LONDON, April 4, 2016 /PRNewswire/ -- This report analyzes the worldwide markets for Mobile Augmented Reality (MAR) in US$ Million. The Global market is further analyzed by the following Segments: Enterprise Applications, Games Applications, Location-based Search Applications, and Others. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2013 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 114 companies including many key and niche players such as -
Apple Inc.
Augmensys GmbH
Augmented Pixels Inc.
Aurasma
Apparmo Ltd.
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I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1 Disclaimers.............. I-2 Data Interpretation & Reporting Level I-2 Quantitative Techniques & Analytics I-3 Product Definitions and Scope of Study I-3
II. EXECUTIVE SUMMARY
1. INDUSTRY OVERVIEW.............. II-1 Augmented Reality: Enriching the Real World through Convergence with Digital Information and Media II-1 Mobile Augmented Reality Applications: Where, What and How to Display AR on a Mobile Device II-1 Table 1: With Significant Increase in MAR App Users, Commercial Applications Poised for Strong Growth: Number of MAR App Users Worldwide (In Million) in 2013 & 2018 (includes corresponding Graph/Chart)..............II-2
Table 2: Global Mobile Augmented Reality Market: Annual MAR Apps Downloaded (in Million) for Years 2014 & 2019 (includes corresponding Graph/Chart)..............II-3
Table 3: Strong Penetration Worldwide: Installed Base of Actively Used MAR Apps over the Period 2014-2020 (In Million) (includes corresponding Graph/Chart) II-3 Mobile Augmented Reality: Major Milestones Over the Years II-4 Early AR Limited to Scientific Use for High-end Applications II-4 ARToolKit: A Major Breakthrough for Mobile AR II-4 ARQuake Game: First Outdoor Mobile AR Video Game II-4 BatPortal: First PDA Enabled Wireless AR System II-5 Mobile AR Penetrates the Mobile Phone Ecosystem II-5 Advent of Smartphones & Tablet PCs Brought MAR Closer to Mainstream Consumer Market..............II-6 Global Market Outlook..............II-8 Futuristic Goals for Mobile AR in a Nutshell II-9 Competitive Landscape..............II-9 Participants across the Value Chain Bet Big on Mobile AR II-9 Popular Mobile Augmented Reality Apps for Android/iOS (2015): Details of App Name, App Developer, Operating System, Paid/Free App, App Type, and Key Features II-10 Select Innovative Mobile AR Apps of 2015 and 2014 II-13 Shazam Forays into the AR Market II-13 StoneOak Media Launches Zappar AR App for Interactive Storybook II-13 Megawood AR App for Dream Terraces II-13 Curioos AR App Gives an Art Attack II-13 Powerful Plants Educational AR App Brings Vegetables to Life II-13 APPletiser AR App for Limited Edition Pack II-13 Cimagine Launches Multiple-Item AR App II-14 AR App to Treat Parkinson's Disease II-14 Max Morrison - Augmented Reality Graffiti Creator App II-14 Debut of Enterprise-Oriented AR Application II-14 AR Apps Target Retirement Savings II-14 AR Apps Foray into the Banking Sector II-14 Pyro - Setting the World on Fire II-15 Cox & Kings Australia Joins the AR Revolution II-15 Pixbi AR App Redefining Shopping II-15 Crayola's Colour Alive AR App Brings Back Old School Coloring Books.............. II-15 Crowd Funding: A Key Fund Generation Strategy for Mobile AR Vendors.............. II-15
2. MARKET TRENDS, ISSUES & DRIVERS II-16 Rapid Proliferation of Mobile App Stores Worldwide: A Strong Growth Driver.............. II-16 Table 4: Global Mobile App Store Downloads by Type of App Store (2014): Percentage Share Breakdown for Baidu, Google Play, iOS App Store, and Others (includes corresponding Graph/Chart).............. II-17
Table 5: Global Mobile App Store Revenues by Type of App Store (2014): Percentage Share Breakdown for Google Play, iOS App Store, and Others (includes corresponding Graph/Chart) II-17
Table 6: Global Mobile Apps Available by App Store (until May 2015): Number of Apps (in Thousands) for Amazon App Store, Apple App Store, BlackBerry World, Google Play, and Windows Phone Store (includes corresponding Graph/Chart) II-17 Freemium Apps with In-App Purchases Score over Paid Apps & Free Ad-Sponsored Apps..............II-18 Table 7: Global Mobile Augmented Reality Market by Revenue Stream (2014 & 2017): Percentage Breakdown of Revenues for Free Ad-Sponsored Apps, Freemium Apps, and Paid Apps (includes corresponding Graph/Chart) II-18 Retail and Marketing Apps Dominate the Developer Investments in AR.............. II-19 Table 8: Global Developer Investments in AR by Category (2015 & 2018): Investments (in US$ Million) for Independent Apps, Product Improvement Apps, and Retail and Marketing Apps (includes corresponding Graph/Chart) II-19 Technology Developments & Innovations: Spearheading Growth II-19 Markerless Augmented Reality..............II-19 Cloud Computing Support for Mobile AP Apps II-20 Smart Glasses: The New Age HMI Device Revolutionizes the Mobile AR Market.............. II-20 Growing Investments in Google Glasses & Other Smart AR Glasses Bodes Well for Smart Glasses MAR Apps II-21 Table 9: Global Smart AR Glasses Shipments (in Thousand Units): 2014-2020 (includes corresponding Graph/Chart) II-22 Mobile AR Game Apps: The Major Revenue Contributor II-23 Table 10: Games Offer Lucrative App Development Opportunities: Percentage Share Breakdown of MAR App Users Worldwide by App Category for 2015 (includes corresponding Graph/Chart).............. II-24 Gaming Dominate Mobile Apps Content Worldwide: Opportunities Galore for MAR Apps..............II-24 Opportunity Indicators:..............II-25 Table 11: Leading Countries Worldwide in Mobile Gaming Penetration (2014): Mobile Gaming as a Percentage of Total Gamers for China, Japan, South Korea, and US (includes corresponding Graph/Chart)..............II-25
Table 12: Global Mobile Apps Market by Application Sector (2014 & 2017E): Percentage Share Breakdown of Revenues for Books, Games, Social Networking, and Others (includes corresponding Graph/Chart)..............II-25
Table 13: Time Spent by Users Worldwide on Android and iOS Devices by Application Sector (2014): Percentage Breakdown for Entertainment, Gaming, Social Networking, Utilities, and Others (includes corresponding Graph/Chart) II-26
Table 14: Global Wireless Games Market by Location (2014): Percentage Breakdown of Time Spent by Users for Home, Work, Travel, In Queue, Restrooms, and Others (includes corresponding Graph/Chart)..............II-26
Table 15: Global Wireless Gaming Market by Age Group (2014): Percentage Breakdown of Mobile Gamers for Under 18, 18-50, and Above 50 Years (includes corresponding Graph/Chart).............. II-26 Augmentation in Smartphone's Computational Capability Drives Location-Based AR..............II-27 Increasing Focus on Disruptive Technologies to Boost Market Prospects in the Enterprise Sector II-28 Mobile AR and Mobile CRM Convergence Transform Sales and Services Processes..............II-29 Internet of Things (IoT) and Industry 4.0: The Next Big Thing for Mobile AR in the Enterprise Sector II-30 Enterprise Mobility, BYOD and CYOD Paves the Way for Mobile AR and Smart Wearables Adoption at the Workplace II-30 Table 16: Global Mobile Workforce Penetration by Region/Country (2014): Penetration of Mobile Employees as a Percentage of Total Employee Population for the US, Japan, Western Europe, Asia-Pacific, and Rest of World (includes corresponding Graph/Chart)..............II-31 Mobile AR Applications: A Key Enabler of M-Commerce II-31 Strong Growth Projected for Mobile AR in Virtual Product Display Applications..............II-31 Rising Investments in AR for Mobile Marketing and Brand Building Augurs Well for the Market II-32 Technology Advancements Enable Seamless Convergence of Mobile AR and MCommerce..............II-32 Table 17: M-Commerce Market Offers Huge Opportunities for MAR App Developers: Global Breakdown of the M-Commerce Market (US$ Million) by Geographic Region/Country for 2015 & 2020 (includes corresponding Graph/Chart) II-33
Table 18: Augmented Reality as a Shopping Tool Vis-a-Vis Other Options (2012, 2013 & 2014): Percentage of Users Accessing Augmented Reality, In-Store Promo/Text to Win, Mobile Shopping Application, Mobile Websites, Mobile Payment, and Text Alert from Brand/Retailer (includes corresponding Graph/Chart)..............II-34 Rising Prominence of Preventive Healthcare Spurs Demand for Healthcare MAR Apps..............II-34 Other High-Growth Application Areas for Mobile AR II-35 Retailers & Marketers..............II-35 Tourists.............. II-35 Instructional Manuals and Videos II-36 Robust Demand for Smartphones & Tablet PCs Offering Compelling MAR Experience Drives Market Growth II-36 Table 19: Global AR Ready Smartphones Market Value (in $ Million): 2014 & 2017 (includes corresponding Graph/Chart) II-37
Table 20: Global AR App Penetration as a Percentage of Smartphones: 2014 through 2017 (includes corresponding Graph/Chart).............. II-37
Table 21: Global Tablet PC Sales (in Million Units): 2013 through 2017 (includes corresponding Graph/Chart) II-38
Table 22: Spiraling Sales of Smartphones Provides the Launch Pad for MAR Proliferation: Breakdown of Global Sales of Smartphones (in 000 Units) by Geographic Region: 2015 & 2020 (includes corresponding Graph/Chart) II-38
Table 23: Growing Smartphone Penetration to Fuel Future Demand: Breakdown of Smartphone Penetration Rate (%) by Country for 2014 (includes corresponding Graph/Chart) II-39 Rising Mobile Subscriptions Sets the Perfect Platform for Market Expansion.............. II-40 Table 24: Global Mobile Communications Market: Number of Mobile Subscribers (in Billion) for Years 2013 through 2017 (includes corresponding Graph/Chart) II-40
Table 25: Mobile Subscriptions Worldwide by Region (May 2014): Number of Mobile Cellular Subscriptions and Active Mobile Broadband Subscriptions for the Americas, Europe, CIS Countries, Asia-Pacific, the Middle East, and Africa (includes corresponding Graph/Chart) II-41
Table 26: Top 10 Countries Worldwide with the Highest Penetration of Mobile Subscriptions (2013): Mobile Subscriptions as a Percentage of Total Population by Country (includes corresponding Graph/Chart) II-42
Table 27: Mobile Subscriptions Worldwide (2014E): Percentage Breakdown by Country (includes corresponding Graph/Chart) II-43
Table 28: Global Mobile Internet Subscribers (in Million) for Developed and Developing Countries: 2014 & 2020 (includes corresponding Graph/Chart)..............II-43
Table 29: Global Mobile Subscriber Penetration as a Percentage of Population: 2014 & 2020 (includes corresponding Graph/Chart).............. II-44 Developments in High-Speed Networks Support New App Possibilities for Mobile AR..............II-44 Table 30: Global Mobile Internet Market by Network Technology (2014 & 2020): Breakdown of Number of Mobile Internet Subscribers (in Million) for 2G, and 3G/4G (includes corresponding Graph/Chart) II-45 Key Challenges Hampering Widespread Adoption of Mobile AR II-45 Lack of Awareness & Penetration in Addressable Markets II-45 Lack of Visibility.............. II-45 Technology Limitations..............II-46 Failure to Meet Consumer Expectations II-46 Privacy Issues.............. II-46
3. PRODUCT OVERVIEW.............. II-47 Augmented Reality: Introduction..............II-47 Key Components of AR..............II-47 Software and Algorithms..............II-47 Hardware.............. II-47 Input Devices.............. II-48 Tracking Devices.............. II-48 Computer.............. II-48 AR Display Components..............II-48 Head Mounted Displays..............II-48 Contact Lenses..............II-48 EyeTap.............. II-48 Virtual Retina Display..............II-48 Handheld Smart Devices..............II-49 Smart Glasses.............. II-49 Mobile Augmented Reality..............II-49 Mobile Augmented Reality Applications (Mobile AR Apps) II-49 Types of Mobile Augmented Reality Applications II-49 Enterprise MAR Apps..............II-49 Games MAR Apps.............. II-50 Location-Based Search MAR Apps II-50 Others.............. II-50
4. PRODUCT INNOVATIONS/INTRODUCTIONS II-51 AR Devices Launches GogglePal..............II-51 WSI Provides Ross Video's Camera Tracking Software and Hardware II-51 QuestUpon Unveils Mobile Augmented Reality Platform II-51 ZSPACE Introduces AR Application for Ferrari Dealers II-51 Zappar Launches Zappar Studio Tool II-51 Inglobe Technologies Introduces Hyperspaces Augmented Reality Platform.............. II-51 TimberTech Unveils AR iPad App II-51 Magic Leap Launches Development Platform for Creating AR Apps II-52 Polaris Slingshot Rolls Out Augmented Reality App II-52 Mini to Introduce Augmented Vision Goggles in China II-52 WSI Unveils Max Reality..............II-52 Energiency to Launch Energiency Augmented for Energy Management in Food Industry..............II-52 Snipp Interactive Introduces AR Campaign for Honda II-52 Meme Streak Introduces Artifact MAR Browser App on Google Play and APP Store.............. II-52 Tesco Launches AR App for Google Glass II-53 Disney Interactive and Lucasfilm Launches Star Wars AR App II-53 ModiFace Unveils New Rejuvenation and Enhancement Mirror II-53 Augmented Pixels Launches 4DCityscape National Geographic Ancient Civilizations Puzzle App II-53 IVE Introduces Augmented Reality Marketing Services in Australia II-53 Catchoom Unveils CraftAR Tool for AR II-53 Forthmedia Unveils Interactive AR Experience II-53 Argos Launches AR App Powered by HP Aurasma II-54 Union Station to Unveil Living History AR App II-54 AR Builder Launches Customizable Building App II-54 PBS KIDS Unveils Novel AR App..............II-54 Lego Unveils AR Mobile App..............II-54 Urban Ladder Rolls Out Living Spaces AR App II-54 Dulux Unveil Novel Visualiser AR App II-54 Westpac NZ to Launch AR Mobile Banking App II-54 Transamerica Retirement Solutions Launches New AR Mobile Application.............. II-55 ModiFace Unveils Looking Glass AR Native Advertising Platform II-55 Rockwell Collins Launches Augmented Reality Orientation System for the Dismounted Soldier..............II-55 ALIVE Introduces AR Wedding Cards II-55 Jayman Modus Introduces Modus Matrix Augmented Reality II-55 String and AkzoNobel Launches New AR Dulux Visualizer Application II-55 L'Oreal Paris Launches Makeup Genius Mobile App with AR II-55 Fuzzy Frog and Discovery Rolls Out Real Scary Spiders Mobile App with AR Feature..............II-55 Engage Mobility Introduces Immersion AR Platform II-56 Times Internet Unveils Alive Studio Self-Service AR Platform II-56 DAQRI Launches 4D Engine for DRAEDIS II-56 Play Nicely Develops AR App to Bring Life to Milka Advent Calendar.............. II-56 TAKELEAP Develops My Virtual Home AR App II-56 Wedding Reality Launches the Wedding Dress Studio AR iPad App II-56 IKEA Introduces Augmented Reality App II-56 Boost Unveils AR Nordic AR App II-57 Angela Merkel Unveils AR App for Election Campaign II-57 Deoksugung Palace Launches "Deoksugung, in my hands" Augmented Reality Mobile App.............. II-57 Orbotix Unveils New AR Gaming Apps II-57 CommonFloor Launches AR Android App CommonFloor Property India II-57 Mohawk Launches Mohawk Live Augmented Reality App II-57 Disney Unveils New AR Book Technology HideOut II-57 JB Knowledge Technologies Launches SmartReality™ AR App for Construction.............. II-57 DAQRI Launches Elements 4D Interactive Chemistry Learning Experience with AR.............. II-58 IBM Rolls Out Augmented Reality Shopping Assistant Application II-58 Snipp Interactive Launches Snipp Khayal AR Application in the Middle East.............. II-58 G+J to Launch Augmented Reality Application ARplay II-58 MR Direct to Launch Home Reality AR App for iPad II-58 McDonald's Introduces McMission AR App II-58 FuelFX Unveils 3D AR Graphics and Connective Media II-58 DNA Rolls Out AR Mobile Application 'DNA it' II-59 Fallsview Casino Unveils New billboard with AR II-59 TELiBrahma Rolls Out PointARt Augmented Reality App II-59
5. RECENT INDUSTRY ACTIVITY..............II-60 Apple Acquires Metaio..............II-60 Oculus Take Over Surreal Vision..............II-60 Epson Partners with Ngrain for 3D Augmented Reality Technology II-60 Singtel Inks Partnership with Infinite Studios II-60 Struan Moore Signs Agreement with Blippar II-60 Strata Inks Partnership with Augment for AR App II-60 Inglobe Technologies Partners with VTT for ARmedia 3D SDK II-60 Blue Star Partners with Toys "R" Us to Develop an Interactive Easter Egg Hunt AR App..............II-61 Ford Endorses New Mustang Car with AR App II-61 Blippar Acquires Layar..............II-61 Oculus Acquires Two Companies Nimble VR and 13th Lab II-61 Infinity Augmented Reality Acquires Dynamic New Technology II-61 Camelot Inks Partnership with Blippar for AR Christmas Scratch-cards.............. II-61 QuickMobile and BI WORLDWIDE Provides AR to Meetings and Events II-61 Zappar Partners with Asda for Novel Augmented Reality In-Store Event.............. II-62 Niantic Labs Partners with 20th Century Fox and James Frey to Develop ENDGAME Augmented Reality Game II-62 Pandoodle Inks Partnership with Aisle411 to Create Augmented Reality Shopping Experience for Google IO II-62 DataArt Inks Partnership with Keyshare to Develop Augmented Reality Locator.............. II-62 Ford Inks Partnership with Mishor 3D for Augmented Reality Navigation.............. II-62 Prisma Global Limited Takes Over Prisma Gmbh II-62 Metro US Partners with AR Platform Blipper™ II-62 TAPPI Inks Partnership with Layar to Provide AR for Print Products.............. II-63 Fry Communications Partners with AR Platform Layar II-63
6. FOCUS ON SELECT GLOBAL PLAYERS..............II-64 Apple Inc. (US).............. II-64 Augmensys GmbH (Austria)..............II-64 Augmented Pixels Inc. (US)..............II-64 Aurasma (UK).............. II-64 Apparmo Ltd. (UK).............. II-65 Augment (US).............. II-65 Blippar (UK).............. II-65 Layar Inc. (The Netherlands)..............II-65 Catchoom Technologies S.L. (Spain) II-66 Cimagine Media Ltd (Israel)..............II-66 DAQRI (US).............. II-66 Google Inc. (US).............. II-66 Niantic Labs (US)..............II-67 Gravity Jack (US).............. II-67 Hunter Research and Technology, LLC (US) II-67 LM3LABS Corporation (Singapore)..............II-67 Marxent Labs (US).............. II-68 Mollejuo Software, Inc. (Canada) II-68 Mybrana Network S.L. (Spain)..............II-68 Occipital Inc. (US).............. II-69 Seabery Soluciones (Spain)..............II-69 SeeMore Interactive Inc. (US)..............II-69 ViewAR GmbH (Austria)..............II-69 VividWorks Ltd. (Finland)..............II-69 Wikitude GmbH (Austria)..............II-70 Zappar Ltd. (UK).............. II-70
7. GLOBAL MARKET PERSPECTIVE..............II-71 Table 31: World Recent Past, Current & Future Analysis for Mobile Augmented Reality Applications by Geographic Region/Country - US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) II-71
Table 32: World 8-Year Perspective for Mobile Augmented Reality Applications by Geographic Region/Country - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), and Rest of World Markets for Years 2013, 2015 and 2020 (includes corresponding Graph/Chart) II-72
Table 33: World Recent Past, Current & Future Analysis for Mobile Augmented Reality Applications by Application Category - Enterprise, Games, Location-Based Search and Other Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart).............. II-73
Table 34: World 8-Year Perspective for Mobile Augmented Reality Applications by Application Category - Percentage Breakdown of Revenues for Enterprise, Games, Location-Based Search and Other Markets for Years 2013, 2015 and 2020 (includes corresponding Graph/Chart) II-74
III. MARKET
1. THE UNITED STATES.............. III-1 A.Market Analysis.............. III-1 Outlook.............. III-1 Smartphone Penetration: Foundation for Mobile AR Market Growth III-1 Table 35: US Mobile Phones Market (2015E): Breakdown of New Mobile Phone Sales by Type of Phone - Smartphone & Feature Phones (includes corresponding Graph/Chart) III-1
Table 36: Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users in the US: 2014 (includes corresponding Graph/Chart) III-2
Table 37: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in the US: 2014 (includes corresponding Graph/Chart)..............III-2 Surging Demand for Mobile Internet and Data Downloads Drive Market Growth.............. III-2 Table 38: Mobile Users Penetration (%) of Leading Smartphone Apps in the US: 2014 (includes corresponding Graph/Chart).............. III-3
Table 39: Most Popular Activities on Smartphones in the US: 2014 (includes corresponding Graph/Chart) III-4 Robust Growth in Mobile Gaming Benefit the Market for MAR Gaming Apps.............. III-4 Expanding Role of M-Health Boosts Demand for Health Based MAR Apps.............. III-5 Product Launches..............III-5 Strategic Corpotare Developments III-9 Select Key Players..............III-11 B.Market Analytics..............III-14 Table 40: US Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart)..............III-14
2. CANADA.............. III-15 A.Market Analysis.............. III-15 Outlook.............. III-15 Key Statistical Findings..............III-15 Table 41: Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users in Canada: 2014 (includes corresponding Graph/Chart) III-15
Table 42: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in Canada: 2014 (includes corresponding Graph/Chart)..............III-15 Product Launches..............III-16 Strategic Corporate Developments III-16 Mollejuo Software, Inc. - A Key Canadian Player III-17 B.Market Analytics..............III-17 Table 43: Canadian Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) III-17
3. JAPAN.............. III-18 A.Market Analysis.............. III-18 Outlook.............. III-18 Key Trends & Drivers in a Nutshell III-18 B.Market Analytics..............III-19 Table 44: Japanese Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) III-19
4. EUROPE.............. III-20 A.Market Analysis.............. III-20 Outlook.............. III-20 Key Statistical Findings..............III-20 Table 45: French Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-20
Table 46: French Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-21
Table 47: German Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-21
Table 48: German Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-21
Table 49: Italian Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-22
Table 50: French Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014Italian Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart).............. III-22
Table 51: UK Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-22
Table 52: French Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014UK Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart) III-23
Table 53: Spanish Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-23
Table 54: Spanish Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-23
Table 55: Russian Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-24
Table 56: Russian Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-24 Product Launches..............III-24 Strategic Corporate Developments III-27 Select Key Players..............III-28 B.Market Analytics..............III-31 Table 57: European Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps by Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) III-31
Table 58: European 8-Year Perspective for Mobile Augmented Reality Apps by Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2013, 2015 and 2020 (includes corresponding Graph/Chart).............. III-32
5. ASIA-PACIFIC.............. III-33 A.Market Analysis.............. III-33 Outlook.............. III-33 Key Statistical Findings..............III-33 Table 59: Australian Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-33
Table 60: Australian Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart) III-33
Table 61: Chinese Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-34
Table 62: Chinese Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-34
Table 63: Indian Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users: 2014 (includes corresponding Graph/Chart) III-34
Table 64: Indian Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users: 2014 (includes corresponding Graph/Chart)..............III-35 Huge Mobile User Base in China Spurs Demand for Mobile AR Applications and Services..............III-35 Table 65: Top 10 Countries Worldwide with Active Mobile Subscriptions (in Millions): 2014 (includes corresponding Graph/Chart).............. III-35 India & China: Two Countries with the Largest Young Population Offer Significant Opportunities III-36 Table 66: Ten Largest Populated Countries Worldwide (July 2013): Total Population (in Millions) by Age Group 0-14 Years, 15-44 Years, 45-64 Years, and 65+ Years for China, India, USA, Indonesia, Brazil, Pakistan, Nigeria, Bangladesh, Russia and Japan (includes corresponding Graph/Chart).............. III-37 Product Launches..............III-38 Strategic Corporate Development III-40 LM3LABS - A Key Asian Player III-40 B.Market Analytics..............III-41 Table 67: Asia-Pacific Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) III-41
6. REST OF WORLD.............. III-42 A.Market Analysis.............. III-42 Outlook.............. III-42 Key Statistical Findings..............III-42 Table 68: Augmented Reality Apps Downloads & Location Based Service Users as a Percentage of Total Smartphone Users in Brazil: 2014 (includes corresponding Graph/Chart) III-42
Table 69: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in Brazil: 2014 (includes corresponding Graph/Chart)..............III-42 Product Launches..............III-43 Cimagine Media Ltd - A Key Israeli Player III-43 B.Market Analytics..............III-44 Table 70: Rest of World Recent Past, Current & Future Analysis for Mobile Augmented Reality Apps Analyzed with Annual Revenue Figures in US$ Million for Years 2013 through 2020 (includes corresponding Graph/Chart) III-44
IV. COMPETITIVE LANDSCAPE
Total Companies Profiled: 114 (including Divisions/Subsidiaries - 117)
The United States (42) Canada (8) Japan (1) Europe (44) - France (6) - Germany (2) - The United Kingdom (14) - Italy (3) - Spain (6) - Rest of Europe (13) Asia-Pacific (Excluding Japan) (16) Middle East (6)
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