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 providing.

The worldwide augmented actuality market is predicted to develop by 48.8% yearly within the forecast interval and attain $231.34 billion by 2026.

On this report 2019 is the bottom 12 months for market evaluation, with historic research protecting 2015-2019 and forecast protecting 2020-2026.

Highlighted with 85 tables and 75 figures, this 161-page report relies on a complete analysis of the complete world augmented actuality market and all its sub-segments via extensively detailed classifications. Profound evaluation and evaluation are generated from premium main and secondary info sources with inputs derived from business professionals throughout the worth chain.

In-depth qualitative analyses embrace identification and investigation of the next facets:

  • Market Construction
  • Progress Drivers
  • Restraints and Challenges
  • Rising Product Tendencies & Market Alternatives
  • Porter’s Fiver Forces

The pattern and outlook of worldwide market is forecast in optimistic, balanced, and conservative view. The balanced (almost certainly) projection is used to quantify world augmented actuality market in each facet of the classification from views of Part, Know-how, Machine, Trade Vertical, Finish Consumer, and Area.

Primarily based on Part, the worldwide market is segmented into the next sub-markets with annual income ($ mn) for 2015-2026 included in every part.

{Hardware}

  • Sensors
  • Semiconductor Part
  • Shows and Projectors
  • Place Trackers
  • Cameras
  • Others

Software program

Software program Developer Kits

Primarily based on Know-how, the worldwide market is segmented into the next sub-markets with annual income ($ mn) for 2015-2026 included in every part.

Marker-based Augmented Actuality

  • Passive Marker
  • Energetic Marker

Markerless Augmented Actuality

  • Mannequin primarily based Monitoring
  • Picture primarily based Processing

Primarily based on Machine, the worldwide market is segmented into the next sub-markets with annual income ($ mn) for 2015-2026 included in every part.

  • Head-Mounted Show (HMD)
  • Head-Up Show (HUD)
  • Handheld Machine

Primarily based on Trade Vertical, the worldwide market is segmented into the next sub-markets with annual income ($ mn) for 2015-2026 included in every part.

  • Gaming
  • Leisure & Media
  • Aerospace & Protection
  • Healthcare
  • Schooling
  • Automotive
  • Retail & Advertising
  • Different Verticals

Primarily based on Finish Consumer, the worldwide market is segmented into the next sub-markets with annual income ($ mn) for 2015-2026 included in every part.

Client

Enterprise

  • Massive Enterprises
  • Small- & Medium-sized Enterprises

Geographically, the next areas along with the listed nationwide/native markets are totally investigated:

  • APAC (Japan, China, South Korea, Australia, India, and Remainder of APAC; Remainder of APAC is additional segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
  • Europe (Germany, UK, France, Italy, Russia, Spain, Remainder of Europe; Remainder of Europe is additional 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, Remainder of Latin America)
  • RoW (Saudi Arabia, UAE, South Africa)

For every of the aforementioned areas and nations, market evaluation and income information can be found for 2015-2026. The breakdown of all regional markets by nation and break up of main nationwide markets by Know-how, Machine, and Trade Vertical through the years 2015-2026 are additionally included.

The report additionally covers present aggressive situation and the anticipated pattern; and profiles key distributors together with market leaders and necessary rising gamers.

Particularly, potential dangers related to investing in world augmented actuality market are assayed quantitatively and qualitatively via a Danger Evaluation System. In response to the danger evaluation and analysis, Essential Success Elements (CSFs) are generated as a steering to assist buyers & stockholders determine rising alternatives, handle and reduce the dangers, develop applicable enterprise fashions, and make sensible methods and selections.

Key Gamers

  • Apple Inc.
  • Atheer, Inc.
  • Blippar Ltd.
  • Catchoom Applied sciences, S.L.
  • Fb Inc.
  • Google, LLC
  • HP Improvement Co. L.P.
  • Intellectsoft LLC
  • Lumus Ltd.
  • Magic Leap, Inc.
  • Microsoft Corp.
  • Niantic Inc.
  • Optinvent S.A.
  • Popar Co Ltd
  • Qualcomm Applied sciences Inc.
  • Samsung Co. Ltd.
  • Sony Company
  • Complete Immersion
  • Common mCloud Corp. (NGRAIN)
  • Vuzix Corp.
  • Wayray AG
  • Wikitude GmbH
  • Zugara, Inc.

For extra details about this report go to https://www.researchandmarkets.com/r/n43fx8

View supply model on businesswire.com: https://www.businesswire.com/news/home/20200326005432/en/

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