According to a new market report published by Credence Research “Mobile Augmented Reality Market(Consumer (Gaming, Live and Video Entertainment) and Enterprise & Public Sector (Retail, E-commerce, Advertising, Retail, Education, Healthcare, Military, and Architectural and Building Design) - Growth, Share, Opportunities, Competitive Analysis, and Forecast 2015 - 2022” the mobile augmented reality market was valued at US$ 295.4 in 2013 Mn and is poised to witness a double digit compound annual growth rate during the forecast period.
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Market Insights
The Mobile Augmented Reality (MAR) technology has been around since the latter half of the previous decade. Today, the technology is the base for some of the most innovative mobile apps in the market. After all years of hype surrounding the technology, it is finally on the verge of becoming mainstream. The proliferation of smartphones and tablets and advancements in their computational capabilities has provided an ideal medium for consumers to experience augmented reality. Additionally the proliferation of mobile app stores and growing demand for MAR gaming apps and Medical MAR apps are expected to drive market growth in the coming years.
Competitive Insights:
The global mobile augmented reality market is highly fragmented across verticals, requiring technology providers to understand distinct differences and requirements of different industry verticals. The leading top 4 players in the global mobile augmented reality market account for less than 45 percent of the global market revenue. Some of the leading players identified in the global mobile augmented reality market include Google, Inc. (the U.S.), Qualcomm, Inc. (the U.S.), Apple, Inc. (the U.S.), Blippar (the U.K.), Wikitude GmbH (Austria), Daqri LLC (the U.S.), Augmensys GmbH (Austria), and Augmented Pixels (the U.S.) among others. The global mobile augmented reality market also includes large number of niche players, accounting for trivial market share individually. The global mobile augmented reality market is driven by new technology development and technology innovation. Thus the competitive rivalry among current market players is comparatively high.
Key Trends:
- Growing demand for augmented reality wearable displays in consumer applications
- Declining price of microdisplays
- Proliferation of mobile devices and advancements in their computational capabilities
- Proliferation of mobile app stores and demand for MAR gaming apps and Medical MAR apps
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Table of Content
- Preface
1.1. Report Scope and Description
1.2. Research Methodology
1.2.1. Phase I-Secondary Research
1.2.2. Phase II-Primary Research
1.2.3. Phase II-Expert Panel Review
1.2.4. Assumptions
1.2.5. Approach Adopted - Executive Summary
2.1. Global Mobile Augmented Reality Market Industry Snapshot - Global Mobile Augmented Reality Market Analysis
3.1. Global Mobile Augmented Reality Market Overview
3.2. Market Inclination Insights
3.2.1. Recent Trends
3.2.2. Future Outlook
3.3. Market Dynamics
3.3.1. Market Drivers
3.3.2. Market Challenges
3.4. See-Saw Analysis
3.5. Ecosystem Analysis
3.6. Attractive Investment Proposition
3.7. Market Positioning of Key Industry Participants
3.7.1. Major Strategies Adopted
3.7.2. Analyst Recommendations - Global Mobile Augmented Reality Market Revenue, By Component, 2013 – 2022 (US$Bn)
4.1. Pac-Man Analysis
4.2. Hardware
4.2.1. Display
4.2.2. Sensors
4.2.3. Semiconductor Component
4.3. Software - Global Mobile Augmented Reality Market Revenue, By End-use Application, 2013 – 2022 (US$ Bn)
5.1. Pac-Man Analysis
5.2. Consumer
5.2.1. Gaming
5.2.2. Entertainment
5.3. Enterprise and Public Sector
5.3.1. Retail, Ecommerce and Advertising
5.3.2. Tourism
5.3.3. Education
5.3.4. Healthcare
5.3.5. Military
5.3.6. Architecture and Building Design
5.3.7. Others (Geospatial Mining, etc.) - Global Mobile Augmented Reality Market Revenue, By Geography, 2013 – 2022, (US$ Bn)
6.1. Tornado Analysis
6.2. North America
6.3. Europe
6.4. Asia Pacific
6.5. Rest of World - North America Mobile Augmented Reality Market Analysis, 2013 – 2022 (US$ Bn)
7.1. North America Mobile Augmented Reality Market Revenue, By Component, 2013 – 2022 (US$ Bn)
7.1.1. Hardware
7.1.1.1. Display
7.1.1.2. Sensors
7.1.1.3. Semiconductor Component
7.1.2. Software
7.2. North America Mobile Augmented Reality Market Revenue, By End-use Application, 2013 – 2022 (US$ Bn)
7.2.1. Consumer
7.2.1.1. Gaming
7.2.1.2. Entertainment
7.2.2. Enterprise and Public Sector
7.2.2.1. Retail, Ecommerce and Advertising
7.2.2.2. Tourism
7.2.2.3. Education
7.2.2.4. Healthcare
7.2.2.5. Military
7.2.2.6. Architecture and Building Design
7.2.2.7. Others (Geospatial Mining, etc.)
7.3. North America Mobile Augmented Reality Market Revenue, By Country, 2013 – 2022 (US$ Bn)
7.3.1. Pac-Man Analysis
7.3.2. U.S.
7.3.3. Canada - Europe Mobile Augmented Reality Market Analysis, 2013 – 2022 (US$ Bn)
8.1. Europe Mobile Augmented Reality Market Revenue, By Component, 2013 – 2022 (US$ Bn)
8.1.1. Hardware
8.1.1.1. Display
8.1.1.2. Sensors
8.1.1.3. Semiconductor Component
8.1.2. Software
8.2. Europe Mobile Augmented Reality Market Revenue, By End-use Application, 2013 – 2022 (US$ Bn)
8.2.1. Consumer
8.2.1.1. Gaming
8.2.1.2. Entertainment
8.2.2. Enterprise and Public Sector
8.2.2.1. Retail, Ecommerce and Advertising
8.2.2.2. Tourism
8.2.2.3. Education
8.2.2.4. Healthcare
8.2.2.5. Military
8.2.2.6. Architecture and Building Design
8.2.2.7. Others (Geospatial Mining, etc.)
8.3. Europe Mobile Augmented Reality Market Revenue, By Region, 2013 – 2022 (US$ Bn)
8.3.1. Doughnut Analysis
8.3.2. U.K.
8.3.3. Germany
8.3.4. France
8.3.5. Russia
8.3.6. Rest of Europe - Asia Pacific Mobile Augmented Reality Market Analysis, 2013 – 2022 (US$ Bn)
9.1. Asia Pacific Mobile Augmented Reality Market Revenue, By Component, 2013 – 2022 (US$ Bn)
9.1.1. Hardware
9.1.1.1. Display
9.1.1.2. Sensors
9.1.1.3. Semiconductor Component
9.1.2. Software
9.2. Asia Pacific Mobile Augmented Reality Market Revenue, By End-use Application, 2013 – 2022 (US$ Bn)
9.2.1. Consumer
9.2.1.1. Gaming
9.2.1.2. Entertainment
9.2.2. Enterprise and Public Sector
9.2.2.1. Retail, Ecommerce and Advertising
9.2.2.2. Tourism
9.2.2.3. Education
9.2.2.4. Healthcare
9.2.2.5. Military
9.2.2.6. Architecture and Building Design
9.2.2.7. Others (Geospatial Mining, etc.)
9.3. Asia Pacific Mobile Augmented Reality Market Revenue, By Country, 2013 – 2022 (US$ Bn)
9.3.1. Tornado Analysis
9.3.2. Japan
9.3.3. China
9.3.4. Indian
9.3.5. Australasia
9.3.6. Rest of Asia Pacific - Rest of World Mobile Augmented Reality Market Analysis, 2013 – 2022 (US$ Bn)
10.1. Rest of World Mobile Augmented Reality Market Revenue, By Component, 2013 – 2022 (US$ Bn)
10.1.1. Hardware
10.1.1.1. Display
10.1.1.2. Sensors
10.1.1.3. Semiconductor Component
10.1.2. Software
10.2. Rest of World Mobile Augmented Reality Market Revenue, By End-use Application, 2013 – 2022 (US$ Bn)
10.2.1. Consumer
10.2.1.1. Gaming
10.2.1.2. Entertainment
10.2.2. Enterprise and Public Sector
10.2.2.1. Retail, Ecommerce and Advertising
10.2.2.2. Tourism
10.2.2.3. Education
10.2.2.4. Healthcare
10.2.2.5. Military
10.2.2.6. Architecture and Building Design
10.2.2.7. Others (Geospatial Mining, etc.)
10.3. Rest of World Mobile Augmented Reality Market Revenue, By Region, 2013 – 2022 (US$ Bn)
10.3.1. Latin America
10.3.2. Middle-East
10.3.3. Africa - Company Profiles
11.1. Google, Inc.
11.2. Qualcomm, Inc.
11.3. Apple, Inc.
11.4. Blippar
11.5. Wikitude GmbH
11.6. Daqri LLC
11.7. Augmensys GmbH
11.8. Augmented Pixels
11.9. Microsoft Corporation
11.10. Magic Leap, Inc
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