Global Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity
Table of Contents
1 Introduction 8
- 1.1 Industry Definition and Research Scope 8
- 1.1.1 Industry Definition 8
- 1.1.2 Research Scope 9
- 1.2 Research Methodology 11
- 1.2.1 Overview of Market Research Methodology 11
- 1.2.2 Market Assumption 12
- 1.2.3 Secondary Data 12
- 1.2.4 Primary Data 12
- 1.2.5 Data Filtration and Model Design 13
- 1.2.6 Market Size/Share Estimation 14
- 1.2.7 Research Limitations 15
- 1.3 Executive Summary 16
2 Market Overview and Dynamics 18
- 2.1 Market Size and Forecast 18
- 2.2 Major Growth Drivers 19
- 2.3 Market Restraints and Challenges 22
- 2.4 Emerging Opportunities and Market Trends 25
- 2.5 Porter’s Fiver Forces Analysis 28
3 Segmentation of Global Market by Component 32
- 3.1 Market Overview by Component 32
- 3.2 Hardware 34
- 3.3 Software 36
4 Segmentation of Global Market by Technology 38
- 4.1 Market Overview by Technology 38
- 4.2 Marker-based Augmented Reality 40
- 4.3 Markerless Augmented Reality 41
5 Segmentation of Global Market by Device 42
- 5.1 Market Overview by Device 42
- 5.2 Head-Mounted Display (HMD) 44
- 5.3 Head-Up Display (HUD) 45
- 5.4 Handheld Device 46
6 Segmentation of Global Market by Industry Vertical 47
- 6.1 Market Overview by Industry Vertical 47
- 6.2 Gaming 49
- 6.3 Entertainment & Media 50
- 6.4 Aerospace & Defense 51
- 6.5 Healthcare 52
- 6.6 Education 53
- 6.7 Automotive 54
- 6.8 Retail & Marketing 55
- 6.9 Other Verticals 56
7 Segmentation of Global Market by End User 57
- 7.1 Market Overview by End User 57
- 7.2 Consumer 59
- 7.3 Enterprise 60
8 Segmentation of Global Market by Region 61
- 8.1 Geographic Market Overview 2019-2026 61
- 8.2 North America Market 2019-2026 by Country 65
- 8.2.1 Overview of North America Market 65
- 8.2.2 U.S. Market 68
- 8.2.3 Canadian Market 72
- 8.3 European Market 2019-2026 by Country 74
- 8.3.1 Overview of European Market 74
- 8.3.2 UK 77
- 8.3.3 France 79
- 8.3.4 Germany 81
- 8.3.5 Spain 83
- 8.3.6 Italy 85
- 8.3.7 Russia 87
- 8.3.8 Rest of European Market 89
- 8.4 Asia-Pacific Market 2019-2026 by Country 91
- 8.4.1 Overview of Asia-Pacific Market 91
- 8.4.2 China 94
- 8.4.3 Japan 96
- 8.4.4 India 99
- 8.4.5 Australia 101
- 8.4.6 South Korea 103
- 8.4.7 Rest of APAC Region 105
- 8.5 Latin America Market 2019-2026 by Country 107
- 8.5.1 Argentina 110
- 8.5.2 Brazil 112
- 8.5.3 Mexico 114
- 8.5.4 Rest of Latin America Market 116
- 8.6 Rest of World Market 2019-2026 by Country 117
- 8.6.1 UAE 120
- 8.6.2 Saudi Arabia 122
- 8.6.3 South Africa 124
- 8.6.4 Other National Markets 126
9 Competitive Landscape 127
- 9.1 Overview of Key Vendors 127
- 9.2 New Product Launch, Partnership, Investment, and M&A 130
- 9.3 Company Profiles 131
Apple Inc. 131
Atheer, Inc. 133
Blippar Ltd. 134
Catchoom Technologies, S.L. 135
Facebook Inc 136
Google, LLC 137
HP Development Co., L.P. 138
Intellectsoft LLC 139
Lumus Ltd. 140
Magic Leap, Inc 141
Microsoft Corp. 142
Niantic Inc. 143
Optinvent S.A. 144
Popar Co Ltd 145
Qualcomm Technologies Inc. 146
Samsung Co Ltd. 147
Sony Corporation 148
Total Immersion 149
Universal mCloud Corp. (NGRAIN) 150
Vuzix Corp. 151
Wayray AG 152
Wikitude GmbH 153
Zugara, Inc. 154
10 Investing in Global Market: Risk Assessment and Management 155
- 10.1 Risk Evaluation of Global Market 155
- 10.2 Critical Success Factors (CSFs) 158
Related Reports and Products 161
Global augmented reality market is expected to grow by 48.8% annually in the forecast period and reach $231.34 billion by 2026.
Highlighted with 85 tables and 75 figures, this 161-page report “Global Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global augmented reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historic study covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global augmented reality market in every aspect of the classification from perspectives of Component, Technology, Device, Industry Vertical, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services
Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Marker-based Augmented Reality
• Passive Marker
• Active Marker
Markerless Augmented Reality
• Model based Tracking
• Image based Processing
Based on Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Head-Mounted Display (HMD)
• Head-Up Display (HUD)
• Handheld Device
Based on Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
Based on End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 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, Italy, Russia, Spain, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S. and Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
• RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, market analysis and revenue data are available for 2015-2026. The breakdown of all regional markets by country and split of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 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 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.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co Ltd
Qualcomm Technologies Inc.
Samsung Co Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)