Augmented Reality and Virtual Reality in Sports and Entertainment Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Coverage: Augmented Reality and Virtual Reality in Sports and Entertainment Market covers analysis by Software Type (Augmented Reality Software, Virtual Reality Content Creation); Device (Augmented Reality Head-Mounted Device, Virtual Reality Head-Mounted Device) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00006628
  • Category : Technology, Media and Telecommunications
  • Status : Upcoming
  • No. of Pages : 150
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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 2028" 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.


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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 2020 to 2028 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.

World Geography

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MARKET PLAYERS


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 2020 to 2028 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.
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Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

TABLE OF CONTENTS

1.INTRODUCTION
1.1.SCOPE OF THE STUDY
1.2.THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3.MARKET SEGMENTATION
1.3.1Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Software Type
1.3.2Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Device
1.3.3Augmented Reality And Virtual Reality In Sports And Entertainment Market - By Region
1.3.3.1By 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
4.2.1North America - Pest Analysis
4.2.2Europe - Pest Analysis
4.2.3Asia-Pacific - Pest Analysis
4.2.4Middle East and Africa - Pest Analysis
4.2.5South 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, RESTRAINTS & EXPECTED INFLUENCE OF COVID-19 PANDEMIC

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 2028
6.3.MARKET POSITIONING/MARKET SHARE

7.AUGMENTED REALITY AND VIRTUAL REALITY IN SPORTS AND ENTERTAINMENT MARKET - REVENUE AND FORECASTS TO 2028 - 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 2028 - 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 2028 - GEOGRAPHICAL ANALYSIS
9.1.NORTH AMERICA
9.1.1North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.1.2North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.1.3North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.1.4North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.1.5North America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.1.5.1United States Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.1.1United States Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.1.2United States Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.1.5.2Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.2.1Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.2.2Canada Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.1.5.3Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.1.5.3.1Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.1.5.3.2Mexico Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.EUROPE
9.2.1Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.2.2Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.2.3Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.2.4Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.2.5Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.2.5.1Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.1.1Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.1.2Germany Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.2France Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.2.1France Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.2.2France Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.3Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.3.1Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.3.2Italy Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.4United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.4.1United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.4.2United Kingdom Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.5Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.5.1Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.5.2Russia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.2.5.6Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.2.5.6.1Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.2.5.6.2Rest of Europe Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.ASIA-PACIFIC
9.3.1Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.3.2Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.3.3Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.3.4Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.3.5Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.3.5.1Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.1.1Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.1.2Australia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.2China Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.2.1China Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.2.2China Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.3India Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.3.1India Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.3.2India Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.4Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.4.1Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.4.2Japan Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.5South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.5.1South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.5.2South Korea Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.3.5.6Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.3.5.6.1Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.3.5.6.2Rest of Asia-Pacific Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.MIDDLE EAST AND AFRICA
9.4.1Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.4.2Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.4.3Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.4.4Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.4.5Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.4.5.1South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.1.1South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.1.2South Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.2Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.2.1Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.2.2Saudi Arabia Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.3U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.3.1U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.3.2U.A.E Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.4.5.4Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.4.5.4.1Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.4.5.4.2Rest of Middle East and Africa Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.SOUTH AND CENTRAL AMERICA
9.5.1South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Overview
9.5.2South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis
9.5.3South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Software Type
9.5.4South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Device
9.5.5South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market Forecasts and Analysis - By Countries
9.5.5.1Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.1.1Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.1.2Brazil Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.5.2Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.2.1Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.2.2Argentina Augmented Reality And Virtual Reality In Sports And Entertainment Market by Device
9.5.5.3Rest of South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market
9.5.5.3.1Rest of South and Central America Augmented Reality And Virtual Reality In Sports And Entertainment Market by Software Type
9.5.5.3.2Rest 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. Blippar3. EON Reality, Inc.4. Google, Inc.5. HTC Corporation6. Microsoft Corporation7. Oculus VR8. Samsung Electronics Co., Ltd.9. Sony Corporation10. Zugara, Inc.

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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