Southeast Asia Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity

  • Report Code : 1008310
  • Pages : 152
  • Published On : Oct 2023
  • Industry : Telecom and IT
  • Format :

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Southeast Asia augmented reality and virtual reality market will grow by 34.0% annually to approach $94.14 billion in 2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, e-commerce, and healthcare domain.
Highlighted with 44 tables and 72 figures, this 152-page report "Southeast Asia Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire Southeast Asia augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of Southeast Asia market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Southeast Asia augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Industry Vertical, End User, and Region.

Based on Technology, the Southeast Asia market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive Technology
o Fully Immersive Technology

Based on Offering, the Southeast Asia market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

By Device Type, the Southeast Asia market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall

By Industry Vertical, the Southeast Asia market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Southeast Asia market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Singapore
• Thailand
• Indonesia
• Malaysia
• Vietnam
• Taiwan
• Philippines
• Rest of Southeast Asia
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Offering, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
EON Reality, Inc.
Facebook Inc.
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 Introduction 9
1.1 Industry Definition and Research Scope 9
1.1.1 Industry Definition 9
1.1.2 Research Scope 10
1.2 Research Methodology 13
1.2.1 Overview of Market Research Methodology 13
1.2.2 Market Assumption 14
1.2.3 Secondary Data 14
1.2.4 Primary Data 14
1.2.5 Data Filtration and Model Design 15
1.2.6 Market Size/Share Estimation 16
1.2.7 Research Limitations 17
1.3 Executive Summary 18
2 Market Overview and Dynamics 21
2.1 Market Size and Forecast 21
2.1.1 Impact of COVID-19 on World Economy 22
2.1.2 Impact of COVID-19 on the Market 25
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 27
2.2 Major Growth Drivers 31
2.3 Market Restraints and Challenges 36
2.4 Emerging Opportunities and Market Trends 39
2.5 Porter's Fiver Forces Analysis 43
3 Segmentation of Southeast Asia Market by Technology 47
3.1 Market Overview by Technology 47
3.2 Augmented Reality (AR) 49
3.2.1 Marker-based AR 50
3.2.2 Markerless AR 51
3.3 Virtual Reality (VR) 52
3.3.1 Nonimmersive Technology 53
3.3.2 Semi-Immersive Technology 54
3.3.3 Fully Immersive Technology 55
4 Segmentation of Southeast Asia Market by Offering 56
4.1 Market Overview by Offering 56
4.2 Hardware 58
4.2.1 Sensors 60
4.2.2 Semiconductor Component 61
4.2.3 Displays and Projectors 62
4.2.4 Position Trackers 63
4.2.5 Cameras 64
4.2.6 Other Hardware 65
4.3 Software 66
4.3.1 Software Developer Kits 67
4.3.2 Cloud-based Solutions 68
4.4 Services 69
5 Segmentation of Southeast Asia Market by Device Type 70
5.1 Market Overview by Device Type 70
5.2 AR Devices 72
5.2.1 Head-Mounted Display (HMD) 74
5.2.2 Head-Up Display (HUD) 75
5.2.3 Smart Glasses 76
5.2.4 Handheld Devices and Others 77
5.3 VR Devices 78
5.3.1 Head-Mounted Display (HMD) 80
5.3.2 Gesture-Tracking Device 81
5.3.3 Projector & Display Wall 82
6 Segmentation of Southeast Asia Market by Industry Vertical 83
6.1 Market Overview by Industry Vertical 83
6.2 Gaming & Entertainment 85
6.3 Industrial & Manufacturing 86
6.4 Aerospace & Defense 87
6.5 Healthcare 88
6.6 Education 89
6.7 Automotive 90
6.8 Retail & Marketing 91
6.9 Other Verticals 92
7 Segmentation of Southeast Asia Market by End User 93
7.1 Market Overview by End User 93
7.2 Consumer 95
7.3 Enterprise 96
7.3.1 Large Enterprises 97
7.3.2 Small- & Medium-sized Enterprises (SMEs) 98
8 Southeast Asia Market 2022-2032 by Region 99
8.1 Overview of Southeast Asia Market 99
8.2 Singapore 102
8.3 Thailand 105
8.4 Indonesia 107
8.5 Malaysia 109
8.6 Vietnam 111
8.7 Taiwan 113
8.8 Philippines 115
8.9 Other Regions 117
9 Competitive Landscape 118
9.1 Overview of Key Vendors 118
9.2 New Product Launch, Partnership, Investment, and M&A 121
9.3 Company Profiles 122
Apple Inc. 122
Atheer, Inc. 124
Blippar Ltd. 125
Catchoom Technologies, S.L. 126
EON Reality, Inc. 127
Facebook Inc. 128
Google, LLC 129
HP Development Co., L.P. 130
Intellectsoft LLC 131
Leap Motion, Inc. 132
Lumus Ltd. 133
Magic Leap, Inc 134
Microsoft Corp. 135
Niantic Inc. 136
Nintendo Co., Ltd. 137
Oculus VR, LLC 138
Optinvent S.A. 139
Popar Co., Ltd. 140
Qualcomm Technologies Inc. 141
Samsung Co., Ltd. 142
Sony Corporation 143
Total Immersion 144
Universal mCloud Corp. (NGRAIN) 145
Virtuix 146
Vuzix Corp. 147
Wayray AG 148
Wikitude GmbH 149
Zappar Ltd. 150
Zugara, Inc. 151
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