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World AR Applications Market Discussed in Updated Research Report Published at MarketPublishers.com

16 Dec 2011 • by Natalie Aster

LONDON – Augmented reality (AR), a technology that has long lingered in the realm of obscurity, is quickly becoming the focus for developers of mobile applications. The technology can create interactive digital experience for smart phone owners, the likes of which they cannot find anywhere else.

Forecasts say the total value of the augmented reality (AR) applications market will grow at 95.35% CAGR, from USD 181.25 million in 2011 to USD 5,155.92 million by 2016, which estimates that augmented reality will be a major force in the world of mobile technology. The market is expected to see the greatest growth in the gaming sector, where augmented reality can be used to make games more interactive.

Updated report “Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, GPS applications (2011 – 2016)” developed by MarketsandMarkets delves into in-depth analysis of the world augmented reality applications market, segmented on the basis of products, applications, technology, and geography. It forecasts volumes, revenues, and analyzes trends in each of these submarkets. To contribute to a better understanding of the sector, the study gives detailed insights into major market drivers, challenges, opportunities, and key issues. Moreover, overview of the competitive landscape, more than 20 profiles of top companies along with their market shares can also be found in the review.

Report Details:

Title: Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, GPS applications (2011 – 2016)
Published: December, 2011
Pages: 204
Price: US$ 4,650

Report Contents:

1 INTRODUCTION
1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
  1.5.1 MARKET SIZE
  1.5.2 KEY DATA POINTS FROM SECONDARY SOURCES
  1.5.3 KEY DATA POINTS FROM PRIMARY SOURCES
  1.5.4 ASSUMPTIONS MADE FOR THIS REPORT
  1.5.5 LIST OF COMPANIES CONTACTED DURING THIS REPORT

2 EXECUTIVE SUMMARY

3 MARKET OVERVIEW
3.1 INTRODUCTION
3.2 MARKET DEFINITION
3.3 EVOLUTION OF AUGMENTED REALITY
3.4 AUGMENTED REALITY VS VIRTUAL REALITY
3.5 MARKET DYNAMICS
  3.5.1 DRIVERS
    3.5.1.1 Enhanced user experience
    3.5.1.2 Boost in the demand of smartphones

More updated and new market research reports by the publisher can be found at MarketsandMarkets page.

 

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