North America augmented reality market is expected to grow by 47.3% annually in the forecast period and reach $93.74 billion by 2026.
Highlighted with 26 tables and 39 figures, this 104-page report 鈥淣orth America Augmented Reality (AR) 麻豆原创 by Component, Technology, Device, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity鈥 is based on a comprehensive research of the entire North America augmented reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historic study covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America augmented reality market in every aspect of the classification from perspectives of Component, Technology, Device, Industry Vertical, End User, and Country.
Based on Component, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
鈥 Sensors
鈥 Semiconductor Component
鈥 Displays and Projectors
鈥 Position Trackers
鈥 Cameras
鈥 Others
Software
鈥 Software Developer Kits
鈥 Cloud Services
Based on Technology, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Marker-based Augmented Reality
鈥 Passive Marker
鈥 Active Marker
Markerless Augmented Reality
鈥 Model based Tracking
鈥 Image based Processing
Based on Device, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Head-Mounted Display (HMD)
鈥 Head-Up Display (HUD)
鈥 Handheld Device
Based on Industry Vertical, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
鈥 Gaming
鈥 Entertainment & Media
鈥 Aerospace & Defense
鈥 Healthcare
鈥 Education
鈥 Automotive
鈥 Retail & 麻豆原创ing
鈥 Other Verticals
Based on End User, the North America market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise
鈥 Large Enterprises
鈥 Small- & Medium-sized Enterprises
Geographically, the following regions together with the listed national/local markets are fully investigated:
鈥 U.S.
鈥 Canada
For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 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 North America augmented reality market are assayed quantitatively and qualitatively through GMD鈥檚 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.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co Ltd
Qualcomm Technologies Inc.
Samsung Co Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Table of Contents
1 Introduction 6
1.1 Industry Definition and Research Scope 6
1.1.1 Industry Definition 6
1.1.2 Research Scope 7
1.2 Research Methodology 9
1.2.1 Overview of 麻豆原创 Research Methodology 9
1.2.2 麻豆原创 Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 麻豆原创 Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 麻豆原创 Overview and Dynamics 16
2.1 麻豆原创 Size and Forecast 16
2.2 Major Growth Drivers 17
2.3 麻豆原创 Restraints and Challenges 20
2.4 Emerging Opportunities and 麻豆原创 Trends 23
2.5 Porter鈥檚 Fiver Forces Analysis 26
3 Segmentation of North America 麻豆原创 by Component 30
3.1 麻豆原创 Overview by Component 30
3.2 Hardware 32
3.3 Software 34
4 Segmentation of North America 麻豆原创 by Technology 36
4.1 麻豆原创 Overview by Technology 36
4.2 Marker-based Augmented Reality 38
4.3 Markerless Augmented Reality 39
5 Segmentation of North America 麻豆原创 by Device 40
5.1 麻豆原创 Overview by Device 40
5.2 Head-Mounted Display (HMD) 42
5.3 Head-Up Display (HUD) 43
5.4 Handheld Device 44
6 Segmentation of North America 麻豆原创 by Industry Vertical 45
6.1 麻豆原创 Overview by Industry Vertical 45
6.2 Gaming 48
6.3 Entertainment & Media 49
6.4 Aerospace & Defense 50
6.5 Healthcare 51
6.6 Education 52
6.7 Automotive 53
6.8 Retail & 麻豆原创ing 54
6.9 Other Verticals 55
7 Segmentation of North America 麻豆原创 by End User 56
7.1 麻豆原创 Overview by End User 56
7.2 Consumer 58
7.3 Enterprise 59
8 North America 麻豆原创 2019-2026 by Country 61
8.1 Overview of North America 麻豆原创 61
8.2 U.S. 麻豆原创 64
8.3 Canadian 麻豆原创 68
9 Competitive Landscape 70
9.1 Overview of Key Vendors 70
9.2 New Product Launch, Partnership, Investment, and M&A 73
9.3 Company Profiles 74
Apple Inc. 74
Atheer, Inc. 76
Blippar Ltd. 77
Catchoom Technologies, S.L. 78
Facebook Inc 79
Google, LLC 80
HP Development Co., L.P. 81
Intellectsoft LLC 82
Lumus Ltd. 83
Magic Leap, Inc 84
Microsoft Corp. 85
Niantic Inc. 86
Optinvent S.A. 87
Popar Co Ltd 88
Qualcomm Technologies Inc. 89
Samsung Co Ltd. 90
Sony Corporation 91
Total Immersion 92
Universal mCloud Corp. (NGRAIN) 93
Vuzix Corp. 94
Wayray AG 95
Wikitude GmbH 96
Zugara, Inc. 97
10 Investing in North America 麻豆原创: Risk Assessment and Management 98
10.1 Risk Evaluation of North America 麻豆原创 98
10.2 Critical Success Factors (CSFs) 101
Related Reports and Products 104
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co Ltd
Qualcomm Technologies Inc.
Samsung Co Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
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*If Applicable.