Industry Growth Insights published a new data on “Mobile Augmented Reality Market”. The research report is titled “Mobile Augmented Reality Market research by Types (Monitor-Based, Video See-through HMD, Head-mounted Displays), By Applications (Medical Field, Military, Protection Of Cultural Heritage, Industrial Maintenance, Network Communication, Entertainment, Other), By Players/Companies Google, Microsoft Corporation, VUZIX, SONY, Epson, Intel, Mindmaze, Seebright, Wikitude, Aurasma, Daqri, Metaio, Total Immersion, Qualcomm, Marxent, Blippar, Catchoom, Ngrain, Zappar, Infinity Augmented Reality, Samsung Electronics, Catchoom Technologies, Atheer, Hannovermesse”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Mobile Augmented Reality Market Research Report
By Type
Monitor-Based, Video See-through HMD, Head-mounted Displays
By Application
Medical Field, Military, Protection Of Cultural Heritage, Industrial Maintenance, Network Communication, Entertainment, Other
By Companies
Google, Microsoft Corporation, VUZIX, SONY, Epson, Intel, Mindmaze, Seebright, Wikitude, Aurasma, Daqri, Metaio, Total Immersion, Qualcomm, Marxent, Blippar, Catchoom, Ngrain, Zappar, Infinity Augmented Reality, Samsung Electronics, Catchoom Technologies, Atheer, Hannovermesse
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
231
Number of Tables & Figures
162
Customization Available
Yes, the report can be customized as per your need.
Global Mobile Augmented Reality Market Report Segments:
The global Mobile Augmented Reality market is segmented on the basis of:
Types
Monitor-Based, Video See-through HMD, Head-mounted Displays
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Medical Field, Military, Protection Of Cultural Heritage, Industrial Maintenance, Network Communication, Entertainment, Other
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Microsoft Corporation
- VUZIX
- SONY
- Epson
- Intel
- Mindmaze
- Seebright
- Wikitude
- Aurasma
- Daqri
- Metaio
- Total Immersion
- Qualcomm
- Marxent
- Blippar
- Catchoom
- Ngrain
- Zappar
- Infinity Augmented Reality
- Samsung Electronics
- Catchoom Technologies
- Atheer
- Hannovermesse
Highlights of The Mobile Augmented Reality Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Monitor-Based
- Video See-through HMD
- Head-mounted Displays
- By Application:
- Medical Field
- Military
- Protection Of Cultural Heritage
- Industrial Maintenance
- Network Communication
- Entertainment
- Other
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Mobile Augmented Reality Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Mobile augmented reality (MRA) is a technology that augments the real world with computer-generated imagery. MRA can be used to create realistic 3D models of objects and environments, or to overlay information about those objects or environments onto the user's view of the real world.
Some of the major companies in the mobile augmented reality market are Google, Microsoft Corporation, VUZIX, SONY, Epson, Intel, Mindmaze, Seebright, Wikitude, Aurasma, Daqri, Metaio, Total Immersion, Qualcomm, Marxent, Blippar, Catchoom, Ngrain, Zappar, Infinity Augmented Reality, Samsung Electronics, Catchoom Technologies, Atheer, Hannovermesse.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Mobile Augmented Reality Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Mobile Augmented Reality Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Mobile Augmented Reality Market - Supply Chain
4.5. Global Mobile Augmented Reality Market Forecast
4.5.1. Mobile Augmented Reality Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Mobile Augmented Reality Market Size (000 Units) and Y-o-Y Growth
4.5.3. Mobile Augmented Reality Market Absolute $ Opportunity
5. Global Mobile Augmented Reality Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Mobile Augmented Reality Market Size and Volume Forecast by Type
5.3.1. Monitor-Based
5.3.2. Video See-through HMD
5.3.3. Head-mounted Displays
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Mobile Augmented Reality Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Mobile Augmented Reality Market Size and Volume Forecast by Application
6.3.1. Medical Field
6.3.2. Military
6.3.3. Protection Of Cultural Heritage
6.3.4. Industrial Maintenance
6.3.5. Network Communication
6.3.6. Entertainment
6.3.7. Other
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Mobile Augmented Reality Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Mobile Augmented Reality Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Mobile Augmented Reality Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Mobile Augmented Reality Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Mobile Augmented Reality Demand Share Forecast, 2019-2026
9. North America Mobile Augmented Reality Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Mobile Augmented Reality Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Mobile Augmented Reality Market Size and Volume Forecast by Application
9.4.1. Medical Field
9.4.2. Military
9.4.3. Protection Of Cultural Heritage
9.4.4. Industrial Maintenance
9.4.5. Network Communication
9.4.6. Entertainment
9.4.7. Other
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Mobile Augmented Reality Market Size and Volume Forecast by Type
9.7.1. Monitor-Based
9.7.2. Video See-through HMD
9.7.3. Head-mounted Displays
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Mobile Augmented Reality Demand Share Forecast, 2019-2026
10. Latin America Mobile Augmented Reality Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Mobile Augmented Reality Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Mobile Augmented Reality Market Size and Volume Forecast by Application
10.4.1. Medical Field
10.4.2. Military
10.4.3. Protection Of Cultural Heritage
10.4.4. Industrial Maintenance
10.4.5. Network Communication
10.4.6. Entertainment
10.4.7. Other
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Mobile Augmented Reality Market Size and Volume Forecast by Type
10.7.1. Monitor-Based
10.7.2. Video See-through HMD
10.7.3. Head-mounted Displays
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Mobile Augmented Reality Demand Share Forecast, 2019-2026
11. Europe Mobile Augmented Reality Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Mobile Augmented Reality Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Mobile Augmented Reality Market Size and Volume Forecast by Application
11.4.1. Medical Field
11.4.2. Military
11.4.3. Protection Of Cultural Heritage
11.4.4. Industrial Maintenance
11.4.5. Network Communication
11.4.6. Entertainment
11.4.7. Other
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Mobile Augmented Reality Market Size and Volume Forecast by Type
11.7.1. Monitor-Based
11.7.2. Video See-through HMD
11.7.3. Head-mounted Displays
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Mobile Augmented Reality Demand Share, 2019-2026
12. Asia Pacific Mobile Augmented Reality Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Mobile Augmented Reality Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Mobile Augmented Reality Market Size and Volume Forecast by Application
12.4.1. Medical Field
12.4.2. Military
12.4.3. Protection Of Cultural Heritage
12.4.4. Industrial Maintenance
12.4.5. Network Communication
12.4.6. Entertainment
12.4.7. Other
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Mobile Augmented Reality Market Size and Volume Forecast by Type
12.7.1. Monitor-Based
12.7.2. Video See-through HMD
12.7.3. Head-mounted Displays
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Mobile Augmented Reality Demand Share, 2019-2026
13. Middle East & Africa Mobile Augmented Reality Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Mobile Augmented Reality Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Mobile Augmented Reality Market Size and Volume Forecast by Application
13.4.1. Medical Field
13.4.2. Military
13.4.3. Protection Of Cultural Heritage
13.4.4. Industrial Maintenance
13.4.5. Network Communication
13.4.6. Entertainment
13.4.7. Other
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Mobile Augmented Reality Market Size and Volume Forecast by Type
13.7.1. Monitor-Based
13.7.2. Video See-through HMD
13.7.3. Head-mounted Displays
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Mobile Augmented Reality Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Mobile Augmented Reality Market: Market Share Analysis
14.2. Mobile Augmented Reality Distributors and Customers
14.3. Mobile Augmented Reality Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Google
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Microsoft Corporation
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. VUZIX
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. SONY
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Epson
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Intel
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Mindmaze
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Seebright
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Wikitude
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Aurasma
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Daqri
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Metaio
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. Total Immersion
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Qualcomm
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. Marxent
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. Blippar
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. Catchoom
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. Ngrain
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. Zappar
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. Infinity Augmented Reality
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook