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Pulished Date March, 2021
ID: 11369
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Mobile Augmented Reality Market segmentation by Type (marker-based, markerless, anchor-based) by Offering (MAR software, MAR services) by Device type (smartphones, tablets, personal digital assistants, other devices) by Application (consumer, aerospace and defense, healthcare, commercial, enterprise, others) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2021-2026.

Pulished: March, 2021
ID: 11369
Pages: 175

Mobile Augmented Reality Market Size, Trends & Growth (2021 - 2026)

Augmented reality, also known as mixed reality, is a combination of information from real life, along with virtual reality and broadcast through multiple sensory modalities such as auditory, haptic, and visual. It is a futuristic technology that allows users to take real data, use the power of the Internet and obtain general information about it.

Next-generation mobile augmented reality, and the emerging Internet of Things are the drivers behind the growth of the mobile augmented reality market. The Internet of Things and artificial intelligence are rapidly giving birth to a new digital reality widely used in mobile augmented reality. Portable and hands-free devices are becoming increasingly popular with consumers, which is driving the mobile augmented reality market growth. Additionally, artificial intelligence and growing mobile expansion are driving the growth of the mobile augmented reality market.

Recent Developments:

  • The tech industry is looking to replace the smartphone, and everyone is waiting to see what Apple has to offer.
  • SAP SE (NYSE: SAP) announced today that it would introduce two upcoming augmented reality (AR) applications, the SAP® AR Warehouse Picker mobile application and the SAP AR Service Technician mobile application.

Drivers and Restraints of Mobile Augmented Reality Market:

Drivers: 

Diagnosis is a fundamental step in any medical treatment and requires precision. Physicians around the world are creating a demand for a solution that makes the process easier and helps prevent misdiagnosis. Augmented reality on mobile phones has been an emerging solution for this. Tissue Analytics, a US-based organization that wires counterfeit information with the clinical field, is making a versatile application that utilizes enlarged reality on cell phones to recognize wounds and energize the right finding. A development of this size creates solid interest and energizes mobile augmented reality market development. The games used software like Unity 3D and Cinema 4D, both compatible with Android and iOS. The mobile augmented reality market is experiencing strong demand from the gaming industry. The video game industry is booming with games that involve AR in one form or another.

Restraints:

The biggest challenge facing the mobile augmented reality market is limited consumers. Tech-savvy players and consumers flock to products launched by the major players in this market, but they are the only trusted buyers. People in other fields are interested in products, even briefly. One possible way to overcome this challenge is to create more reliable mobile applications that can benefit people of all criteria.

Mobile Augmented Reality Market Segmentation:

By Type:

  • Marker-based (Passive Marker, Active Marker) 
  • Markerless (Model-based, Image Processing-based) 
  • Anchor-based 

By Offering:

  • MAR Software (AR application platforms, AR SDKs ) 
  • MAR Services (AR Design & Development, Deployment & Support Services) 

The healthy growth of the companies involved in the development of AR SDK would drive the growth of the MAR market. Many companies have started to target MAR business applications and are exploring new business opportunities. The mobile AR SDKs created by Google and Apple, specifically ARCore and ARKit, have added to the inescapable appropriation of versatile AR. Games and Lifestyle are the best AR applications downloaded by numerous clients.

By Device Type:

  • Smartphones 
  • Tablets 
  • Personal Digital Assistants (PDAs)/Handheld Gaming Consoles 
  • Other Devices (Smartglasses, Wearables) 

AR applications installed on tablets are widely used in e-commerce and marketing, games, and many other fields of application. The huge screen size of tablets is helpful for area-based applications. A tablet permits you to change the screen direction as per the client's direction and change the zoom level as per the current speed. Tablets use GPS and other following instruments to overlay computerized substance or data on the genuine climate. Therefore, the installation of game applications is more preferred on tablets than on smartphones. Therefore, tablets account for the second-largest market share.

By Application:

  • Consumer (Gaming, Sports & Entertainment) 
  • Aerospace & Defense 
  • Healthcare 
  • Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing) 
  • Enterprise (Manufacturing) 
  • Others (Architecture & Building Design, Geospatial Mining) 

The e-commerce and marketing industry is booming; which can be attributed to the benefits it offers to buyers and sellers. With the help of AR, a buyer can compare products by overlaying virtual images in the real world using the camera of a smartphone or tablet. Not only does it help the buyer to make effective decisions, but it is also convenient for the seller. The improved shopping experience is beneficial to the entire retail industry.

Marked Segmentation based on the region:

  1. North America
    1. U.S
    2. Canada

North America is leading with the highest shares of the market. Growing investments on the development of new technologies is greatly influencing the demand of the mobile augmented reality market.

  1. Europe
    1. Norway
    2. Germany
    3. Sweden

Europe is projected to have the dominant shares of the market in the coming years owing to quick adoption of the latest technologies.

  1. Asia Pacific
    1. China
    2. India
    3. Japan

The presence of various manufacturers and suppliers of AR technology-based products in Japan and China has driven the growth of the MAR market in the region in recent years. Commercial and consumer applications in Japan, India and China are expected to see a large investment in new technological developments. The use of AR has grown in commercial and consumer applications in the APAC region due to the easy availability of AR technology in the region. The use of AR technology through smartphones and tablets has helped the region's market grow at a faster rate. The APAC region would experience the highest growth rate in the global MAR market in the coming years.

  1. Latin America
    1. Brazil
    2. Mexico
    3. Argentina
  2. Middle East and Africa

a. Middle East

b. Africa

Key Players of Market:

Some of the prominent players in the global mobile augmented reality market Qualcomm Inc. (U.S.), SAP SE (Germany), Microsoft Corporation (U.S.), Blippar (U.K.), Infinity augmented reality (Israel), Apple Inc. (U.S.), DAQRI (U.S.), Samsung electronics Ltd. (South Korea), Google Inc. (U.S.), Elsevier (Netherlands), Intel Corporation (U.S), HCL Technologies Limited (India), CORDIS (U.S), and Catchoom technologies (Spain) among others.

IMPACT OF COVID-19 ON MOBILE AUGMENTED REALITY MARKET:

The year-on-year growth rate of the MAR market has dropped by 34% in 2020 due to the outbreak of COVID-19. However, post-COVID-19 AR/VR technology is gaining slight traction owing to its benefits in visualization, annotation, and storytelling. AR/VR technologies are aiding online learning and also offering access to cultural events, which is helping users to overcome the isolation of COVID-19 lockdowns that is increasing the demand for the mobile augmented reality market. Apart from China, countries such as Japan, South Korea, and India in APAC are also expecting quick control over the outbreak, following a pre-emptive response in the form of lockdowns and social distancing. Many companies in APAC have switched to work remotely to curb the spread of the virus. The market players based in APAC are likely to gain through the growing use of AR through mobile devices in the healthcare and enterprise sectors.

1. Introduction                            

          1.1 Market Definition                  

          1.2 Scope of the report               

          1.3 Study Assumptions               

          1.4 Base Currency, Base Year and Forecast Periods              

2. Research Methodology                      

          2.1 Analysis Design          

          2.2 Research Phases                   

                    2.2.1 Secondary Research 

                    2.2.2 Primary Research     

                    2.2.3 Data Modelling        

                    2.2.4 Expert Validation     

          2.3 Study Timeline            

3. Report Overview                     

          3.1 Executive Summary               

          3.2 Key Inferencees          

4. Market Dynamics                    

          4.1 Impact Analysis           

                    4.1.1 Drivers

                    4.1.2 Restaints       

                    4.1.3 Opportunities 

          4.2 Regulatory Environment                  

          4.3 Technology Timeline & Recent Trends                  

5. Competitor Benchmarking Analysis                        

          5.1 Key Player Benchmarking                 

                    5.1.1 Market share analysis         

                    5.1.2 Products/Service      

                    5.1.3 Regional Presence    

          5.2 Mergers & Acquistion Landscape               

          5.3 Joint Ventures & Collaborations                 

6. Market Segmentation                        

          6.1 Mobile Augmented Reality Market, By Type          

                    6.1.1 Marker-based (Passive Marker, Active Marker)  

                    6.1.2 Markerless (Model-based, Image Processing-based)   

                    6.1.3 Anchor-based         

                    6.1.4 Market Size Estimations & Forecasts (2021-2026)        

                    6.1.5 Y-o-Y Growth Rate Analysis         

                    6.1.6 Market Attractiveness Index         

          6.2 Mobile Augmented Reality Market, By Offering               

                    6.2.1 MAR Software (AR application platforms, AR SDKs )     

                    6.2.2 MAR Services (AR Design & Development, Deployment & Support Services)    

                    6.2.3 Market Size Estimations & Forecasts (2021-2026)        

                    6.2.4 Y-o-Y Growth Rate Analysis         

                    6.2.5 Market Attractiveness Index         

          6.3 Mobile Augmented Reality Market, By Device Type                   

                    6.3.1 Smartphones 

                    6.3.2 Tablets          

                    6.3.3 Personal Digital Assistants (PDAs)/Handheld Gaming Consoles      

                    6.3.4 Other Devices (Smartglasses, Wearables) 

                    6.3.5 Market Size Estimations & Forecasts (2021-2026)        

                    6.3.6 Y-o-Y Growth Rate Analysis         

                    6.3.7 Market Attractiveness Index         

          6.4 Mobile Augmented Reality Market, By Application           

                    6.4.1 Consumer (Gaming, Sports & Entertainment)     

                    6.4.2 Aerospace & Defense         

                    6.4.3 Healthcare     

                    6.4.4 Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)    

                    6.4.5 Enterprise (Manufacturing) 

                    6.4.6 Others (Architecture & Building Design, Geospatial Mining)        

                    6.4.7 Market Size Estimations & Forecasts (2021-2026)        

                    6.4.8 Y-o-Y Growth Rate Analysis         

                    6.4.9 Market Attractiveness Index         

7. Geographical Landscape                    

          7.1 Global Identity Governance and Administration Market, by Region                   

          7.2 North America - Market Analysis (2018 - 2024)             

                    7.2.1 By Country     

                              7.2.1.1 USA

                              7.2.1.2 Canada

                    7.2.2 By Type         

                    7.2.3 By Offering    

                    7.2.4 By Device Type        

                    7.2.5 By Application

          7.3 Europe             

                    7.3.1 By Country     

                              7.3.1.1 UK

                              7.3.1.2 France

                              7.3.1.3 Germany

                              7.3.1.4 Spain

                              7.3.1.5 Italy

                              7.3.1.6 Rest of Europe

                    7.3.2 By Type         

                    7.3.3 By Offering    

                    7.3.4 By Device Type        

                    7.3.5 By Application

          7.4 Asia Pacific                 

                    7.4.1 By Country     

                              7.4.1.1 China

                              7.4.1.2 India

                              7.4.1.3 Japan

                              7.4.1.4 South Korea

                              7.4.1.5 South East Asia

                              7.4.1.6 Australia & NZ

                              7.4.1.7 Rest of Asia-Pacific

                    7.4.2 By Type         

                    7.4.3 By Offering    

                    7.4.4 By Device Type        

                    7.4.5 By Application

          7.5 Latin America             

                    7.5.1 By Country     

                              7.5.1.1 Brazil

                              7.5.1.2 Argentina

                              7.5.1.3 Mexico

                              7.5.1.4 Rest of Latin America

                    7.5.2 By Type         

                    7.5.3 By Offering    

                    7.5.4 By Device Type        

                    7.5.5 By Application

          7.6 Middle East and Africa          

                    7.6.1 By Country     

                              7.6.1.1 Middle East

                              7.6.1.2 Africa

                    7.6.2 By Type         

                    7.6.3 By Offering    

                    7.6.4 By Device Type        

                    7.6.5 By Application

8. Key Player Analysis                           

          8.1 Qualcomm Inc. (U.S.)            

                    8.1.1 Business Description

                    8.1.2 Products/Service      

                    8.1.3 Financials      

                    8.1.4 SWOT Analysis         

                    8.1.5 Recent Developments         

                    8.1.6 Analyst Overview      

          8.2 SAP SE (Germany)                  

          8.3 Microsoft Corporation (U.S.)            

          8.4 Blippar (U.K.)              

          8.5 Infinity augmented reality (Israel)              

          8.6 Apple Inc. (U.S.)          

          8.7 DAQRI (U.S.)               

          8.8 Samsung electronics Ltd. (South Korea)               

          8.9 Google Inc. (U.S.)                  

          8.10 Elsevier (Netherlands)          

          8.11 Intel Corporation (U.S)                  

9. Market Outlook & Investment Opportunities                     

Appendix                         

          List of Tables          

          List of Figures                  

  • Global, Regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and to also identify the regions that are still untapped
  • The segment-level analysis in terms of by type, by application, by end-user, along with market size forecasts and estimations to detect key areas of industry growth in detail
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographics, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis
  • Study the microenvironment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analyzing the level of competition and business strategy development
  • A comprehensive list of key market players along with with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis and analyst overview to study and sustain the market environment
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis, and main conclusions
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market
  1. Global Mobile Augmented Reality Market By Region, From 2021-2026 ( USD Billion )
  2. Global Mobile Augmented Reality Market By Type, From 2021-2026 ( USD Billion )
  3. Global Marker-based (Passive Marker, Active Marker)  Market By Region, From 2021-2026 ( USD Billion )
  4. Global Markerless (Model-based, Image Processing-based)  Market By Region, From 2021-2026 ( USD Billion )
  5. Global Anchor-based  Market By Region, From 2021-2026 ( USD Billion )
  6. Global Mobile Augmented Reality Market By Offering, From 2021-2026 ( USD Billion )
  7. Global MAR Software (AR application platforms, AR SDKs )  Market By Region, From 2021-2026 ( USD Billion )
  8. Global MAR Services (AR Design & Development, Deployment & Support Services)  Market By Region, From 2021-2026 ( USD Billion )
  9. Global Mobile Augmented Reality Market By Device Type, From 2021-2026 ( USD Billion )
  10. Global Smartphones  Market By Region, From 2021-2026 ( USD Billion )
  11. Global Tablets  Market By Region, From 2021-2026 ( USD Billion )
  12. Global Personal Digital Assistants (PDAs)/Handheld Gaming Consoles  Market By Region, From 2021-2026 ( USD Billion )
  13. Global Other Devices (Smartglasses, Wearables)  Market By Region, From 2021-2026 ( USD Billion )
  14. Global Mobile Augmented Reality Market By Application, From 2021-2026 ( USD Billion )
  15. Global Consumer (Gaming, Sports & Entertainment)  Market By Region, From 2021-2026 ( USD Billion )
  16. Global Aerospace & Defense  Market By Region, From 2021-2026 ( USD Billion )
  17. Global Healthcare  Market By Region, From 2021-2026 ( USD Billion )
  18. Global Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)  Market By Region, From 2021-2026 ( USD Billion )
  19. Global Enterprise (Manufacturing)  Market By Region, From 2021-2026 ( USD Billion )
  20. Global Others (Architecture & Building Design, Geospatial Mining)  Market By Region, From 2021-2026 ( USD Billion )

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