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モバイルデバイス用拡張現実 (モバイルAR) - ゲームとエンターテインメント、マーケティングと広告、情報、教育・玩具、小売・Eコマース、産業用アプリケーション:世界市場の分析と予測

Augmented Reality for Mobile Devices - Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and E-Commerce, and Industrial Applications: Global Market Analysis and Forecasts

発行 Tractica 商品コード 325523
出版日 ページ情報 英文 73 Pages; 39 Tables, Charts & Figures
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モバイルデバイス用拡張現実 (モバイルAR) - ゲームとエンターテインメント、マーケティングと広告、情報、教育・玩具、小売・Eコマース、産業用アプリケーション:世界市場の分析と予測 Augmented Reality for Mobile Devices - Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and E-Commerce, and Industrial Applications: Global Market Analysis and Forecasts
出版日: 2015年03月06日 ページ情報: 英文 73 Pages; 39 Tables, Charts & Figures
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Tracticaは、時代を先取りした商品ラインナップを展開する市場調査会社です。レポートを分野別にまとめてご購入できる『年間契約型レポートパッケージ』もございます。是非合わせてご検討下さい。
概要

モバイル拡張現実 (モバイルAR) 市場は、ついにその潜在能力を十分に発揮しようとしています。日々進歩する処理機能やセンサーなどを搭載したスマートフォンやタブレットの急増で、ARを体験するための完璧なメディアが提供されてきました。

当レポートでは、世界のモバイルARアプリケーション市場について調査分析し、インストールベース、アクティブユーザー数、ダウンロード数、収益に対する市場予測について、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 市場の問題点

  • イントロダクション
  • 範囲
  • 地理的区分
  • 主な成長促進要因
  • 市場成長阻害要因
  • ビジネスモデル

第3章 技術の問題点

  • イントロダクション
  • 検出アルゴリズム
  • 追跡手法
  • カメラ品質
  • センサー精度
  • 位置のドリフト
  • 新しいセンサー
  • ARの最適化
  • 複合現実感 (MR)
  • 規格

第4章 主要参入企業

  • イントロダクション
  • Augmensys
  • Augmented Pixels
  • Blippar
  • Catchoom Technologies
  • Cimagine Media
  • DAQRI
  • Google
  • Hewlett Packard Aurasma
  • Marxent Labs
  • Metaio GmbH
  • Mollejuo
  • Occipital
  • Puteko
  • Qualcomm
  • Seabery Soluciones
  • Scope AR
  • Translate Abroad
  • Unity Technologies
  • ViewAR
  • VividWorks
  • Wikitude
  • Zappar
  • Zugara
  • その他

第5章 市場予測

  • イントロダクション
  • データ収集と予測の概要
  • 予測手法
  • アクティブ/非アクティブARアプリケーションのインストールベース
  • モバイルARアプリの年間ダウンロード数:アプリケーションタイプ別
  • モバイルARアプリの年間収益:アプリケーションタイプ別
  • モバイルARアプリの年間ダウンロード数:地域別
  • モバイルARアプリの年間収益:地域別
  • 結論と提言

第6章 企業ディレクトリ

第7章 略語リスト

第8章 目次

第9章 図表

第10章 調査範囲、情報源、調査手法、注記

目次
Product Code: ARMD-15

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The mobile augmented reality (AR) market is finally on the verge of fulfilling its potential and going mainstream, following years of hype. The proliferation of smartphones and tablets with ever-improving processing capabilities, sensors, and soon, 3D cameras, has provided the perfect medium for people to experience AR. Additionally, the creation of AR content has been made much easier with a variety of tools consisting of simple drag-and-drop interfaces which allow non-developers to design their own applications.

Furthermore, mobile AR is beginning to shake off the reputation of being gimmicky - a perception that has dogged the industry for the last few years. Indeed, there is a growing awareness of AR and an understanding about how the technology can be beneficial in a variety of sectors. One of the most notable trends is product visualization, where users are able to view how items will look in their homes without having to visit a physical location or commit to a purchase when not quite certain.


This Tractica report provides global market forecasts for installed base, active users, downloads, and revenue for mobile augmented reality applications. This data is segmented by five major world regions (North America, Europe, Asia Pacific, Latin America, Middle East and Africa) and seven application types (Gaming and Entertainment, Marketing and Advertising, Information, Education and Toys, Retail and Ecommerce, Industrial and Others). Additionally, Tractica forecasts revenues from the licensing of software development kits and cloud-based solutions, paid applications, application advertising, and in-app upgrades, with all forecasts extending through 2019.

Key Questions Addressed:

  • How many downloaded mobile applications contain augmented reality and how will this number grow?
  • How many of these applications are actively used?
  • How does the market break down by application type and major geographic region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could hold back growth during the forecast period?
  • What are the main technology trends and issues in the mobile AR market?
  • Who are the leading providers of mobile augmented reality technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile device manufacturers
  • Semiconductor and component companies
  • Application developers
  • Content creation providers
  • Augmented reality software providers
  • Mobile network operators
  • Investor community

Table of Contents

1. Executive Summary 1.1. Introduction 1.1.1. Key Trends

  • 1.2. Forecast Highlights

2. Market Issues 2.1. Introduction

  • 2.2. Scope 2.2.1. Product Type Definitions
    • 2.2.2. Mobile AR Categories 2.2.2.1. Gaming and Entertainment
      • 2.2.2.2. Marketing and Advertising
      • 2.2.2.3. Information
      • 2.2.2.4. Education and Toys
      • 2.2.2.5. Retail, Ecommerce, and Product Visualizations
      • 2.2.2.6. Industrial
      • 2.2.2.7. Others
  • 2.3. Geographic Segmentation
  • 2.4. Key Drivers of Growth 2.4.1. Funding from Large Players
    • 2.4.2. Tools to Easily Create AR Experiences
    • 2.4.3. Proliferation of Smartphones and Tablets
    • 2.4.4. Product Visualization
    • 2.4.5. Improved Maintenance
    • 2.4.6. New Marketing and Advertising
    • 2.4.7. Increased safety
    • 2.4.8. More Immersive Learning
    • 2.4.9. Emergence of Smart Cities and the Internet of Things
  • 2.5. Inhibitors of Market Growth 2.5.1. Lack of Awareness and Education
    • 2.5.2. Challenge to Active AR Experience
    • 2.5.3. AR Seen as a Gimmick
    • 2.5.4. Being too Early to Market
    • 2.5.5. Lack of Major Investment Capital
    • 2.5.6. High Cost of Content Creation
    • 2.5.7. Increased Proliferation of Wearables
    • 2.5.8. Privacy Concerns
    • 2.5.9. Technological Limitations
    • 2.5.10. Difficulty Harmonizing with Existing Systems
  • 2.6. Business Models

3. Technology Issues 3.1. Introduction

  • 3.2. Detection Algorithms
  • 3.3. Tracking Methodologies
  • 3.4. Camera Quality
  • 3.5. Sensor Accuracy
  • 3.6. Position Drift
  • 3.7. New Sensors
  • 3.8. AR Optimization
  • 3.9. Mixed Reality
  • 3.10. Standards

4. Key Industry Players 4.1. Introduction

  • 4.2. Augmensys
  • 4.3. Augmented Pixels
  • 4.4. Blippar
  • 4.5. Catchoom Technologies
  • 4.6. Cimagine Media
  • 4.7. DAQRI
  • 4.8. Google
  • 4.9. Hewlett Packard Aurasma
  • 4.10. Marxent Labs
  • 4.11. Metaio GmbH
  • 4.12. Mollejuo
  • 4.13. Occipital
  • 4.14. Puteko
  • 4.15. Qualcomm
  • 4.16. Seabery Soluciones
  • 4.17. Scope AR
  • 4.18. Translate Abroad
  • 4.19. Unity Technologies
  • 4.20. ViewAR
  • 4.21. VividWorks
  • 4.22. Wikitude
  • 4.23. Zappar
  • 4.24. Zugara
  • 4.25. Selected Other Industry Participants

5. Market Forecasts 5.1. Introduction

  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology 5.3.1. Number of Mobile AR Users in 2013 and 2014 (Installed Base)
    • 5.3.2. Projections of Downloads/Sales
    • 5.3.3. AR Pricing
    • 5.3.4. Revenues
    • 5.3.5. Geographic Variation
  • 5.4. Installed Base of Active and Non-Active AR Applications
  • 5.5. Annual Downloads of Mobile AR Apps by Application Type
  • 5.6. Annual Revenues of Mobile AR Apps by Application Type
  • 5.7. Annual Downloads of Mobile AR Apps by Geography
  • 5.8. Annual Revenues of Mobile AR Apps by Geography
  • 5.9. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

List of Charts, Figures, and Tables

Charts

  • Installed Base of Actively Used Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, North America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, North America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Total AR Revenues by Type, World Markets: 2014-2019

Figures

  • Example of a ZapCode
  • Google Project Tango AR Shopping
  • User Positioning AR Furniture in the Cimagine Application
  • Occipital Structure Sensor
  • Lowe's Holoroom
  • Protect the Whopper AR Game from Hungry Jack's

Tables

  • Additional Industry Participants
  • Annual Downloads of Mobile AR Apps by Region, World Markets: 2014-2019
  • Annual Revenue for Mobile AR Apps by Region, World Markets: 2014-2019
  • Annual Revenue for AR Software Licensing by Region, World Markets: 2014-2019
  • Installed Base of Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Installed Base of Actively Used Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Total Annual Mobile AR Revenue by Type, World Markets: 2014-2019
  • Installed Base of Mobile AR Apps by Product Type, World Markets: 2014
  • Annual Downloads of Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, North America 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Downloads of Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, World Markets: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, North America 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Europe: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Asia Pacific: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Latin America: 2014-2019
  • Annual Revenue for Mobile AR Apps by Application Type, Middle East & Africa: 2014-2019
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