Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020

  • ID: 4013299
  • Report
  • Region: Global
  • 68 pages
  • TechNavio
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About Mobile AR and VR Apps

AR technology offers an experience of reality enhanced with virtual images and a virtual environment. AR technology blends digital content with the physical world. AR technology, with the help of a mobile app, displays computer-generated images in the user's field of vision, offering relevant information about real-world objects. It allows users to scan the physical environment while providing an enhanced, or augmented, experience by adding virtual computer-generated information. End-users can use this technology through mobile apps. VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel display images, and wrap-around display screens.

Analysts forecast the global mobile AR and VR apps market to grow at a CAGR of 74.4% during the period 2016-2020.

Covered in This Report:
The report covers the present scenario and the growth prospects of the global mobile AR and VR apps market for 2016-2020. To calculate the market size, the report considers the revenue generated from mobile AR and VR app downloads by the following end-users:
- Enterprises
- Consumers

The Market is Divided into the Following Segments Based on Geography:
- Americas
- APAC
- EMEA

Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Vendors:
- Augmented Pixels
- Aurasma
- Blippar
- Catchoom
- DAQRI
- Wikitude

Other Prominent Vendors:
- 8i
- Alphaeon
- AltspaceVR
- Alchemy VR
- Apple (Metaio)
- Blippar
- CCP Games
- EEVO
- Facebook
- Google
- GoPro
- High Fidelity
- HTC
- Improbable
- Infinity Augmented Reality
- Inglobe Technologies
- Jaunt
- Legend3D
- Linden Lab
- Marxent
- Matterport
- Movidius
- MyDreamVR
- NextVR
- NGRAIN
- Nod Labs
- Reload Studios
- Resolution Games
- uSens
- Virtalis
- Virtuix
- Viscira
- VividWorks
- VRideo
- Seabery
- Snaploader
- Total Immersion
- WorldViz

Market Drivers:
- High penetration of AR technology in advertising sector
- For a full, detailed list, view the full report

Market challenges:
- Lack of interoperability of mobile AR and VR apps across mobile platforms
- For a full, detailed list, view the full report

Market Trends:
- Growing collaboration with mobile AR content providers
- For a full, detailed list, view the full report

Key Questions Answered in This Report:
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of the analyst’s time when you purchase this market report. Details are provided within the report.
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Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • 8i
  • Blippar
  • Google
  • Legend3D
  • NGRAIN
  • uSens
  • MORE
Part 01: Executive summary
  • Highlight
Part 02: Scope of the report
  • Market overview
  • End-user segments
  • Base year and forecast period
  • Vendor selection criteria
  • Summation error
  • Top-vendor offerings
Part 03: Market research methodology
  • Research methodology
  • Economic indicators
Part 04: Introduction
  • Key market highlights
Part 05: Market landscape
  • Market overview
  • Product life cycle
  • Global mobile AR and VR apps market
  • Five forces analysis
Part 06: Market segmentation by end-user
  • Global mobile AR and VR apps market by end-user
  • Global mobile AR and VR apps market by enterprises
  • Global mobile AR and VR apps market by consumers
Part 07: Buying criteria

Part 08: Market segmentation by industry
  • Global mobile AR and VR apps market by industry
  • Global mobile AR and VR apps market in gaming and entertainment sector
  • Global mobile AR and VR apps market in marketing and advertisement sector
  • Global mobile AR and VR apps market in retail sector
  • Global mobile AR and VR apps market in industrial sector
  • Global mobile AR and VR apps market in healthcare and wellness sector
Part 09: Geographical segmentation
  • Global mobile AR and VR apps market by geography
  • Mobile AR and VR apps market in EMEA
  • Mobile AR and VR apps market in Americas
  • Mobile AR and VR apps market in APAC
Part 10: Key leading country
  • US
Part 11: Market drivers

Part 12: Impact of drivers

Part 13: Market challenges

Part 14: Impact of drivers and challenges

Part 15: Market trends

Part 16: Vendor landscape
  • Competitive scenario
  • Key M&A
  • Key vendors
  • Other prominent vendors
Part 17: Appendix
  • List of abbreviations
Part 18: About the Author

List of Exhibits
Exhibit 01: Regions considered for global mobile AR and VR apps market 2015-2020
Exhibit 02: Product offerings
Exhibit 03: Overview of global mobile AR and VR apps market
Exhibit 04: Product life cycle of mobile AR and VR apps 2015 and 2020
Exhibit 05: Global mobile AR and VR apps market 2015-2020 ($ billions)
Exhibit 06: Global mobile AR and VR apps market 2015-2020 ($ billions)
Exhibit 07: Global mobile AR and VR apps market 2015-2020 (millions of downloads)
Exhibit 08: Global mobile AR and VR apps market 2015-2020 (millions of downloads)
Exhibit 09: Five forces analysis
Exhibit 10: Global mobile AR and VR apps market by end-user 2015-2020 (% share)
Exhibit 11: Revenue comparison of global mobile AR and VR apps market by end-user 2015-2020 ($ billions)
Exhibit 12: CAGR comparison of global mobile AR and VR apps market by end-user 2015-2020 (%)
Exhibit 13: Global mobile AR and VR apps market by enterprises 2015-2020 ($ billions)
Exhibit 14: Global mobile AR and VR apps market by consumers 2015-2020 ($ billions)
Exhibit 15: Buying criteria for mobile AR and VR apps
Exhibit 16: Global mobile AR and VR apps market by industry 2015-2020 (% share of downloads)
Exhibit 17: Global mobile AR and VR apps market in gaming and entertainment sector 2015-2020 (millions of downloads)
Exhibit 18: Global mobile AR and VR apps market in marketing and advertisement sector 2015-2020 (millions of downloads)
Exhibit 19: Global mobile AR and VR apps market in retail sector 2015-2020 (millions of downloads)
Exhibit 20: Global mobile AR and VR apps market in industrial sector 2015-2020 (millions of downloads)
Exhibit 21: Global mobile AR and VR apps market in healthcare and wellness sector 2015-2020 (millions of downloads)
Exhibit 22: Global mobile AR and VR apps market by geography 2015-2020 (% revenue share)
Exhibit 23: Revenue comparison of global mobile AR and VR apps market by geography ($ billions)
Exhibit 24: CAGR comparison of global mobile AR and VR apps market by geography 2015-2020
Exhibit 25: Mobile AR and VR apps market in EMEA 2015-2020 ($ billions)
Exhibit 26: Mobile AR and VR apps market in Americas 2015-2020 ($ billions)
Exhibit 27: Mobile AR and VR apps market in APAC 2015-2020 ($ billions)
Exhibit 28: Impact of drivers
Exhibit 29: Impact of drivers and challenges
Exhibit 30: Key M&A and funding in global mobile AR and VR apps market
Exhibit 31: Other prominent vendors
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • 8i
  • Blippar
  • Google
  • Legend3D
  • NGRAIN
  • uSens
  • MORE
Global Mobile AR and VR Apps Market 2016-2020

Key players in the global mobile AR and VR market: Augmented Pixels, Aurasma, Blippar, Catchoom, DAQRI, and Wikitude

Other Prominent Vendors in the market are: 8i, Alphaeon, AltspaceVR, Alchemy VR, Apple (Metaio), Blippar, CCP Games, EEVO, Facebook, Google, GoPro, High Fidelity, HTC, Improbable, Infinity Augmented Reality, Inglobe Technologies, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, NGRAIN, Nod Labs, Reload Studios, Resolution Games, uSens, Virtalis, Virtuix, Viscira, VividWorks, VRideo, Seabery, Snaploader, Total Immersion, and WorldViz

Commenting on the report, an analyst from the team said: “Mobile devices give many opportunities for vendors to innovate and enhance real-world experiences. One such innovation is AR that creates a digital layer over the physical world, providing consumers with a more immersive experience. Vendors in the AR technology environment are partnering with different vendors across the supply chain to support and expedite the progress of AR technology. Zappar has partnered with leading content creators such as Warner Bros., Universal Studios, Hasbro, and Sony.”

According to the report, VR is extensively used in medical institutions and military and aviation sectors for training and educating students and trainees. It gives trainees a practical experience of the subject. In addition, VR is one of the latest and most innovative technologies that is gaining high traction among consumers. Users find it enjoyable and entertaining. A large number of companies are entering into partnerships and merging with companies to contribute to the technology in the hardware and software segments.

Further, the report states that AR devices should have easy access to content in order to function effectively. The ability of AR devices to provide information about venues, places, streets, offices, and residential buildings is one of its key features. This is also a matter of concern for national security, as criminals or terrorists can also have easy access to such information. Although there are currently no standard regulations to protect such information, the scenario is likely to change in the near future. Strict laws in China related to the sharing of private and confidential information prevent companies like Google and Facebook from establishing their presence in China. In addition, a number of regulations related to internet censorship and content filtering exist in the country. Local vendors comply with all the regulations set by the Government of China, but global vendors may not be able to do so. Stringent government regulations may discourage certain companies from entering the market, especially companies that specialize in AR facial recognition technology.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
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  • Augmented Pixels
  • Aurasma
  • Blippar
  • Catchoom
  • DAQRI
  • Wikitude
  • 8i
  • Alphaeon
  • AltspaceVR
  • Alchemy VR
  • Apple (Metaio)
  • Blippar
  • CCP Games
  • EEVO
  • Facebook
  • Google
  • GoPro
  • High Fidelity
  • HTC
  • Improbable
  • Infinity Augmented Reality
  • Inglobe Technologies
  • Jaunt
  • Legend3D
  • Linden Lab
  • Marxent
  • Matterport
  • Movidius
  • MyDreamVR
  • NextVR
  • NGRAIN
  • Nod Labs
  • Reload Studios
  • Resolution Games
  • uSens
  • Virtalis
  • Virtuix
  • Viscira
  • VividWorks
  • VRideo
  • Seabery
  • Snaploader
  • Total Immersion
  • WorldViz.
Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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