The "Global Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity" report has been added to ResearchAndMarkets.com's offering.
The global augmented reality market is expected to grow by 48.8% annually in the forecast period and reach $231.34 billion by 2026.
In this report 2019 is the base year for market analysis, with historic study covering 2015-2019 and forecast covering 2020-2026.
Highlighted with 85 tables and 75 figures, this 161-page report is based on a comprehensive research of the entire global augmented reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain.
In-depth qualitative analyses include identification and investigation of the following aspects:
- Market Structure
- Growth Drivers
- Restraints and Challenges
- Emerging Product Trends & Market Opportunities
- Porter's Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global augmented reality market in every aspect of the classification from perspectives of Component, Technology, Device, Industry Vertical, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
- Semiconductor Component
- Displays and Projectors
- Position Trackers
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.
- Entertainment & Media
- Aerospace & Defense
- 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.
- 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 a 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.
- 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.
For more information about this report visit https://www.researchandmarkets.com/r/n43fx8
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