List of Figures:
Figure 1. Research Method Flow Chart 11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 14
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 16
Figure 4. Global Augmented Reality Market, 2015-2026, $ mn 18
Figure 5. Primary Drivers and Impact Factors of Global Augmented Reality Market 19
Figure 6. Primary Restraints and Impact Factors of Global Augmented Reality Market 22
Figure 7. Porter’s Fiver Forces Analysis of Global Augmented Reality Market 28
Figure 8. Breakdown of Global Augmented Reality Market by Component, 2019-2026, % of Revenue 32
Figure 9. Contribution to Global 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 33
Figure 10. Global Augmented Reality Market: Hardware, 2015-2026, $ mn 34
Figure 11. Global Augmented Reality Market: Software, 2015-2026, $ mn 36
Figure 12. Breakdown of Global Augmented Reality Market by Technology, 2019-2026, % of Revenue 38
Figure 13. Contribution to Global 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 39
Figure 14. Global Augmented Reality Market: Marker-based Augmented Reality, 2015-2026, $ mn 40
Figure 15. Global Augmented Reality Market: Markerless Augmented Reality, 2015-2026, $ mn 41
Figure 16. Breakdown of Global Augmented Reality Market by Device, 2019-2026, % of Revenue 42
Figure 17. Contribution to Global 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 43
Figure 18. Global Augmented Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 44
Figure 19. Global Augmented Reality Market: Head-Up Display (HUD), 2015-2026, $ mn 45
Figure 20. Global Augmented Reality Market: Handheld Device, 2015-2026, $ mn 46
Figure 21. Breakdown of Global Augmented Reality Market by Industry Vertical, 2019-2026, % of Revenue 47
Figure 22. Contribution to Global 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 48
Figure 23. Global Augmented Reality Market: Gaming, 2015-2026, $ mn 49
Figure 24. Global Augmented Reality Market: Entertainment & Media, 2015-2026, $ mn 50
Figure 25. Global Augmented Reality Market: Aerospace & Defense, 2015-2026, $ mn 51
Figure 26. Global Augmented Reality Market: Healthcare, 2015-2026, $ mn 52
Figure 27. Global Augmented Reality Market: Education, 2015-2026, $ mn 53
Figure 28. Global Augmented Reality Market: Automotive, 2015-2026, $ mn 54
Figure 29. Global Augmented Reality Market: Retail & Marketing, 2015-2026, $ mn 55
Figure 30. Global Augmented Reality Market: Other Verticals, 2015-2026, $ mn 56
Figure 31. Breakdown of Global Augmented Reality Market by End User, 2019-2026, % of Revenue 57
Figure 32. Contribution to Global 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 58
Figure 33. Global Augmented Reality Market: Consumer, 2015-2026, $ mn 59
Figure 34. Global Augmented Reality Market: Enterprise, 2015-2026, $ mn 60
Figure 35. Global Market Snapshot by Region 61
Figure 36. Geographic Spread of Worldwide Augmented Reality Market, 2019-2026, % of Revenue 62
Figure 37. Contribution to Global 2020-2026 Cumulative Revenue by Region, Value ($ mn) and Share (%) 63
Figure 38. North American Augmented Reality Market, 2015-2026, $ mn 66
Figure 39. Breakdown of North America Augmented Reality Market by Country, 2019 and 2026, % of Revenue 66
Figure 40. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 67
Figure 41. U.S. Augmented Reality Market, 2015-2026, $ mn 69
Figure 42. Canada Augmented Reality Market, 2015-2026, $ mn 72
Figure 43. European Augmented Reality Market, 2015-2026, $ mn 75
Figure 44. Breakdown of European Augmented Reality Market by Country, 2019 and 2026, % of Revenue 75
Figure 45. Contribution to Europe 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 76
Figure 46. Augmented Reality Market in UK, 2015-2026, $ mn 77
Figure 47. Augmented Reality Market in France, 2015-2026, $ mn 79
Figure 48. Augmented Reality Market in Germany, 2015-2026, $ mn 81
Figure 49. Augmented Reality Market in Spain, 2015-2026, $ mn 83
Figure 50. Augmented Reality Market in Italy, 2015-2026, $ mn 85
Figure 51. Augmented Reality Market in Russia, 2015-2026, $ mn 87
Figure 52. Augmented Reality Market in Rest of Europe, 2015-2026, $ mn 89
Figure 53. Asia-Pacific Augmented Reality Market, 2015-2026, $ mn 92
Figure 54. Breakdown of APAC Augmented Reality Market by Country, 2019 and 2026, % of Revenue 92
Figure 55. Contribution to APAC 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 93
Figure 56. Augmented Reality Market in China, 2015-2026, $ mn 94
Figure 57. Augmented Reality Market in Japan, 2015-2026, $ mn 97
Figure 58. Augmented Reality Market in India, 2015-2026, $ mn 99
Figure 59. Augmented Reality Market in Australia, 2015-2026, $ mn 101
Figure 60. Augmented Reality Market in South Korea, 2015-2026, $ mn 103
Figure 61. Augmented Reality Market in Rest of APAC, 2015-2026, $ mn 105
Figure 62. Latin America Augmented Reality Market, 2015-2026, $ mn 108
Figure 63. Breakdown of Latin America Augmented Reality Market by Country, 2019 and 2026, % of Revenue 108
Figure 64. Contribution to Latin America 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 109
Figure 65. Augmented Reality Market in Argentina, 2015-2026, $ mn 110
Figure 66. Augmented Reality Market in Brazil, 2015-2026, $ mn 112
Figure 67. Augmented Reality Market in Mexico, 2015-2026, $ mn 114
Figure 68. Augmented Reality Market in Rest of Latin America, 2015-2026, $ mn 116
Figure 69. Augmented Reality Market in Rest of the World (RoW), 2015-2026, $ mn 118
Figure 70. Breakdown of RoW Augmented Reality Market by Country, 2019 and 2026, % of Revenue 118
Figure 71. Contribution to RoW 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 119
Figure 72. Augmented Reality Market in UAE, 2015-2026, $ mn 120
Figure 73. Augmented Reality Market in Saudi Arabia, 2015-2026, $ mn 122
Figure 74. Augmented Reality Market in South Africa, 2015-2026, $ mn 124
Figure 75. Growth Stage of Global Augmented Reality Industry over the Forecast Period 127
List of Tables:
Table 1. Snapshot of Asia Pacific Virtual Reality Content Creation Market, 2019-2030 15
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Virtual Reality Content Creation Market 23
Table 3. Asia Pacific Virtual Reality Content Creation Market by Solution, 2019-2030, $ mn 30
Table 4. Asia Pacific Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 34
Table 5. Asia Pacific Virtual Reality Content Creation Market: Videos by Type, 2019-2030, $ mn 38
Table 6. Asia Pacific Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 40
Table 7. Asia Pacific Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 45
Table 8. APAC Virtual Reality Content Creation Market by Country, 2019-2030, $ mn 57
Table 9. Japan Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 61
Table 10. Japan Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 61
Table 11. Japan Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 61
Table 12. China Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 63
Table 13. China Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 63
Table 14. China Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 63
Table 15. Australia Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 65
Table 16. Australia Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 65
Table 17. Australia Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 65
Table 18. India Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 67
Table 19. India Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 67
Table 20. India Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 67
Table 21. South Korea Virtual Reality Content Creation Market by Content Type, 2019-2030, $ mn 69
Table 22. South Korea Virtual Reality Content Creation Market by VR Medium, 2019-2030, $ mn 69
Table 23. South Korea Virtual Reality Content Creation Market by Application, 2019-2030, $ mn 69
Table 24. Virtual Reality Content Creation Market in Rest of APAC by Country, 2019-2030, $ mn 71
Table 25. 360 Labs: Company Snapshot 76
Table 26. 360 Labs: Business Segmentation 76
Table 27. 360 Labs: Product Portfolio 77
Table 28. 360 Labs: Revenue, 2016-2018, $ mn 77
Table 29. 360 Labs: Recent Developments 77
Table 30. Risk Evaluation for Investing in Asia Pacific Market, 2019-2030 88
Table 31. Critical Success Factors and Key Takeaways 91
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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.)
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