Patent Analysis (Page No. – 52)
5.1 Introduction
5.2 U.S. and South Korea are the Major Patent Filing Nations
5.3 The Increased Patent Filings Will Boost the AR-VR Market
5.4 North America is Leading in Patent Filing for AR-VR Market
6 Investor Analysis (Page No. – 57)
6.1 Introduction
6.2 Investors in the U.S. Dominate the AR-VR Investments
6.3 Increased Investments From APAC Will Boost the Overall Development of AR-VR
6.4 Enterprise Vertical is the Biggest Investor in the AR-VR Market
6.5 Investors in the AR-VR Market
7 Private Equity Investment Analysis (Page No. – 64)
7.1 Introduction
7.2 Regulations for Pe Firms and Investments
7.3 Pe Investment Flow
7.3.1 Investment Flow, Based on the Establishment Year of the Company
7.3.2 Investment Flow, Based on Total Investments in Market Value in A Particular Year
7.4 Virtual Reality: Private Equity Investments
7.5 Augmented Reality: Private Equity Investments
7.6 Company Profile
(Overview, Products and Services, Financials, Strategy & Development)*
7.6.1 Magic Leap, Inc.
7.6.2 Jaunt Inc.
7.6.3 Avegant Corporation
7.6.4 Matterport Inc.
7.6.5 Playful Corporation
7.6.6 Mindmaze SA
7.6.7 Nextvr Inc.
7.6.8 Skully Inc.
7.6.9 Meta Co.
7.6.10 WEVR Inc.
7.6.11 Legend3D Inc.
*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 (Page No. – 90)
8.1 Introduction
8.2 M&A Trends in Augmented Reality and Virtual Reality
8.3 Deals Based on Capital Investments
8.4 Deals Based on Target Company
8.5 Deals Based on Deal Volume
8.6 M&A Analysis, By Key Players
8.7 M&A Analysis, By Geographical Coverage
8.8 Company Profile
(Overview, Products and Services, Financials, Strategy & Development)*
8.8.1 Facebook Incorporation
8.8.2 Apple Inc.
8.8.3 Microsoft Corporation
8.8.4 Intel Corporation
8.8.5 Blippar Inc.
8.8.6 Qualcomm Inc.
8.8.7 Daqri LLC
8.8.8 Atheer Inc.
8.8.9 PTC
8.8.10 Cyberglove Systems Inc.
*Details on Overview, Products and Services, Financials, Strategy & Development Might Not Be Captured in Case of Unlisted Companies.
9 Future Industry Roadmap (Page No. – 124)
9.1 Introduction
9.2 Evolution Phase of Augmented Reality and Virtual Reality
9.3 AR & VR Evolving Space
9.3.1 Comprehensive Industry Strategy
9.3.2 Strategic Benchmarking of AR&VR
9.3.3 Patent Goals
9.4 Channels Affecting Industry Growth
9.4.1 Competition
9.4.2 Innovation & Productivity
9.4.3 Acceptance
9.5 Life Cycle Analysis of the Market, By Region
10 Appendix (Page No. – 136)
10.1 Insights of Industry Experts
10.2 Discussion Guide
10.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
10.4 Introducing RT: Real Time Market Intelligence
10.5 Available Customizations
10.6 Related Reports
【レポート販売概要】
■ タイトル:拡張現実(AR)及び仮想現実(VR)市場におけるM&A、未公開株式投資、特許申請分析■ 英文:Augmented Reality and Virtual Reality M&A Private Equity Investment, and Patent Filing Analysis
■ 発行日:2016年4月11日
■ 調査会社:MarketsandMarkets
■ 商品コード:MAM-SE-4221
■ 調査対象地域:グローバル
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