Global Augmented Reality and Virtual Reality Apps Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered
- 1.4 Market Analysis by Type
- 1.4.1 Global Augmented Reality and Virtual Reality Apps Market Size Growth Rate by Type (2014-2025)
- 1.4.2 For Non-Immersive Systems
- 1.4.3 For Semi-Immersive Projection Systems
- 1.4.4 For Fully Immersive Head-Mounted Systems
- 1.5 Market by Application
- 1.5.1 Global Augmented Reality and Virtual Reality Apps Market Share by Application (2014-2025)
- 1.5.2 Education and training
- 1.5.3 Video Game
- 1.5.4 Media
- 1.5.5 Tourism
- 1.5.6 Social Media
- 1.5.7 Others
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 Augmented Reality and Virtual Reality Apps Market Size
- 2.2 Augmented Reality and Virtual Reality Apps Growth Trends by Regions
- 2.2.1 Augmented Reality and Virtual Reality Apps Market Size by Regions (2014-2025)
- 2.2.2 Augmented Reality and Virtual Reality Apps Market Share by Regions (2014-2019)
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Opportunities
3 Market Share by Key Players
- 3.1 Augmented Reality and Virtual Reality Apps Market Size by Manufacturers
- 3.1.1 Global Augmented Reality and Virtual Reality Apps Revenue by Manufacturers (2014-2019)
- 3.1.2 Global Augmented Reality and Virtual Reality Apps Revenue Market Share by Manufacturers (2014-2019)
- 3.1.3 Global Augmented Reality and Virtual Reality Apps Market Concentration Ratio (CR5 and HHI)
- 3.2 Augmented Reality and Virtual Reality Apps Key Players Head office and Area Served
- 3.3 Key Players Augmented Reality and Virtual Reality Apps Product/Solution/Service
- 3.4 Date of Enter into Augmented Reality and Virtual Reality Apps Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global Augmented Reality and Virtual Reality Apps Market Size by Type (2014-2019)
- 4.2 Global Augmented Reality and Virtual Reality Apps Market Size by Application (2014-2019)
5 United States
- 5.1 United States Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 5.2 Augmented Reality and Virtual Reality Apps Key Players in United States
- 5.3 United States Augmented Reality and Virtual Reality Apps Market Size by Type
- 5.4 United States Augmented Reality and Virtual Reality Apps Market Size by Application
6 Europe
- 6.1 Europe Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 6.2 Augmented Reality and Virtual Reality Apps Key Players in Europe
- 6.3 Europe Augmented Reality and Virtual Reality Apps Market Size by Type
- 6.4 Europe Augmented Reality and Virtual Reality Apps Market Size by Application
7 China
- 7.1 China Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 7.2 Augmented Reality and Virtual Reality Apps Key Players in China
- 7.3 China Augmented Reality and Virtual Reality Apps Market Size by Type
- 7.4 China Augmented Reality and Virtual Reality Apps Market Size by Application
8 Japan
- 8.1 Japan Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 8.2 Augmented Reality and Virtual Reality Apps Key Players in Japan
- 8.3 Japan Augmented Reality and Virtual Reality Apps Market Size by Type
- 8.4 Japan Augmented Reality and Virtual Reality Apps Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 9.2 Augmented Reality and Virtual Reality Apps Key Players in Southeast Asia
- 9.3 Southeast Asia Augmented Reality and Virtual Reality Apps Market Size by Type
- 9.4 Southeast Asia Augmented Reality and Virtual Reality Apps Market Size by Application
10 India
- 10.1 India Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 10.2 Augmented Reality and Virtual Reality Apps Key Players in India
- 10.3 India Augmented Reality and Virtual Reality Apps Market Size by Type
- 10.4 India Augmented Reality and Virtual Reality Apps Market Size by Application
11 Central & South America
- 11.1 Central & South America Augmented Reality and Virtual Reality Apps Market Size (2014-2019)
- 11.2 Augmented Reality and Virtual Reality Apps Key Players in Central & South America
- 11.3 Central & South America Augmented Reality and Virtual Reality Apps Market Size by Type
- 11.4 Central & South America Augmented Reality and Virtual Reality Apps Market Size by Application
12 International Players Profiles
- 12.1 Augmented Pixels
- 12.1.1 Augmented Pixels Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.1.4 Augmented Pixels Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.1.5 Augmented Pixels Recent Development
- 12.2 Aurasma
- 12.2.1 Aurasma Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.2.4 Aurasma Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.2.5 Aurasma Recent Development
- 12.3 Blippar
- 12.3.1 Blippar Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.3.4 Blippar Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.3.5 Blippar Recent Development
- 12.4 Catchoom
- 12.4.1 Catchoom Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.4.4 Catchoom Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.4.5 Catchoom Recent Development
- 12.5 DAQRI
- 12.5.1 DAQRI Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.5.4 DAQRI Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.5.5 DAQRI Recent Development
- 12.6 Wikitude
- 12.6.1 Wikitude Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.6.4 Wikitude Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.6.5 Wikitude Recent Development
- 12.7 AR Circuits
- 12.7.1 AR Circuits Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.7.4 AR Circuits Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.7.5 AR Circuits Recent Development
- 12.8 SkyView
- 12.8.1 SkyView Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.8.4 SkyView Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.8.5 SkyView Recent Development
- 12.9 Anatomy 4D
- 12.9.1 Anatomy 4D Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.9.4 Anatomy 4D Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.9.5 Anatomy 4D Recent Development
- 12.10 Blippar
- 12.10.1 Blippar Company Details
- 12.10.2 Company Description and Business Overview
- 12.10.3 Augmented Reality and Virtual Reality Apps Introduction
- 12.10.4 Blippar Revenue in Augmented Reality and Virtual Reality Apps Business (2014-2019)
- 12.10.5 Blippar Recent Development
- 12.11 BuildAR.com
- 12.12 Virtals
- 12.13 EON Reality Inc.
- 12.14 Google
- 12.15 Zappar
- 12.16 Wikitude
- 12.17 Reza Moh
13 Market Forecast 2019-2025
- 13.1 Market Size Forecast by Regions
- 13.2 United States
- 13.3 Europe
- 13.4 China
- 13.5 Japan
- 13.6 Southeast Asia
- 13.7 India
- 13.8 Central & South America
- 13.9 Market Size Forecast by Product (2019-2025)
- 13.10 Market Size Forecast by Application (2019-2025)
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.1.1 Research Programs/Design
- 15.1.1.2 Market Size Estimation
- 12.1.1.3 Market Breakdown and Data Triangulation
- 15.1.2 Data Source
- 15.1.2.1 Secondary Sources
- 15.1.2.2 Primary Sources
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
In 2018, the global Augmented Reality and Virtual Reality Apps market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2019-2025.
This report focuses on the global Augmented Reality and Virtual Reality Apps status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Augmented Reality and Virtual Reality Apps development in United States, Europe and China.
The key players covered in this study
Augmented Pixels
Aurasma
Blippar
Catchoom
DAQRI
Wikitude
AR Circuits
SkyView
Anatomy 4D
Blippar
BuildAR.com
Virtals
EON Reality Inc.
Google
Zappar
Wikitude
Reza Moh
Market segment by Type, the product can be split into
For Non-Immersive Systems
For Semi-Immersive Projection Systems
For Fully Immersive Head-Mounted Systems
Market segment by Application, split into
Education and training
Video Game
Media
Tourism
Social Media
Others
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Augmented Reality and Virtual Reality Apps status, future forecast, growth opportunity, key market and key players.
To present the Augmented Reality and Virtual Reality Apps development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Augmented Reality and Virtual Reality Apps are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.