Global Mobile Augmented Reality and Virtual Reality Apps Market 2016-2020
SKU ID :TNV-10293229 | Published Date: 13-Dec-2016 | No. of pages: 68Description
TOC
Table of Contents
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: Explore Technavio
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
Tables & Figures
Companies
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.
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