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Ultimately, A Course in Wonders is a journey of self-discovery and self-realization. It is really a route of awareness to the reality of who we're and the endless possible that lies within us. As we apply their teachings within our day-to-day lives, we start to see a profound change in consciousness, a shift from anxiety to love, from divorce to unity. And in that shift, we find the peace and delight that have always been our birthright



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Global and Japan Mixed Reality in Gaming MarketOutlook, Prospect and Future forecast year 2020

A new market study, titled “ Global and Japan Mixed Reality in Gaming Market Size, Status and Forecast 2020-2026”been featured…October 26, 2020

Global Mixed Reality in Gaming Scope and Market Size

Mixed Reality in Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Mixed Reality in Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into

Mobile Apps

Software

Market segment by Application, split into

Entertainment

Training

Based on regional and country-level analysis, the Mixed Reality in Gaming market has been segmented as follows:

North America

United States

Canada

Europe

Germany

France

U.K.

Italy

Russia

Nordic

Rest of Europe

Asia-Pacific

China

Japan

South Korea

Southeast Asia

India

Australia

Rest of Asia-Pacific

Latin America

Mexico

Brazil

Middle East & Africa

Turkey

Saudi Arabia

UAE

Rest of Middle East & Africa

ALSO READ https://www.marketwatch.com/story/mixed-reality-in-gaming-market-se...

In the competitive analysis section of the report, leading as well as prominent players of the global Mixed Reality in Gaming market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.

The key players covered in this study

Canon Inc.

Seiko Epson Corporation

Infinity Augmented Reality Inc.

CCP hf

Microsoft Corporation (HoloLens)

Osterhout Design Group

Lenovo Group Ltd.

Six Flags Entertainment Corporation

Dagri LLC

HTC Corporation

Meta Company

Magic Leap Inc.

Recon Instruments Inc.

Ubisoft Entertainment

Samsung Electronics Co. Ltd.

FOR MORE DETAILS https://www.wiseguyreports.com/reports/5816429-global-and-japan-mix...

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