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Use this report to:

Analyze augmented reality (AR) and virtual reality (VR) device revenues, including software.
Receive information about the usage of VR and AR in the gaming, healthcare and defense sectors.
Examine region-specific developments in the AR and VR markets.
Identify segments with high growth potential, and understand future applications of given segments.

Highlights

The global market for virtual and augmented reality was nearly $4.5 billion in 2014. The market is expected to reach $105.2 billion by 2020 from $8.1 billion in 2015, increasing at a compound annual growth rate (CAGR) of 67% from 2015 to 2020.
The gaming sector of this market is expected to grow from $2.5 billion in 2015 to $32.0 billion in 2020 at a CAGR of 66.3% for the period 2015-2020.
The education sector will grow from $1.0 billion in 2015 to nearly $15.6 billion in 2020 at a CAGR of 72.3% for the period 2015-2020.

INTRODUCTION

Virtual reality (VR) and augmented reality (AR) technologies are growing in popularity as they finally emerge from the lab into applications for everyday life. While VR is often popularly viewed only as an immersive technology, the core of VR is a human-computer interface, according to the Institute of Electrical and Electronics Engineers (IEEE). The IEEE takes a broad view of VR, ranging from flight simulators to synthetic environments. Commercial VR investments are being made in components such as hardware (processors, headsets, input devices, etc.), software (programs that enable the hardware or delivery of content) and content creation (producing interactive or passive content for VR systems).

While VR is just gaining traction, augmented reality (AR) has been around for some time. It involves supplementing the physical or real-world environment with computer-generated sensory input. As with VR, the key components are hardware, including processors, displays, sensors and input devices, software and propriate content.

New technology such as Google Glass, head-up displays (HUDs) and head-mounted displays (HMDs) are driving innovation in the development and usage of VR and AR.
Applications in gaming, healthcare, and the military, education and industrial markets are providing opportunities for developers and driving market growth. This report highlights the changing market landscape and measures the opportunities available to suppliers of VR and AR devices and technologies in the coming years.

STUDY GOALS AND OBJECTIVES

This report is an industry analysis of the VR/AR market. The information in this report includes factors currently driving and restraining the growth of the market, as well as factors that will affect the future of the industry. The goals and objectives of this report include the following:

To measure the current global l market and project growth over the next five years for both the overall market and key market segments.
To understand opportunities and innovation-driven market highlights, and the major regions and countries involved in such developments.
To analyze the applications of VR and AR and the market dynamics of each application.
To identify segments with high growth potential, and to understand future applications of given segments.
To examine key trends related to types, applications, subsystems and regional factors that shape and influence the overall VR and AR industry.
To examine region-specific developments.
To list the major stakeholders in the market and the competitive landscape for market leaders.
To analyze growth strategies of key players.
To analyze relevant patent data.

Table Of Contents

Virtual and Augmented Reality: Technologies and Global Markets
VIRTUAL AND AUGMENTED REALITY: TECHNOLOGIES AND GLOBAL MARKETS
IFT124A
CHAPTER 1 INTRODUCTION 2
STUDY GOALS AND OBJECTIVES 2
REASONS FOR DOING THE STUDY 3
INTENDED AUDIENCE 3
SCOPE OF REPORT 3
METHODOLOGY 3
INFORMATION SOURCES 4
ANALYST'S CREDENTIALS 5
RELATED BCC RESEARCH REPORTS 5
BCC RESEARCH WEBSITE 5
DISCLAIMER 5
CHAPTER 2 SUMMARY 7
SUMMARY TABLE GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY
SECTOR, THROUGH 2020 ($ MILLIONS) 7
SUMMARY FIGURE GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY
SECTOR, 2014-2020 ($ MILLIONS) 8
CHAPTER 3 OVERVIEW 10
MARKET EVOLUTION 10
FUTURE OUTLOOK AND EXPECTATIONS 11
VALUE CHAIN: VR AND AR 11
FIGURE 1 VALUE CHAIN OF VR AND AR 12
DEVELOPERS 12
PUBLISHERS 13
DISTRIBUTORS 13
CONSUMERS 13
CHAPTER 4 VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY COMPONENT 15
INTRODUCTION 15
FIGURE 2 VR AND AR MARKET BY COMPONENT 15
MARKET DYNAMICS 15
DRIVERS 15
Developments in Computer Graphics Systems 15
Long-term Defense Contracts and Demand 16
Boost in Demand for Smartphones 16
RESTRAINTS 16
Technological Barriers 16
OPPORTUNITY 17
Increase in RandD Initiatives 17
VR: COMPONENTS 17
TABLE 1 GLOBAL MARKET FOR COMPONENTS USED IN VR, THROUGH 2020 ($
MILLIONS) 18
FIGURE 3 GLOBAL MARKET FOR COMPONENTS USED IN VR, 2014-2020 ($
MILLIONS) 18
AR: COMPONENTS 19
TABLE 2 GLOBAL MARKET FOR COMPONENTS USED IN AR, THROUGH 2020 ($
MILLIONS) 20
FIGURE 4 GLOBAL MARKET FOR COMPONENTS USED IN AR, 2014-2020 ($
MILLIONS) 20
CHAPTER 5 VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY TECHNOLOGY
SEGMENT 23
INTRODUCTION 23
FIGURE 5 VR AND AR BY TECHNOLOGY SEGMENT 23
MARKET DYNAMICS 23
DRIVERS 23
Rising Prevalence of Computer Technology and Internet Connectivity 23
Boost in Demand for Smartphones 24
VR Bringing Down the Cost of Training 24
RESTRAINTS 25
Technical Challenges 25
Costs 25
Social and Privacy Issues 25
OPPORTUNITY 25
Comfortable and Compact VR Devices to Enhance User Experience 25
VIRTUAL REALITY 26
NON-IMMERSIVE 26
TABLE 3 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 26
FIGURE 6 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 27
TABLE 4 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, THROUGH 2020 ($ MILLIONS) 28
FIGURE 7 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 28
IMMERSIVE 29
TABLE 5 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 29
FIGURE 8 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR,
2014-2020 ($ MILLIONS) 29
TABLE 6 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION,
THROUGH 2020 ($ MILLIONS) 30
FIGURE 9 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION,
2014-2020 ($ MILLIONS) 31
SEMI-IMMERSIVE 31
TABLE 7 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 32
FIGURE 10 GLOBAL MARKET FOR SEMI IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 32
TABLE 8 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, THROUGH 2020 ($ MILLIONS) 33
FIGURE 11 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 34
DISTRIBUTED 34
TABLE 9 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 34
FIGURE 12 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 35
TABLE 10 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
REGION, THROUGH 2020 ($ MILLIONS) 36
FIGURE 13 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 36
AUGMENTED REALITY 37
MOBILE-BASED 37
TABLE 11 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 37
FIGURE 14 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
SECTOR, 2014-2020 ($ MILLIONS) 38
TABLE 12 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
REGION, THROUGH 2020 ($ MILLIONS) 39
FIGURE 15 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
REGION, 2014-2020 ($ MILLIONS) 39
WEARABLE 40
TABLE 13 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 40
FIGURE 16 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY
SECTOR, 2014-2020 ($ MILLIONS) 40
TABLE 14 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 41
FIGURE 17 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 42
VISION 42
TABLE 15 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 43
FIGURE 18 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR,
2014-2020 ($ MILLIONS) 43
TABLE 16 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 44
FIGURE 19 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 44
SPATIAL 45
TABLE 17 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 45
FIGURE 20 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR,
2014-2020 ($ MILLIONS) 46
TABLE 18 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 46
FIGURE 21 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 47
CHAPTER 6 VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY SECTOR 49
INTRODUCTION 49
FIGURE 22 VR AND AR MARKET BY SECTORS 49
MARKET DYNAMICS 49
DRIVERS 49
Increasing Growth of E-commerce 49
Growing Healthcare Infrastructure 50
RESTRAINTS 51
Lack of Awareness of AR/VR 51
OPPORTUNITY 51
Growing Opportunities in the Travel and Tourism Industry 51
Growing Opportunities in the Public Sector 52
HEALTHCARE 52
TABLE 19 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 52
FIGURE 23 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 53
TABLE 20 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, THROUGH
2020 ($ MILLIONS) 53
FIGURE 24 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, 2014-2020
($ MILLIONS) 54
TABLE 21 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 54
FIGURE 25 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 55
TABLE 22 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, THROUGH
2020 ($ MILLIONS) 55
FIGURE 26 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, 2014-2020
($ MILLIONS) 56
GAMING 56
TABLE 23 GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 57
FIGURE 27 GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 57
TABLE 24 GLOBAL MARKET FOR VR USED IN GAMING BY REGION, THROUGH 2020
($ MILLIONS) 58
FIGURE 28 GLOBAL MARKET FOR VR USED IN GAMING BY REGION, 2014-2020 ($
MILLIONS) 58
TABLE 25 GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 59
FIGURE 29 GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 59
TABLE 26 GLOBAL MARKET FOR AR USED IN GAMING BY REGION, THROUGH 2020
($ MILLIONS) 60
FIGURE 30 GLOBAL MARKET FOR AR USED IN GAMING BY REGION, 2014-2020 ($
MILLIONS) 60
EDUCATION 61
TABLE 27 GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 61
FIGURE 31 GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 61
TABLE 28 GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, THROUGH
2020 ($ MILLIONS) 62
FIGURE 32 GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, 2014-2020
($ MILLIONS) 63
TABLE 29 GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 63
FIGURE 33 GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 63
TABLE 30 GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, THROUGH
2020 ($ MILLIONS) 64
FIGURE 34 GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, 2014-2020
($ MILLIONS) 64
MILITARY 65
TABLE 31 GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 66
FIGURE 35 GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 66
TABLE 32 GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, THROUGH 2020
($ MILLIONS) 67
FIGURE 36 GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, 2014-2020 ($
MILLIONS) 67
TABLE 33 GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 68
FIGURE 37 GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 68
TABLE 34 GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, THROUGH 2020
($ MILLIONS) 69
FIGURE 38 GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, 2014-2020 ($
MILLIONS) 69
INDUSTRIAL TRAINING 70
TABLE 35 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 70
FIGURE 39 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, 2014-2020 ($ MILLIONS) 71
TABLE 36 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION,
THROUGH 2020 ($ MILLIONS) 71
FIGURE 40 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION,
2014-2020 ($ MILLIONS) 72
TABLE 37 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 72
FIGURE 41 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, 2014-2020 ($ MILLIONS) 73
TABLE 38 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION,
THROUGH 2020 ($ MILLIONS) 73
FIGURE 42 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION,
2014-2020 ($ MILLIONS) 74
OTHERS 74
TABLE 39 GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 74
FIGURE 43 GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 75
TABLE 40 GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, THROUGH 2020
($ MILLIONS) 76
FIGURE 44 GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, 2014-2020 ($
MILLIONS) 76
TABLE 41 GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 77
FIGURE 45 GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 77
TABLE 42 GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, THROUGH 2020
($ MILLIONS) 78
FIGURE 46 GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, 2014-2020 ($
MILLIONS) 78
CHAPTER 7 VR AND AR MARKET BY REGION 80
INTRODUCTION 80
FIGURE 47 VR AND AR MARKET BY REGION 80
MARKET DYNAMICS 80
DRIVERS 80
Growth in Infrastructure Development in Developing Countries 80
RESTRAINTS 81
Concerns Related to Data Protection 81
High-performance Communications Networks Required 81
OPPORTUNITY 81
Untapped Market 81
NORTH AMERICA 82
TABLE 43 NORTH AMERICAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 82
TABLE 44 NORTH AMERICAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 83
TABLE 45 NORTH AMERICAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 83
TABLE 46 NORTH AMERICAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 84
EUROPE 84
TABLE 47 EUROPEAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 85
TABLE 48 EUROPEAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 85
TABLE 49 EUROPEAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 86
TABLE 50 EUROPEAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 86
ASIA-PACIFIC 87
TABLE 51 ASIA-PACIFIC VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 87
TABLE 52 ASIA-PACIFIC VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 88
TABLE 53 ASIA-PACIFIC AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 89
TABLE 54 ASIA-PACIFIC AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 89
REST OF WORLD 90
TABLE 55 REST OF WORLD VR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 90
TABLE 56 REST OF WORLD VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 91
TABLE 57 REST OF WORLD AR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 91
TABLE 58 REST OF WORLD AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 91
CHAPTER 8 COMPETITIVE ANALYSIS 94
MARKET SHARE ANALYSIS 94
TABLE 59 GLOBAL MARKET SHARE ANALYSIS FOR VR AND AR HARDWARE BY
COMPANY, 2014 (%) 94
PATENT ANALYSIS 94
PATENTS BY YEAR 94
TABLE 60 NUMBER OF AR PATENTS BY REGION, 2012-2015 95
FIGURE 48 NUMBER OF AR PATENTS FILED ON YEARLY BASIS, 2012-2015 95
PATENTS BY REGION 95
TABLE 61 NUMBER OF VR PATENTS BY REGION, 2012-2015 95
FIGURE 49 NUMBER OF VR PATENTS FILED ON YEARLY BASIS, 2012-2015 96
IMPORTANT PATENTS FOR VR AND AR 96
DISTRIBUTED VIRTUAL REALITY 96
AUGMENTED REALITY VIRTUAL MONITOR 97
VIRTUAL REALITY LOCATION INFORMATION SYSTEM 98
INTERACTION IN A VIRTUAL REALITY ENVIRONMENT 98
VIRTUAL REALITY METHODS AND SYSTEMS 99
VIRTUAL REALITY INTERACTION SYSTEM AND METHOD 100
AUGMENTED REALITY VIRTUAL MONITOR 100
VIRTUAL REALITY INTERACTION SYSTEM AND METHOD 101
AUGMENTED REALITY 102
SAVING AUGMENTED REALITIES 102
AUGMENTED REALITY 103
DYNAMIC AUGMENTED REALITY MEDIA CREATION 104
AUGMENTED REALITY DEVICE 104
SAVING AUGMENTED REALITIES 105
AUGMENTED REALITY SYSTEM 105
COMMUNICATION USING AUGMENTED REALITY 106
AUGMENTED REALITY SYSTEM 106
CHAPTER 9 COMPANY PROFILES 109
AURASMA 109
OVERVIEW 109
PRIMARY BUSINESS 109
FINANCIALS 109
BUSINESS STRATEGIES 109
Global Expansion through Partnerships and Product Development 109
DEVELOPMENTS 110
TABLE 62 DEVELOPMENTS OF AURASMA 110
BLIPPAR 110
OVERVIEW 110
PRIMARY BUSINESS 110
FINANCIALS 110
BUSINESS STRATEGIES 111
Expansion through Strategic Partnerships 111
DEVELOPMENTS 111
TABLE 63 DEVELOPMENTS OF BLIPPAR 111
CHRISTIE DIGITAL SYSTEMS USA INC. 111
OVERVIEW 111
PRIMARY BUSINESS 112
FINANCIALS 112
BUSINESS STRATEGIES 112
New Product Development 112
DEVELOPMENTS 112
TABLE 64 DEVELOPMENTS OF CHRISTIE DIGITAL SYSTEMS USA INC. 112
DAQRI LLC 113
OVERVIEW 113
PRIMARY BUSINESS 113
FINANCIALS 113
BUSINESS STRATEGIES 113
Expansion through Acquisition 113
DEVELOPMENTS 114
TABLE 65 DEVELOPMENTS OF DAQRI LLC 114
EMAGIN CORP. 114
OVERVIEW 114
PRIMARY BUSINESS 114
FINANCIALS 115
BUSINESS STRATEGIES 115
New Product Development 115
DEVELOPMENTS 115
TABLE 66 DEVELOPMENTS OF EMAGIN CORP. 115
GOOGLE INC. 115
OVERVIEW 115
PRIMARY BUSINESS 116
FINANCIALS 116
BUSINESS STRATEGIES 116
Expansion through New Product Development 116
Focus on Leveraging Technical Expertise of Other Players through
Partner Program 116
DEVELOPMENTS 117
TABLE 67 DEVELOPMENTS OF GOOGLE INC. 117
GRAVITY JACK INC. 117
OVERVIEW 117
PRIMARY BUSINESS 117
FINANCIALS 118
BUSINESS STRATEGIES 118
New Product Development 118
DEVELOPMENTS 118
TABLE 68 DEVELOPMENTS OF GRAVITY JACK INC. 118
INITION 118
OVERVIEW 119
PRIMARY BUSINESS 119
FINANCIALS 119
BUSINESS STRATEGIES 119
Expansion through Partnerships 119
DEVELOPMENTS 119
TABLE 69 DEVELOPMENTS OF INITION 119
LAYAR B.V. 120
OVERVIEW 120
PRIMARY BUSINESS 120
FINANCIALS 120
BUSINESS STRATEGIES 121
New Product Development 121
DEVELOPMENTS 121
TABLE 70 DEVELOPMENTS OF LAYAR B.V. 121
MAGIC LEAP INC. 121
OVERVIEW 121
PRIMARY BUSINESS 122
FINANCIALS 122
BUSINESS STRATEGIES 122
Expansion through Fundraising Initiatives 122
DEVELOPMENTS 122
TABLE 71 DEVELOPMENTS OF MAGIC LEAP INC. 122
MARXENT LABS LLC 122
OVERVIEW 123
PRIMARY BUSINESS 123
FINANCIALS 123
BUSINESS STRATEGIES 123
New Product Development 123
DEVELOPMENTS 124
TABLE 72 DEVELOPMENTS OF MARXENT LABS LLC 124
MICROSOFT CORP. 124
OVERVIEW 124
PRIMARY BUSINESS 124
FINANCIALS 125
BUSINESS STRATEGIES 125
New Product Development 125
DEVELOPMENTS 125
TABLE 73 DEVELOPMENTS OF MICROSOFT CORP. 125
NINTENDO CO. LTD 125
OVERVIEW 126
PRIMARY BUSINESS 126
FINANCIALS 126
BUSINESS STRATEGIES 126
New Product Development 126
DEVELOPMENTS 127
TABLE 74 DEVELOPMENTS OF NINTENDO CO. LTD 127
NVIDIA CORP. 127
OVERVIEW 127
PRIMARY BUSINESS 127
FINANCIALS 128
BUSINESS STRATEGIES 128
Expansion through New Product Development 128
DEVELOPMENTS 128
TABLE 75 DEVELOPMENTS OF NVIDIA CORP. 128
OCULUS VR LLC 128
OVERVIEW 129
PRIMARY BUSINESS 129
FINANCIALS 129
BUSINESS STRATEGIES 129
New Product Development 129
DEVELOPMENTS 129
TABLE 76 DEVELOPMENTS OF OCULUS VR LLC 129
QUALCOMM INC. 130
OVERVIEW 130
PRIMARY BUSINESS 130
FINANCIALS 130
BUSINESS STRATEGIES 131
Focus on Leveraging Technical Expertise of other Players through
Partner Program 131
DEVELOPMENTS 131
TABLE 77 DEVELOPMENTS OF QUALCOMM INC. 131
SAMSUNG ELECTRONICS CO. LTD. 131
OVERVIEW 132
PRIMARY BUSINESS 132
FINANCIALS 132
BUSINESS STRATEGIES 132
Expansion through New Product Development 132
DEVELOPMENTS 133
TABLE 78 DEVELOPMENTS OF SAMSUNG ELECTRONICS 133
SPATIAL VIEW INC. 133
OVERVIEW 133
PRIMARY BUSINESS 133
FINANCIALS 134
BUSINESS STRATEGIES 134
Expansion through Strategic Partnerships 134
DEVELOPMENTS 134
TABLE 79 DEVELOPMENTS OF SPATIAL VIEW INC. 134
SONY CORP. 135
OVERVIEW 135
PRIMARY BUSINESS 135
FINANCIALS 135
BUSINESS STRATEGIES 135
New Product Development 135
DEVELOPMENTS 136
TABLE 80 DEVELOPMENTS OF SONY CORP. 136
VIRTALIS LTD. 136
OVERVIEW 136
PRIMARY BUSINESS 137
FINANCIALS 137
BUSINESS STRATEGIES 137
Focus on Leveraging Technical Expertise of Other Players through
Partner Program 137
DEVELOPMENTS 137
TABLE 81 DEVELOPMENTS OF VIRTALIS LTD. 137
VUZIX CORP. 138
OVERVIEW 138
PRIMARY BUSINESS 138
FINANCIALS 138
BUSINESS STRATEGIES 139
Expansion through New Product Development 139
DEVELOPMENTS 139
TABLE 82 DEVELOPMENTS OF VUZIX CORP. 139
ZAPPAR 139
OVERVIEW 140
PRIMARY BUSINESS 140
FINANCIALS 140
BUSINESS STRATEGIES 140
Expansion through Strategic Partnerships 140
DEVELOPMENTS 140
TABLE 83 DEVELOPMENTS OF ZAPPAR 140

LIST OF TABLES

SUMMARY TABLE GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY
SECTOR, THROUGH 2020 ($ MILLIONS) 7
TABLE 1 GLOBAL MARKET FOR COMPONENTS USED IN VR, THROUGH 2020 ($
MILLIONS) 18
TABLE 2 GLOBAL MARKET FOR COMPONENTS USED IN AR, THROUGH 2020 ($
MILLIONS) 20
TABLE 3 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 26
TABLE 4 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, THROUGH 2020 ($ MILLIONS) 28
TABLE 5 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 29
TABLE 6 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION,
THROUGH 2020 ($ MILLIONS) 30
TABLE 7 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 32
TABLE 8 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, THROUGH 2020 ($ MILLIONS) 33
TABLE 9 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 34
TABLE 10 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY REGION,
THROUGH 2020 ($ MILLIONS) 36
TABLE 11 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
SECTOR, THROUGH 2020 ($ MILLIONS) 37
TABLE 12 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
REGION, THROUGH 2020 ($ MILLIONS) 39
TABLE 13 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 40
TABLE 14 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 41
TABLE 15 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 43
TABLE 16 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 44
TABLE 17 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR,
THROUGH 2020 ($ MILLIONS) 45
TABLE 18 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION,
THROUGH 2020 ($ MILLIONS) 46
TABLE 19 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 52
TABLE 20 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, THROUGH
2020 ($ MILLIONS) 53
TABLE 21 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 54
TABLE 22 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, THROUGH
2020 ($ MILLIONS) 55
TABLE 23 GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 57
TABLE 24 GLOBAL MARKET FOR VR USED IN GAMING BY REGION, THROUGH 2020 ($
MILLIONS) 58
TABLE 25 GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 59
TABLE 26 GLOBAL MARKET FOR AR USED IN GAMING BY REGION, THROUGH 2020 ($
MILLIONS) 60
TABLE 27 GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 61
TABLE 28 GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, THROUGH
2020 ($ MILLIONS) 62
TABLE 29 GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY,
THROUGH 2020 ($ MILLIONS) 63
TABLE 30 GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, THROUGH
2020 ($ MILLIONS) 64
TABLE 31 GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 66
TABLE 32 GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, THROUGH 2020
($ MILLIONS) 67
TABLE 33 GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 68
TABLE 34 GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, THROUGH 2020
($ MILLIONS) 69
TABLE 35 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 70
TABLE 36 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION,
THROUGH 2020 ($ MILLIONS) 71
TABLE 37 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 72
TABLE 38 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION,
THROUGH 2020 ($ MILLIONS) 73
TABLE 39 GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 74
TABLE 40 GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, THROUGH 2020 ($
MILLIONS) 76
TABLE 41 GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, THROUGH
2020 ($ MILLIONS) 77
TABLE 42 GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, THROUGH 2020 ($
MILLIONS) 78
TABLE 43 NORTH AMERICAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 82
TABLE 44 NORTH AMERICAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 83
TABLE 45 NORTH AMERICAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 83
TABLE 46 NORTH AMERICAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 84
TABLE 47 EUROPEAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 85
TABLE 48 EUROPEAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 85
TABLE 49 EUROPEAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 86
TABLE 50 EUROPEAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 86
TABLE 51 ASIA-PACIFIC VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 87
TABLE 52 ASIA-PACIFIC VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 88
TABLE 53 ASIA-PACIFIC AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS) 89
TABLE 54 ASIA-PACIFIC AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 89
TABLE 55 REST OF WORLD VR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 90
TABLE 56 REST OF WORLD VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 91
TABLE 57 REST OF WORLD AR MARKET BY TECHNOLOGY, THROUGH 2020 ($
MILLIONS) 91
TABLE 58 REST OF WORLD AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS) 91
TABLE 59 GLOBAL MARKET SHARE ANALYSIS FOR VR AND AR HARDWARE BY
COMPANY, 2014 (%) 94
TABLE 60 NUMBER OF AR PATENTS BY REGION, 2012-2015 95
TABLE 61 NUMBER OF VR PATENTS BY REGION, 2012-2015 95
TABLE 62 DEVELOPMENTS OF AURASMA 110
TABLE 63 DEVELOPMENTS OF BLIPPAR 111
TABLE 64 DEVELOPMENTS OF CHRISTIE DIGITAL SYSTEMS USA INC. 112
TABLE 65 DEVELOPMENTS OF DAQRI LLC 114
TABLE 66 DEVELOPMENTS OF EMAGIN CORP. 115
TABLE 67 DEVELOPMENTS OF GOOGLE INC. 117
TABLE 68 DEVELOPMENTS OF GRAVITY JACK INC. 118
TABLE 69 DEVELOPMENTS OF INITION 119
TABLE 70 DEVELOPMENTS OF LAYAR B.V. 121
TABLE 71 DEVELOPMENTS OF MAGIC LEAP INC. 122
TABLE 72 DEVELOPMENTS OF MARXENT LABS LLC 124
TABLE 73 DEVELOPMENTS OF MICROSOFT CORP. 125
TABLE 74 DEVELOPMENTS OF NINTENDO CO. LTD 127
TABLE 75 DEVELOPMENTS OF NVIDIA CORP. 128
TABLE 76 DEVELOPMENTS OF OCULUS VR LLC 129
TABLE 77 DEVELOPMENTS OF QUALCOMM INC. 131
TABLE 78 DEVELOPMENTS OF SAMSUNG ELECTRONICS 133
TABLE 79 DEVELOPMENTS OF SPATIAL VIEW INC. 134
TABLE 80 DEVELOPMENTS OF SONY CORP. 136
TABLE 81 DEVELOPMENTS OF VIRTALIS LTD. 137
TABLE 82 DEVELOPMENTS OF VUZIX CORP. 139
TABLE 83 DEVELOPMENTS OF ZAPPAR 140

LIST OF FIGURES

SUMMARY FIGURE GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY
SECTOR, 2014-2020 ($ MILLIONS) 8
FIGURE 1 VALUE CHAIN OF VR AND AR 12
FIGURE 2 VR AND AR MARKET BY COMPONENT 15
FIGURE 3 GLOBAL MARKET FOR COMPONENTS USED IN VR, 2014-2020 ($ MILLIONS) 18
FIGURE 4 GLOBAL MARKET FOR COMPONENTS USED IN AR, 2014-2020 ($ MILLIONS) 20
FIGURE 5 VR AND AR BY TECHNOLOGY SEGMENT 23
FIGURE 6 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 27
FIGURE 7 GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 28
FIGURE 8 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR,
2014-2020 ($ MILLIONS) 29
FIGURE 9 GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION,
2014-2020 ($ MILLIONS) 31
FIGURE 10 GLOBAL MARKET FOR SEMI IMMERSIVE TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 32
FIGURE 11 GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 34
FIGURE 12 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
SECTOR, 2014-2020 ($ MILLIONS) 35
FIGURE 13 GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY
REGION, 2014-2020 ($ MILLIONS) 36
FIGURE 14 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
SECTOR, 2014-2020 ($ MILLIONS) 38
FIGURE 15 GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY
REGION, 2014-2020 ($ MILLIONS) 39
FIGURE 16 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR,
2014-2020 ($ MILLIONS) 40
FIGURE 17 GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 42
FIGURE 18 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR,
2014-2020 ($ MILLIONS) 43
FIGURE 19 GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 44
FIGURE 20 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR,
2014-2020 ($ MILLIONS) 46
FIGURE 21 GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION,
2014-2020 ($ MILLIONS) 47
FIGURE 22 VR AND AR MARKET BY SECTORS 49
FIGURE 23 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 53
FIGURE 24 GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, 2014-2020
($ MILLIONS) 54
FIGURE 25 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 55
FIGURE 26 GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, 2014-2020
($ MILLIONS) 56
FIGURE 27 GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, 2014-2020
($ MILLIONS) 57
FIGURE 28 GLOBAL MARKET FOR VR USED IN GAMING BY REGION, 2014-2020 ($
MILLIONS) 58
FIGURE 29 GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, 2014-2020
($ MILLIONS) 59
FIGURE 30 GLOBAL MARKET FOR AR USED IN GAMING BY REGION, 2014-2020 ($
MILLIONS) 60
FIGURE 31 GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 61
FIGURE 32 GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, 2014-2020 ($
MILLIONS) 63
FIGURE 33 GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 63
FIGURE 34 GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, 2014-2020 ($
MILLIONS) 64
FIGURE 35 GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 66
FIGURE 36 GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, 2014-2020 ($
MILLIONS) 67
FIGURE 37 GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY,
2014-2020 ($ MILLIONS) 68
FIGURE 38 GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, 2014-2020 ($
MILLIONS) 69
FIGURE 39 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, 2014-2020 ($ MILLIONS) 71
FIGURE 40 GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION,
2014-2020 ($ MILLIONS) 72
FIGURE 41 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY
TECHNOLOGY, 2014-2020 ($ MILLIONS) 73
FIGURE 42 GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION,
2014-2020 ($ MILLIONS) 74
FIGURE 43 GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, 2014-2020
($ MILLIONS) 75
FIGURE 44 GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, 2014-2020 ($
MILLIONS) 76
FIGURE 45 GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, 2014-2020
($ MILLIONS) 77
FIGURE 46 GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, 2014-2020 ($
MILLIONS) 78
FIGURE 47 VR AND AR MARKET BY REGION 80
FIGURE 48 NUMBER OF AR PATENTS FILED ON YEARLY BASIS, 2012-2015 95
FIGURE 49 NUMBER OF VR PATENTS FILED ON YEARLY BASIS, 2012-2015 96

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