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Electronics & ICT

Augmented Reality Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

Summary

Further key aspects of the report indicate that:
Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.

The global Augmented Reality market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.

Based on the type of product, the global Augmented Reality market segmented into
Head Mounted Display
Head up Display
Handheld Device

Based on the end-use, the global Augmented Reality market classified into
Retail
Consumer Electronics
Automotive

Based on geography, the global Augmented Reality market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

And the major players included in the report are
Google Inc. (U.S.)
Microsoft Corporation (U.S.)
PTC (U.S.)
Wikitude GmbH (Austria)
Daqri (U.S.)
Zugara Inc. (U.S.)
Blippar (Austria)
Upskill (Vienna)
Magic Leap (U.S.)
Osterhout Design Group (U.S.)
Infinity Augmented Reality Inc. (Israel)
Samsung Electronics Co. Ltd. (South Korea)
Atheer Inc. (U.S.)
Apple (U.S.)
Facebook Inc. (U.S.)
Scope AR (U.S.)
Inglobe Technologies (Latina)
Embitel Technologies (India)
Seiko Epson Corporation (Japan)
Marxent Labs LLC (U.S.)
Catchoom Technologies (Spain)
HTC corporation (Taiwan)
Qualcomm (U.S.)
Rockwell Collins Inc. (U.S.)
Table of Contents
1 RESEARCH SCOPE
1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL AUGMENTED REALITY INDUSTRY
2.1 Summary about Augmented Reality Industry
2.2 Augmented Reality Market Trends
2.2.1 Augmented Reality Production & Consumption Trends
2.2.2 Augmented Reality Demand Structure Trends
2.3 Augmented Reality Cost & Price
3 MARKET DYNAMICS
3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION
4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 Head Mounted Display
4.2.2 Head up Display
4.2.3 Handheld Device
4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Retail
4.3.2 Consumer Electronics
4.3.3 Automotive
5 NORTH AMERICA MARKET SEGMENT
5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 Head Mounted Display
5.2.2 Head up Display
5.2.3 Handheld Device
5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Retail
5.3.2 Consumer Electronics
5.3.3 Automotive
5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION
6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 Head Mounted Display
6.2.2 Head up Display
6.2.3 Handheld Device
6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Retail
6.3.2 Consumer Electronics
6.3.3 Automotive
6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION
7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 Head Mounted Display
7.2.2 Head up Display
7.2.3 Handheld Device
7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Retail
7.3.2 Consumer Electronics
7.3.3 Automotive
7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION
8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 Head Mounted Display
8.2.2 Head up Display
8.2.3 Handheld Device
8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Retail
8.3.2 Consumer Electronics
8.3.3 Automotive
8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION
9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 Head Mounted Display
9.2.2 Head up Display
9.2.3 Handheld Device
9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Retail
9.3.2 Consumer Electronics
9.3.3 Automotive
9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
10.1 Brief Introduction of Major Players
10.1.1 Google Inc. (U.S.)
10.1.2 Microsoft Corporation (U.S.)
10.1.3 PTC (U.S.)
10.1.4 Wikitude GmbH (Austria)
10.1.5 Daqri (U.S.)
10.1.6 Zugara Inc. (U.S.)
10.1.7 Blippar (Austria)
10.1.8 Upskill (Vienna)
10.1.9 Magic Leap (U.S.)
10.1.10 Osterhout Design Group (U.S.)
10.1.11 Infinity Augmented Reality Inc. (Israel)
10.1.12 Samsung Electronics Co. Ltd. (South Korea)
10.1.13 Atheer Inc. (U.S.)
10.1.14 Apple (U.S.)
10.1.15 Facebook Inc. (U.S.)
10.1.16 Scope AR (U.S.)
10.1.17 Inglobe Technologies (Latina)
10.1.18 Embitel Technologies (India)
10.1.19 Seiko Epson Corporation (Japan)
10.1.20 Marxent Labs LLC (U.S.)
10.1.21 Catchoom Technologies (Spain)
10.1.22 HTC corporation (Taiwan)
10.1.23 Qualcomm (U.S.)
10.1.24 Rockwell Collins Inc. (U.S.)
10.2 Augmented Reality Sales Date of Major Players (2017-2020e)
10.2.1 Google Inc. (U.S.)
10.2.2 Microsoft Corporation (U.S.)
10.2.3 PTC (U.S.)
10.2.4 Wikitude GmbH (Austria)
10.2.5 Daqri (U.S.)
10.2.6 Zugara Inc. (U.S.)
10.2.7 Blippar (Austria)
10.2.8 Upskill (Vienna)
10.2.9 Magic Leap (U.S.)
10.2.10 Osterhout Design Group (U.S.)
10.2.11 Infinity Augmented Reality Inc. (Israel)
10.2.12 Samsung Electronics Co. Ltd. (South Korea)
10.2.13 Atheer Inc. (U.S.)
10.2.14 Apple (U.S.)
10.2.15 Facebook Inc. (U.S.)
10.2.16 Scope AR (U.S.)
10.2.17 Inglobe Technologies (Latina)
10.2.18 Embitel Technologies (India)
10.2.19 Seiko Epson Corporation (Japan)
10.2.20 Marxent Labs LLC (U.S.)
10.2.21 Catchoom Technologies (Spain)
10.2.22 HTC corporation (Taiwan)
10.2.23 Qualcomm (U.S.)
10.2.24 Rockwell Collins Inc. (U.S.)
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST
11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT
  • FORMAT: PDF
  • PUBLISHED DATE: Nov, 2020
  • NO OF PAGES: 141