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拡張現実 (AR) :ディベロッパー & ベンダーの戦略 2016-2021年

Augmented Reality

発行 Juniper Research 商品コード 249291
出版日 ページ情報 英文
納期: 即日から翌営業日
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本日の銀行送金レート: 1GBP=148.37円で換算しております。
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拡張現実 (AR) :ディベロッパー & ベンダーの戦略 2016-2021年 Augmented Reality
出版日: 2016年09月26日 ページ情報: 英文
概要

当レポートでは、拡張現実 (AR) の主要なビジネスモデル、戦略および発展動向について、技術の将来に関する考察とともに提供しており、現在の市場の戦略的な評価、消費者・企業向け市場、主要な4つのハードウェア (スマートフォン、タブレット、ヘッドマウントディスプレイ (HMD) 、消費者向け自動車) の詳細な分析、5つの主要カテゴリー (ゲーム、サーチ & ディスカバリー、ライフスタイル & ヘルスケア、マルチメディア、ソーシャルコミュニケーション) における消費者向けアプリケーションの利用分析と予測、および主要企業のプロファイルなどをまとめています。

市場動向 & 競合状況

第1章 AR:市場の現況 & 企業分析

  • AR (拡張現実) のイントロダクション
  • AR市場の動き
  • AR市場の構造 & 企業
    • ディベロッパー & コンテンツクリエイター
    • ARチップセットメーカー
    • ARコンテンツプラットフォーム & SDK
    • ハードウェアメーカー
    • HMD
    • ARハードウェアベンダー企業の分析

第2章 AR市場の破壊的企業 & 将来の発展

  • ARの破壊的企業
    • 状況分析
  • 地域による収益化の変動
  • 破壊的AR技術
    • ケーススタディ:Samsung のスマートレンズ

第3章 将来におけるARの機会 & ビジネスモデル

  • 収益化モデル
    • コンテンツプロバイダー
  • 産業の収益化モデル
    • ゲーム
    • サーチ & ディスカバリー
    • ソーシャルネットワーキング
    • ライフスタイル & ヘルスケア
    • マルチメディア & エンターテインメント
    • モバイルデバイス企業

第4章 AR:企業プロファイル & ポジショニング

  • イントロダクション
  • ベンダー評価
  • 制限 & 説明
  • 有力企業
  • 企業プロファイル
    • Aireal
    • Blippar
    • DAQRI
    • Marxent Labs
    • ODG
    • Wikitude
    • Alphabet
    • Microsoft
    • Inglobe Technologies
    • Niantic
    • PTC
    • Vuzix

市場規模 & 予測

第1章 モバイル拡張現実 (AR) のイントロダクション

  • AR市場の構造 & 企業

第2章 拡張現実:市場サマリー

  • インストール済みモバイルARアプリケーションの総数
  • AR市場総額

第3章 スマートフォンAR:市場展望 & 要点

  • スマートフォンにおけるAR
    • スマートフォンARの予測手法
    • スマートフォンARアプリケーションの総数:カテゴリー別
    • スマートフォンARアプリケーションの総数:地域別
    • PPDスマートフォンARアプリケーションの総収益:カテゴリー別
    • スマートフォンARゲームアプリケーションによるアプリ内購入の総収益:地域別
    • スマートフォンARアプリケーションにおける広告費総額
    • スマートフォンARアプリケーション市場総額

第4章 タブレットAR:市場展望 & 要点

  • タブレットARのイントロダクション
    • タブレットの予測手法
    • タブレットARアプリケーションのアプリケーションの総数:カテゴリー別
    • PPDタブレットARアプリケーションの総収益
    • タブレットARアプリケーションによるアプリ内購入の総収益
    • タブレットARアプリケーションにおける広告費総額
    • タブレットARアプリケーション市場総額

第5章 スマートグラスAR:市場展望 & 要点

  • スマートグラスARのイントロダクション
  • 予測手法
  • スマートグラスARアプリケーション総数:カテゴリー別
  • スマートグラスARアプリケーション総数:地域別
  • PPDスマートグラスARアプリケーションの総収益
  • スマートグラスARアプリケーションにおける広告費総額
  • スマートグラスARアプリケーションの市場総額

第6章 エンタープライズAR:市場展望 & 要点

  • エンタープライズARのイントロダクション
    • エンタープライズの予測手法
    • エンタープライズARアプリケーション総数
    • エンタープライズARアプリケーションのPPD総収益
    • 加入/ライセンスモデル下のエンタープライズARアプリケーションの総収益
    • エンタープライズARアプリケーションの総収益

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目次

Overview

Our research into the Augmented Reality market consistently sets the benchmark for research into this fast moving space.

The research provides critical analysis of the key business models, strategies and developments, whilst providing insights into the future of the technology. In-depth analysis of the consumer and enterprise market is presented across the four key hardware platforms:

  • Smartphones
  • Tablets
  • Head-Mounted Devices
  • Consumer Vehicles

Key Features

  • Provides a strategic assessment of the current market landscape, examining future business models and key market forces.
  • Consumer and Enterprise market coverage.
  • Analysis across the 4 key platforms:
    • Smartphones
    • Tablets
    • Head-Mounted Devices
    • Consumer Vehicles
  • Insights and strategic recommendations for key stakeholders.
  • Consumer app usage analysis and forecasts for 5 categories:
    • Games
    • Search & Discovery
    • Lifestyle & Healthcare
    • Multimedia
    • Social Communications
  • Enterprise app usage analysis and forecasts providing a breakdown across key hardware platforms.
  • Key player capability and capacity assessment, together with the Juniper Leaderboard.
  • Market forecasts for adoption and spend across consumer and enterprise markets.

Key Questions

  • 1. How is AR developing in terms of consumer & enterprise markets?
  • 2. What strategies can stakeholders employ to maximise revenue?
  • 3. What emerging technologies and services are driving the market forward?
  • 4. How has the success of Pokémon GO affected the AR market?
  • 5. What is the projected market value for the key AR market sectors?

Companies Referenced

Interviewed: Aireal, Blippar, DAQRI, Marxent Labs, ODG (Osterhout Design Group), Wikitude.

Profiled: Aireal, Alphabet, Blippar, DAQRI, Inglobe Technologies, Marxent Labs, Microsoft, Niantic, ODG (Osterhout Design Group), PTC, Vuzix, Wikitude.

Case Studied: Blippar, DAQRI, Google, LaForge, Lenovo, Niantic, Nintendo, Samsung, Snapchat, Wikitude.

Mentioned:

1066 Labs, AMA (Advanced Medical Applications), Amazon, Anheuser-Busch, Apple, APX Labs, Archetype Interactive, Argos, ARToolworks, Atheer, Augmate, Augmedix, Autodesk, Aviareal, AXA, Blogger, Bosch, Bsquare, Catalina Marketing, Cinema4D, Coca-Cola, CompalComm, Conde Nast, Copient Technologies, CrowdOptic, eUniverse, Facebook, Fingers, Flyby Media, Ford, GetJar, GuidiGo, Heinz, HTC, Huawei, HyperLoop, iBeer, Ikea, Imagus Technology, Immediate Media, Intel, iTiZZiMo, Jaguar, Johnson & Johnson, JPL Computer Vision Group, Keyhole, Koi Pond, KSP Steel, L'Oreal, Layar, Lowe's Hardware, Magic Leap, Mantis Vision, Maybelline, Meta, Metaio, Movidius, MSC Cruises, NASA, NCR, Neruable, Nestle, Novartis, NuEyes, Nuvika, NVIDIA, Oculus, Ologic, OmniVision, Open Source Robotics Foundation, Optech4D, Paracosm, PepsiCo, PMD Technologies, Picasa, Pokémon Company, Prizmiq, Procter & Gamble, PwC, Qualcomm, SagivTech, Scale Reality, Scope AR, Siemens, SketchUp, Sony, Spotify, Sunny Optical Technology, SuperCell, Swiftcover, Swrve, Taco Bell, The Big Network, TIME Inc, Trimble, Two-Trees Photonics, Unilever, Vinci Energy, Virgin, Volvo, VTT, Vuforia, weAR Mobile, Wearable Intelligence, WhatsApp, Woods Bagot, WRNCH, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular interactive excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions, perform what-if analysis; and compare select markets side by side in customised charts and tables. Ifxls greatly increase a clients' ability to both understand a particular market and to integrate their own views into the model.

Forecast suite includes:

  • Updated forecasts for 12 countries including: Canada, China, Denmark, Germany, Japan, Norway, Portugal, Spain, South Korea, Sweden, UK, USA, as well as 8 Key Regions.
  • Mobile AR splits by Smartphones, Tablets and Head-Mounted Devices.
  • App Ecosystem assessment across AR Games, Search & Discovery, Lifestyle, Multimedia, Social Communications and Enterprise.
  • App Revenue models according to Pay-per-Download, In-App Purchases / Subscriptions / Licencing, Ad Spend
  • AR Vehicle Assessment according to take-up in consumer vehicles and service revenues.
  • What-If Analysis tool allowing user the ability to manipulate Juniper's data for 50 different metrics.
  • Access to the full set of forecast data of more than 410 tables and over 57,000 datapoints.

Table of Contents

Market Trends & Competitive Landscape

1. AR: Current Market Status & Player Analysis

  • 1.1. Introduction to AR (Augmented Reality)
    • Figure 1.1: Relative Searches of ‘Augmented Reality'
  • 1.2. AR Market Movements
    • Figure 1.2: Significant AR Market Activities Snapshot
  • 1.3. AR Market Structure & Player s
    • Figure 1.3: Juniper Research AR Ecosystem
    • 1.3.1. Developers & Content Creators
      • i. Case Study: Niantic
    • 1.3.2. AR Chipset Manufacturers
    • 1.3.3. AR Content Platforms & SDKs
      • i. Case Study: Google Tango
    • 1.3.4. Hardware Manufacturers
    • 1.3.5. HMDs (Head Mounted Displays)
      • i. Case Study: Shima SmartGlasses
        • Figure 1.4: LaForge ShimaGlasses
        • Figure 1.5: Juniper Phased Evolution Model for AR - Smartphones, Tablets & HMDs
        • Figure 1.6: Smartphone & Tablet Installed Base in 2021
      • ii. Smartphones & Tablets
    • 1.3.6. AR Hardware Vendor Player Analysis
      • Table 1.7: Selected HMD Hardware Vendor Information
      • vi. Case Study: Lenovo Phab 2 Pro
        • Figure 1.8: Lenovo Phab 2 Pro
        • Table 1.9: AR Device Overview

2. AR Market Disruptors & Future Developments

  • 2.1. AR Disruptors
    • Figure 2.1: Juniper Disruptors & Challengers Quadrant - AR
    • 2.1.1. Landscape Analysis
      • i. Embryonic Stakeholders
      • ii. Disruptors
      • iii. Catalysts
      • iv. Embryonic
  • 2.2. Regional Monetization Variations
  • 2.3. Disruptive AR Technologies
    • i. Case Study: Samsung Smart Lens
      • Figure 2.2: Samsung Smart Lens Patent

3. Future AR Opportunities & Business Models

  • 3.1. Monetization Models
    • 3.1.1. Content Providers
  • 3.2. Industry Monetization Models
    • 3.2.1. Games
      • Table 3.1:Proportion of Revenues in AR Games Markets Attributable to PPD, In App Purchases & Advertising - 2021
      • i. Case Study: Pokémon GO
    • 3.2.2. Search & Discovery
      • Table 3.2: Proportion of Revenues in AR Search & Discovery Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: Wikitude
    • 3.2.3. Social Networking
      • Table 3.3: Proportion of Revenues in AR Social Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: Snapchat Filters
    • 3.2.4. Lifestyle & Healthcare
      • Table 3.4: Proportion of Revenues in AR Lifestyle &Healthcare Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
    • 3.2.5. Multimedia & Entertainment
      • Table 3.5: Proportion of Revenues in AR Multimedia & Entertainment Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: BlipparApp Partnerships
    • 3.2.6. Mobile Device Enterprises
      • Figure 3.6: DAQRI Smart Helmet
      • i. Case Study: DAQRI Remote Expert

4. AR: Player Profiles & Positioning

  • 4.1. Introduction
  • 4.2. Vendor Assessment
    • 4.2.1. Vendor Assessment Methodology
      • Table 4.1: AR Player Capability Criteria
  • 4.3. Limitations &Interpretations
    • Figure 4.2: Positioning & Matrix Results
    • Table 4.3: Juniper Heatmap for the AR Market
    • i. Established Leaders
    • ii. Leading Challengers
  • 4.4. Movers & Shakers
  • 4.5. Player Profiles
    • 4.5.1. Aireal
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.2. Blippar
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.3. DAQRI
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.4: DAQRI Smart Helmet
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.4. Marxent Labs
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.5. ODG
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.5: ODG R-7 Smart glasses
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.6. Wikitude
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.7. Alphabet
      • i. Corporate Profile
        • Table 4.6: Alphabet Selected Financial Information 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.7: Google Glass
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.8. Microsoft
      • i. Corporate Profile
        • Table 4.8: Microsoft Selected Financial Information 2013-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.9: Microsoft HoloLens
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.9. Inglobe Technologies
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.10. Niantic
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.10: Ingress (L) & Pokémon GO (R) Screenshots
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.11. PTC
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Table 4.11: PTC Selected Financial Information 2014-2015
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.12. Vuzix
      • i. Corporate Profile
        • Figure 4.12: Vuzix Selected Financial Information 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.13: Vuzix Ml00 Smart Glasses
        • Figure 4.14: Vuzix M300 Smart Glasses
      • v. Juniper's View: Key Strengths & Strategic Opportunities

Market Sizing & Forecasts

1. Introduction to Mobile Augmented Reality

  • 1.1. AR Market Structure & Player s
    • Figure 1.1: Juniper Research AR Ecosystem

2. Augmented Reality: A Market Summary

  • 2.1.1. Total Number of Mobile AR Applications Installed
    • Figure & Table 2.1: Total Number of Mobile AR Applications Installed (m) 2016-2021
  • 2.1.2. Total AR Market Value
    • Figure & Table 2.2: Total AR Market Value, Split by 3 Sectors ($m) 2016-2021

3. Smartphone AR: Market Outlook & Key Takeaways

  • 3.1. AR on Smartphones
    • Figure 3.1: Smartphone & Tablet Installed Base in 2021
    • 3.1.1. Smart hone AR Forecast Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. In-App Purchases Methodology
      • iii. AR Advertising Forecast Methodology
        • Figure 3.2: Smartphone PPD AR Forecast Methodology
        • Figure 3.3: Smartphone In-App Purchases AR Forecast Methodology
        • Figure 3.4: Smartphone AR Advertising Forecast Methodology
    • 3.1.2. Total Number of Smartphone AR Applications Split by Category
      • Figure & Table 3.5: Total Number of Smartphone AR Applications Split by 5 Key Categories (m) 2016-2021
    • 3.1.3. Total Number of Smartphone AR Applications, Split by Region
      • Figure & Table 3.6: Total Number of Smartphone AR Applications (m) Split by 8 Key Regions 2016-2021
    • 3.1.4. Total Revenues from PPD Smartphone AR Applications by Category
      • Figure & Table 3.7: Total Revenues from PPD Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 3.1.5. Total Revenues from In-App Purchases from Smartphone AR Games Applications Split by Region
      • Figure & Table 3.8: Total Revenues from In-App Purchases from Smartphone AR Games Applications ($m) Split by 5 Key Categories 2016-2021
    • 3.1.6. Total Spend on Advertising in Smartphone AR Applications
      • Figure & Table 3.9: Total Spend on Advertising in Smartphone AR Application ($m) Split by 5 Key Categories 2016-2021
    • 3.1.7. Total Market Value of Smartphone AR Applications ($m)
      • Figure & Table 3.1O: Total Market Value of Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
      • Figure & Table 3.1O: Total Market Value of Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
      • Table 3.11: Proportional Value of Smartphone AR App Market (%) Split by 3 Revenue Streams 2016-2021

4. Tablet AR: Market 0utlook & Key Takeaways

  • 4.1. Introduction to Tablet AR
    • 4.1.1. Tablet Forecast Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. In-App Purchases Methodology
      • iii. AR Advertising Forecast Methodology
        • Figure 4.1: Tablet PPD AR Forecast Methodology
        • Figure 4.2: Tablet In-App Purchases Forecast Methodology
        • Figure 4.3: Tablet AR Advertising Forecast Methodology
    • 4.1.2. Total Number of Tablet AR Applications Split by Category.
      • Figure & Table 4.4: Total Number of Tablet AR Applications Split by 5 Key Categories (m) 2016-2021
    • 4.1.3. Total Revenues from PPD Tablet AR Applications
      • Figure & Table 4.5: Total Revenues from PPD Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.4. Total Revenues from In-App Purchases from Tablet AR Applications
      • Figure & Table 4.6: Total Revenues from In-App Purchases from Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.5. Total Spend on Advertising in Tablet AR Applications
      • Figure & Table 4.7: Total Spend on Advertising in Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.6. Total Market Value of Tablet AR Application
      • Figure & Tablet 4.8: Total Market Value of Tablet ARA Applications $m Split by 5 Key Categories 2016-2021
      • Figure 4.9: Proportional Value of Tablet AR App Market (%) Split by 3 Revenues Streams 2016-2021

5. Smart Glasses AR: Market Outlook & Key Takeaways

  • 5.1.1. Introduction to Smart Glass AR
  • 5.1.2. Forecast Methodology
    • i. PPD (Pay-per-Download) Methodology
    • ii. In-App Purchases Methodology
    • iii. AR Advertising Forecast Methodology
      • Figure 5.1: Smartglasses PPD AR Forecast Methodology
      • Figure 5.2: Smartglasses In-Application Purchases AR Forecast Methodology
      • Figure 5.3: Smartglasses AR Advertising Forecast Methodology
  • 5.1.3. Total Number of Smart Glass AR Applications Split by Category
    • Figure & Table 5.4: Total Number of Smart Glass AR Applications Split by 5 Categories (m) 2016-2021
  • 5.1.4. Total Number of Smart Glass AR Applications Split by Region
    • Figure & Table 5.5: Total Number of Smart Glass AR Applications (m)Split by 8 Key Regions 2016-2021
  • 5.1.5. Total Revenues from PPD Smart Glass AR Applications
    • Figure 5.6: Total Revenues from PPD Smart Glass AR Applications ($m) Split by 5 Categories 2016-2021
  • 5.1.6. Total Revenues from In-App Purchases from Smart Glass AR Applications
    • Figure & Table 5.7: Total Revenues from In-App Purchases from Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
  • 5.1.7. Total Spend on Advertising in Smart Glass AR Applications
    • Figure & Table 5.8: Total Spend on Advertising in Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
  • 5.1.8. Total Market Value of Smart Glass AR Applications
    • Figure 5.9: Total Market Value of Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
    • Figure 5.1O: Proportional Value of Smart Glass AR App Market (%)Split by 3 Revenues Streams 2016-2021

6. Enterprise AR: Market Outlook & Key Takeaways

  • 6.1. Introduction to Enterprise AR
    • 6.1.1. Enterprise Forecasting Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. Subscription or Licencing Model
        • Figure 6.1: Enterprise AR Forecast Methodology
        • Figure 6.2: Enterprise AR Subscription or Licence Model Forecast Methodology
    • 6.1.2. Total Number of Enterprise AR Applications
      • Figure & Table 6.3: Total Number of Enterprise AR Applications (m) Split by Platforms 2016-2021
    • 6.1.3. Total PPD Revenues from Enterprise AR Applications
      • Figure & Table 6.4: Total PPD Revenues from Enterprise AR Applications ($m) Split by 3 Platforms 2016-2021
    • 6.1.4. Total Revenues from Enterprise AR Applications that operate under a Subscription/ Licence Model
      • Figure & Table 6.5: Total Revenues from Enterprise AR Applications that operate under a Subscription/Licence Model ($m) Split by 3 Platforms 2016-2021 ..
    • 6.1.5. Total Revenues from Enterprise AR Applications
      • Figure & Table 6.6: Total Revenues from Enterprise AR Applications ($m) Split by 3 Platforms 2016-2021
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