AR and VR Display Market

AR and VR Display Market with COVID-19 Impact Analysis by Device Type (AR HMDs, VR HMDs, AR HUDs, VR Projectors), Technology (AR, VR), Display Technology (LCD, OLED, Micro-LED, DLP, LCoS), Application, and Geography - Global Forecast to 2026

Report Code: SE 7439 Apr, 2021, by marketsandmarkets.com

[223 Pages Report] The global AR and VR display market size was valued at USD 994 million in 2021 and is projected to reach USD 5,102 million by 2026. It is expected to grow at a CAGR of 38.7% during the forecast period. Growing adoption of AR and VR devices in various applications, increasing demand for OLED displays in AR and VR devices, growing adoption of AR and VR HMDs in different industries, and adoption of AR and VR devices in gaming industry are the key driving factors for the AR and VR display market.

AR and VR Display Market

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Impact of COVID-19 on AR and VR display market

Currently, the world is battling an economic crisis caused by the outbreak of the COVID-19 pandemic. The pandemic has affected various industries, such as automotive, retail, sports and entertainment, and education. In light of the current situation, the key market players are presently focusing on maintaining and generating operating revenue, which reduced the number of developments in the AR and VR display market in 2020. Many scheduled product launches and related developments have been postponed due to COVID-19. However, the impact of COVID-19 is expected to subside during the forecast period. The operations of AR and VR display manufacturing units across the world have been severely hampered due to worldwide lockdowns and limited availability of labor and raw materials. This has resulted in disruptions in the global supply chain to a great extent. Many business activities where AR and VR devices are used, such as shopping, sporting, and public events, have been suspended or canceled to avoid mass gatherings. COVID-19 has halted production, plunged sales, and forced key players in the global AR and VR display market to buckle up and rethink plans. Rescheduling the launch of models and projects, stabilizing dealer networks, tightly managing cash flow, and end reviewing investment portfolios have affected the production and sales of AR and VR products across the world.

Market Dynamics:

Driver: Growing adoption of AR and VR devices in various applications

AR and VR technologies are being adopted across many industries, most notably in automotive, entertainment, healthcare, and aerospace & defense. The use of AR and VR devices has transformed businesses by providing innovative ways of designing, manufacturing, and selling. The growing adoption of AR and VR HMDs and AR HUDs is driving the market for AR and VR displays. The emergence of lightweight wearable technology has led to growing innovation in the HMD industry. With the development of lightweight displays, manufacturers across the world have started positioning HMDs for consumer applications. HMDs drive the demand for consumer applications because of technological advancements in display technologies, which nowadays offer advanced vision, along with features such as high-resolution images and 3D viewing. Displays make headsets more efficient. AR and VR devices are useful in retooling high-cost training and simulation environments in the healthcare and aerospace & defense industries.

Restraint: Limited availability of relevant content

AR/VR technology has been evolving over the years, but several factors are hindering the widespread adoption of these technologies. The availability of content has been a major restraint for AR and VR device manufacturers. End users should have a repository of content and data available in a proper format for well-functioning AR and VR systems. Companies today are taking care of the content in advance before shipping their AR and VR wearables to end users. Startups and tech companies are currently focusing on developing AR and VR content for gaming applications. However, organizations that aim to use AR widely for their internal and external needs require 3D content. It takes time and effort to acquire 3D content that actually serves the purpose. Consumers need better technology, smaller devices, and more content directed at specific use areas. Content creators need to be unleashed and well-funded by investors. The AR and VR user experience needs to be optimized, and it needs buy-in from major content creators and distributors. As of now, the content available for AR and VR is limited and has been a major hurdle for the wide adoption of these devices, thus it is affecting the market for AR and VR displays.

Opportunity: Rising technological advancements and growing use of microdisplays in AR and VR devices

The AR and VR market has witnessed a rapid technological shift. Energy-efficient, attractive, and compact displays have been the major requirements of OEMs and OBMs. Mobile devices derive the energy required for their operation from batteries. In the case of many consumer electronics, especially smartphones, HMDs, and AR glasses, battery capacity is severely restricted due to the size and weight of the device. This implies that the energy efficiency of these devices is crucial for their usability. Therefore, the optimal management of power consumption in these devices is critical. Thus, leading display manufacturing companies are continuously trying to develop energy-efficient displays for such applications. Bulky and space-consuming displays have evolved into slim and compact modules, which have enhanced the user’s experience, image quality, power efficiency, and response time. Modern devices are rapidly becoming smaller, more portable, and therefore more convenient to use. To present graphical and pictorial information, it is crucial for displays to shrink in size and decrease the complexity while increasing the resolution at the same time. The microdisplay market is growing rapidly owing to the rising demand for electronic viewfinders (EVF), HMDs, HUDs, projectors, scopes, thermal imaging glasses, and medical equipment in several applications, including consumer, commercial, enterprise, automotive, healthcare, and aerospace & defense.

Challenge: Complex processes involved in manufacturing AR and VR displays

VR and AR technologies have complex product development and production processes. Portable AR and VR devices are equipped with displays that are capable of presenting an ever-growing quantity of information to the viewer at high resolution. These displays are fast, small, lightweight, and offer clear images. AR and VR displays are available in different technologies such as OLED, LCD, LCoS, and Micro-LED; each technology has a different manufacturing process. For instance, a traditional LCD manufacturing process consists of array process, color filter process, cell process, and module process. on the other hand, AR and VR displays being comparatively smaller, involve coating, photolithography, and microfabrication of TFT array processes that are more complex. High-resolution displays provide sharp details and clarity. But the viewing experience can be marred by quality issues such as lack of uniformity and defects in the display. For AR and VR device manufacturers, ensuring perfect display quality is integral to device performance and essential for maintaining customer satisfaction and brand reputation. Thus, AR and VR display manufacturing is a complex process and a major challenge for display manufacturers.

HMDs to witness a higher CAGR during the forecast period.

The use of AR HMDs for enterprise and healthcare applications will be the major factor driving the growth of the market in the next 5 years. AR HMDs are used in different applications, including consumer, commercial, enterprise, aerospace & defense, automotive, and healthcare. The use of AR HMDs in retail would drive the market growth for AR HMDs for commercial applications. The increasing number of local manufacturers and the growing adoption of VR HMDs in APAC are among the major factors for the high estimated growth of VR HMDs in APAC. Local vendors have been promoting their products at a lower price than the tech giants that have entered this space with high-end products. Though per unit cost of products is low in this region, the high sales volume of these products in the region will lead APAC to be the major shareholder of the market during the forecast period.

“Consumer application to account the largest share during the forecast period.”

The consumer application held the largest size of the VR display market in 2020. The introduction of VR in consumer technologies has led to the launch of many innovative products in the market. Moreover, continuous decline in the cost of VR devices, software developments, and relevant content developments are driving the market for VR. In commercial, aerospace and defense, and healthcare applications, VR devices are mainly used for experiential training (training and simulations) with data-driven applications in real time. VR devices are used to train ground crew for pre-flight checks and procedures before take-off. These devices can also be used to inspect an airplane before take-off, thereby ensuring more safety. VR technology is becoming cheaper and widespread. It is expected that in the near future more innovative use cases for the technology would be seen.

“APAC to account the largest share during 2021–2026.”

APAC is expected to be the leading market due to the presence of major AR and VR display manufacturers. 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. The AR and VR display market growth in APAC is driven by countries such as China, Japan, and South Korea due to the presence of major display manufacturers, growing consumer demand, and decreasing price of AR/VR devices. Owing to the presence of a number of display panel manufacturers in the region, the adoption of the latest display technologies is high in APAC. The use of VR displays in APAC is expected to grow in healthcare, commercial, and enterprise verticals. The commercial and enterprise verticals in APAC have adopted these displays at large owing to the easy availability of VR devices in the region. Low-priced VR headsets are easily available in APAC countries, which would, in turn, help the market in APAC to grow at a high pace. The region is also the largest consumer market in the world. With growing adoption of AR HMDs in different verticals and growing use cases of these devices, it is expected that in the coming years, the AR display market is likely to boom in the region.

AR and VR Display Market by Region

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Key Market Players

Samsung Electronics (South Korea), Sony (Japan), LG Display (South Korea), eMagin Corporation (US), and Kopin Corporation (US) are among the major players in the AR and VR display market.

Scope of the Report

Report Metric

Details

Market Size Availability for Years

2017–2026

Base Year

2020

Forecast Period

2021–2026

Forecast Units

Value (USD)

Segments Covered

By technology, device type, display technology, application, and region

Geographies Covered

North America, Europe, APAC, and RoW

Companies Covered

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). A total of 25 players are covered.

This research report categorizes the AR and VR display market, by technology, device type, display technology, and region

AR and VR Display Market Based on Technology:

  • AR
  • VR

AR and VR Display Market Based on Device Type:

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

AR and VR Display Market Based on Display Technology:

  • LCD
  • OLED
  • Others
    • Micro-LED
    • LCoS
    • DLP

AR and VR Display Market Based on Application:

  • AR Display Application
    • Consumer
    • Commercial
    • Enterprise
    • Automotive
    • Healthcare
    • Aerospace & Defense
    • Energy
    • Others
  • VR Display Application
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Others

AR and VR Display Market Based on the Region

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

Recent Developments

  • In February 2021, eMagin Corporation entered into an agreement with Bild Innovative Technology to offer Bild’s compact driver boards line of OLED microdisplay to eMagin customers. Under this arrangement, customers now have the option of purchasing eMagin OLED microdisplays together with compact drive boards.
  • In October 2020, LG Display entered into a 3-year innovation partnership agreement with The Walt Disney Studios’ StudioLAB to create exceptional viewing experiences by combining cutting-edge OLED display technology with the Studios’ world-class content.
  • In August 2020, LG Display showcased next-generation OLED displays, including AR/VR and 3D, at the 2020 Society for Information Display (SID) conference held online from August 3 to 7.
  • In April 2020, AU Optronics partnered with PlayNitride Inc., a Micro-LED technology provider, to develop high-resolution flexible micro-LED display technology. AUO and PlayNitride each leveraged their expertise in display and LED to jointly develop a leading 9.4-inch high-resolution flexible micro-LED display with the highest 228 PPI pixel density.
  • In February 2020, JDI commenced mass production of a 2.1″ 1058 PPI LTPS TFT-LCD, which is used solely for virtual reality head-mounted displays (VR-HMD).

Frequently Asked Questions (FAQ):

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TABLE OF CONTENTS

1 INTRODUCTION (Page No. - 26)
    1.1 STUDY OBJECTIVES
    1.2 DEFINITION AND SCOPE
           1.2.1 INCLUSIONS AND EXCLUSIONS
    1.3 STUDY SCOPE
           1.3.1 MARKETS COVERED
           1.3.2 AR AND VR DISPLAY MARKET SEGMENTATION
           1.3.3 GEOGRAPHIC SCOPE
           1.3.4 YEARS CONSIDERED
    1.4 CURRENCY
    1.5 LIMITATIONS
    1.6 MARKET STAKEHOLDERS
    1.7 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY (Page No. - 31)
    2.1 RESEARCH DATA
        FIGURE 1 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
        FIGURE 2 SUPPLY-SIDE ANALYSIS: AR AND VR DISPLAY MARKET (1/2)
        FIGURE 3 SUPPLY-SIDE ANALYSIS: AR AND VR DISPLAY MARKET (2/2)
        FIGURE 4 DEMAND-SIDE ANALYSIS: AR AND VR DISPLAY MARKET
           2.2.1 BOTTOM-UP APPROACH
                 FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
           2.2.2 TOP-DOWN APPROACH
                 FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
    2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
        FIGURE 7 DATA TRIANGULATION
    2.4 RESEARCH ASSUMPTIONS
        TABLE 2 ASSUMPTIONS FOR RESEARCH STUDY

3 EXECUTIVE SUMMARY (Page No. - 40)
  FIGURE 8 AR AND VR DISPLAY MARKET SIZE, 2017–2026
    3.1 AR AND VR DISPLAY MARKET: PRE-COVID-19 AND POST-COVID-19 SCENARIOS
        FIGURE 9 AR AND VR DISPLAY MARKET: OPTIMISTIC, REALISTIC, PESSIMISTIC, AND  PRE-COVID-19 SCENARIO ANALYSIS (2017–2026)
           3.1.1 AR AND VR DISPLAY MARKET: REALISTIC SCENARIO
           3.1.2 AR AND VR DISPLAY MARKET: OPTIMISTIC SCENARIO
           3.1.3 AR AND VR DISPLAY MARKET: PESSIMISTIC SCENARIO

4 PREMIUM INSIGHTS (Page No. - 43)
    4.1 ATTRACTIVE GROWTH OPPORTUNITIES IN AR AND VR DISPLAY MARKET
        FIGURE 10 APAC TO DOMINATE AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
    4.2 AR AND VR DISPLAY MARKET, BY TECHNOLOGY
        FIGURE 11 AR TECHNOLOGY TO ACCOUNT FOR LARGER MARKET SIZE DURING FORECAST PERIOD
    4.3 AR DISPLAY MARKET, BY APPLICATION
        FIGURE 12 ENTERPRISE APPLICATION TO HOLD LARGEST SIZE OF AR DISPLAY  MARKET IN 2026
    4.4 VR DISPLAY MARKET, BY APPLICATION
        FIGURE 13 CONSUMER APPLICATION TO HOLD LARGEST SIZE OF VR DISPLAY  MARKET IN 2026
    4.5 AR AND VR DISPLAY MARKET, BY DEVICE TYPE
        FIGURE 14 AR HMDS DEVICES TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
    4.6 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY
        FIGURE 15 OLED DISPLAY TECHNOLOGY TO HOLD LARGEST SIZE OF AR AND VR DISPLAY MARKET IN 2026
    4.7 AR AND VR DISPLAY MARKET, BY REGION
        FIGURE 16 AR AND VR DISPLAY MARKET TO REGISTER HIGHEST CAGR IN APAC DURING FORECAST PERIOD

5 MARKET OVERVIEW (Page No. - 47)
    5.1 INTRODUCTION
    5.2 MARKET DYNAMICS
        FIGURE 17 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
           5.2.1 DRIVERS
                    5.2.1.1 Growing adoption of AR and VR devices in various applications
                            FIGURE 18 AR AND VR MARKET, 2017–2025 (USD BILLION)
                    5.2.1.2 Increasing demand for OLED displays in AR and VR devices
                            TABLE 3 COMPARISON OF DIFFERENT DISPLAY TECHNOLOGIES
                            TABLE 4 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
           5.2.2 RESTRAINTS
                    5.2.2.1 Development of widescreen alternatives
                    5.2.2.2 Limited availability of relevant content
           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 5 NOTICEABLE INVESTMENTS: 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 AR AND VR DISPLAY MARKET: ECOSYSTEM
        FIGURE 19 DISPLAY ECOSYSTEM
        TABLE 6 AR AND VR DISPLAY MARKET: ECOSYSTEM
    5.4 PRICING ANALYSIS
        FIGURE 20 INDICATIVE AVERAGE PRICE OF VR AND VR DISPLAYS, 2017–2026
    5.5 PORTER’S FIVE FORCES ANALYSIS
        FIGURE 21 PORTER’S FIVE FORCES ANALYSIS
        TABLE 7 AR AND VR DISPLAY MARKET: PORTER’S FIVE FORCES ANALYSIS
           5.5.1 THREAT OF NEW ENTRANTS
           5.5.2 THREAT OF SUBSTITUTES
           5.5.3 BARGAINING POWER OF BUYERS
           5.5.4 BARGAINING POWER OF SUPPLIERS
           5.5.5 DEGREE OF COMPETITION
    5.6 PATENT ANALYSIS
        TABLE 8 NUMBER OF PATENTS REGISTERED IN AR AND VR MARKET IN LAST 10 YEARS
        FIGURE 22 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN  LAST 10 YEARS
        FIGURE 23 NO. OF PATENTS GRANTED PER YEAR, 2011–2020
    5.7 STANDARDS AND REGULATIONS REGARDING AR AND VR  DISPLAY PANELS
           5.7.1 KEY REGULATIONS FOR DISPLAY PANELS
                 TABLE 9 KEY REGULATIONS: DISPLAY PANELS
    5.8 TRADE ANALYSIS
        FIGURE 24 IMPORT DATA FOR HS CODE 852859 FOR TOP 10 COUNTRIES IN AR AND VR DISPLAY MARKET, 2016–2019 (USD BILLION)
        FIGURE 25 EXPORT DATA FOR HS CODE 852859 FOR TOP 10 COUNTRIES IN AR AND VR DISPLAY MARKET, 2016–2019 (USD BILLION)
    5.9 CASE STUDIES
           5.9.1 INTRODUCTION
           5.9.2 AR IN CORPORATE
                 TABLE 10 AR FOR TRAINING AND KNOWLEDGE SHARING
           5.9.3 AR IN WAREHOUSE MANAGEMENT
                 TABLE 11 AR FOR BETTER WAREHOUSE MANAGEMENT
           5.9.4 AR IN RETAIL
                 TABLE 12 AR FOR SHOPPING
           5.9.5 VR IN MANUFACTURING
                 TABLE 13 VR FOR DESIGN AND PROTOTYPING
           5.9.6 VR IN MANUFACTURING
                 TABLE 14 VR FOR SAFETY AND QUALITY
           5.9.7 VR IN CORPORATE
                 TABLE 15 VR FOR REAL-TIME EXPERIENCES AND TRAINING
           5.9.8 AR IN MARKETING
                 TABLE 16 AR FOR MEDIA ATTENTION
    5.10 TECHNOLOGY TRENDS
           5.10.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY
           5.10.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS
           5.10.3 MICRODISPLAYS FOR VR
           5.10.4 WEB AR
                  TABLE 17 USE CASE FOR WEB AR
           5.10.5 MOBILE AUGMENTED REALITY (MAR)

6 AR AND VR DISPLAY MARKET, BY TECHNOLOGY (Page No. - 73)
    6.1 INTRODUCTION
        FIGURE 26 AR AND VR DISPLAY MARKET, BY TECHNOLOGY
        FIGURE 27 VR TECHNOLOGY TO HOLD LARGER SIZE OF AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
        TABLE 18 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2017–2020 (USD MILLION)
        TABLE 19 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2021–2026 (USD MILLION)
        TABLE 20 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2017–2020 (MILLION UNITS)
        TABLE 21 AR AND VR DISPLAY MARKET, BY TECHNOLOGY, 2021–2026 (MILLION UNITS)
    6.2 AUGMENTED REALITY
           6.2.1 MICRO-LED DISPLAY TECHNOLOGY TO LEAD AR DISPLAY MARKET
                 TABLE 22 AR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2017–2020 (USD MILLION)
                 TABLE 23 AR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2021–2026 (USD MILLION)
    6.3 VIRTUAL REALITY
           6.3.1 NEW OLED DISPLAY TECHNOLOGY IS LIKELY TO BE VIGOROUSLY ADOPTED IN VR DISPLAY MARKET IN COMING YEARS
                 TABLE 24 VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2017–2020 (USD MILLION)
                 TABLE 25 VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2021–2026 (USD MILLION)

7 AR AND VR DISPLAY MARKET, BY DEVICE TYPE (Page No. - 78)
    7.1 INTRODUCTION
        FIGURE 28 AR AND VR DISPLAY MARKET, BY DEVICE TYPE
        FIGURE 29 AR HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SIZE OF AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
        TABLE 26 AR AND VR DISPLAY MARKET, BY DEVICE TYPE, 2017–2020 (USD MILLION)
        TABLE 27 AR AND VR DISPLAY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION)
    7.2 HEAD-MOUNTED DISPLAYS
           7.2.1 AR HEAD-MOUNTED DISPLAYS
                    7.2.1.1 Use of AR HMDs for enterprise and healthcare applications will be major factor driving market growth
                            TABLE 28 AR HMDS DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
                            TABLE 29 AR HMDS DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
           7.2.2 VR HEAD-MOUNTED DISPLAYS
                    7.2.2.1 OLED technology is replacing LCD in VR HMDs
                            TABLE 30 VR HMDS DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
                            TABLE 31 VR HMDS DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
    7.3 AR HEAD-UP DISPLAYS
           7.3.1 EXTENSIVE USE OF AR HUDS IN AUTOMOTIVE APPLICATIONS TO DRIVE MARKET GROWTH
                 TABLE 32 AR HUDS DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
                 TABLE 33 AR HUD DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
    7.4 VR PROJECTORS
           7.4.1 RISE IN DEMAND FOR VR PROJECTORS DUE TO VIRTUAL WORKING CULTURE TO SUPPORT MARKET GROWTH
                 TABLE 34 VR PROJECTORS DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
                 TABLE 35 VR PROJECTOR DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
    7.5 IMPACT OF COVID-19 ON DEVICES

8 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY (Page No. - 87)
    8.1 INTRODUCTION
        FIGURE 30 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY
        FIGURE 31 OLED TECHNOLOGY TO HOLD MAJOR SIZE OF AR AND VR DISPLAY MARKET DURING FORECAST PERIOD
        TABLE 36 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2017–2020 (USD MILLION)
        TABLE 37 AR AND VR DISPLAY MARKET, BY DISPLAY TECHNOLOGY, 2021–2026 (USD MILLION)
    8.2 OLED
           8.2.1 ADAPTIVE FREQUENCY AND LESS POWER CONSUMPTION INCREASE DEMAND FOR OLED DISPLAYS IN VR HMDS
                 TABLE 38 AR AND VR DISPLAY MARKET FOR OLED TECHNOLOGY, BY TECHNOLOGY,  2017–2020 (USD MILLION)
                 TABLE 39 AR AND VR DISPLAY MARKET FOR OLED TECHNOLOGY, BY TECHNOLOGY,  2021–2026 (USD MILLION)
    8.3 LCD
           8.3.1 TECHNOLOGICAL ADVANCEMENTS AND DECREASING PRICE WILL SUPPORT DEMAND FOR LCD TECHNOLOGY-BASED AR/VR DEVICES
                 TABLE 40 AR AND VR DISPLAY MARKET FOR LCD TECHNOLOGY, BY TECHNOLOGY,  2017–2020 (USD MILLION)
                 TABLE 41 AR AND VR DISPLAY MARKET FOR LCD TECHNOLOGY, BY TECHNOLOGY,  2021–2026 (USD MILLION)
    8.4 OTHERS
        TABLE 42 AR AND VR DISPLAY MARKET FOR OTHER TECHNOLOGIES, BY TECHNOLOGY,  2017–2020 (USD MILLION)
        TABLE 43 AR AND VR DISPLAY MARKET FOR OTHER TECHNOLOGIES, BY TECHNOLOGY,  2021–2026 (USD MILLION)
           8.4.1 MICRO-LED
           8.4.2 LIQUID CRYSTAL ON SILICON (LCOS)
           8.4.3 DIGITAL LIGHT PROCESSING (DLP)

9 AR AND VR DISPLAY MARKET, BY APPLICATION (Page No. - 95)
    9.1 INTRODUCTION
        FIGURE 32 ENTERPRISE APPLICATION TO CONTINUE TO HOLD LARGEST SIZE OF AR DISPLAY MARKET, IN TERMS OF VALUE, DURING FORECAST PERIOD
        TABLE 44 AR DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
        TABLE 45 AR DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
        TABLE 46 VR DISPLAY MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
        FIGURE 33 CONSUMER APPLICATION TO CONTINUE TO HOLD LARGEST SIZE OF VR DISPLAY MARKET, IN TERMS OF VALUE, DURING FORECAST PERIOD
        TABLE 47 VR DISPLAY MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
    9.2 AR DISPLAY APPLICATIONS
        FIGURE 34 AR DISPLAY MARKET, BY APPLICATION
           9.2.1 CONSUMER
                 TABLE 48 AR DISPLAY MARKET FOR CONSUMER APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                 TABLE 49 AR DISPLAY MARKET FOR CONSUMER APPLICATION, BY REGION, 2021–2026 (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 and entertainment
                               9.2.1.2.1 AR HUDs are extensively used in movies, sports, and theme parks
           9.2.2 COMMERCIAL
                    9.2.2.1 AR HMDs are widely used for commercial applications
                            TABLE 50 AR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 51 AR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.2.3 ENTERPRISE (MANUFACTURING)
                    9.2.3.1 AR devices helps to improve efficiency and accuracy in manufacturing industry
                            TABLE 52 AR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 53 AR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.2.4 AUTOMOTIVE
                    9.2.4.1 AR HUDs and AR glasses are extensively used in automobiles
                            TABLE 54 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 55 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 56 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 57 AR DISPLAY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.2.5 HEALTHCARE
                    9.2.5.1 AR technology can help in reduction of complexities in surgeries and other medical procedures in healthcare
                            TABLE 58 AR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 59 AR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.2.6 AEROSPACE & DEFENSE
                    9.2.6.1 Leading aircraft manufacturers such as Boeing and Airbus are adopting AR HMDs and HUDs
                            TABLE 60 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 61 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 62 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION,  2017–2020 (USD MILLION)
                            TABLE 63 AR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION,  2021–2026 (USD MILLION)
           9.2.7 ENERGY
                    9.2.7.1 Improving safety, maintenance & repair, training, and knowledge sharing are crucial energy applications of AR devices
                            TABLE 64 AR DISPLAY MARKET FOR ENERGY APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 65 AR DISPLAY MARKET FOR ENERGY APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.2.8 OTHERS
                 TABLE 66 AR DISPLAY MARKET FOR OTHERS APPLICATIONS, BY REGION, 2017–2020 (USD MILLION)
                 TABLE 67 AR DISPLAY MARKET FOR OTHERS APPLICATIONS, BY REGION, 2021–2026 (USD MILLION)
    9.3 VR DISPLAY APPLICATIONS
        FIGURE 35 VR DISPLAY MARKET, BY APPLICATION
           9.3.1 CONSUMER
                 TABLE 68 VR DISPLAY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                 TABLE 69 VR DISPLAY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                 TABLE 70 VR DISPLAY MARKET FOR CONSUMER APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                 TABLE 71 VR DISPLAY MARKET FOR CONSUMER APPLICATION, BY REGION, 2021–2026 (USD MILLION)
                    9.3.1.1 Gaming
                               9.3.1.1.1 VR displays are used in gaming to facilitate immersive gaming experience
                    9.3.1.2 Sports and entertainment
                               9.3.1.2.1 VR in sports & entertainment can enhance audience experience and facilitate higher user engagement
           9.3.2 COMMERCIAL
                    9.3.2.1 VR HMDs are used in commercial applications such as advertisements, marketing & retail, and fashion
                            TABLE 72 VR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 73 VR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 74 VR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 75 VR DISPLAY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.3.3 ENTERPRISE (MANUFACTURING)
                    9.3.3.1 VR display devices are used in manufacturing sector for personnel training, remodeling and redesigning, and industrial simulations
                            TABLE 76 VR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 77 VR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 78 VR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 79 VR DISPLAY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.3.4 HEALTHCARE
                    9.3.4.1 VR display devices help medical professionals in pain management, exposure therapy, stroke rehabilitation, education, and surgical planning
                            TABLE 80 VR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 81 VR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 82 VR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
                            TABLE 83 VR DISPLAY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
           9.3.5 AEROSPACE & DEFENSE
                    9.3.5.1 VR projectors are being used to create combat simulations and maneuvers in aerospace & defense applications
                            TABLE 84 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE,  2017–2020 (USD MILLION)
                            TABLE 85 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE,  2021–2026 (USD MILLION)
                            TABLE 86 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION,  2017–2020 (USD MILLION)
                            TABLE 87 VR DISPLAY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION,  2021–2026 (USD MILLION)
           9.3.6 OTHERS
                 TABLE 88 VR DISPLAY MARKET FOR OTHERSS APPLICATIONS, BY DEVICE TYPE, 2017–2020 (USD MILLION)
                 TABLE 89 VR DISPLAY MARKET FOR OTHERS APPLICATIONS, BY DEVICE TYPE, 2021–2026 (USD MILLION)
                 TABLE 90 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2017–2020 (USD MILLION)
                 TABLE 91 VR DISPLAY MARKET FOR OTHER APPLICATIONS, BY REGION, 2021–2026 (USD MILLION)
           9.3.7 COVID-19 IMPACT ON MAJOR APPLICATIONS

10 GEOGRAPHIC ANALYSIS (Page No. - 122)
     10.1 INTRODUCTION
          FIGURE 36 AR AND VR DISPLAY MARKET, BY GEOGRAPHY
          FIGURE 37 GEOGRAPHIC SNAPSHOT: AR AND VR DISPLAY MARKET IN APAC TO WITNESS HIGHEST GROWTH RATE DURING FORECAST PERIOD
          TABLE 92 AR AND VR DISPLAY MARKET, BY REGION, 2017–2020 (USD MILLION)
          TABLE 93 AR AND VR DISPLAY MARKET, BY REGION, 2021–2026 (USD MILLION)
          TABLE 94 AR DISPLAY MARKET, BY REGION, 2017–2020 (USD MILLION)
          TABLE 95 AR DISPLAY MARKET, BY REGION, 2021–2026 (USD MILLION)
          TABLE 96 VR DISPLAY MARKET, BY REGION, 2017–2020 (USD MILLION)
          TABLE 97 VR DISPLAY MARKET, BY REGION, 2021–2026 (USD MILLION)
     10.2 APAC
          FIGURE 38 SNAPSHOT: AR AND VR DISPLAY MARKET IN APAC
          TABLE 98 AR AND VR DISPLAY MARKET IN APAC, BY TECHNOLOGY, 2017–2020 (USD MILLION)
          TABLE 99 AR AND VR DISPLAY MARKET IN APAC, BY TECHNOLOGY, 2021–2026 (USD MILLION)
          TABLE 100 AR DISPLAY MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 101 AR DISPLAY MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 102 VR DISPLAY MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 103 VR DISPLAY MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 104 AR DISPLAY MARKET IN APAC, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 105 AR DISPLAY MARKET IN APAC, BY APPLICATION, 2021–2026 (USD MILLION)
          TABLE 106 VR DISPLAY MARKET IN APAC, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 107 VR DISPLAY MARKET IN APAC, BY APPLICATION, 2021–2026 (USD MILLION)
             10.2.1 CHINA
                        10.2.1.1 Presence of numerous established and emerging AR and VR devices manufacturing companies drives market growth in China
             10.2.2 JAPAN
                        10.2.2.1 Demand from entertainment industry will fuel growth of AR and VR display market in Japan
             10.2.3 SOUTH KOREA
                        10.2.3.1 6G network technology will augment growth of AR and VR display market in South Korea
             10.2.4 TAIWAN
                        10.2.4.1 Increasing number of AR and VR startups will drive market growth in Taiwan
             10.2.5 REST OF APAC
                        10.2.5.1 India
                                     10.2.5.1.1 Untapped opportunities and increasing number of AR and VR start-ups will drive market growth in India
             10.2.6 IMPACT OF COVID-19 ON AR AND VR DISPLAY MARKET IN APAC
     10.3 NORTH AMERICA
          FIGURE 39 SNAPSHOT: AR AND VR DISPLAY MARKET IN NORTH AMERICA
          TABLE 108 AR AND VR DISPLAY MARKET IN NORTH AMERICA, BY TECHNOLOGY, 2017–2020 (USD MILLION)
          TABLE 109 AR AND VR DISPLAY MARKET IN NORTH AMERICA, BY TECHNOLOGY, 2021–2026 (USD MILLION)
          TABLE 110 AR DISPLAY MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 111 AR DISPLAY MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 112 VR DISPLAY MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 113 VR DISPLAY MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 114 AR DISPLAY MARKET IN NORTH AMERICA, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 115 AR DISPLAY MARKET IN NORTH AMERICA, BY APPLICATION, 2021–2026 (USD MILLION)
          TABLE 116 VR DISPLAY MARKET IN NORTH AMERICA, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 117 VR DISPLAY MARKET IN NORTH AMERICA, BY APPLICATION, 2021–2026 (USD MILLION)
             10.3.1 US
                        10.3.1.1 Concentration of major AR HMD companies drives market growth in US
             10.3.2 CANADA
                        10.3.2.1 Increase in AR/VR device providers drives market growth
             10.3.3 MEXICO
                        10.3.3.1 Increasing awareness regarding AR and VR devices is leading to steady market growth in Mexico
             10.3.4 IMPACT OF COVID-19 ON AR AND VR DISPLAY MARKET IN NORTH AMERICA
     10.4 EUROPE
          FIGURE 40 SNAPSHOT: AR AND VR DISPLAY MARKET IN EUROPE
          TABLE 118 AR AND VR DISPLAY MARKET IN EUROPE, BY TECHNOLOGY, 2017–2020 (USD MILLION)
          TABLE 119 AR AND VR DISPLAY MARKET IN EUROPE, BY TECHNOLOGY, 2021–2026 (USD MILLION)
          TABLE 120 AR DISPLAY MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 121 AR DISPLAY MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 122 VR DISPLAY MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
          TABLE 123 VR DISPLAY MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
          TABLE 124 AR DISPLAY MARKET IN EUROPE, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 125 AR DISPLAY MARKET IN EUROPE, BY APPLICATION, 2021–2026 (USD MILLION)
          TABLE 126 VR DISPLAY MARKET IN EUROPE, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 127 VR DISPLAY MARKET IN EUROPE, BY APPLICATION, 2021–2026 (USD MILLION)
             10.4.1 UK
                        10.4.1.1 Demand from gaming industry to boost AR and VR display market growth in UK
             10.4.2 GERMANY
                        10.4.2.1 Broad industrial base and established automobile industry support growth of AR and VR display market in Germany
             10.4.3 FRANCE
                        10.4.3.1 Aerospace & defence vertical to foster growth of AR and VR display market in France
             10.4.4 REST OF EUROPE
             10.4.5 IMPACT OF COVID-19 ON AR AND VR DISPLAY MARKET IN EUROPE
     10.5 ROW
          TABLE 128 AR AND VR DISPLAY MARKET IN ROW, BY TECHNOLOGY, 2017–2020 (USD MILLION)
          TABLE 129 AR AND VR DISPLAY MARKET IN ROW, BY TECHNOLOGY, 2021–2026 (USD MILLION)
          TABLE 130 AR DISPLAY MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
          TABLE 131 AR DISPLAY MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
          TABLE 132 VR DISPLAY MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
          TABLE 133 VR DISPLAY MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
          TABLE 134 AR DISPLAY MARKET IN ROW, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 135 AR DISPLAY MARKET IN ROW, BY APPLICATION, 2021–2026 (USD MILLION)
          TABLE 136 VR DISPLAY MARKET IN ROW, BY APPLICATION, 2017–2020 (USD MILLION)
          TABLE 137 VR DISPLAY MARKET IN ROW, BY APPLICATION, 2021–2026 (USD MILLION)
             10.5.1 MIDDLE EAST & AFRICA
                        10.5.1.1 Expanding healthcare and automotive industries will propel demand for AR VR display devices
             10.5.2 SOUTH AMERICA
                        10.5.2.1 Growing gaming and entertainment verticals in Brazil to propel growth of AR and VR display market in South America

11 COMPETITIVE LANDSCAPE (Page No. - 150)
     11.1 OVERVIEW
     11.2 RANKING ANALYSIS OF KEY PLAYERS IN AR AND VR DISPLAY MARKET
          TABLE 138 RANKING OF KEY PLAYERS (TOP 5 COMPANIES) IN AR AND VR DISPLAY MARKET, 2020
     11.3 MARKET SHARE ANALYSIS
          TABLE 139 AR AND VR DISPLAY MARKET: DEGREE OF COMPETITION
     11.4 REVENUE ANALYSIS (DISPLAY BUSINESS)
          FIGURE 41 REVENUE OF TOP FIVE PLAYERS IN DISPLAY MARKET, 2016–2020
     11.5 MARKET EVALUATION FRAMEWORK
          FIGURE 42 MARKET EVALUATION FRAMEWORK (2017–2020)
     11.6 COMPANY EVALUATION MATRIX
             11.6.1 STAR
             11.6.2 EMERGING LEADER
             11.6.3 PERVASIVE
             11.6.4 PARTICIPANT
                    FIGURE 43 AR AND VR DISPLAY MARKET (GLOBAL): COMPANY EVALUATION  QUADRANT, 2020
             11.6.5 PRODUCT FOOTPRINT
                    TABLE 140 COMPANY APPLICATION FOOTPRINT
                    TABLE 141 COMPANY TECHNOLOGY FOOTPRINT
                    TABLE 142 COMPANY REGION FOOTPRINT
                    TABLE 143 COMPANY FOOTPRINT
     11.7 STARTUP/SME EVALUATION MATRIX: AR AND VR DISPLAY MARKET
             11.7.1 PROGRESSIVE COMPANY
             11.7.2 RESPONSIVE COMPANY
             11.7.3 DYNAMIC COMPANY
             11.7.4 STARTING BLOCK
                    FIGURE 44 AR AND VR DISPLAY MARKET: STARTUP/SME EVALUATION MATRIX, 2020
     11.8 COMPETITIVE SCENARIO
             11.8.1 PRODUCT LAUNCHES
                    TABLE 144 AR AND VR DISPLAY MARKET: KEY PRODUCT LAUNCHES (2017–2020)
             11.8.2 DEALS
                    TABLE 145 AR AND VR DISPLAY MARKET: KEY DEALS (2017–2020)
             11.8.3 EXPANSIONS
                    TABLE 146 AR AND VR DISPLAY MARKET: OTHER DEVELOPMENT (2017–2020)

12 COMPANY PROFILES (Page No. - 168)
     12.1 INTRODUCTION
     12.2 KEY PLAYERS
(Business overview, Products/Solutions/Services offered, Recent Developments, MNM view)*
             12.2.1 SAMSUNG ELECTRONICS
                    FIGURE 45 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
             12.2.2 LG DISPLAY
                    FIGURE 46 LG DISPLAY: COMPANY SNAPSHOT
             12.2.3 AU OPTRONICS (AUO)
                    FIGURE 47 AU OPTRONICS: COMPANY SNAPSHOT
             12.2.4 SONY
                    FIGURE 48 SONY: COMPANY SNAPSHOT
             12.2.5 EMAGIN CORPORATION
                    FIGURE 49 EMAGIN CORPORATION: COMPANY SNAPSHOT
             12.2.6 KOPIN CORPORATION
                    FIGURE 50 KOPIN CORPORATION: COMPANY SNAPSHOT
             12.2.7 JAPAN DISPLAY (JDI)
                    FIGURE 51 JAPAN DISPLAY INC: COMPANY SNAPSHOT
             12.2.8 BARCO
                    FIGURE 52 BARCO: COMPANY SNAPSHOT
             12.2.9 BOE TECHNOLOGY
                    FIGURE 53 BOE TECHNOLOGY: COMPANY SNAPSHOT
             12.2.10 SYNDIANT
     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 might not be captured in case of unlisted companies.

13 APPENDIX (Page No. - 218)
     13.1 DISCUSSION GUIDE
     13.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
     13.3 AVAILABLE CUSTOMIZATION
     13.4 RELATED REPORTS
     13.5 AUTHOR DETAILS

The study has involved four major activities in estimating the size of the AR and VR display market. Exhaustive secondary research has been done to collect information on the market, the peer market, and the parent market. To validate these findings, assumptions, and sizing with industry experts across the value chain through primary research has been the next step. Both top-down and bottom-up approaches have been employed to estimate the total market size. After that, market breakdown and data triangulation methods have been used to estimate the market for segments and subsegments.

Secondary Research

In the secondary research process, various secondary sources such as Hoovers, Bloomberg BusinessWeek, and Factiva have been referred to identify and collect information for this study. These secondary sources included annual reports, press releases and investor presentations of companies, white papers, certified publications, articles by recognized authors, gold-standard and silver-standard websites, regulatory bodies, trade directories, and databases.

Primary Research

Extensive primary research has been conducted after understanding and analyzing the AR and VR display market through secondary research. Several primary interviews have been conducted with key opinion leaders from both the demand-side and supply-side vendors across four major regions—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW). Various primary sources from both the supply and demand sides of the market have been interviewed to obtain qualitative and quantitative information. The breakdown of primary respondents is as follows—

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 total size of the AR and VR display market. These methods have also been used extensively to estimate the size of various subsegments in the market. The research methodology used to estimate the market size is as follows:

  • Key players in the industry and markets have been identified through extensive secondary research.
  • The industry’s supply chain and market size, in terms of value, have been determined through primary and secondary research processes.
  • Revenue of various AR and VR device manufacturers is considered to arrive at global numbers.
  • All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.

Data Triangulation

After arriving at the overall market size from the estimation process explained earlier, the global market has been split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments, the data triangulation and market breakdown procedures have been employed, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply sides. Along with this, the AR and VR display market has been validated using both the top-down and bottom-up approaches.

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 AR and VR display market, by display technology, application, and device type, in terms of value
  • To forecast the size of various segments of the AR and VR display market with respect to 4 regions, namely, North America, Europe, Asia Pacific (APAC), 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 AR and VR display 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 shares and core competencies

Available Customizations:

With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for the report:

Company Information:

  • Detailed analysis and profiling of additional market players based on various blocks of the value chain.
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