Table of Content


1 INTRODUCTION
1.1 Scope of the Study
1.2 Study Assumptions
1.3 Study Deliverables


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Industry Value Chain Analysis
4.3 Industry Attractiveness – Porter’s Five Forces Analysis
4.3.1 Bargaining Power of Suppliers
4.3.2 Bargaining Power of Consumers
4.3.3 Threat of New Entrants
4.3.4 Threat of Substitute Products and Services
4.3.5 Competitive Rivalry within the Industry
4.4 Introduction to Market Drivers and Restraints
4.5 Market Drivers
4.5.1 Increasing Applications of Augmented Reality
4.5.2 Demand for Mobile-based Augmented Reality
4.6 Market Restraints
4.6.1 Technical and Regulatory Issues


5 MARKET SEGMENTATION
5.1 By Type
5.1.1 Hardware
5.1.2 Software
5.2 By End-user Vertical
5.2.1 Gaming
5.2.2 Education
5.2.3 Healthcare
5.2.4 Military and Defense
5.2.5 Automotive
5.2.6 Retail and Marketing
5.2.7 Other End-user Verticals
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia-Pacific
5.3.4 Rest of the World


6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Google LLC (Alphabet Inc.)
6.1.2 Seiko Epson Corporation
6.1.3 Vuzix Corporation
6.1.4 Osterhout Design Group (ODG)
6.1.5 Realwear Inc.
6.1.6 Toshiba Corporation
6.1.7 Daqri LLC
6.1.8 Meta Company
6.1.9 Optinvent S.A.
6.1.10 Atheer Inc.
6.1.11 Blippar.com Limited
6.1.12 Vuforia (PTC Inc.)
6.1.13 Leap Motion Inc.
6.1.14 Wikitude GmbH
6.1.15 Infinity Augmented Reality Inc.


7 INVESTMENT ANALYSIS


8 MARKET OPPORTUNITIES AND FUTURE TRENDS