AR and VR Display Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2023 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0212161
  • Format: Electronic (PDF)
  • Number of Pages: 179
  • Author(s): Joshi, Madhavi

Report Overview

The AR and VR Display Market size was estimated at USD 8.5 billion in 2023 and is projected to reach USD 20.5 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 14.00% during the forecast period (2024-2030).

AR and VR Display Market

(Market Size)
$8.5 billion
$20.5 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 14.00%
2023 Market Size USD 8.5 billion
2030 Market Size USD 20.5 billion
Key Players Sony, Samsung, BOE, LG Display, Kopin

Market Summary

The AR and VR display market is a rapidly evolving segment within the semiconductor and electronics industry, driven by advancements in immersive technology and increasing adoption across various sectors. Augmented reality and virtual reality displays are critical components that enable users to experience digital content in an interactive and engaging manner. These technologies are transforming industries by offering innovative solutions for training, entertainment, design, and remote collaboration. The market is characterized by continuous innovation in display technologies such as OLED, MicroLED, and LCD, which enhance resolution, reduce latency, and improve user comfort. Key players are focusing on developing lightweight, high-resolution displays to meet the growing demand for more immersive experiences. The integration of AR and VR in consumer electronics, healthcare, automotive, and industrial applications is propelling market growth. As enterprises and consumers increasingly recognize the value of AR and VR, the demand for advanced displays is expected to rise, fostering a competitive landscape with numerous opportunities for innovation and expansion.

Key Highlights

The AR and VR display market is distinguished by several key highlights that underscore its dynamic nature and potential. One significant aspect is the technological advancements in display panels, including higher pixel densities, wider fields of view, and improved brightness levels, which are crucial for creating realistic and comfortable user experiences. Companies like Sony, Samsung, and LG Display are at the forefront, investing heavily in research and development to push the boundaries of what is possible. Another highlight is the growing adoption of AR and VR in enterprise applications, such as virtual training simulations, remote assistance, and product design, which are driving demand for robust and reliable display solutions. Additionally, the rise of standalone VR headsets and AR glasses is making these technologies more accessible to a broader audience. The market is also witnessing increased collaboration between hardware manufacturers and software developers to create seamless and integrated ecosystems. These factors collectively highlight the market's rapid evolution and its critical role in the future of digital interaction.

Drivers, Opportunities & Restraints

The growth of the AR and VR display market is propelled by several key drivers, including the increasing consumer demand for immersive gaming and entertainment experiences. The gaming industry, in particular, is a major catalyst, with VR headsets becoming more popular for providing deeply engaging environments. Another significant driver is the enterprise sector, where AR and VR are used for training, maintenance, and design purposes, enhancing efficiency and reducing costs. Opportunities abound in the healthcare industry, where AR and VR displays are utilized for surgical simulations, patient education, and therapy, offering new avenues for market expansion. However, the market faces restraints such as high development costs and the technical challenges associated with creating displays that are both high-resolution and energy-efficient. Additionally, issues like motion sickness and the need for more content can hinder widespread adoption. Despite these challenges, ongoing technological innovations and decreasing costs are expected to mitigate these restraints over time, presenting ample opportunities for growth.

Concentration Insights

The AR and VR display market exhibits a concentrated competitive landscape with a few dominant players and several emerging companies striving to capture market share. Geographically, North America and Asia Pacific are the leading regions, home to major technology firms and manufacturing hubs. Companies such as Sony, with its PlayStation VR, and Oculus, a subsidiary of Meta, have established strong positions in the consumer segment. In the enterprise space, Microsoft with its HoloLens and HTC with its Vive products are key contributors. The market concentration is also influenced by partnerships and collaborations between display manufacturers and AR/VR headset producers, aiming to integrate advanced display technologies into end products. While the market is currently dominated by established players, there is significant activity among startups and specialized firms focusing on niche applications, indicating a dynamic and evolving competitive environment. This concentration drives innovation but also poses barriers to entry for new participants due to high capital requirements and intellectual property considerations.

Type Insights

The AR and VR display market can be segmented based on display type, with OLED, LCD, and MicroLED being the primary technologies. OLED displays are highly favored for their superior contrast ratios, faster response times, and flexibility, making them ideal for VR headsets where immersion is critical. Companies like Samsung Display and LG Display are leading in OLED technology, continuously improving efficiency and resolution. LCD displays, while generally more affordable, are commonly used in entry-level and mid-range AR/VR devices due to their reliability and mature manufacturing processes. MicroLED technology is emerging as a promising alternative, offering high brightness, energy efficiency, and longevity, though it is still in the early stages of commercialization. Each display type has its advantages and limitations, influencing their adoption across different applications. The choice of display technology depends on factors such as cost, performance requirements, and intended use, driving diversity in the market and encouraging ongoing innovation.

Application Insights

AR and VR displays find applications across a wide range of industries, each with unique requirements and growth potential. In the consumer electronics sector, VR headsets for gaming and entertainment are the most prominent application, driven by demand for immersive experiences. AR applications, such as smartphone-based AR and smart glasses, are gaining traction in retail and marketing for virtual try-ons and interactive advertisements. The enterprise segment utilizes AR and VR for training simulations, remote assistance, and virtual meetings, enhancing productivity and reducing operational costs. In healthcare, AR and VR displays are used for surgical planning, medical training, and patient therapy, offering innovative solutions for complex challenges. The automotive industry employs these technologies for design visualization, driver assistance systems, and virtual showrooms. Additionally, education and military sectors are adopting AR and VR for immersive learning and simulation purposes. The diversity of applications underscores the versatility of AR and VR displays and their potential to transform various aspects of business and daily life.

Regional Insights

The AR and VR display market shows varying levels of adoption and growth across different regions, influenced by technological infrastructure, consumer readiness, and industrial base. North America is a leading region, driven by strong presence of tech giants, high consumer spending on electronics, and early adoption of AR/VR in enterprises. The United States, in particular, is a hub for innovation, with companies like Meta, Microsoft, and Apple investing heavily in AR and VR technologies. Asia Pacific is another significant market, with countries like China, South Korea, and Japan being major manufacturers and consumers of display components. South Korea's Samsung and LG are key players in display production, while China is rapidly expanding its capabilities in both manufacturing and application development. Europe is also witnessing growth, supported by advancements in automotive and industrial applications, with Germany and the UK leading in adoption. Each region contributes uniquely to the global market, with local trends and regulations shaping the development and deployment of AR and VR display technologies.

Company Insights

The competitive landscape of the AR and VR display market includes several prominent companies that are driving innovation and shaping industry standards. Sony Corporation is a key player, known for its high-resolution OLED displays used in PlayStation VR and other professional applications. Samsung Display, a division of Samsung Electronics, is a leader in OLED technology, supplying displays for various VR headsets and exploring advancements in foldable and transparent displays for AR. LG Display is another major contributor, focusing on both OLED and LCD technologies for AR and VR devices. Meta Platforms, through its Oculus brand, has significantly influenced the consumer VR market with its headsets and ecosystem. Microsoft Corporation is notable for its HoloLens AR glasses, targeting enterprise applications with advanced display and sensing capabilities. Other important players include HTC, which offers Vive products for both consumer and professional use, and emerging companies like Kopin Corporation and eMagin Corporation, specializing in microdisplays for AR applications. These companies are continuously investing in R&D to enhance display performance, reduce costs, and expand their market presence.

Recent Developments

The AR and VR display market has seen several recent developments that highlight its rapid evolution and increasing maturity. Technological advancements have been a focal point, with companies introducing displays featuring higher resolutions, wider fields of view, and improved refresh rates to enhance user experience. For instance, there have been introductions of 4K and beyond displays in VR headsets, reducing screen door effect and motion blur. In the AR space, developments in waveguide and holographic technologies are enabling more compact and efficient displays for smart glasses. Partnerships and collaborations are also prominent, such as those between display manufacturers and AR/VR hardware companies to co-develop customized solutions. Additionally, there is a growing emphasis on sustainability, with efforts to reduce energy consumption and incorporate recyclable materials in display production. Recent product launches include next-generation VR headsets with inside-out tracking and standalone capabilities, as well as AR glasses with improved passthrough video and real-time interaction features. These developments reflect the industry's commitment to overcoming technical challenges and expanding the applicability of AR and VR technologies across various sectors.

Report Segmentation

This report on the AR and VR display market provides a comprehensive analysis segmented by various criteria to offer detailed insights. The segmentation includes display technology, covering OLED, LCD, MicroLED, and others, each analyzed for their market presence and growth prospects. Application segmentation encompasses consumer electronics, healthcare, automotive, enterprise, and others, highlighting the diverse uses of AR and VR displays. The report also segments the market by device type, such as head-mounted displays, smart glasses, and heads-up displays, providing clarity on product variations and their respective markets. Geographic segmentation covers key regions including North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, examining regional trends, adoption rates, and competitive dynamics. Additionally, the report includes segmentation by end-user, distinguishing between consumer and enterprise segments to address specific needs and opportunities. This structured approach ensures that readers gain a thorough understanding of the market dynamics, key trends, and future outlook across different dimensions, facilitating informed decision-making for businesses and investors.

FAQs

What are the key technologies used in AR and VR displays? The key technologies include OLED, LCD, and emerging MicroLED displays. OLED is preferred for high contrast and fast response, LCD for cost-effectiveness, and MicroLED for brightness and efficiency.

Which industries are adopting AR and VR displays? Industries such as gaming, healthcare, automotive, enterprise training, and education are increasingly adopting AR and VR displays for various applications.

What are the main challenges in the AR and VR display market? Challenges include high production costs, technical issues like motion sickness, and the need for more content and development to drive adoption.

Who are the leading companies in the AR and VR display market? Leading companies include Sony, Samsung Display, LG Display, Meta (Oculus), Microsoft, and HTC, among others.

How is the AR and VR display market evolving? The market is evolving through technological advancements, such as higher resolution displays, reduced form factors, and increased integration with AI and sensors.

What regions are leading in the AR and VR display market? North America and Asia Pacific are leading regions, with strong presence of technology companies and high adoption rates in consumer and enterprise sectors.

Citius Research has developed a research report titled “AR and VR Display Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• AR and VR Display Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The AR and VR Display Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

AR and VR Display Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

AR and VR Display Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of AR and VR Display Market
• Research Methodology
• Executive Summary
• Market Dynamics of AR and VR Display Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of AR and VR Display Market
• Cost and Gross Margin Analysis of AR and VR Display Market
• AR and VR Display Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “AR and VR Display Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

AR and VR Display Market Key Stakeholders

Below are the key stakeholders for the AR and VR Display Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

AR and VR Display Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the AR and VR Display Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the AR and VR Display Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in AR and VR Display Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global AR and VR Display Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global AR and VR Display Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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For further details request a free sample copy of this report here.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global AR and VR Display Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global AR and VR Display Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global AR and VR Display Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global AR and VR Display Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America AR and VR Display Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America AR and VR Display Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe AR and VR Display Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA AR and VR Display Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific AR and VR Display Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa AR and VR Display Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia AR and VR Display Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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