Augmented Reality and Virtual Reality in Sports and Entertainment Market 2027 By Software Type, Device and Geography | The Insight Partners

Augmented Reality and Virtual Reality in Sports and Entertainment Market to 2027 - Global Analysis and Forecasts by Software Type (Augmented Reality Software, Virtual Reality Content Creation); Device (Augmented Reality Head-Mounted Device, Virtual Reality Head-Mounted Device) and Geography

Report Code: TIPRE00006628 | No. of Pages: 150 | Category: Electronics and Semiconductor | Status: Upcoming
MARKET INTRODUCTION

Smart phones are the must have digital devices today, they have changed the way we communicate, travel, design, run business and many more. In recent years smartphones revolutionized the world and still the ongoing R&Ds to launch advanced features, improved and more customer centric and enterprise level applications holds the market for years to go. AR and VR are the technologies which immerse the user into virtual world and allows to interact with the virtual objects being in real environment. The new interface of communication offered by AR and VR technology will overtake the markets of existing interfaces in the gaming and entertainment activities.

MARKET DYNAMICS

Smartphone and tablets manufacturers are integrating more AR applications to increase the user experience and with growing smartphone market, AR integrations are expected to take a leap in near future which is anticipated to be the major driver for the augmented reality and virtual reality in sports and entertainment market. Lack of technological understanding and awareness about these products coupled with higher costs associated would pose a challenge to the growth of the augmented reality and virtual reality in sports and entertainment market. Huge investments towards technological advancements in the sports and entertainment sector would provide good opportunities to the players operating in the augmented reality and virtual reality in sports and entertainment market.

MARKET SCOPE

The "Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis to 2027" is a specialized and in-depth study of the technology, media and telecommunication industry with a special focus on the global market trend analysis. The report aims to provide an overview of the augmented reality and virtual reality in sports and entertainment market with detailed market segmentation by software type, device and geography. The global augmented reality and virtual reality in sports and entertainment market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading augmented reality and virtual reality in sports and entertainment market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION

The global augmented reality and virtual reality in sports and entertainment market is segmented on the basis of software type and device. Based on software type, the augmented reality and virtual reality in sports and entertainment market is segmented into augmented reality software and virtual reality content creation. The augmented reality and virtual reality in sports and entertainment market on the basis of the device is classified into augmented reality head-mounted device and virtual reality head-mounted device.

REGIONAL FRAMEWORK


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global augmented reality and virtual reality in sports and entertainment market based on various segments. It also provides market size and forecast estimates from the year 2018 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The augmented reality and virtual reality in sports and entertainment market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the augmented reality and virtual reality in sports and entertainment market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities and future trend. The report also provides exhaustive Porter's Five Forces analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors affecting the augmented reality and virtual reality in sports and entertainment in these regions.

MARKET PLAYERS


The reports cover key developments in the augmented reality and virtual reality in sports and entertainment market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions and partnership & collaborations. These activities have paved the way for the expansion of business and customer base of market players. The market payers from augmented reality and virtual reality in sports and entertainment market are anticipated to lucrative growth opportunities in the future with the rising demand for augmented reality and virtual reality in sports and entertainment in the global market. Below mentioned is the list of few companies engaged in the augmented reality and virtual reality in sports and entertainment market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the augmented reality and virtual reality in sports and entertainment market. In addition, the report focuses on leading industry players with information such as company profiles, products and services offered, financial information of the last 3 years, the key development in the past five years.

  •  Artoolworks, Inc.
  •  Blippar
  •  EON Reality, Inc.
  •  Google, Inc.
  •  HTC Corporation
  •  Microsoft Corporation
  •  Oculus VR
  •  Samsung Electronics Co., Ltd.
  •  Sony Corporation
  •  Zugara, Inc.

Jasoren, SYNECHRON, Augmented Pixels Co., Innovega, Inc., Kishino Limited, Laster Technologies, Layar B. V., Total Immersion, Vuzix Corporation and Unity Technologies are few other market players from value chain in the augmented reality and virtual reality in sports and entertainment market which are not profiled in the report but the can be included based on request.

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
TABLE OF CONTENTS

1.   INTRODUCTION
1.1.   SCOPE OF THE STUDY
1.2.   THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3.   MARKET SEGMENTATION
1.3.1   Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Software Type
1.3.2   Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Device
1.3.3   Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Region
1.3.3.1   By Country

2.   KEY TAKEAWAYS

3.   RESEARCH METHODOLOGY

4.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET LANDSCAPE
4.1.   OVERVIEW
4.2.   PEST ANALYSIS
4.2.1   North America - Pest Analysis
4.2.2   Europe - Pest Analysis
4.2.3   Asia-Pacific - Pest Analysis
4.2.4   Middle East and Africa - Pest Analysis
4.2.5   South and Central America - Pest Analysis
4.3.   ECOSYSTEM ANALYSIS
4.4.   EXPERT OPINIONS

5.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET - KEY MARKET DYNAMICS
5.1.   KEY MARKET DRIVERS
5.2.   KEY MARKET RESTRAINTS
5.3.   KEY MARKET OPPORTUNITIES
5.4.   FUTURE TRENDS
5.5.   IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET - GLOBAL MARKET ANALYSIS
6.1.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT - GLOBAL MARKET OVERVIEW
6.2.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT - GLOBAL MARKET AND FORECAST TO 2027
6.3.   MARKET POSITIONING/MARKET SHARE

7.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET - REVENUE AND FORECASTS TO 2027 - SOFTWARE TYPE
7.1.   OVERVIEW
7.2.   SOFTWARE TYPE MARKET FORECASTS AND ANALYSIS
7.3.   AUGMENTED REALITY SOFTWARE
7.3.1.   Overview
7.3.2.   Augmented Reality Software Market Forecast and Analysis
7.3.3.   AR Remote Collaboration Market
7.3.3.1.   Overview
7.3.3.2.   AR Remote Collaboration Market Forecast and Analysis
7.3.4.   Visualization Market
7.3.4.1.   Overview
7.3.4.2.   Visualization Market Forecast and Analysis
7.3.5.   3D Modeling Market
7.3.5.1.   Overview
7.3.5.2.   3D Modeling Market Forecast and Analysis
7.3.6.   Navigation Market
7.3.6.1.   Overview
7.3.6.2.   Navigation Market Forecast and Analysis
7.4.   VIRTUAL REALITY CONTENT CREATION
7.4.1.   Overview
7.4.2.   Virtual Reality Content Creation Market Forecast and Analysis

8.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET - REVENUE AND FORECASTS TO 2027 - DEVICE

8.1.   OVERVIEW
8.2.   DEVICE MARKET FORECASTS AND ANALYSIS
8.3.   AUGMENTED REALITY HEAD-MOUNTED DEVICE
8.3.1.   Overview
8.3.2.   Augmented Reality Head-Mounted Device Market Forecast and Analysis
8.3.3.   AR Smart Glasses Market
8.3.3.1.   Overview
8.3.3.2.   AR Smart Glasses Market Forecast and Analysis
8.3.4.   Smart Helmets Market
8.3.4.1.   Overview
8.3.4.2.   Smart Helmets Market Forecast and Analysis
8.4.   VIRTUAL REALITY HEAD-MOUNTED DEVICE
8.4.1.   Overview
8.4.2.   Virtual Reality Head-Mounted Device Market Forecast and Analysis

9.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
9.1.   NORTH AMERICA
9.1.1   North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.1.2   North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.1.3   North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.1.4   North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.1.5   North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.1.5.1   United States Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.1.1   United States Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.1.2   United States Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.1.5.2   Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.2.1   Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.2.2   Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.1.5.3   Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.3.1   Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.3.2   Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.   EUROPE
9.2.1   Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.2.2   Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.2.3   Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.2.4   Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.2.5   Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.2.5.1   Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.1.1   Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.1.2   Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.2   France Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.2.1   France Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.2.2   France Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.3   Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.3.1   Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.3.2   Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.4   United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.4.1   United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.4.2   United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.5   Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.5.1   Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.5.2   Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.6   Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.6.1   Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.6.2   Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.   ASIA-PACIFIC
9.3.1   Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.3.2   Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.3.3   Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.3.4   Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.3.5   Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.3.5.1   Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.1.1   Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.1.2   Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.2   China Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.2.1   China Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.2.2   China Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.3   India Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.3.1   India Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.3.2   India Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.4   Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.4.1   Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.4.2   Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.5   South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.5.1   South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.5.2   South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.6   Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.6.1   Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.6.2   Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.   MIDDLE EAST AND AFRICA
9.4.1   Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.4.2   Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.4.3   Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.4.4   Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.4.5   Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.4.5.1   South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.1.1   South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.1.2   South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.2   Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.2.1   Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.2.2   Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.3   U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.3.1   U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.3.2   U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.4   Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.4.1   Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.4.2   Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.   SOUTH AND CENTRAL AMERICA
9.5.1   South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.5.2   South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.5.3   South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.5.4   South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.5.5   South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.5.5.1   Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.1.1   Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.1.2   Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.5.2   Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.2.1   Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.2.2   Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.5.3   Rest of South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.3.1   Rest of South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.3.2   Rest of South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device

10.   INDUSTRY LANDSCAPE
10.1.   MERGERS AND ACQUISITIONS
10.2.   AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3.   NEW PRODUCT LAUNCHES
10.4.   EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11.   AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET, KEY COMPANY PROFILES
11.1.   ARTOOLWORKS, INC.
11.1.1.   Key Facts
11.1.2.   Business Description
11.1.3.   Products and Services
11.1.4.   Financial Overview
11.1.5.   SWOT Analysis
11.1.6.   Key Developments
11.2.   BLIPPAR
11.2.1.   Key Facts
11.2.2.   Business Description
11.2.3.   Products and Services
11.2.4.   Financial Overview
11.2.5.   SWOT Analysis
11.2.6.   Key Developments
11.3.   EON REALITY, INC.
11.3.1.   Key Facts
11.3.2.   Business Description
11.3.3.   Products and Services
11.3.4.   Financial Overview
11.3.5.   SWOT Analysis
11.3.6.   Key Developments
11.4.   GOOGLE, INC.
11.4.1.   Key Facts
11.4.2.   Business Description
11.4.3.   Products and Services
11.4.4.   Financial Overview
11.4.5.   SWOT Analysis
11.4.6.   Key Developments
11.5.   HTC CORPORATION
11.5.1.   Key Facts
11.5.2.   Business Description
11.5.3.   Products and Services
11.5.4.   Financial Overview
11.5.5.   SWOT Analysis
11.5.6.   Key Developments
11.6.   MICROSOFT CORPORATION
11.6.1.   Key Facts
11.6.2.   Business Description
11.6.3.   Products and Services
11.6.4.   Financial Overview
11.6.5.   SWOT Analysis
11.6.6.   Key Developments
11.7.   OCULUS VR
11.7.1.   Key Facts
11.7.2.   Business Description
11.7.3.   Products and Services
11.7.4.   Financial Overview
11.7.5.   SWOT Analysis
11.7.6.   Key Developments
11.8.   SAMSUNG ELECTRONICS CO., LTD.
11.8.1.   Key Facts
11.8.2.   Business Description
11.8.3.   Products and Services
11.8.4.   Financial Overview
11.8.5.   SWOT Analysis
11.8.6.   Key Developments
11.9.   SONY CORPORATION
11.9.1.   Key Facts
11.9.2.   Business Description
11.9.3.   Products and Services
11.9.4.   Financial Overview
11.9.5.   SWOT Analysis
11.9.6.   Key Developments
11.10.   ZUGARA, INC.
11.10.1.   Key Facts
11.10.2.   Business Description
11.10.3.   Products and Services
11.10.4.   Financial Overview
11.10.5.   SWOT Analysis
11.10.6.   Key Developments

12.   APPENDIX
12.1.   ABOUT THE INSIGHT PARTNERS
12.2.   GLOSSARY OF TERMS
The List of Companies

1. Artoolworks, Inc.
2. Blippar
3. EON Reality, Inc.
4. Google, Inc.
5. HTC Corporation
6. Microsoft Corporation
7. Oculus VR
8. Samsung Electronics Co., Ltd.
9. Sony Corporation
10. Zugara, Inc.