Global mobile augmented reality market will reach $151.81 billion by 2026, growing by 48.7% annually over 2020-2026 despite the impact of COVID-19.

Highlighted with 88 tables and 82 figures, this 175-page report “Global Mobile Augmented Reality (MAR) Market by Technology, Component, Mobile Device, Industry Vertical, End-user, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global mobile augmented reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, revenue estimates for 2020, and forecasts from 2021 till 2026. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

  • Market Structure
  • Growth Drivers
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces


The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global mobile augmented reality market in every aspect of the classification from perspectives of Technology, Component, Mobile Device, Industry Vertical, End-user, and Region.

Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Marker-based MAR

  • Passive Marker
  • Active Marker


Markerless MAR

  • Model-based Tracking
  • Image-based Processing


Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware

  • Sensors
  • Semiconductor Component
  • Displays
  • 3D Cameras
  • Others


Software

  • Consumer (personal users in billions and consumer MAR apps in $ bn are also provided in year wise base)
  • Enterprise


Based on mobile device, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

  • Smartphones
  • Tablets
  • Personal Digital Assistants (PDAs) and Handheld Game Consoles
  • Smart Glasses and Wearables


Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education & E-learning
  • Manufacturing
  • Retail & E-commerce
  • Other Verticals


Based on end user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Consumer
Enterprise

  • Large Enterprises
  • Small- & Medium-sized Enterprises


Geographically, the following regions together with the listed national/local markets are fully investigated:

  • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
  • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
  • North America (U.S., Canada, and Mexico)
  • South America (Brazil, Chile, Argentina, Rest of South America)
  • RoW (Saudi Arabia, UAE, Iran)


For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Mobile Device, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global mobile augmented reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request):

  • Apple Inc.
  • Atheer, Inc.
  • Augmented Pixels
  • Aurasma
  • Blippar Ltd.
  • Catchoom Technologies, S.L.
  • Cinoptics
  • DAQRI LLC
  • Google, LLC
  • HTC
  • Infinity Augmented Reality
  • Laster Technologies
  • Lumus Ltd.
  • Meta
  • Microsoft Corp.
  • Optinvent S.A.
  • Qualcomm Technologies Inc.
  • Rockwell Collins
  • Samsung Co Ltd.
  • Sieko Epson
  • Technical Illusions
  • Total Immersion
  • Universal mCloud Corp. (NGRAIN)
  • Vuzix Corp.
  • WeAR Studio
  • Wikitude GmbH
  • Zappar

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)