Global Augmented Reality/Virtual Reality Gaming Market, By Components (Hardware and Software), Connecting Device (Gaming Console, PC and Desktop and Smartphone), Organisation Size (Large Enterprises and Small and Medium-sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Entertainment and Media, Aerospace and Defense, Healthcare, Education, Manufacturing, Retail and Others), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa) Industry Trends and Forecast to 2028.
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