Augmented Reality and Virtual Reality in Sports and Entertainment Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments

  • AMR-1066235
  • May 2021
  • Semiconductor and Electronics
  • 134 Pages
The global Augmented Reality and Virtual Reality in Sports and Entertainment market research report provides complete study and detail analysis of the market. This study includes forecast analysis of the market which is based on global and regional level, whereas the research reports the provides forecast data from 2020-2028 and historic of 2018 and 2019. All the values are based on revenue USD Million. Moreover, the market research report describes various segments of the Augmented Reality and Virtual Reality in Sports and Entertainment market based on its types, applications and end-use industry. The applications of the market are explained in different industry verticals with reference to major countries across the globe. Along with this, the research report also covers all the major players that are operating in the global Augmented Reality and Virtual Reality in Sports and Entertainment market. These major players of the market are further studied and analyzed based on various parameters, such as annual market revenue, annual sales of the company, marketing strategy, historic growth and shipment volumes. Based on all the company’s insights, the market research analyst also suggests business strategy and marketing plans for improving the market position of existing participants of Augmented Reality and Virtual Reality in Sports and Entertainment market.
 
Report Parameters Details of Parameter
Market Size xx Million
Based Year 2020
Forecast Period Covered 2020 – 2028
Units for value Revenue in USD million and CAGR from 2020 to 2028
Covered Segments Component, Types, Applications, End-Users, and more.
Companies Covered Artoolworks, Inc., Blippar, EON Reality, Inc., Google, Inc., HTC Corporation, Microsoft Corporation, Oculus VR, Samsung Electronics Co., Ltd., Sony Corporation, Zugara, Inc.
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East and Africa

COVID-19 Impact Analysis
The analysis of covid-19 is based on the impact of the current pandemic situation on market scenarios. This includes impact of covid-19 outbreak on overall revenue, market segments as well as regional market. The report also puts light on detailed impact analysis by taking into consideration all the government policies imposed during the pandemic situation, temporary shutdown of manufacturing units, current state of supply chain and distributors, and its future impacts on the growth of overall market. The market study will assist user to understand the global demand and impose strategic business plans to compete with the peers.

Apart from this, the market research report also covers drivers and restraints for the global Augmented Reality and Virtual Reality in Sports and Entertainment market and their impact on the demand and supply during the forecast period. Along with this, the research report also provides Augmented Reality and Virtual Reality in Sports and Entertainment market trends and opportunities that are based on regional and global level. Furthermore, the market research report also provides the major distributors and manufacturers that are operating in all the key region across the world. The researched data provided in the report is widely used by various industry players to strengthen their distribution channel and improve the geographical reach. In addition, the report also covers all the major players of the global Augmented Reality and Virtual Reality in Sports and Entertainment market and its key offerings and solutions. The report also provides recent mergers and acquisitions of these key players.

The data which is provided in the market research report is analyzed and evaluated with the help of various marketing tools, such as SWOT analysis, Poster’s Five Force analysis, PESTEL analysis, value chain analysis, player positioning analysis and market share analysis. Therefore, this analysis tools helps the analyst to evaluate the Augmented Reality and Virtual Reality in Sports and Entertainment market based on various parameters such as capital investments, impact of consumer’s preferences, economies of scale, manufacturing rights and patents, existing distribution channels, switching costs, government regulations and brand loyalty.

Major Key Players for Global Augmented Reality and Virtual Reality in Sports and Entertainment Market:
The Augmented Reality and Virtual Reality in Sports and Entertainment market research report offers the company profile of major key players including progress trends, competitive landscape breakdown, and key in regions development status. Artoolworks, Inc., Blippar, EON Reality, Inc., Google, Inc., HTC Corporation, Microsoft Corporation, Oculus VR, Samsung Electronics Co., Ltd., Sony Corporation, Zugara, Inc.

Augmented Reality and Virtual Reality in Sports and Entertainment Market Segment Analysis:
by Software Type
Augmented Reality Software
Virtual Reality Content Creation
Device
Augmented Reality Head-Mounted Device
Virtual Reality Head-Mounted Device

Geographic Coverage for Augmented Reality and Virtual Reality in Sports and Entertainment Market:
The market research report on global Augmented Reality and Virtual Reality in Sports and Entertainment market offers complete analysis across various regions across the world. The Augmented Reality and Virtual Reality in Sports and Entertainment market is distributed into various regions such as North America, Europe, Asia Pacific, Latin America and Middle East and Africa. The global leading market share as per the region is evaluated after considering Augmented Reality and Virtual Reality in Sports and Entertainment market revenue, sales, shares, recent developments, innovations and growth rates. This section of regional analysis provides widespread evaluation of the industry from various countries and regions.

North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Forecast
  • US
  • Canada
Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Forecast
  • UK
  • Germany
  • France
  •  Rest of Europe
Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Forecast
  • China
  • Japan
  • India
  • Rest of Asia Pacific
Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Forecast
  • Mexico
  • Brazil
  • Rest of Latin America
Middle East and Africa Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Forecast
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa


Key highlights of the Augmented Reality and Virtual Reality in Sports and Entertainment market report:
  • The report provides key trends of the global Augmented Reality and Virtual Reality in Sports and Entertainment market
  • The report also covers consumer preferences and current industry growth
  • Key products or solutions offered by the main players in the Augmented Reality and Virtual Reality in Sports and Entertainment industry
  • The report covers all the recent developments of the Augmented Reality and Virtual Reality in Sports and Entertainment market and helps to provide current industry updates
  • The report covers a detailed look over the global Augmented Reality and Virtual Reality in Sports and Entertainment Industry and provides with significant actionable insights
  • The Augmented Reality and Virtual Reality in Sports and Entertainment market estimation from 2020-2028 and historical data for 2018 and 2019
  • The market study also provides data on changing market dynamics, market intelligence, current and future market trends
  • The report also analyses the microeconomic and macroeconomic factors that are affecting the global Augmented Reality and Virtual Reality in Sports and Entertainment market
  • In-depth analysis of the market’s competitive landscape and detailed information about the vendors
  • The report also offers key market drivers, restrains, trends and opportunities with present and future impact on the market
  • Detailed information about the major players or manufacturers of the global Augmented Reality and Virtual Reality in Sports and Entertainment market
  • Comprehensive analysis of the Augmented Reality and Virtual Reality in Sports and Entertainment market segments based on its types, applications and end-use industry
Key Analytical Areas:
The report aims to offer a complete solution to various businesses operating in the Augmented Reality and Virtual Reality in Sports and Entertainment market in making strategic decisions based on credible information and actionable insights. Thereby, the report covers various aspects of your requirements such as industry overview, market dynamics, regional analysis and competitive landscape. The report aims to provide insights to businesses in the Augmented Reality and Virtual Reality in Sports and Entertainment market for numerous purposes such as:

     1. Strategic Decision Making:
With the help of this report, key decision makers can quickly analyze and identify growth opportunities in terms of numerous segments across various geographical regions. Thereby, this report enables organizations to identify and make strategic investments in specific market segments in order to gain maximum return on investment.

      2.  Actionable Insights:
The report offers a deep dive into how companies are leveraging market conditions to make the most in the Augmented Reality and Virtual Reality in Sports and Entertainment market. Thereby, the report offers numerous actionable insights into the best practices and key success factors relevant in the Augmented Reality and Virtual Reality in Sports and Entertainment market. Using the insights included in the report, businesses can make quick decisions to achieve success in business operations.

      3. Competitive Snapshot:
In addition, to detailed information on the companies operating in the Augmented Reality and Virtual Reality in Sports and Entertainment market, the report also includes a competitive snapshot of all the companies covered in the report. Thereby, this offers a visual representation of how all the companies stand comparatively based on their competencies, geographic presence, market hold, years of operations, employee and financial strength, among others.

Manufacturers and Segments

  • Artoolworks, Inc.
  • Blippar
  • EON Reality, Inc.
  • Google, Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Oculus VR
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Zugara, Inc.
  • Augmented Reality Software
  • Virtual Reality Content Creation
  • Augmented Reality Head-Mounted Device
  • Virtual Reality Head-Mounted Device

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1. Preface
     1.1. Report Scope and Description
     1.2. Research Methodology
          1.2.1. Phase I-Secondary Research
          1.2.2. Phase II-Primary Research
          1.2.3. Phase II-Expert Panel Review
          1.2.4. Assumptions
          1.2.5. Approach Adopted

2. Executive Summarysegment Form
     2.1. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Snapshot
          2.1.1. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market By Software Type,2019
               2.1.1.1.Augmented Reality Software
               2.1.1.2.Virtual Reality Content Creation
          2.1.2. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market By Device,2019
               2.1.2.1.Augmented Reality Head-Mounted Device
               2.1.2.2.Virtual Reality Head-Mounted Device
          2.1.3. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market By End-use,2019
          2.1.4. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market By Geography,2019

3. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Dynamics
     3.1. Market Overview
     3.2. Market Inclination Insights Analysis
     3.3. Drivers
     3.4. Challenges
     3.5. Future Prospects
     3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)

4. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028 
     4.1. Overview
          4.1.1. Market Share Analysis By Software Type, 2019 vs.2028
          4.1.2. Attractive Investment Proposition By Software Type, 2020
     4.2. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028

5. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028 
     5.1. Overview
          5.1.1. Market Share Analysis By Device, 2019 vs.2028
          5.1.2. Attractive Investment Proposition By Device, 2020
     5.2. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028

6. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028 
     6.1. Overview
          6.1.1. Market Share Analysis By End-use, 2019 vs.2028
          6.1.2. Attractive Investment Proposition By End-use, 2020
     6.2. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028

7. Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Geography, 2018 – 2028
     7.1. Overview
          7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
          7.1.2. Attractive Investment Proposition by Geography, 2020
     7.2. North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis, 2018 – 2028 
          7.2.1. North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Country, 2018 – 2028 
               7.2.1.1. U.S.
               7.2.1.2. Canada
          7.2.2. North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028
          7.2.3. North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028
          7.2.4. North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028
     7.3. Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis, 2018 – 2028 
          7.3.1.  Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Country, 2018 – 2028 
               7.3.1.1. U.K.
               7.3.1.2. Germany
               7.3.1.3. France
               7.3.1.4. Rest of Europe
          7.3.2. Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028
          7.3.3. Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028
          7.3.4. Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028
     7.4. Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis , 2018 – 2028
          7.4.1.  Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Country, 2018 – 2028 
               7.4.1.1. China
               7.4.1.2. Japan
               7.4.1.3. India
               7.4.1.4. Rest of Asia Pacific
          7.4.2. Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028
          7.4.3. Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028
          7.4.4. Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028
     7.5. Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis, 2018 – 2028 
          7.5.1.  Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Country, 2018 – 2028 
               7.5.1.1. Brazil
               7.5.1.2. Mexico
               7.5.1.3. Rest of Latin America
          7.5.2. Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028
          7.5.3. Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028
          7.5.4. Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028
     7.6. Middle East & Africa (MEA) Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis, 2018 – 2028 
          7.6.1.  MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Region, 2018 – 2028 
               7.6.1.1. GCC Countries
               7.6.1.2. South Africa
               7.6.1.3. Rest of MEA
          7.6.2. MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Software Type, 2018 – 2028
          7.6.3. MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By Device, 2018 – 2028
          7.6.4. MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Size (US$), By End-use, 2018 – 2028

8. Company Profiles
     8.1. Competitive Analysis 
     8.2. Market Positioning of Key Vendors 
     8.3. Key Strategies adopted by the Leading Players
     8.4. Key Augmented Reality and Virtual Reality in Sports and Entertainment Providers
        8.4.1 Artoolworks, Inc.
                8.4.1.1 Business Description
                8.4.1.2 Artoolworks, Inc. Geographic Operations
                8.4.1.3 Artoolworks, Inc. Financial Information
                8.4.1.4 Artoolworks, Inc. Product Positions/Portfolio
                8.4.1.5 Artoolworks, Inc. Key Developments
        8.4.2 Blippar
                8.4.2.1 Business Description
                8.4.2.2 Blippar Geographic Operations
                8.4.2.3 Blippar Financial Information
                8.4.2.4 Blippar Product Positions/Portfolio
                8.4.2.5 Blippar Key Developments
        8.4.3 EON Reality, Inc.
                8.4.3.1 Business Description
                8.4.3.2 EON Reality, Inc. Geographic Operations
                8.4.3.3 EON Reality, Inc. Financial Information
                8.4.3.4 EON Reality, Inc. Product Positions/Portfolio
                8.4.3.5 EON Reality, Inc. Key Developments
        8.4.4 Google, Inc.
                8.4.4.1 Business Description
                8.4.4.2 Google, Inc. Geographic Operations
                8.4.4.3 Google, Inc. Financial Information
                8.4.4.4 Google, Inc. Product Positions/Portfolio
                8.4.4.5 Google, Inc. Key Developments
        8.4.5 HTC Corporation
                8.4.5.1 Business Description
                8.4.5.2 HTC Corporation Geographic Operations
                8.4.5.3 HTC Corporation Financial Information
                8.4.5.4 HTC Corporation Product Positions/Portfolio
                8.4.5.5 HTC Corporation Key Developments
        8.4.6 Microsoft Corporation
                8.4.6.1 Business Description
                8.4.6.2 Microsoft Corporation Geographic Operations
                8.4.6.3 Microsoft Corporation Financial Information
                8.4.6.4 Microsoft Corporation Product Positions/Portfolio
                8.4.6.5 Microsoft Corporation Key Developments
        8.4.7 Oculus VR
                8.4.7.1 Business Description
                8.4.7.2 Oculus VR Geographic Operations
                8.4.7.3 Oculus VR Financial Information
                8.4.7.4 Oculus VR Product Positions/Portfolio
                8.4.7.5 Oculus VR Key Developments
        8.4.8 Samsung Electronics Co., Ltd.
                8.4.8.1 Business Description
                8.4.8.2 Samsung Electronics Co., Ltd. Geographic Operations
                8.4.8.3 Samsung Electronics Co., Ltd. Financial Information
                8.4.8.4 Samsung Electronics Co., Ltd. Product Positions/Portfolio
                8.4.8.5 Samsung Electronics Co., Ltd. Key Developments
        8.4.9 Sony Corporation
                8.4.9.1 Business Description
                8.4.9.2 Sony Corporation Geographic Operations
                8.4.9.3 Sony Corporation Financial Information
                8.4.9.4 Sony Corporation Product Positions/Portfolio
                8.4.9.5 Sony Corporation Key Developments
        8.4.10 Zugara, Inc.
                8.4.10.1 Business Description
                8.4.10.2 Zugara, Inc. Geographic Operations
                8.4.10.3 Zugara, Inc. Financial Information
                8.4.10.4 Zugara, Inc. Product Positions/Portfolio
                8.4.10.5 Zugara, Inc. Key Developments

LIST OF TABLES

TABLE 1 Market Snapshot: Global Augmented Reality and Virtual Reality in Sports and Entertainment Market 
TABLE 2 Impact Indicators 
TABLE 3 Impact Analysis of Drivers and Restraints 
TABLE 4 North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Software Type, 2018 – 2028 (US$ Mn) 
TABLE 5 North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Device, 2018 – 2028 (US$ Mn) 
TABLE 6 North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 7 Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Software Type, 2018 – 2028 (US$ Mn) 
TABLE 8 Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Device, 2018 – 2028 (US$ Mn) 
TABLE 9 Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 10 Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Software Type, 2018 – 2028 (US$ Mn) 
TABLE 11 Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Device, 2018 – 2028 (US$ Mn) 
TABLE 12 Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 13 Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Software Type, 2018 – 2028 (US$ Mn) 
TABLE 14 Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Device, 2018 – 2028 (US$ Mn) 
TABLE 15 Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Software Type, 2018 – 2028 (US$ Mn) 
TABLE 17 MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By Device, 2018 – 2028 (US$ Mn) 
TABLE 18 MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn)

LIST OF FIGURES

FIG. 1 Global Augmented Reality and Virtual Reality in Sports and Entertainment: Market Segmentation 
FIG. 2 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market: Research Methodology 
FIG. 3 Top-Down and Bottom-up Approach 
FIG. 4 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Software Type, 2019 (US$ Mn) 
FIG. 5 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Device, 2019 (US$ Mn) 
FIG. 6 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By End-use, 2019 (US$ Mn) 
FIG. 7 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Geography, 2019 (US$ Mn) 
FIG. 8 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition 
FIG. 10 Market Positioning of Key Augmented Reality and Virtual Reality in Sports and Entertainment Providers, 2019
FIG. 11 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue Contribution, By Software Type, 2019 & 2028 (Value %) 
FIG. 12 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue Contribution, By Device, 2019 & 2028 (Value %) 
FIG. 13 Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue Contribution, By End-use, 2019 & 2028 (Value %) 
FIG. 14 North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 15 Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 16 Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 17 Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Revenue, 2018 – 2028, (US$ Mn)

Key Takeaways:

1. Market value and estimate of the Augmented Reality and Virtual Reality in Sports and Entertainment market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage 

List of Tables

TABLE  Market Snapshot: Global Augmented Reality and Virtual Reality in Sports and Entertainment Market
TABLE  Impact Pointers
TABLE  Impact Analysis of Drivers and Restraints
TABLE  North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment1, 2018 – 2028
TABLE  North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment2, 2018 – 2028
TABLE  North America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Country, 2018 – 2028
TABLE  Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment1, 2018 – 2028
TABLE  Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment2, 2018 – 2028
TABLE  Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Country, 2018 – 2028
TABLE  Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment1, 2018 – 2028
TABLE  Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment2, 2018 – 2028
TABLE  Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Country, 2018 – 2028
TABLE  Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment1, 2018 – 2028
TABLE  Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment2, 2018 – 2028
TABLE  Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Country, 2018 – 2028
TABLE  MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment1, 2018 – 2028
TABLE  MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Segment2, 2018 – 2028
TABLE  MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, By Country, 2018 – 2028
TABLE  Artoolworks, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Blippar: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Google, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  HTC Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Oculus VR: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Samsung Electronics Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Zugara, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
 

List of Figures

FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market: Research Methodology
FIG.  Top-Down and Bottom Up Approach
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Segment1, 2019 (US$ Mn)
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Segment2, 2019 (US$ Mn)
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market, By Geography, 2019 (US$ Mn)
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG.  Attractive Investment Proposition
FIG.  Market Positioning of Key Augmented Reality and Virtual Reality in Sports and Entertainment Providers, 2016
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG.  Global Virtual Reality Content Creation Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG.  Global Virtual Reality Head-Mounted Device Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  U.S. Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Canada Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  UK Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Germany Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  France Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Europe Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  China Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Japan Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  India Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Asia Pacific Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Mexico Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Brazil Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Latin America Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  GCC Countries Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  South Africa Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of MEA Augmented Reality and Virtual Reality in Sports and Entertainment Market Value, 2018 – 2028, (US$ Mn)