Impact Analysis of Covid-19
The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.
Summary
Further key aspects of the report indicate that:
Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.
The global AR and VR Smart Glasses market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for AR and VR Smart Glasses are the significant development of demand and improvement of COVID-19 and geo-economics.
Based on the type of product, the global AR and VR Smart Glasses market segmented into
Mobile Phone Smart Glasses
Integrated Smart Glasses
External Smart Glasses
Others
Based on the end-use, the global AR and VR Smart Glasses market classified into
Gaming
Education
Military
Industrial
Commercial
Others
Based on geography, the global AR and VR Smart Glasses market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]
And the major players included in the report are
Seiko Epson Corporation (Japan)
Microsoft Corporation (U.S.)
Osterhout Design Group (U.S.)
Samsung Group (South Korea)
Royole Corporation (U.S.)
Optinvent (France)
MicroOLED (France)
Ricoh (Japan)
Kopin Corporation (U.S.)
Imprint Energy, Inc. (U.S.)
FlexEl, LLC. (U.S.)
Sony Corporation (Japan)
HTC Corporation (Taiwan)
Razer Inc. (U.S.)
Avegant (U.S.)
Google Inc. (U.S.)
Oculus VR (U.S.)
Vuzix (U.S.)
Jenax (South Korea)
Atheer (U.S.)