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COVID-19 Impact on Global Virtual Reality in Automotive Market: By Component (Hardware, Software and Content); By Application(Designing and Prototyping, Training, Virtual Reality Showrooms and Research and Development) and Region –Analysis of Market Size, Share and Trends for 2014 – 2019 and Forecasts to 2030

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Product Overview
Virtual reality (VR) is a computer-simulated reality done by replicating a user's environment into an immersive three-dimensional experience. The VR simulator exhibits rising applications in the automotive field. It is commonly used, for example, to build virtual worlds for car manufacturers and dealer centers. Simulators will provide useful learning experiences for the new employees in the car manufacturing unit. It provides a virtual representation of the car with features like scale, color, architecture, structure, and more. These virtual designs have helped the company's engineers review and identify model flaws. Similarly, it provides the customers at the dealer's showroom with car appraisal features. Customers may have virtual test drives and check the car's features such as parking assistance, and view cameras backward. That is likely to drive the automotive industry's adoption of VR.
Market Highlights
Global Virtual Reality in Automotive Market size was registered at USD 0.62 billion in 2019 and is estimated to reach USD 36.82 billion by 2030, registering a CAGR of 46.11% from 2020 to 2030. VR technology gives the automotive industry major advantages in marketing and sales. VR provides an immersive automotive marketing platform to create greater interaction with the customers. The company will give its customers a virtual car driving experience with digital marketing solutions. It lets the car dealers show their car designs and features to the customers electronically. Digital marketing generates widespread consumer impact and assists in improving showroom sales. This new trend increases customer loyalty, the purchasing experience, and improves growth in sales. So the immersive technology is gradually being used for sales and marketing in the automotive industry. Thus, driving the market for virtual reality in the automotive.
                                              Global Virtual Reality in Automotive Market Opportunity Analysis
                                                               
Source: Fatpos Global
Global Virtual Reality in Automotive Market: Segments
Global Virtual Reality in Automotive Market is segmented based on component, application, and region.
By Component (in %), Global Virtual Reality in Automotive Market, 2019
The hardware segment is anticipated to register XX% of the market share during the forecasted period.
By component, the market can be segmented into hardware, software, and content. Due to the declining cost of the headset, the Hardware segment is expected to gain a significant share in the market. Growing companies' investment in the research and development of advanced VR devices is also likely to boost this segment’s growth.
By Application (in %), Global Virtual Reality in Automotive Market, 2019
The training segment accounted for XX% of the nation’s volume in 2019
The application segment can be classified into Designing and Prototyping, Training, Virtual Reality showrooms, and Research and Development. The training application category is expected to gain momentum in the automotive industry due to its extensive training capabilities for engineers and technicians. It also offers a comfortable atmosphere for trainees and helps to substantially reduce the error rates. Virtual showrooms also exhibit an increasing demand for improved customer service. With the introduction of wearable devices, it provides its consumers with an immersive experience. This will also uplift the segment’s output.
                                       
Source: Fatpos Global
Global Virtual Reality in Automotive Market Dynamics:
Digital marketing and technological advancements to increase the market growth
VR technology gives the automotive industry major advantages in marketing and sales. VR provides an immersive automotive marketing platform to create greater interaction with the customers. The company will give its customers a virtual car driving experience with digital marketing solutions. It lets the car dealers show their car designs and features to the customers electronically. Digital marketing generates widespread consumer impact and assists in improving showroom sales. This new trend increases customer loyalty, the purchasing experience, and improves growth in sales. So the immersive technology is gradually being used for sales and marketing in the automotive industry. Similarly, the technology can provide consumers with the option of changing car configurations such as choosing colors and others as they want. That is likely to drive the adoption of virtual reality in this industry.
Lack of versatility and human link to hinder the market growth
The simulators and methods of virtual reality provide excellent solutions for the training of employees. Visual learning sessions can however deteriorate the link between humans. Because of the contact distance, therefore, workers could not understand the intent of the job and the vision of the company which is likely to hamper the business. Also, the simulator lacks versatility during training sessions, such as the questioning and resolution of doubts. This simulator with minimal fidelity will de-motivate on-site trainees. This could bring more complexity to the realistic hands-on facilities. Also, symptoms of simulator sickness can undermine the efficacy of the training and can impair its usability. That is likely to hamper the growth of the automotive industry in virtual reality.
Global Virtual Reality in Automotive Market: Regions
In terms of value and volume, Europe accounted for XX% of total market volume share in 2019
In the coming years, the European market is expected to witness significant growth. Growing use of technologically advanced devices and the rising demand for automated concepts would generate multiple development opportunities. Due to increased investment in the production of embedded and sensor-based technologies, the Virtual Reality in Automotive Industry in North America will also witness high growth.
The region segment can be further divided into five major types including North America, Latin America, Europe, APAC, and MENA.
                                                
Source: Fatpos Global
Global Virtual Reality in Automotive Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities-o-Y Growth, CAGR – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • APAC Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia, and Rest of APAC
  • MENA Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Global Virtual Reality in Automotive Market: Impact of COVID-19
The global pandemic COVID-19 has become global stress, not just for human lives, but also for industries across different industry verticals. The COVID-19 disease has infected several million people globally, with an increasing number of active cases daily, the duration of the pandemic is still difficult to predict. One of the highly impacted sectors during the pandemic is the automotive industry. The demand for social distancing in the factories and offices has slowed the industry’s output. Similarly, in the midst of the lockout, the industry is seeing a downturn in revenue. However, the introduction of virtual reality technologies offered automotive players new ways to deal with the current situation. VR equipment and simulators will provide the technicians with proper technical training by retaining the social distance necessary. In the same way, with the aid of a VR headset, new prototypes and prototyping can be done from a remote venue. Also, the introduction of a virtual reality showroom and the customers' in-house virtual test driving experience is expected to improve revenue. Vroom, the car manufacturer, for example, is embracing the technology to display its new models in a remote area. To give them a driving experience in the virtual world, the company will take the whole system to the location of the clients. So the post-pandemic demand is expected to expand significantly.
Global Virtual Reality in Automotive Market: Competitive landscape
New technological advancements in the Global Virtual Reality in Automotive Market, as well as large production output of the product by key players, are likely to increase the market growth. Moreover, the growing security and safety concerns among individuals and New Car Assessment Programs launched by companies around the globe are other factors that are fueling the market of Global Virtual Reality in the Automotive Market.
Global Virtual Reality in Automotive Market: Key players
  • Sony
    • Company Overview
    • Business Strategy
    • Key Product Offerings
    • Financial Performance
    • Key Performance Indicators
    • Risk Analysis
    • Recent Development
    • Regional Presence
    • SWOT Analysis 
  • Continental AG
  • Google
  • ZeroLight Limited
  • HTC Corporation
  • Bosch Limited
  • Unity Technologies
  • Visteon Corporation
  • Microsoft 
  • Other prominent players
The Global Virtual Reality in Automotive Market report also contains analysis on:
Global Virtual Reality in Automotive Market segments: -
  • By Component:
    • Hardware
    • Software
    • Content
  • By Application:
    • Designing and Prototyping
    • Training
    • Virtual Reality showrooms
    • Research and Development
  • Global Virtual Reality in Automotive Market dynamics
  • Global Virtual Reality in Automotive Market size
  • Supply & Demand
  • Current Trends/Issues/Challenges
  • Competition & Companies Involved in the Market
  • Value Chain of the Market
  • Market Drivers and Restraints
READ MORE

Table Of Content

Scope

Contents        

  1. Executive Summary
  2. Virtual Reality in Automotive Market
    1. Product Overview
    2. Market Definition
    3. Segmentation
    4. Assumptions and Acronyms
  3. Research Methodology
    1. Research Objectives
    2. Primary Research
    3. Secondary Research
    4. Forecast Model
    5. Market Size Estimation
  4. Average Pricing Analysis
  5. Market Dynamics
    1. Growth Drivers
    2. Restraints
    3. Opportunity
    4. Trends
  6. Correlation & Regression Analysis
    1. Correlation Matrix
    2. Regression Matrix
  7. Recent Development, Policies & Regulatory Landscape
  8. Risk Analysis
    1. Demand Risk Analysis
    2. Supply Risk Analysis
  9. Virtual Reality in Automotive Market Analysis
    1. Porters Five Forces
      1. Threat of New Entrants
      2. Bargaining Power of Suppliers
      3. Threat of Substitutes
      4. Rivalry
    2. PEST Analysis
      1. Political
      2. Economic
      3. Social
      4. Technological
  10. Virtual Reality in Automotive Market
    1. Market Size & forecast, 2019A-2030F
      1. By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. By Volume (Million Units) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  11. Virtual Reality in Automotive Market: Market Segmentation
    1.       By Regions
      1. North America:(U.S. and Canada)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Latin America: (Brazil, Mexico, Argentina, Rest of Latin America)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Europe: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      4. Asia-Pacific: (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia Pacific)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      5. Middle East and Africa: (Israel, GCC, North Africa, South Africa, Rest of Middle East and Africa)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  12. Virtual Reality in Automotive Market: Market Segmentation
    1. By component: Market Share (2020-2030F)
      1. Hardware, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Software, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Content, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
    2. By application : Market Share (2020-2030F)
      1. Designing and Prototyping, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Training, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Virtual Reality showrooms, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      4. Research and Development, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  13. Company Profile
    1. Sony
      1. Company Overview
      2. Company Total Revenue (Financials)
      3. Market Potential
      4. Global Presence
      5. Key Performance Indicators
      6. SWOT Analysis
      7. Product Launch
    2. Continental AG
    3. Google
    4. ZeroLight Limited
    5. HTC Corporation
    6. Bosch Limited
    7. Unity Technologies
    8. Visteon Corporation
    9. Microsoft
    10. Other prominent players
  14. Consultant Recommendation

**The above-given segmentation and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.

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    Access to the soft copy of the report will be granted to individual user/ Authorized User within the organization. The Authorized User may store, display or archive the information but will not be able to print, copy and use any information in the report for circulation or citation purpose. The individual user will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete/part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view. The report will be MAC address protected and will only be accessible on 1 platform.

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  •  
  • Corporate User License:

    Access to the soft copy of the report will be granted to multiple users within the organization. The users are authorized to store, display, duplicate, archive, print and distribute the information within the organization either electronically or in paper. The users are not authorized to use any information in the report for citation and circulation externally. The users will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view.

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Company Profile

Company Profile Title

Product Overview
Virtual reality (VR) is a computer-simulated reality done by replicating a user's environment into an immersive three-dimensional experience. The VR simulator exhibits rising applications in the automotive field. It is commonly used, for example, to build virtual worlds for car manufacturers and dealer centers. Simulators will provide useful learning experiences for the new employees in the car manufacturing unit. It provides a virtual representation of the car with features like scale, color, architecture, structure, and more. These virtual designs have helped the company's engineers review and identify model flaws. Similarly, it provides the customers at the dealer's showroom with car appraisal features. Customers may have virtual test drives and check the car's features such as parking assistance, and view cameras backward. That is likely to drive the automotive industry's adoption of VR.
Market Highlights
Global Virtual Reality in Automotive Market size was registered at USD 0.62 billion in 2019 and is estimated to reach USD 36.82 billion by 2030, registering a CAGR of 46.11% from 2020 to 2030. VR technology gives the automotive industry major advantages in marketing and sales. VR provides an immersive automotive marketing platform to create greater interaction with the customers. The company will give its customers a virtual car driving experience with digital marketing solutions. It lets the car dealers show their car designs and features to the customers electronically. Digital marketing generates widespread consumer impact and assists in improving showroom sales. This new trend increases customer loyalty, the purchasing experience, and improves growth in sales. So the immersive technology is gradually being used for sales and marketing in the automotive industry. Thus, driving the market for virtual reality in the automotive.
                                              Global Virtual Reality in Automotive Market Opportunity Analysis
                                                               
Source: Fatpos Global
Global Virtual Reality in Automotive Market: Segments
Global Virtual Reality in Automotive Market is segmented based on component, application, and region.
By Component (in %), Global Virtual Reality in Automotive Market, 2019
The hardware segment is anticipated to register XX% of the market share during the forecasted period.
By component, the market can be segmented into hardware, software, and content. Due to the declining cost of the headset, the Hardware segment is expected to gain a significant share in the market. Growing companies' investment in the research and development of advanced VR devices is also likely to boost this segment’s growth.
By Application (in %), Global Virtual Reality in Automotive Market, 2019
The training segment accounted for XX% of the nation’s volume in 2019
The application segment can be classified into Designing and Prototyping, Training, Virtual Reality showrooms, and Research and Development. The training application category is expected to gain momentum in the automotive industry due to its extensive training capabilities for engineers and technicians. It also offers a comfortable atmosphere for trainees and helps to substantially reduce the error rates. Virtual showrooms also exhibit an increasing demand for improved customer service. With the introduction of wearable devices, it provides its consumers with an immersive experience. This will also uplift the segment’s output.
                                       
Source: Fatpos Global
Global Virtual Reality in Automotive Market Dynamics:
Digital marketing and technological advancements to increase the market growth
VR technology gives the automotive industry major advantages in marketing and sales. VR provides an immersive automotive marketing platform to create greater interaction with the customers. The company will give its customers a virtual car driving experience with digital marketing solutions. It lets the car dealers show their car designs and features to the customers electronically. Digital marketing generates widespread consumer impact and assists in improving showroom sales. This new trend increases customer loyalty, the purchasing experience, and improves growth in sales. So the immersive technology is gradually being used for sales and marketing in the automotive industry. Similarly, the technology can provide consumers with the option of changing car configurations such as choosing colors and others as they want. That is likely to drive the adoption of virtual reality in this industry.
Lack of versatility and human link to hinder the market growth
The simulators and methods of virtual reality provide excellent solutions for the training of employees. Visual learning sessions can however deteriorate the link between humans. Because of the contact distance, therefore, workers could not understand the intent of the job and the vision of the company which is likely to hamper the business. Also, the simulator lacks versatility during training sessions, such as the questioning and resolution of doubts. This simulator with minimal fidelity will de-motivate on-site trainees. This could bring more complexity to the realistic hands-on facilities. Also, symptoms of simulator sickness can undermine the efficacy of the training and can impair its usability. That is likely to hamper the growth of the automotive industry in virtual reality.
Global Virtual Reality in Automotive Market: Regions
In terms of value and volume, Europe accounted for XX% of total market volume share in 2019
In the coming years, the European market is expected to witness significant growth. Growing use of technologically advanced devices and the rising demand for automated concepts would generate multiple development opportunities. Due to increased investment in the production of embedded and sensor-based technologies, the Virtual Reality in Automotive Industry in North America will also witness high growth.
The region segment can be further divided into five major types including North America, Latin America, Europe, APAC, and MENA.
                                                
Source: Fatpos Global
Global Virtual Reality in Automotive Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities-o-Y Growth, CAGR – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • APAC Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia, and Rest of APAC
  • MENA Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Global Virtual Reality in Automotive Market: Impact of COVID-19
The global pandemic COVID-19 has become global stress, not just for human lives, but also for industries across different industry verticals. The COVID-19 disease has infected several million people globally, with an increasing number of active cases daily, the duration of the pandemic is still difficult to predict. One of the highly impacted sectors during the pandemic is the automotive industry. The demand for social distancing in the factories and offices has slowed the industry’s output. Similarly, in the midst of the lockout, the industry is seeing a downturn in revenue. However, the introduction of virtual reality technologies offered automotive players new ways to deal with the current situation. VR equipment and simulators will provide the technicians with proper technical training by retaining the social distance necessary. In the same way, with the aid of a VR headset, new prototypes and prototyping can be done from a remote venue. Also, the introduction of a virtual reality showroom and the customers' in-house virtual test driving experience is expected to improve revenue. Vroom, the car manufacturer, for example, is embracing the technology to display its new models in a remote area. To give them a driving experience in the virtual world, the company will take the whole system to the location of the clients. So the post-pandemic demand is expected to expand significantly.
Global Virtual Reality in Automotive Market: Competitive landscape
New technological advancements in the Global Virtual Reality in Automotive Market, as well as large production output of the product by key players, are likely to increase the market growth. Moreover, the growing security and safety concerns among individuals and New Car Assessment Programs launched by companies around the globe are other factors that are fueling the market of Global Virtual Reality in the Automotive Market.
Global Virtual Reality in Automotive Market: Key players
  • Sony
    • Company Overview
    • Business Strategy
    • Key Product Offerings
    • Financial Performance
    • Key Performance Indicators
    • Risk Analysis
    • Recent Development
    • Regional Presence
    • SWOT Analysis 
  • Continental AG
  • Google
  • ZeroLight Limited
  • HTC Corporation
  • Bosch Limited
  • Unity Technologies
  • Visteon Corporation
  • Microsoft 
  • Other prominent players
The Global Virtual Reality in Automotive Market report also contains analysis on:
Global Virtual Reality in Automotive Market segments: -
  • By Component:
    • Hardware
    • Software
    • Content
  • By Application:
    • Designing and Prototyping
    • Training
    • Virtual Reality showrooms
    • Research and Development
  • Global Virtual Reality in Automotive Market dynamics
  • Global Virtual Reality in Automotive Market size
  • Supply & Demand
  • Current Trends/Issues/Challenges
  • Competition & Companies Involved in the Market
  • Value Chain of the Market
  • Market Drivers and Restraints
READ MORE

Scope

Contents        

  1. Executive Summary
  2. Virtual Reality in Automotive Market
    1. Product Overview
    2. Market Definition
    3. Segmentation
    4. Assumptions and Acronyms
  3. Research Methodology
    1. Research Objectives
    2. Primary Research
    3. Secondary Research
    4. Forecast Model
    5. Market Size Estimation
  4. Average Pricing Analysis
  5. Market Dynamics
    1. Growth Drivers
    2. Restraints
    3. Opportunity
    4. Trends
  6. Correlation & Regression Analysis
    1. Correlation Matrix
    2. Regression Matrix
  7. Recent Development, Policies & Regulatory Landscape
  8. Risk Analysis
    1. Demand Risk Analysis
    2. Supply Risk Analysis
  9. Virtual Reality in Automotive Market Analysis
    1. Porters Five Forces
      1. Threat of New Entrants
      2. Bargaining Power of Suppliers
      3. Threat of Substitutes
      4. Rivalry
    2. PEST Analysis
      1. Political
      2. Economic
      3. Social
      4. Technological
  10. Virtual Reality in Automotive Market
    1. Market Size & forecast, 2019A-2030F
      1. By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. By Volume (Million Units) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  11. Virtual Reality in Automotive Market: Market Segmentation
    1.       By Regions
      1. North America:(U.S. and Canada)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Latin America: (Brazil, Mexico, Argentina, Rest of Latin America)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Europe: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      4. Asia-Pacific: (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia Pacific)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      5. Middle East and Africa: (Israel, GCC, North Africa, South Africa, Rest of Middle East and Africa)
        • By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  12. Virtual Reality in Automotive Market: Market Segmentation
    1. By component: Market Share (2020-2030F)
      1. Hardware, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Software, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Content, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
    2. By application : Market Share (2020-2030F)
      1. Designing and Prototyping, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      2. Training, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      3. Virtual Reality showrooms, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
      4. Research and Development, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
  13. Company Profile
    1. Sony
      1. Company Overview
      2. Company Total Revenue (Financials)
      3. Market Potential
      4. Global Presence
      5. Key Performance Indicators
      6. SWOT Analysis
      7. Product Launch
    2. Continental AG
    3. Google
    4. ZeroLight Limited
    5. HTC Corporation
    6. Bosch Limited
    7. Unity Technologies
    8. Visteon Corporation
    9. Microsoft
    10. Other prominent players
  14. Consultant Recommendation

**The above-given segmentation and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.

  • Single User License:

    Access to the soft copy of the report will be granted to individual user/ Authorized User within the organization. The Authorized User may store, display or archive the information but will not be able to print, copy and use any information in the report for circulation or citation purpose. The individual user will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete/part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view. The report will be MAC address protected and will only be accessible on 1 platform.

  •  
  • Hard Copy License:

    The license provides the access to hard copy/ printed copy of the report to the Authorized User only. The report will be delivered to the user on the address provided during making the purchase. The Authorized User may store, display, or archive the information but will not use any information in the report for circulation or citation purpose. The individual user will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view. No soft copy access will be provided in this case.

  •  
  • Corporate User License:

    Access to the soft copy of the report will be granted to multiple users within the organization. The users are authorized to store, display, duplicate, archive, print and distribute the information within the organization either electronically or in paper. The users are not authorized to use any information in the report for citation and circulation externally. The users will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view.

To know more information on Purchase by Section, please send a mail to support@kenresearch.com

INQUIRE FOR COVID-19 IMPACT ANALYSIS