Table of Content


1 INTRODUCTION
1.1 Market Definition and Scope
1.2 Study Assumptions


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Stakeholder 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
4.3.5 Intensity of Competitive Rivalry


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Increasing Applications of Augmented Reality
5.1.2 High Demand for Mobile-based Augmented Reality
5.2 Market Challenges
5.2.1 Technical and Regulatory Issues
5.3 IMPACT OF COVID-19 ON THE AR AND ALLIED MARKETS


6 KEY TECHNOLOGY INVESTMENTS
6.1 Cloud Technology
6.2 Artificial Intelligence
6.3 Cyber Security
6.4 Digital Services


7 MARKET SEGMENTATION
7.1 By Type
7.1.1 Hardware
7.1.1.1 Standalone
7.1.1.2 Tethered
7.1.1.3 Screenless Viewer
7.1.2 Software
7.2 By End User
7.2.1 Gaming
7.2.2 Education
7.2.3 Healthcare
7.2.4 Retail and Marketing
7.2.5 Automotive
7.2.6 Military and Defense
7.2.7 Other End-user Verticals
7.3 Geography
7.3.1 North America
7.3.1.1 US
7.3.1.2 Canada
7.3.2 Europe
7.3.2.1 Germany
7.3.2.2 UK
7.3.2.3 France
7.3.2.4 Italy
7.3.2.5 Rest of Europe
7.3.3 Asia Pacific
7.3.3.1 India
7.3.3.2 China
7.3.3.3 Japan
7.3.3.4 Rest of Asia-Pacific
7.3.4 Rest of the World


8 COMPETITIVE LANDSCAPE
8.1 Company Profiles
8.1.1 Google LLC (ALPHABET INC.)
8.1.2 Seiko Epson Corporation
8.1.3 Vuzix Corporation
8.1.4 Realwear Inc.
8.1.5 Dynabook Europe GmbH
8.1.6 Daqri
8.1.7 Optinvent
8.1.8 Kopin Corporation
8.1.9 Lenovo Group Limited
8.1.10 Fujitsu Limited


9 INVESTMENT ANALYSIS


10 MARKET OPPORTUNITIES AND OUTLOOK