2020-2025 Global Mobile Augmented Reality Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

SKU ID : Maia- 17244604

Publishing Date : 21-Jan-2021

No. of pages : 114

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  • Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory. Mobile augmented reality is AR that user can take with wherever user go. Most specifically, this means that the hardware required to implement an AR application is something that user take with.
    This report elaborates the market size, market characteristics, and market growth of the Mobile Augmented Reality industry, and breaks down according to the type, application, and consumption area of Mobile Augmented Reality. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

    In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Mobile Augmented Reality in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
    In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

    Key players in the global Mobile Augmented Reality market covered in Chapter 13:
    Ngrain
    Blippar
    Atheer
    Microsoft
    Total Immersion
    HP Reveal
    Zappar
    Infinity Augmented Reality
    Qualcomm
    Marxent
    Google
    Catchoom
    Wikitude
    Daqri
    Metaio

    In Chapter 6, on the basis of types, the Mobile Augmented Reality market from 2015 to 2025 is primarily split into:
    Hardware Component
    Software Component

    In Chapter 7, on the basis of applications, the Mobile Augmented Reality market from 2015 to 2025 covers:
    Marketing and Advertising
    Gaming and Entertainment
    Education and Learning
    Travel and Tourism

    Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
    United States
    Europe
    China
    Japan
    India

    Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
    North America (Covered in Chapter 8)
    United States
    Canada
    Mexico
    Europe (Covered in Chapter 9)
    Germany
    UK
    France
    Italy
    Spain
    Others
    Asia-Pacific (Covered in Chapter 10)
    China
    Japan
    India
    South Korea
    Southeast Asia
    Others
    Middle East and Africa (Covered in Chapter 11)
    Saudi Arabia
    UAE
    South Africa
    Others
    South America (Covered in Chapter 12)
    Brazil
    Others

    Years considered for this report:


    Historical Years:

    2015-2019

    Base Year:

    2019

    Estimated Year:

    2020

    Forecast Period:

    2020-2025

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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