Global Mobile Augmented Reality (MAR) Market by Technology, Component, Mobile Device, Industry Vertical, End-user, and Region 2020-2026: Trend Forecast and Growth Opportunity
Global mobile augmented reality market will reach $151.81 billion by 2026, growing by 48.7% annually over 2020-2026 despite the impact of COVID-19.
Highlighted with 88 tables and 82 figures, this 175-page report “Global Mobile Augmented Reality (MAR) Market by Technology, Component, Mobile Device, Industry Vertical, End-user, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global mobile augmented 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 provides historical market data for 2015-2019, revenue estimates for 2020, and forecasts from 2021 till 2026. (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 global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global mobile augmented reality market in every aspect of the classification from perspectives of Technology, Component, Mobile Device, Industry Vertical, End-user, and Region.
Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
Marker-based MAR
• Passive Marker
• Active Marker
Markerless MAR
• Model-based Tracking
• Image-based Processing
Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays
• 3D Cameras
• Others
Software
• Consumer (personal users in billions and consumer MAR apps in $ bn are also provided in year wise base)
• Enterprise
Based on mobile device, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Smartphones
• Tablets
• Personal Digital Assistants (PDAs) and Handheld Game Consoles
• Smart Glasses and Wearables
Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education & E-learning
• Manufacturing
• Retail & E-commerce
• Other Verticals
Based on end user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• RoW (Saudi Arabia, UAE, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Mobile Device, and Industry Vertical over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global mobile augmented reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Augmented Pixels
Aurasma
Blippar Ltd.
Catchoom Technologies, S.L.
Cinoptics
DAQRI LLC
Google, LLC
HTC
Infinity Augmented Reality
Laster Technologies
Lumus Ltd.
Meta
Microsoft Corp.
Optinvent S.A.
Qualcomm Technologies Inc.
Rockwell Collins
Samsung Co Ltd.
Sieko Epson
Technical Illusions
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
WeAR Studio
Wikitude GmbH
Zappar
(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 16
1.2.6 Market Size/Share Estimation 17
1.2.7 Research Limitations 18
1.3 Executive Summary 19
2 Market Overview and Dynamics 21
2.1 Market Size and Forecast 21
2.2 Major Growth Drivers 22
2.3 Market Restraints and Challenges 25
2.4 Emerging Opportunities and Market Trends 28
2.5 Porter’s Fiver Forces Analysis 31
3 Segmentation of Global Market by Technology 35
3.1 Market Overview by Technology 35
3.2 Marker-based Mobile Augmented Reality 37
3.3 Markerless Mobile Augmented Reality 39
4 Segmentation of Global Market by Component 41
4.1 Market Overview by Component 41
4.2 Hardware 43
4.3 Software 45
4.3.1 Consumer MAR App Market 46
5 Segmentation of Global Market by Mobile Device 48
5.1 Market Overview by Mobile Device 48
5.2 Smartphones 50
5.3 Tablets 51
5.4 Personal Digital Assistants (PDAs) and Handheld Game Consoles 52
5.5 Smart Glasses and Wearables 53
6 Segmentation of Global Market by Industry Vertical 54
6.1 Market Overview by Industry Vertical 54
6.2 Gaming 56
6.3 Entertainment & Media 57
6.4 Aerospace & Defense 58
6.5 Healthcare 59
6.6 Education & E-learning 60
6.7 Manufacturing 61
6.8 Retail & E-commerce 62
6.9 Other Verticals 63
7 Segmentation of Global Market by End User 64
7.1 Market Overview by End User 64
7.2 Consumer 66
7.3 Enterprise 68
8 Segmentation of Global Market by Region 69
8.1 Geographic Market Overview 2019-2026 69
8.2 North America Market 2019-2026 by Country 73
8.2.1 Overview of North America Market 73
8.2.2 U.S. 76
8.2.3 Canada 80
8.2.4 Mexico 82
8.3 European Market 2019-2026 by Country 84
8.3.1 Overview of European Market 84
8.3.2 UK 87
8.3.3 France 89
8.3.4 Germany 91
8.3.5 Spain 93
8.3.6 Italy 95
8.3.7 Russia 97
8.3.8 Rest of European Market 99
8.4 Asia-Pacific Market 2019-2026 by Country 101
8.4.1 Overview of Asia-Pacific Market 101
8.4.2 China 104
8.4.3 Japan 106
8.4.4 India 109
8.4.5 Australia 111
8.4.6 South Korea 113
8.4.7 Rest of APAC Region 115
8.5 South America Market 2019-2026 by Country 117
8.5.1 Argentina 120
8.5.2 Brazil 122
8.5.3 Chile 124
8.5.4 Rest of South America Market 126
8.6 Rest of World Market 2019-2026 by Country 127
8.6.1 Saudi Arabia 130
8.6.2 Iran 132
8.6.3 UAE 134
8.6.4 Other National Markets 136
9 Competitive Landscape 137
9.1 Overview of Key Vendors 137
9.2 New Product Launch, Partnership, Investment, and M&A 140
9.3 Company Profiles 141
Apple Inc. 141
Atheer, Inc. 143
Augmented Pixels 144
Aurasma 145
Blippar Ltd. 146
Catchoom Technologies, S.L. 147
Cinoptics 148
DAQRI LLC 149
Google, LLC 150
HTC 151
Infinity Augmented Reality 152
Laster Technologies 153
Lumus Ltd. 154
Meta 155
Microsoft Corp. 156
Optinvent S.A. 157
Qualcomm Technologies Inc. 158
Rockwell Collins 159
Samsung Co Ltd. 160
Sieko Epson 161
Technical Illusions 162
Total Immersion 163
Universal mCloud Corp. (NGRAIN) 164
Vuzix Corp. 165
WeAR Studio 166
Wikitude GmbH 167
Zappar 168
10 Investing in Global Market: Risk Assessment and Management 169
10.1 Risk Evaluation of Global Market 169
10.2 Critical Success Factors (CSFs) 172
Related Reports and Products 175