AR and VR Display Market

AR and VR Display Market by Device Type (AR HMDs, VR HMDs, AR HUDs, VR Projectors), Technology, Display Technology (LCD, OLED, Micro-LED), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) & Region - Global Forecast to 2028

Report Code: SE 7439 Feb, 2023, by marketsandmarkets.com

[244 Pages Report] AR and VR display market size is valued at USD 1.8 billion in 2023 and is anticipated to USD 8.2 billion by 2028; growing at a CAGR of 35.6% from 2023 to 2028.

Growing popularity of Metaverse, increasing demand for OLED displays in AR and VR devices, growing adoption of AR and VR HMDs in different industries, growing adoption of AR and VR devices in various applications, and adoption of AR and VR devices in gaming industry are key driving factors for the AR and VR display industry.

AR and VR Display Market

AR and VR Display Market Forecast to 2028

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AR and VR Display Market Dynamics

Driver: Increasing demand for OLED displays in AR and VR devices

OLED is an emerging display technology and has become the mainstream display technology in many markets. OLED displays do not require a backlight; thus, they are thinner and more efficient than LCD displays. OLED displays offer high picture quality, bright colors, infinite contrast, fast response rate, and wide viewing angles, making them ideal for AR and VR applications. OLED microdisplays are gaining momentum due to advanced features such as higher contrast, faster response time, lighter weight, compact size, negligible image smearing, and a wider operating temperature range than LCDs. They have outperformed conventional LCD and LCoS microdisplay technologies as they are widely used in EVFs and HMDs. In the consumer sector, OLED microdisplays are used in video and VR glasses and EVFs to facilitate search, navigation, and daily personal activities, while the defense sector targets AR helmets for pilots to resolve communication issues during the battle.

Restraint: Development of widescreen alternatives

Screenless displays are interactive projection technology developed to solve problems related to miniature electronic devices. Devices such as HMDs, HUDs, and AR and VR projectors are small in size; thus, the lack of space on screen-based displays provides an opportunity for the development of screenless displays. The growing advancements in virtual retinal display and holographic display are an imminent threat to AR and VR traditional displays. Projection technology has been evolving for a long time, and its usage has increased in the last decade. Full domes, planetariums, and many other applications utilize projection technology. The increasing adoption of interactive projectors in different verticals and the low cost of interactive projectors, compared with AR and VR devices, are among the factors propelling the growth of the projectors, which hinders the growth of the AR and VR market.

Opportunity: Surging adoption of AR technology for enterprise applications

The opportunities in enterprise applications are huge. Huge investments in AR and VR devices from enterprises for smart manufacturing will be a major driver for the growth of the market. Companies having factories at varied locations can use AR and employ a small number of engineers to manage large setups. Remote collaboration using AR technology to manage machines and other setups remotely would help manage enterprises effectively. Other important applications of AR in the enterprise vertical are with regard to the instructional use for technicians and other workers in enterprises. The use of head-up displays and smart helmets to understand blueprints and instructions to provide real-time data will help workers function efficiently.

Challenge: Developing user-friendly AR/VR systems

AR/VR technology suppliers and developers face the challenge of developing user-friendly AR/VR devices and tracking systems. A user-friendly virtual environment allows a user to easily navigate and interact with objects in the virtual environment. AR/VR systems are a combination of hardware and software components. AR/VR devices track a user’s movements through different sensors and array them on the virtual display. The development of AR/VR software and virtual content is a challenging task for developers as the virtual content displayed must satisfy the user’s needs.

OLED technology to hold a major share of AR and VR display market during the forecast period

OLED displays can be used for various applications, including consumer electronics, gaming, automotive, medical devices, lighting, and transportation. OLED technology is gaining popularity as OLED displays have a simple design, leading to many advantages such as rich color, wide viewing angle, low power consumption, fast response, and true black color. Moreover, the cost of OLED displays is expected to reduce in the coming years; thus, OLED technology is likely to be rapidly adopted in AR and VR devices and gain a major market share during the forecast period.

HMD devises to hold a major share of the AR and VR display market during the forecast period

The AR/VR market is expected to be led by HMDs. Head-mounted devices from companies such as Sony, Oculus, HTC, Samsung, Google, TLC Alcatel, and Osterhout Design Group have already been in use and have received an overwhelming response from users. HMDs are majorly used for gaming and entertainment applications. Gesture-tracking devices have been an integral part of VR HMDs mainly because these are used for consumer applications. The use of gesture-tracking devices provides an enhanced experience of the virtual world to gamers. The increasing number of manufacturers and the growing adoption of HMDs are among the major factors for the high estimated growth of HMDs.

Aerospace & Defense applications to grow at a higher CAGR in the AR and VR display market during the forecast period

The growing adoption of HMDs and HUDs in the aerospace & defense sector would drive the growth of the AR display market. In aerospace & defense applications, AR HUDs are used to display critical navigational, flight, targeting, and mission-related information on the windshield in front of the pilot. Owing to these benefits, new-generation aircraft are equipped with advanced AR HMDs and AR HUDs. Moreover, AR HMDs are intended to provide infantry soldiers with situational awareness, friend-or-foe identification, and night vision, as well as enhanced ability to remotely coordinate small units.

Asia Pacific region to witness the highest growth during the forecast period

Asia Pacific is expected to hold the largest share of the VR display market by 2028. It is expected to grow at the highest CAGR during the forecast period. The growth of the market in Asia Pacific can be attributed to the presence of major AR/VR display manufacturers such as Samsung, Sony, and Epson. With growing consumer demand for VR gear, mainly for gaming and industrial applications, the market growth is expected to propel further. Moreover, the market is expected to grow at a faster pace in the next few years, on account of surging consumer demand for AR and VR devices, mainly for gaming and industrial applications.

AR and VR Display Market by Region

AR and VR Display Market by Region

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Key Market Players

The AR and VR display companies such as Samsung Electronics (South Korea), Sony (Japan), LG Display (South Korea), eMagin Corporation (US), Kopin Corporation (US), AU Optronics (Taiwan), Japan Display (Japan), Barco (Belgium), BOE Technology (China), and Syndiant (US).

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Scope of the Report

Report Metric

Details

Market Size Available for Years

2019-2028

Base Year

2022

Forecast Period

2023–2028

Forecast Unit

Value (USD Million/Billion)
Volume (Units)

Segments Covered

By Technology, By Display Technology, By Device Type, By Application, By Region

Geographic Regions Covered

North America, Europe, Asia Pacific, Rest of World (RoW)

Companies Covered

The major players include Samsung Electronics (South Korea), Sony (Japan), LG Display (South Korea), eMagin Corporation (US), Kopin Corporation (US), AU Optronics (Taiwan), Japan Display (Japan), Barco (Belgium), BOE Technology (China), and Syndiant (US). (Total 25 companies)

AR and VR Display Market Highlights

This report categorizes the AR and VR display market based on technology, display technology, device type, application, and region available at the regional and country level.

Segment

Subsegment

By Technology

  • AR
  • VR

By Display Technology

  • OLED
  • LCD
  • Others

By Device Type:

  • AR HMDs
  • VR HMDs
  • AR HUDs
  • VR Projectors

AR Display Application:

  • Consumer
  • Commercial
  • Enterprise (Manufacturing)
  • Automotive
  • Healthcare
  • Aerospace & Defense
  • Energy
  • Others

VR Display Application:

  • Consumer
  • Commercial
  • Enterprise (Manufacturing)
  • Healthcare
  • Aerospace & Defense
  • Others

By Region

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • South Korea
    • Taiwan
    • Rest of Asia Pacific
  • RoW
    • Middle East & Africa
    • South America

Recent Developments

  • In March 2022, Samsung announced the development of an AR device to utilize novel hologram screen technology, which will run on Android as its operating system.
  • In February 2022, Sony announced a collaboration with Niantic to develop and expand its AR hardware portfolio. The collaboration will mainly focus on the development of AR for headphones.
  • In January 2022, Kopin Corporation partnered with RealWear by supplying the Golden Pearl display module for RealWear's recently launched RealWear Navigator 500 wearable device. The updated Golden Pearl features a 0.32", 24-bit full-color, high-brightness LCD microdisplay for easy outdoor/sunlight use and comfortable long-term viewing.
  • In December 2021, eMagin Corporation showcased a direct patterning (dpd) technique on a widescreen ultra-extended graphics array (WUXGA) (1920x1200 pixels) OLED Microdisplay for monocular and binocular AR headsets at the 2021 Interservice/Industry Training, Simulation and Education Conference (I/ITSEC). The company aims to commercialize WUXGA dPd OLED Microdisplay by 2023. Through this conference, the company aimed to enhance its product portfolio along with its customer base.
  • In December 2021, Sony enhanced and developed a PSVR headset to offer a smoother and better user virtual and visual experience with an 8 K VR headset.

Frequently Asked Questions (FAQ):

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 28)
    1.1 STUDY OBJECTIVES 
    1.2 DEFINITION AND SCOPE 
           1.2.1 INCLUSIONS AND EXCLUSIONS
    1.3 STUDY SCOPE 
           1.3.1 MARKETS COVERED
                    FIGURE 1 AR AND VR DISPLAY MARKET SEGMENTATION
           1.3.2 REGIONAL SCOPE
           1.3.3 YEARS CONSIDERED
    1.4 CURRENCY 
    1.5 LIMITATIONS 
    1.6 MARKET STAKEHOLDERS 
    1.7 SUMMARY OF CHANGES 
 
2 RESEARCH METHODOLOGY (Page No. - 34)
    2.1 RESEARCH DATA 
           FIGURE 2 AR AND VR DISPLAY MARKET: RESEARCH DESIGN
           2.1.1 SECONDARY AND PRIMARY RESEARCH
           2.1.2 SECONDARY DATA
                    2.1.2.1 Key data from secondary sources
           2.1.3 PRIMARY DATA
                    2.1.3.1 Breakdown of primaries
                    2.1.3.2 Key industry insights
                    2.1.3.3 Key opinion leaders
                               TABLE 1 AR AND VR DISPLAY MARKET: KEY PLAYERS INTERVIEWED
    2.2 MARKET SIZE ESTIMATION 
           2.2.1 BOTTOM-UP APPROACH
                    FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
                    FIGURE 4 DEMAND-SIDE ANALYSIS: AR AND VR DISPLAY MARKET
                    2.2.1.1 Estimating market size through bottom-up approach (demand side)
           2.2.2 TOP-DOWN APPROACH
                    FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
                    FIGURE 6 SUPPLY-SIDE ANALYSIS: AR AND VR DISPLAY MARKET (1/2)
                    FIGURE 7 SUPPLY-SIDE ANALYSIS: AR AND VR DISPLAY MARKET (2/2)
                    2.2.2.1 Estimating market size through top-down approach (supply side)
           2.2.3 GROWTH RATE ASSUMPTIONS
    2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 
           FIGURE 8 DATA TRIANGULATION
    2.4 RESEARCH ASSUMPTIONS 
           TABLE 2 ASSUMPTIONS FOR RESEARCH STUDY
    2.5 PARAMETERS CONSIDERED TO ANALYZE IMPACT OF RECESSION ON AR AND VR DISPLAY MARKET 
           TABLE 3 PARAMETERS CONSIDERED TO ANALYZE IMPACT OF RECESSION ON AR AND VR DISPLAY MARKET
    2.6 RISK ASSESSMENT 
           TABLE 4 LIMITATIONS & ASSOCIATED RISKS
 
3 EXECUTIVE SUMMARY (Page No. - 46)
           FIGURE 9 AR AND VR DISPLAY MARKET SIZE, 2019–2028
    3.1 AR AND VR DISPLAY MARKET: RECESSION IMPACT 
           FIGURE 10 RECESSION IMPACT ON AR AND VR DISPLAY MARKET, 2019–2028 (USD MILLION)
 
4 PREMIUM INSIGHTS (Page No. - 48)
    4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN AR AND VR DISPLAY MARKET 
           FIGURE 11 ASIA PACIFIC TO DOMINATE AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
    4.2 AR AND VR DISPLAY MARKET, BY TECHNOLOGY 
           FIGURE 12 VR TECHNOLOGY TO ACCOUNT FOR LARGER MARKET SIZE DURING FORECAST PERIOD
    4.3 AR DISPLAY MARKET, BY APPLICATION 
           FIGURE 13 AUTOMOTIVE APPLICATION TO DOMINATE AR DISPLAY MARKET BY 2028
    4.4 VR DISPLAY MARKET, BY APPLICATION 
           FIGURE 14 CONSUMER APPLICATIONS TO LEAD VR DISPLAY MARKET BY 2028
    4.5 AR AND VR DISPLAY MARKET, BY DEVICE TYPE 
           FIGURE 15 AR HMD DEVICES TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
    4.6 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY 
           FIGURE 16 OLED DISPLAY TECHNOLOGY TO HOLD MAJOR SHARE OF AR AND VR DISPLAY MARKET IN 2028
    4.7 AR AND VR DISPLAY MARKET, BY REGION 
           FIGURE 17 AR AND VR DISPLAY MARKET TO REGISTER HIGHEST CAGR IN ASIA PACIFIC DURING FORECAST PERIOD
 
5 MARKET OVERVIEW (Page No. - 52)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           FIGURE 18 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
           5.2.1 DRIVERS
                    5.2.1.1 Growing adoption of AR and VR devices in various applications
                               FIGURE 19 AR AND VR MARKET, 2017–2025 (USD BILLION)
                    5.2.1.2 Increasing demand for OLED displays in AR and VR devices
                               TABLE 5 COMPARISON OF DIFFERENT DISPLAY TECHNOLOGIES
                               TABLE 6 DISPLAY TECHNOLOGIES USED IN POPULAR AR AND VR DEVICES
                    5.2.1.3 Growing adoption of AR and VR HMDs in different industries
                    5.2.1.4 Adoption of AR and VR devices in gaming industry
                    5.2.1.5 Growing popularity of Metaverse
           5.2.2 RESTRAINTS
                    5.2.2.1 Development of widescreen alternatives
                    5.2.2.2 Limited availability of relevant content
                    5.2.2.3 Health issues associated with excessive use of AR and VR devices
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Growing demand for AR and VR devices post-COVID-19 outbreak
                    5.2.3.2 Rising investments in AR and VR ecosystem
           TABLE 7 NOTICEABLE INVESTMENTS IN AR AND VR MARKET
                    5.2.3.3 Rising technological advancements and growing use of microdisplays in AR and VR devices
                    5.2.3.4 Surging adoption of AR technology for enterprise applications
           5.2.4 CHALLENGES
                    5.2.4.1 Display latency and limited field of view
                    5.2.4.2 Complex processes involved in manufacturing AR and VR displays
                    5.2.4.3 Developing user-friendly AR/VR systems
    5.3 VALUE CHAIN ANALYSIS 
           5.3.1 VALUE CHAIN ANALYSIS: AR AND VR DISPLAY
                    FIGURE 20 VALUE CHAIN ANALYSIS: AR AND VR DISPLAY
                    5.3.1.1 Research & development
                    5.3.1.2 Manufacturing
                    5.3.1.3 Assembly, packaging, and integration
                    5.3.1.4 Material & equipment supply and distribution
                    5.3.1.5 Marketing and post-sales services
    5.4 AR AND VR DISPLAY MARKET: ECOSYSTEM 
           FIGURE 21 DISPLAY ECOSYSTEM
           TABLE 8 AR AND VR DISPLAY MARKET: ECOSYSTEM
    5.5 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS 
           FIGURE 22 REVENUE SHIFT IN AR AND VR DISPLAY MARKET
    5.6 PORTER’S FIVE FORCES ANALYSIS 
           FIGURE 23 PORTER’S FIVE FORCES ANALYSIS
           TABLE 9 PORTER’S FIVE FORCES ANALYSIS: AR AND VR DISPLAY MARKET
           5.6.1 THREAT OF NEW ENTRANTS
           5.6.2 THREAT OF SUBSTITUTES
           5.6.3 BARGAINING POWER OF BUYERS
           5.6.4 BARGAINING POWER OF SUPPLIERS
           5.6.5 INTENSITY OF COMPETITIVE RIVALRY
    5.7 KEY STAKEHOLDERS & BUYING CRITERIA 
           5.7.1 KEY STAKEHOLDERS IN BUYING PROCESS
                    FIGURE 24 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS
                    TABLE 10 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS (%)
           5.7.2 BUYING CRITERIA
                    FIGURE 25 KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
                    TABLE 11 KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
    5.8 PATENT ANALYSIS 
           TABLE 12 NUMBER OF PATENTS REGISTERED IN AR AND VR MARKET IN LAST 10 YEARS
           FIGURE 26 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS
           FIGURE 27 NO. OF PATENTS GRANTED PER YEAR, 2012–2021
           TABLE 13 PATENTS PERTAINING TO AR AND VR DISPLAYS, 2020–2022
    5.9 KEY CONFERENCES & EVENTS, 2023–2024 
           TABLE 14 AR AND VR DISPLAY MARKET: CONFERENCES & EVENTS, 2023–2024
    5.10 TARIFF AND REGULATORY LANDSCAPE 
           5.10.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 15 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 16 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 17 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 18 ROW: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
           5.10.2 TARIFFS AND REGULATIONS
                    5.10.2.1 Tariffs
                    5.10.2.2 Standards
                    5.10.2.3 Regulations
                                TABLE 19 KEY REGULATIONS: DISPLAY PANELS
    5.11 TRADE ANALYSIS 
           5.11.1 IMPORT SCENARIO
                    TABLE 20 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
           5.11.2 EXPORT SCENARIO
                    TABLE 21 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
    5.12 CASE STUDIES 
           5.12.1 INTRODUCTION
           5.12.2 AR IN CORPORATE
                    TABLE 22 AR FOR TRAINING AND KNOWLEDGE SHARING
           5.12.3 AR IN WAREHOUSE MANAGEMENT
                    TABLE 23 AR FOR BETTER WAREHOUSE MANAGEMENT
           5.12.4 AR IN RETAIL
                    TABLE 24 AR FOR SHOPPING
           5.12.5 VR IN MANUFACTURING
                    TABLE 25 VR FOR DESIGN AND PROTOTYPING
                    TABLE 26 VR FOR SAFETY AND QUALITY
           5.12.6 VR IN CORPORATE
                    TABLE 27 VR FOR REAL-TIME EXPERIENCES AND TRAINING
           5.12.7 AR IN MARKETING
                    TABLE 28 AR FOR MEDIA ATTENTION
    5.13 TECHNOLOGY TRENDS 
           5.13.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY
           5.13.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS
           5.13.3 MICRODISPLAYS FOR VR
           5.13.4 WEB AR
                    TABLE 29 USE CASE FOR WEB AR
           5.13.5 MOBILE AUGMENTED REALITY (MAR)
    5.14 PRICING ANALYSIS 
           5.14.1 AVERAGE SELLING PRICE TREND
                    TABLE 30 AVERAGE SELLING PRICE FOR AR AND VR DISPLAYS, BY DEVICE TYPE, (USD PER UNIT)
                    FIGURE 28 AR AND VR DISPLAY MARKET: AVERAGE PRICE OF DISPLAYS, BY DEVICE TYPES
 
6 AR AND VR DISPLAY MARKET, BY TECHNOLOGY (Page No. - 90)
    6.1 INTRODUCTION 
           FIGURE 29 AR AND VR DISPLAY MARKET, BY TECHNOLOGY
           FIGURE 30 VR TECHNOLOGY TO HOLD LARGER MARKET SHARE DURING FORECAST PERIOD
           TABLE 31 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
           TABLE 32 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
           TABLE 33 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (MILLION UNITS)
           TABLE 34 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (MILLION UNITS)
    6.2 AUGMENTED REALITY 
           6.2.1 MICRO-LED DISPLAY TECHNOLOGY TO LEAD AR DISPLAY MARKET
                    TABLE 35 AR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2019–2022 (USD MILLION)
                    TABLE 36 AR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2023–2028 (USD MILLION)
    6.3 VIRTUAL REALITY 
           6.3.1 NEW OLED DISPLAY TECHNOLOGY LIKELY TO BE WIDELY ADOPTED IN VR IN COMING YEARS
                    TABLE 37 VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2019–2022 (USD MILLION)
                    TABLE 38 VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2023–2028 (USD MILLION)
 
7 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY (Page No. - 96)
    7.1 INTRODUCTION 
           FIGURE 31 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY
           FIGURE 32 OLED TECHNOLOGY TO HOLD MAJOR SHARE OF AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
           TABLE 39 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2019–2022 (USD MILLION)
           TABLE 40 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2023–2028 (USD MILLION)
    7.2 OLED 
           7.2.1 ADAPTIVE FREQUENCY AND LOW POWER CONSUMPTION TO INCREASE DEMAND FOR OLED DISPLAYS IN VR HMDS
                    TABLE 41 OLED: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
                    TABLE 42 OLED: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
    7.3 LCD 
           7.3.1 TECHNOLOGICAL ADVANCEMENTS AND DECREASING PRICES TO SUPPORT DEMAND FOR LCD TECHNOLOGY-BASED AR/VR DEVICES
                    TABLE 43 LCD: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
                    TABLE 44 LCD: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
    7.4 OTHERS 
           TABLE 45 OTHER DISPLAY TECHNOLOGIES: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
           TABLE 46 OTHER DISPLAY TECHNOLOGIES: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
           7.4.1 MICRO-LED
           7.4.2 LIQUID CRYSTAL ON SILICON (LCOS)
           7.4.3 DIGITAL LIGHT PROCESSING (DLP)
 
8 AR AND VR DISPLAY MARKET, BY DEVICE TYPE (Page No. - 104)
    8.1 INTRODUCTION 
           FIGURE 33 AR AND VR DISPLAY MARKET, BY DEVICE TYPE
           FIGURE 34 AR HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SIZE OF AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
           TABLE 47 AR AND VR DISPLAY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
           TABLE 48 AR AND VR DISPLAY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
    8.2 HEAD-MOUNTED DISPLAYS 
           8.2.1 AR HEAD-MOUNTED DISPLAYS
                    8.2.1.1 Use of AR HMDs for enterprise and healthcare applications to be major driving factor
                               TABLE 49 AR HMD DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                               TABLE 50 AR HMD DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
           8.2.2 VR HEAD-MOUNTED DISPLAYS
                    8.2.2.1 OLED technology fast replacing LCD in VR HMDs
                               TABLE 51 VR HMD DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                               TABLE 52 VR HMD DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
    8.3 AR HEAD-UP DISPLAYS 
           8.3.1 EXTENSIVE USE OF AR HUDS IN AUTOMOTIVE APPLICATIONS TO DRIVE MARKET GROWTH
                    TABLE 53 AR HUD DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                    TABLE 54 AR HUD DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
    8.4 VR PROJECTORS 
           8.4.1 RISE IN DEMAND FOR VR PROJECTORS DUE TO VIRTUAL WORKING CULTURE TO SUPPORT MARKET GROWTH
                    TABLE 55 VR PROJECTOR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                    TABLE 56 VR PROJECTOR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
 
9 AR AND VR DISPLAY MARKET, BY APPLICATION (Page No. - 113)
    9.1 INTRODUCTION 
           FIGURE 35 ENTERPRISE APPLICATION TO HOLD LARGEST SHARE OF AR DISPLAY MARKET DURING FORECAST PERIOD
           TABLE 57 AR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
           TABLE 58 AR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
           FIGURE 36 CONSUMER APPLICATION TO DOMINATE VR DISPLAY MARKET
           TABLE 59 VR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
           TABLE 60 VR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
    9.2 AR DISPLAY APPLICATIONS 
           FIGURE 37 AR DISPLAY MARKET, BY APPLICATION
           9.2.1 CONSUMER
                    TABLE 61 AR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 62 AR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
                    9.2.1.1 Gaming
                               9.2.1.1.1 AR smartglass headsets create immersive experience in gaming
                    9.2.1.2 Sports & entertainment
                               9.2.1.2.1 AR HUDs extensively used in movies, sports, and theme parks
           9.2.2 COMMERCIAL
                    9.2.2.1 AR HMDs widely used for commercial applications
                               TABLE 63 AR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 64 AR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.3 ENTERPRISE (MANUFACTURING)
                    9.2.3.1 AR devices improve efficiency and accuracy in manufacturing industry
                               TABLE 65 AR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 66 AR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.4 AUTOMOTIVE
                    9.2.4.1 AR HUDs and AR glasses extensively used in automobiles
                               TABLE 67 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 68 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 69 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 70 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.5 HEALTHCARE
                    9.2.5.1 Can help reduce complexities in surgeries and other medical procedures
                               TABLE 71 AR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 72 AR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.6 AEROSPACE & DEFENSE
                    9.2.6.1 AR HMDs and HUDs adopted by leading aircraft manufacturers such as Boeing and Airbus
                               TABLE 73 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 74 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 75 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 76 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.7 ENERGY
                    9.2.7.1 Improving safety, maintenance & repair, training, and knowledge sharing – crucial energy applications of AR devices
                               TABLE 77 AR DISPLAY MARKET FOR ENERGY APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 78 AR DISPLAY MARKET FOR ENERGY APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.2.8 OTHERS
                    TABLE 79 AR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 80 AR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
    9.3 VR DISPLAY APPLICATIONS 
           FIGURE 38 VR DISPLAY MARKET, BY APPLICATION
           9.3.1 CONSUMER
                    TABLE 81 VR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                    TABLE 82 VR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                    TABLE 83 VR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 84 VR DISPLAY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
                    9.3.1.1 Gaming
                               9.3.1.1.1 VR displays used in gaming to facilitate immersive gaming experience
                    9.3.1.2 Sports & entertainment
                               9.3.1.2.1 Can enhance audience experience and facilitate higher user engagement in sports & entertainment
           9.3.2 COMMERCIAL
                    9.3.2.1 VR HMDs used in commercial applications such as advertising, marketing & retail, and fashion
                               TABLE 85 VR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 86 VR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 87 VR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 88 VR DISPLAY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.3.3 ENTERPRISE (MANUFACTURING)
                    9.3.3.1 Used in manufacturing sector for personnel training, remodeling & redesigning, and industrial simulations
                               TABLE 89 VR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 90 VR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 91 VR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 92 VR DISPLAY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.3.4 HEALTHCARE
                    9.3.4.1 Help in pain management, exposure therapy, stroke rehabilitation, education, and surgical planning
                               TABLE 93 VR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 94 VR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 95 VR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 96 VR DISPLAY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.3.5 AEROSPACE & DEFENSE
                    9.3.5.1 Used to create combat simulations and maneuvers in aerospace & defense applications
                               TABLE 97 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                               TABLE 98 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                               TABLE 99 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 100 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
           9.3.6 OTHERS
                    TABLE 101 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                    TABLE 102 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                    TABLE 103 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 104 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2023–2028 (USD MILLION)
 
10 REGIONAL ANALYSIS (Page No. - 142)
     10.1 INTRODUCTION 
             FIGURE 39 AR AND VR DISPLAY MARKET, BY REGION
             FIGURE 40 AR AND VR DISPLAY MARKET IN ASIA PACIFIC TO WITNESS FASTEST GROWTH DURING FORECAST PERIOD
             TABLE 105 AR AND VR DISPLAY MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 106 AR AND VR DISPLAY MARKET, BY REGION, 2023–2028 (USD MILLION)
             TABLE 107 AR DISPLAY MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 108 AR DISPLAY MARKET, BY REGION, 2023–2028 (USD MILLION)
             TABLE 109 VR DISPLAY MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 110 VR DISPLAY MARKET, BY REGION, 2023–2028 (USD MILLION)
     10.2 NORTH AMERICA 
             FIGURE 41 NORTH AMERICA: AR AND VR DISPLAY MARKET SNAPSHOT
             TABLE 111 NORTH AMERICA: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 112 NORTH AMERICA: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 113 NORTH AMERICA: AR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 114 NORTH AMERICA: AR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 115 NORTH AMERICA: VR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 116 NORTH AMERICA: VR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 117 NORTH AMERICA: AR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 118 NORTH AMERICA: AR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 119 NORTH AMERICA: VR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 120 NORTH AMERICA: VR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.2.1 US
                        10.2.1.1 Concentration of major AR HMD companies to drive market growth
             10.2.2 CANADA
                        10.2.2.1 Increase in AR/VR device providers to fuel market growth
             10.2.3 MEXICO
                        10.2.3.1 Increasing awareness regarding AR and VR devices to lead to steady market growth
     10.3 EUROPE 
             FIGURE 42 EUROPE: AR AND VR DISPLAY MARKET SNAPSHOT
             TABLE 121 EUROPE: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 122 EUROPE: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 123 EUROPE: AR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 124 EUROPE: AR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 125 EUROPE: VR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 126 EUROPE: VR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 127 EUROPE: AR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 128 EUROPE: AR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 129 EUROPE: VR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 130 EUROPE: VR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.3.1 UK
                        10.3.1.1 Demand from gaming industry to boost market growth
             10.3.2 GERMANY
                        10.3.2.1 Broad industrial base and established automobile industry to support growth
             10.3.3 FRANCE
                        10.3.3.1 Aerospace & defense vertical to drive growth
             10.3.4 REST OF EUROPE
     10.4 ASIA PACIFIC 
             FIGURE 43 ASIA PACIFIC: AR AND VR DISPLAY MARKET SNAPSHOT
             TABLE 131 ASIA PACIFIC: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 132 ASIA PACIFIC: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 133 ASIA PACIFIC: AR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 134 ASIA PACIFIC: AR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 135 ASIA PACIFIC: VR DISPLAY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 136 ASIA PACIFIC: VR DISPLAY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             TABLE 137 ASIA PACIFIC: AR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 138 ASIA PACIFIC: AR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 139 ASIA PACIFIC: VR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 140 ASIA PACIFIC: VR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.4.1 CHINA
                        10.4.1.1 Presence of established and emerging AR and VR device manufacturing companies to drive market
             10.4.2 JAPAN
                        10.4.2.1 Demand from entertainment industry to fuel growth
             10.4.3 SOUTH KOREA
                        10.4.3.1 6G network technology to boost growth
             10.4.4 TAIWAN
                        10.4.4.1 Increasing number of AR and VR startups to drive market
             10.4.5 REST OF ASIA PACIFIC
                        10.4.5.1 India
                                     10.4.5.1.1 Untapped opportunities and increasing number of AR and VR startups to drive market
     10.5 ROW 
             TABLE 141 ROW: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 142 ROW: AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 143 ROW: AR DISPLAY MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 144 ROW: AR DISPLAY MARKET, BY REGION, 2023–2028 (USD MILLION)
             TABLE 145 ROW: VR DISPLAY MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 146 ROW: VR DISPLAY MARKET, BY REGION, 2023–2028 (USD MILLION)
             TABLE 147 ROW: AR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 148 ROW: AR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 149 ROW: VR DISPLAY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 150 ROW: VR DISPLAY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.5.1 MIDDLE EAST & AFRICA
                        10.5.1.1 Expanding healthcare and automotive industries to propel demand for AR VR display devices
             10.5.2 SOUTH AMERICA
                        10.5.2.1 Growing gaming and entertainment verticals in Brazil to drive growth
 
11 COMPETITIVE LANDSCAPE (Page No. - 172)
     11.1 INTRODUCTION 
     11.2 STRATEGIES ADOPTED BY KEY PLAYERS/RIGHT TO WIN 
             TABLE 151 OVERVIEW OF STRATEGIES DEPLOYED BY KEY PLAYERS IN AR AND VR DISPLAY MARKET
             11.2.1 PRODUCT PORTFOLIO
             11.2.2 REGIONAL FOCUS
             11.2.3 MANUFACTURING FOOTPRINT
             11.2.4 ORGANIC/INORGANIC GROWTH STRATEGIES
     11.3 MARKET SHARE ANALYSIS, 2022 
             TABLE 152 AR AND VR DISPLAY MARKET: DEGREE OF COMPETITION, 2022
     11.4 FIVE-YEAR COMPANY REVENUE ANALYSIS 
             FIGURE 44 FIVE-YEAR PRODUCT REVENUE ANALYSIS OF TOP FIVE MARKET PLAYERS
     11.5 COMPANY EVALUATION QUADRANT 
             11.5.1 STARS
             11.5.2 EMERGING LEADERS
             11.5.3 PERVASIVE PLAYERS
             11.5.4 PARTICIPANTS
                        FIGURE 45 COMPANY EVALUATION QUADRANT: AR AND VR DISPLAY MARKET, 2022
             11.5.5 COMPANY FOOTPRINT
                        TABLE 153 COMPANY APPLICATION FOOTPRINT
                        TABLE 154 COMPANY TECHNOLOGY FOOTPRINT
                        TABLE 155 COMPANY REGION FOOTPRINT
                        TABLE 156 COMPANY FOOTPRINT
     11.6 COMPETITIVE BENCHMARKING 
             TABLE 157 AR AND VR DISPLAY MARKET: KEY STARTUPS/SMES
     11.7 COMPETITIVE SCENARIOS AND TRENDS 
             11.7.1 AR AND VR DISPLAY MARKET: PRODUCT LAUNCHES, 2020–2022
             11.7.2 AR AND VR DISPLAY MARKET: DEALS, 2020–2022
 
12 COMPANY PROFILES (Page No. - 188)
(Business Overview, Products/Solutions/Services Offered, Recent Developments, MnM view (Key strengths/Right to win, Strategic choices made, Weakness/competitive threats)*  
     12.1 INTRODUCTION 
     12.2 KEY PLAYERS 
             12.2.1 SAMSUNG ELECTRONICS
                        FIGURE 46 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
                        TABLE 158 SAMSUNG ELECTRONICS: PRODUCT LAUNCHES
                        TABLE 159 SAMSUNG ELECTRONICS: DEALS
                        TABLE 160 SAMSUNG ELECTRONICS: OTHERS
             12.2.2 LG DISPLAY
                        FIGURE 47 LG DISPLAY: COMPANY SNAPSHOT
                        TABLE 161 LG DISPLAY: PRODUCT LAUNCHES
                        TABLE 162 LG DISPLAY: DEALS
                        TABLE 163 LG DISPLAY: OTHERS
             12.2.3 AU OPTRONICS (AUO)
                        FIGURE 48 AU OPTRONICS: COMPANY SNAPSHOT
                        TABLE 164 AU OPTRONICS: PRODUCT LAUNCHES
                        TABLE 165 AU OPTRONICS: DEALS
             12.2.4 SONY
                        FIGURE 49 SONY: COMPANY SNAPSHOT
                        TABLE 166 SONY: PRODUCT LAUNCHES
                        TABLE 167 SONY: DEALS
             12.2.5 EMAGIN CORPORATION
                        FIGURE 50 EMAGIN CORPORATION: COMPANY SNAPSHOT
                        TABLE 168 EMAGIN CORPORATION: PRODUCT LAUNCHES
                        TABLE 169 EMAGIN CORPORATION: DEALS
                        TABLE 170 EMAGIN CORPORATION: OTHERS
             12.2.6 KOPIN CORPORATION
                        FIGURE 51 KOPIN CORPORATION: COMPANY SNAPSHOT
                        TABLE 171 KOPIN CORPORATION: PRODUCT LAUNCHES
                        TABLE 172 KOPIN CORPORATION: DEALS
             12.2.7 JAPAN DISPLAY INC.
                        FIGURE 52 JAPAN DISPLAY INC: COMPANY SNAPSHOT
                        TABLE 173 JAPAN DISPLAY INC.: PRODUCT LAUNCHES
                        TABLE 174 JAPAN DISPLAY INC.: DEALS
             12.2.8 BARCO
                        FIGURE 53 BARCO: COMPANY SNAPSHOT
                        TABLE 175 BARCO: PRODUCT LAUNCHES
             12.2.9 BOE TECHNOLOGY
                        FIGURE 54 BOE TECHNOLOGY: COMPANY SNAPSHOT
                        TABLE 176 BOE TECHNOLOGY: PRODUCT LAUNCHES
                        TABLE 177 BOE TECHNOLOGY: DEALS
             12.2.10 SYNDIANT
                        TABLE 178 SYNDIANT: PRODUCT LAUNCHES
     12.3 OTHER PLAYERS 
             12.3.1 TIANMA MICROELECTRONICS
             12.3.2 TRULY INTERNATIONAL
             12.3.3 HIMAX TECHNOLOGIES
             12.3.4 INNOLUX CORPORATION
             12.3.5 SEIKO EPSON
             12.3.6 HOLOEYE PHOTONICS
             12.3.7 JASPER DISPLAY CORP. (JDC)
             12.3.8 YUNNAN OLIGHTEK OPTO-ELECTRONIC TECHNOLOGY
             12.3.9 PANASONIC
             12.3.10 UNIVERSAL DISPLAY CORPORATION
             12.3.11 RAONTECH
             12.3.12 EVERDISPLAY OPTRONICS
             12.3.13 CREAL
             12.3.14 PLESSEY
             12.3.15 NEW VISION DISPLAY (NVD)
*Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, MnM view (Key strengths/Right to win, Strategic choices made, Weakness/competitive threats)* might not be captured in case of unlisted companies.  
 
13 APPENDIX (Page No. - 239)
     13.1 DISCUSSION GUIDE 
     13.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     13.3 CUSTOMIZATION OPTIONS 
     13.4 RELATED REPORTS 
     13.5 AUTHOR DETAILS 
 

The study involved four major activities for estimating the size of the AR and VR display market. Exhaustive secondary research has been carried out to collect information relevant to the market, its peer markets, and its parent market. Primary research has been undertaken to validate key findings, assumptions, and sizing with industry experts across the value chain of the AR and VR display market. Both top-down and bottom-up approaches have been employed to estimate the complete market size. It has been followed by the market breakdown and data triangulation methods to estimate the size of different segments and subsegments of the market.

Secondary Research

The research methodology that has been used to estimate and forecast the size of the AR and VR display market began with the acquisition of data related to the revenues of key vendors in the market through secondary research. The secondary research referred to for this research study involves AR and VR display magazines, and journals. Moreover, the study involved extensive use of secondary sources, directories, and databases, such as Hoovers, Bloomberg Businessweek, Factiva, and OneSource, to identify and collect information useful for a technical, market-oriented, and commercial study of the AR and VR display market. Vendor offerings have been taken into consideration to determine the market segmentation. The entire research methodology included the study of annual reports, press releases, and investor presentations of companies; white papers; and certified publications and articles by recognized authors; directories; and databases.

Primary Research

Extensive primary research has been conducted after acquiring an understanding of the AR and VR display market scenario through secondary research. Several primary interviews have been conducted with market experts from both the demand and supply-side players across key regions, namely, North America, Europe, Asia Pacific, and Middle East, and Africa. Various primary sources from both the supply and demand sides of the market have been interviewed to obtain qualitative and quantitative information. Following is the breakdown of the primary respondents.

Primary data has been collected through questionnaires, emails, and telephonic interviews. In the canvassing of primaries, various departments within organizations, such as sales, operations, and administration, were covered to provide a holistic viewpoint in our report. After interacting with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings from our primaries. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the remainder of this report.

AR and VR Display Market Size, and Share

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Both top-down and bottom-up approaches have been used to estimate and validate the size of AR and VR display market and its segments. The research methodology used to estimate the market size includes the following:

  • Focusing on top-line investments and expenditures made in the ecosystem of AR and VR display market, initially
  • Calculating the market size considering revenues generated by major players through the cost of their AR and VR displays
  • Conducting multiple on-field discussion sessions with key opinion leaders of major companies providing AR and VR displays
  • Segmenting each application of AR and VR display in each region and deriving the global market size based on region
  • Estimating the regional split using secondary sources based on various factors such as the number of OEMs in a specific country and a region, the role of leading market players based in this country and region in the development of new and innovative products, and adoption and penetration rates of AR and VR displays for use in various applications in a particular country or region.

Global AR and VR Display Market Size: Bottom-up Approach

  • Identifying entities in the AR and VR display market that influence the entire market, along with providers of related devices
  • Analyzing major providers of AR and VR display and original equipment manufacturers (OEMs) as well as studying their portfolios and understanding different display technologies used
  • Analyzing trends pertaining to the use of different types of AR and VR display in different applications
  • Tracking the ongoing and upcoming developments in the AR and VR display market, including investments, R&D activities, product launches, collaborations, and contracts, as well as forecasting the market size based on these developments and other critical parameters
  • Holding multiple discussion sessions with key opinion leaders to understand different types of AR and VR display, technologies used in them, and applications wherein they are used, as well as recent trends in the market to analyze the breakup of the scope of work carried out by major companies
  • Arriving at the market estimates by analyzing the revenue of companies and then combining these figures to arrive at the market size
  • Segmenting the overall market into various other market segments
  • Verifying and cross-checking the estimate at every level through discussions with key opinion leaders such as chief executives (CXOs), directors, and operation managers, and finally with the domain experts in MarketsandMarkets
  • Studying various paid and unpaid sources of information such as annual reports, press releases, white papers, and databases

AR and VR Display Market Size, and Bottom-up Approach

Data Triangulation

After arriving at the overall market size-using the market size estimation process explained above-the market has been split into several segments and subsegments. Data triangulation and market breakdown procedures have been employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics for each segment and subsegment of the market. The data has been triangulated by studying various factors and trends from both demand and supply sides of the AR and VR display market.

Report Objectives

  • To describe and forecast the size of the augmented reality (AR) and virtual reality (VR) display market, by technology, in terms of value and volume
  • To describe and forecast the size of the market, by display technology, application, and device type, in terms of value
  • To forecast the size of various segments of the market with respect to four regions, namely, North America, Europe, Asia Pacific, and the Rest of the World (RoW)
  • To analyze the emerging applications/use cases in the AR and VR display market
  • To identify key AR and VR display manufacturers and analyze their production capabilities and new production fab construction plans in the market
  • To analyze the ecosystem/supply chain of AR and VR devices consisting of material and component suppliers, driver IC suppliers, manufacturing equipment suppliers, manufacturers, and brand product manufacturers
  • To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
  • To strategically analyze micromarkets with respect to individual growth trends, prospects, and contributions to the overall market
  • To analyze market opportunities for stakeholders and provide details of the competitive landscape
  • To analyze competitive developments, such as joint ventures, collaborations, agreements, contracts, partnerships, mergers and acquisitions, and product launches and developments in the market
  • To strategically profile key players and comprehensively analyze their market share and core competencies

Available Customizations

Along with the market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to 10)
  • Additional country-level analysis of AR and VR display market
  • Estimation of the market size of the segments of the AR and VR display market based on different subsegments
Custom Market Research Services

We will customize the research for you, in case the report listed above does not meet with your exact requirements. Our custom research will comprehensively cover the business information you require to help you arrive at strategic and profitable business decisions.

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Report Code
SE 7439
Published ON
Feb, 2023
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