1. Augmented Reality & Virtual Reality Market for Commerce Industry – Overview
1.1. Definitions and Scope
2. Augmented Reality & Virtual Reality Market for Commerce Industry – Executive summary
2.1. Market Revenue, Market Size and Key Trends by Company
2.2. Key Trends by type of Application
2.3. Key Trends segmented by Geography
3. Augmented Reality & Virtual Reality Market for Commerce Industry
3.1. Comparative analysis
3.1.1. Product Benchmarking – Top 10 companies
3.1.2. Top 5 Financials Analysis
3.1.3. Market Value split by Top 10 companies
3.1.4. Patent Analysis – Top 10 companies
3.1.5. Pricing Analysis
4. Augmented Reality & Virtual Reality Market for Commerce Industry Forces
4.1. Drivers
4.2. Constraints
4.3. Challenges
4.4. Porters five force model
4.4.1. Bargaining power of suppliers
4.4.2. Bargaining powers of customers
4.4.3. Threat of new entrants
4.4.4. Rivalry among existing players
4.4.5. Threat of substitutes
5. Augmented Reality & Virtual Reality Market for Commerce Industry -Strategic analysis
5.1. Value chain analysis
5.2. Opportunities analysis
5.3. Product life cycle
5.4. Suppliers and distributors Market Share
6. Augmented Reality & Virtual Reality Market for Commerce Industry – By Type (Market Size -$Million / $Billion)
6.1. Market Size and Market Share Analysis
6.2. Application Revenue and Trend Research
6.3. Product Segment Analysis
6.3.1. Introduction
6.3.2. Augmented Reality
6.3.2.1. Software
6.3.2.2. Service
6.3.3. Virtual Reality
6.3.3.1. Software
6.3.3.2. Service
7. Augmented Reality & Virtual Reality Market for Commerce Industry – By Application (Market Size -$Million / $Billion)
7.1. Introduction
7.2. Gaming
7.3. Home-furnishing
7.4. Hospitality
7.5. Real Estate
7.6. Fashion
7.7. Automotive
7.8. Education
7.9. Art & Entertainment
7.9.1. Sport
7.9.2. Film
7.9.3. Concert & Event
7.9.4. Literature
7.10. Others
8. Augmented Reality & Virtual Reality – By Geography (Market Size -$Million / $Billion)
8.1. Augmented Reality & Virtual Reality Market for Commerce Industry – North America Segment Research
8.2. North America Market Research (Million / $Billion)
8.2.1. Segment type Size and Market Size Analysis
8.2.2. Revenue and Trends
8.2.3. Application Revenue and Trends by type of Application
8.2.4. Company Revenue and Product Analysis
8.2.5. North America Product type and Application Market Size
8.2.5.1. U.S.
8.2.5.2. Canada
8.2.5.3. Mexico
8.2.5.4. Rest of North America
8.3. Augmented Reality & Virtual Reality – South America Segment Research
8.4. South America Market Research (Market Size -$Million / $Billion)
8.4.1. Segment type Size and Market Size Analysis
8.4.2. Revenue and Trends
8.4.3. Application Revenue and Trends by type of Application
8.4.4. Company Revenue and Product Analysis
8.4.5. South America Product type and Application Market Size
8.4.5.1. Brazil
8.4.5.2. Venezuela
8.4.5.3. Argentina
8.4.5.4. Ecuador
8.4.5.5. Peru
8.4.5.6. Colombia
8.4.5.7. Costa Rica
8.4.5.8. Rest of South America
8.5. Augmented Reality & Virtual Reality – Europe Segment Research
8.6. Europe Market Research (Market Size -$Million / $Billion)
8.6.1. Segment type Size and Market Size Analysis
8.6.2. Revenue and Trends
8.6.3. Application Revenue and Trends by type of Application
8.6.4. Company Revenue and Product Analysis
8.6.5. Europe Segment Product type and Application Market Size
8.6.5.1. U.K
8.6.5.2. Germany
8.6.5.3. Italy
8.6.5.4. France
8.6.5.5. Netherlands
8.6.5.6. Belgium
8.6.5.7. Spain
8.6.5.8. Denmark
8.6.5.9. Rest of Europe
8.7. Augmented Reality & Virtual Reality – APAC Segment Research
8.8. APAC Market Research (Market Size -$Million / $Billion)
8.8.1. Segment type Size and Market Size Analysis
8.8.2. Revenue and Trends
8.8.3. Application Revenue and Trends by type of Application
8.8.4. Company Revenue and Product Analysis
8.8.5. APAC Segment – Product type and Application Market Size
8.8.5.1. China
8.8.5.2. Australia
8.8.5.3. Japan
8.8.5.4. South Korea
8.8.5.5. India
8.8.5.6. Taiwan
8.8.5.7. Malaysia
9. Augmented Reality & Virtual Reality Market for Commerce Industry – Entropy
9.1. New product launches
9.2. M&A’s, collaborations, JVs and partnerships
10. Augmented Reality & Virtual Reality Market for Commerce Industry Company Analysis
10.1. Market Share, Company Revenue, Products, M&A, Developments
10.2. eBay
10.3. Amazon
10.4. Ikea
10.5. Facebook
10.6. Sephora
10.7. BMW
10.8. Harley Davidson
10.9. Sotheby
10.10. Company 9
10.11. Company 10
10.12. Company 11 and more
“*Financials would be provided on a best efforts basis for private companies”
11. Augmented Reality & Virtual Reality Market for Commerce Industry -Appendix
11.1. Abbreviations
11.2. Sources
IndustryARC
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Report Description
Overview
이 보고서는 상업 분야에서의 증강 및 가상 현실 기술 응용과 시장 기회를 다룬 글로벌 보고서입니다.
Segment
응용 유형으로는 소프트웨어 및 서비스로 나뉘며, 주요 응용 분야는 게임, 가구, 패션, 부동산, 자동차, 교육 등이 포함됩니다.
Key Takeaways
증강 및 가상 현실 기술의 발전과 상업 분야에서의 활용 확대가 시장 성장을 촉진하며, 기술 도입 비용이 제약 요인으로 남아 있습니다.