Augmented reality (AR) in Enterprise Market by Component (Hardware, Software); by Display Device (Head-Mounted Display, Smart Glass and Head-up Display); by Enterprise (SME’s, Large Enterprise); by Application (Automotive, Aerospace and Defense, Medical, Gaming, Retail); by Regional outlook (U.S., Rest of North America, France, UK, Germany, Spain, Italy, Rest of Europe, China, Japan, India, Southeast Asia, Rest of Asia Pacific, GCC Countries, Southern Africa, Rest of MEA, Brazil, Rest of Latin America) – Global Insights, Industry Trends, Price Trends, Growth, Size, Supply, Demand, Comparative Analysis, Competitive Market Share and Forecast, 2018-2026

Report ID :AMI-38 | Category : Information And Communication Technology | Published Date :May, 2018 | Pages : 267 | Format :PDF
Buy Now!

Industry Trends

Augmented reality is an enhanced version of reality where live or indirect views of physical real-world environments are augmented with superimposed computer-generated images. Augmented reality leverages the latest innovations in big data analytics, mobile technology and the internet to offer new upgraded communication channels for enterprises. The global augmented reality (AR) in enterprise market was valued at US$ 1,089.59 Mn in 2017 and is expected to reach US$ 8,742.02 Mn by 2022. Organizations of all sizes have recognized the potential of these rapidly expanding communication channel to visualize data and instructions, covering digital assets in the real world in real time.

AR in Enterprise Market, By Enterprise Size, 2018-2026 (USD Million)


AR in Enterprise Market

Large enterprises are quickly realizing the possible impact of Augmented reality (AR) technology as this enables their customers to have an ‘anywhere experience’. This characteristic is not only attractive but also helps customers to have a long-lasting experience. Thus, AR approach is ensuring greater customer attachment and trust in products, increasing the likelihood of a purchase.

AR in Enterprise Market, by Enterprise Size

The enterprise size segment of augmented reality (AR) in enterprise market is bifurcated into SME’s and large enterprise, wherein large enterprise is currently dominating the market. Large investments and ongoing projects are the key reason for large enterprises to penetrate maximum into the market. Among large enterprises sectors such as automotive and retail hold a prominent customer base, as the technology is less time consuming and provides more accurate and reliable data to their customers. Instructional AR is also promising commercially, with multi-sensory learning which are valuable in transmitting information. Thus, a variety of industries will adopt AR instructional methods for better-informed and safer workforces in the coming years.

AR in Enterprise Market, by Region

North America currently holds the maximum market share in the global augmented reality (AR) in enterprise market. The region has a high adoption of technically advanced products which is expected to propel the growth of the market globally. In this region, United States has the maximum contribution in terms of revenue due to high awareness of AR technology. The region also has prominent players who are investing on different projects and research & development thus further propelling the market growth. However, Asia Pacific is anticipated to grow in future due to growing consumer business in Asia Pacific. Rising retail spending in countries such as China, India, Vietnam and Malaysia will also further contribute to its growth.

Competitive Market Share

The report provides both, qualitative and quantitative research of the market, as well as integrates worthy insights into the rational scenario and favored development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and detailed insights on the competitiveness of these players. The key business strategies such as M&A, affiliations, collaborations, and contracts adopted by the major players are also recognized and analyzed in the report. For each company, the report recognizes their manufacturing base, competitors, product type, application and specification, pricing, and gross margin.

The Augmented reality (AR) in enterprise market is consolidated since the market has giant players who are generating maximum market share. Some of the primary players of consolidated global AR in enterprise market are Apple Inc., Blippar, CyberGlove Systems LLC, DAQRI LLC, Eon Reality, Inc., Facebook Inc., Google Inc, HTC Corporation, Magic Leap, Inc., Marxent Labs LLC, QUALCOMM, PTC Inc., Microsoft, Rockwell Collins, SAMSUNG, Upskill, Vuzix Corporation and Wikitude GmbH among others.

AR in Enterprise Industry Background


AR in Enterprise Market

AR in Enterprise Market

1.    Introduction

1.1.   Market Scope

1.2.   Market Segmentation

1.3.   Methodology

1.4.   Assumptions

2.    AR in Enterprise Market Snapshot

3.    Executive Summary: AR in Enterprise Market

4.    Qualitative Analysis: AR in Enterprise Market

4.1.   Introduction

4.1.1.   Product Definition

4.1.2.   Industry Development

4.2.   Market Dynamics

4.2.1.   Drivers

4.2.2.   Restraints

4.2.3.   Opportunities

4.3.   Trends in Market

4.4.   Porter’s Five Force Analysis

5.    Global Augmented Reality (AR) in Enterprise Market Analysis and Forecasts, 2018 – 2026

5.1.   Overview

5.1.1.   Global Market Revenue (US$ Mn) and Forecasts

5.2.   Global AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

5.2.1.   Hardware

5.2.1.1.    Definition

5.2.1.2.    Market Penetration

5.2.1.3.    Market Revenue Expected to Increase by 2026

5.2.1.4.    Compound Annual Growth Rate (CAGR)

5.2.2.   Software

5.2.2.1.    Definition

5.2.2.2.    Market Penetration

5.2.2.3.    Market Revenue Expected to Increase by 2026

5.2.2.4.    Compound Annual Growth Rate (CAGR)

5.3.   Key Segment for Channeling Investments

5.3.1.   By Component

6.    Global AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

6.1.   Overview

6.2.   Global Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Display Device

6.2.1.   Head-Mounted Display

6.2.1.1.    Definition

6.2.1.2.    Market Penetration

6.2.1.3.    Market Revenue Expected to Increase by 2026

6.2.1.4.    Compound Annual Growth Rate (CAGR)

6.2.2.   Smart Glass

6.2.2.1.    Definition

6.2.2.2.    Market Penetration

6.2.2.3.    Market Revenue Expected to Increase by 2026

6.2.2.4.    Compound Annual Growth Rate (CAGR)

6.2.3.   Head-up Display

6.2.3.1.    Definition

6.2.3.2.    Market Penetration

6.2.3.3.    Market Revenue Expected to Increase by 2026

6.2.3.4.    Compound Annual Growth Rate (CAGR)

6.3.   Key Segment for Channeling Investments

6.3.1.   By Display Device

7.    Global AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

7.1.   Overview

7.2.   Global Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

7.2.1.   SMEs

7.2.1.1.    Definition

7.2.1.2.    Market Penetration

7.2.1.3.    Market Revenue Expected to Increase by 2026

7.2.1.4.    Compound Annual Growth Rate (CAGR)

7.2.2.   Large Enterprise

7.2.2.1.    Definition

7.2.2.2.    Market Penetration

7.2.2.3.    Market Revenue Expected to Increase by 2026

7.2.2.4.    Compound Annual Growth Rate (CAGR)

7.3.   Key Segment for Channeling Investments

7.3.1.   By Enterprise Size

8.    Global Augmented Reality (AR) in Enterprise Market Analysis and Forecasts, 2018 – 2026

8.1.   Overview

8.2.   Global AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

8.2.1.   Automotive

8.2.1.1.    Definition

8.2.1.2.    Market Penetration

8.2.1.3.    Market Revenue Expected to Increase by 2026

8.2.1.4.    Compound Annual Growth Rate (CAGR)

8.2.2.   Aerospace and Defense

8.2.2.1.    Definition

8.2.2.2.    Market Penetration

8.2.2.3.    Market Revenue Expected to Increase by 2026

8.2.2.4.    Compound Annual Growth Rate (CAGR)

8.2.3.   Medical

8.2.3.1.    Definition

8.2.3.2.    Market Penetration

8.2.3.3.    Market Revenue Expected to Increase by 2026

8.2.3.4.    Compound Annual Growth Rate (CAGR)

8.2.4.   Gaming

8.2.4.1.    Definition

8.2.4.2.    Market Penetration

8.2.4.3.    Market Revenue Expected to Increase by 2026

8.2.4.4.    Compound Annual Growth Rate (CAGR)

8.2.5.   Retail

8.2.5.1.    Definition

8.2.5.2.    Market Penetration

8.2.5.3.    Market Revenue Expected to Increase by 2026

8.2.5.4.    Compound Annual Growth Rate (CAGR)

8.3.   Key Segment for Channeling Investments

8.3.1.   By Application

9.    North America Augmented Reality (AR) in Enterprise Market Analysis and Forecasts, 2018 – 2026

9.1.   Overview

9.1.1.   North America Market Revenue (US$ Mn)

9.2.   North America Market Revenue (US$ Mn) and Forecasts, By Component

9.2.1.   Hardware

9.2.2.   Software

9.3.   North America Market Revenue (US$ Mn) and Forecasts, By Display Device

9.3.1.   Head-Mounted Display

9.3.2.   Smart Glass

9.3.3.   Head-up Display

9.4.   North America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

9.4.1.   SMEs

9.4.2.   Large Enterprise

9.5.   North America Market Revenue (US$ Mn) and Forecasts, By Application

9.5.1.   Automotive

9.5.2.   Aerospace and Defense

9.5.3.   Medical

9.5.4.   Gaming

9.5.5.   Retail

9.6.   North America Market Revenue (US$ Mn) and Forecasts, By Country

9.6.1.   U.S.

9.6.1.1.    U.S. Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

9.6.1.1.1.    Hardware

9.6.1.1.2.    Software

9.6.1.2.    U.S. Market Revenue (US$ Mn) and Forecasts, By Display Device

9.6.1.2.1.    Head-Mounted Display

9.6.1.2.2.    Smart Glass

9.6.1.2.3.    Head-up Display

9.6.1.3.    U.S. Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

9.6.1.3.1.    SMEs

9.6.1.3.2.    Large Enterprise

9.6.1.4.    U.S. AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

9.6.1.4.1.    Automotive

9.6.1.4.2.    Aerospace and Defense

9.6.1.4.3.    Medical

9.6.1.4.4.    Gaming

9.6.1.4.5.    Retail

9.6.2.   Rest of North America

9.6.2.1.    Rest of North America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

9.6.2.1.1.    Hardware

9.6.2.1.2.    Software

9.6.2.2.    Rest of North America Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Display Device

9.6.2.2.1.    Head-Mounted Display

9.6.2.2.2.    Smart Glass

9.6.2.2.3.    Head-up Display

9.6.2.3.    Rest of North America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

9.6.2.3.1.    SMEs

9.6.2.3.2.    Large Enterprise

9.6.2.4.    Rest of North America Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

9.6.2.4.1.    Automotive

9.6.2.4.2.    Aerospace and Defense

9.6.2.4.3.    Medical

9.6.2.4.4.    Gaming

9.6.2.4.5.    Retail

9.7.   Key Segment for Channeling Investments

9.7.1.   By Country

9.7.2.   By Component

9.7.3.   By Display Device

9.7.4.   By Enterprise Size

9.7.5.   By Application

10. Europe AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

10.1. Overview

10.1.1. Europe Market Revenue (US$ Mn)

10.2. Europe Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

10.2.1. Hardware

10.2.2. Software

10.3. Europe Market Revenue (US$ Mn) and Forecasts, By Display Device

10.3.1. Head-Mounted Display

10.3.2. Smart Glass

10.3.3. Head-up Display

10.4. Europe AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.4.1. SMEs

10.4.2. Large Enterprise

10.5. Europe Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

10.5.1. Automotive

10.5.2. Aerospace and Defense

10.5.3. Medical

10.5.4. Gaming

10.5.5. Retail

10.6. Europe AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Country

10.6.1. France

10.6.1.1.  France AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

10.6.1.1.1.  Hardware

10.6.1.1.2.  Software

10.6.1.2.  France Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.1.2.1.  Head-Mounted Display

10.6.1.2.2.  Smart Glass

10.6.1.2.3.  Head-up Display

10.6.1.3.  France Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.1.3.1.  SMEs

10.6.1.3.2.  Large Enterprise

10.6.1.4.  France Market Revenue (US$ Mn) and Forecasts, By Application

10.6.1.4.1.  Automotive

10.6.1.4.2.  Aerospace and Defense

10.6.1.4.3.  Medical

10.6.1.4.4.  Gaming

10.6.1.4.5.  Retail

10.6.2. The UK

10.6.2.1.  The UK AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

10.6.2.1.1.  Hardware

10.6.2.1.2.  Software

10.6.2.2.  The UK Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.2.2.1.  Head-Mounted Display

10.6.2.2.2.  Smart Glass

10.6.2.2.3.  Head-up Display

10.6.2.3.  The UK Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.2.3.1.  SMEs

10.6.2.3.2.  Large Enterprise

10.6.2.4.  The UK Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

10.6.2.4.1.  Automotive

10.6.2.4.2.  Aerospace and Defense

10.6.2.4.3.  Medical

10.6.2.4.4.  Gaming

10.6.2.4.5.  Retail

10.6.3. Spain

10.6.3.1.  Spain Market Revenue (US$ Mn) and Forecasts, By Component

10.6.3.1.1.  Hardware

10.6.3.1.2.  Software

10.6.3.2.  Spain Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.3.2.1.  Head-Mounted Display

10.6.3.2.2.  Smart Glass

10.6.3.2.3.  Head-up Display

10.6.3.3.  Spain AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.3.3.1.  SMEs

10.6.3.3.2.  Large Enterprise

10.6.3.4.  Spain Market Revenue (US$ Mn) and Forecasts, By Application

10.6.3.4.1.  Automotive

10.6.3.4.2.  Aerospace and Defense

10.6.3.4.3.  Medical

10.6.3.4.4.  Gaming

10.6.3.4.5.  Retail

10.6.4. Germany

10.6.4.1.  Germany AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

10.6.4.1.1.  Hardware

10.6.4.1.2.  Software

10.6.4.2.  Germany Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.4.2.1.  Head-Mounted Display

10.6.4.2.2.  Smart Glass

10.6.4.2.3.  Head-up Display

10.6.4.3.  Germany Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.4.3.1.  SMEs

10.6.4.3.2.  Large Enterprise

10.6.4.4.  Germany Market Revenue (US$ Mn) and Forecasts, By Application

10.6.4.4.1.  Automotive

10.6.4.4.2.  Aerospace and Defense

10.6.4.4.3.  Medical

10.6.4.4.4.  Gaming

10.6.4.4.5.  Retail

10.6.5. Italy

10.6.5.1.  Italy Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

10.6.5.1.1.  Hardware

10.6.5.1.2.  Software

10.6.5.2.  Italy Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.5.2.1.  Head-Mounted Display

10.6.5.2.2.  Smart Glass

10.6.5.2.3.  Head-up Display

10.6.5.3.  Italy Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.5.3.1.  SMEs

10.6.5.3.2.  Large Enterprise

10.6.5.4.  Italy Market Revenue (US$ Mn) and Forecasts, By Application

10.6.5.4.1.  Automotive

10.6.5.4.2.  Aerospace and Defense

10.6.5.4.3.  Medical

10.6.5.4.4.  Gaming

10.6.5.4.5.  Retail

10.6.6. Rest of Europe

10.6.6.1.  Rest of Europe Market Revenue (US$ Mn) and Forecasts, By Component

10.6.6.1.1.  Hardware

10.6.6.1.2.  Software

10.6.6.2.  Rest of Europe AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Display Device

10.6.6.2.1.  Head-Mounted Display

10.6.6.2.2.  Smart Glass

10.6.6.2.3.  Head-up Display

10.6.6.3.  Rest of Europe Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

10.6.6.3.1.  SMEs

10.6.6.3.2.  Large Enterprise

10.6.6.4.  Rest of Europe Augmented Reality (AR) in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

10.6.6.4.1.  Automotive

10.6.6.4.2.  Aerospace and Defense

10.6.6.4.3.  Medical

10.6.6.4.4.  Gaming

10.6.6.4.5.  Retail

10.7. Key Segment for Channeling Investments

10.7.1. By Country

10.7.2. By Component

10.7.3. By Display Device

10.7.4. By Enterprise Size

10.7.5. By Application

11. Asia Pacific  AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

11.1. Overview

11.1.1. Asia Pacific Market Revenue (US$ Mn)

11.2. Asia Pacific AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.2.1. Hardware

11.2.2. Software

11.3. Asia Pacific Market Revenue (US$ Mn) and Forecasts, By Display Device

11.3.1. Head-Mounted Display

11.3.2. Smart Glass

11.3.3. Head-up Display

11.4. Asia Pacific AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.4.1. SMEs

11.4.2. Large Enterprise

11.5. Asia Pacific Market Revenue (US$ Mn) and Forecasts, By Application

11.5.1. Automotive

11.5.2. Aerospace and Defense

11.5.3. Medical

11.5.4. Gaming

11.5.5. Retail

11.6. Asia Pacific AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Country

11.6.1. China

11.6.1.1.  China AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.6.1.1.1.  Hardware

11.6.1.1.2.  Software

11.6.1.2.  China Market Revenue (US$ Mn) and Forecasts, By Display Device

11.6.1.2.1.  Head-Mounted Display

11.6.1.2.2.  Smart Glass

11.6.1.2.3.  Head-up Display

11.6.1.3.  China AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.6.1.3.1.  SMEs

11.6.1.3.2.  Large Enterprise

11.6.1.4.  China Market Revenue (US$ Mn) and Forecasts, By Application

11.6.1.4.1.  Automotive

11.6.1.4.2.  Aerospace and Defense

11.6.1.4.3.  Medical

11.6.1.4.4.  Gaming

11.6.1.4.5.  Retail

11.6.2. Japan

11.6.2.1.  Japan AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.6.2.1.1.  Hardware

11.6.2.1.2.  Software

11.6.2.2.  Japan Market Revenue (US$ Mn) and Forecasts, By Display Device

11.6.2.2.1.  Head-Mounted Display

11.6.2.2.2.  Smart Glass

11.6.2.2.3.  Head-up Display

11.6.2.3.  Japan Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.6.2.3.1.  SMEs

11.6.2.3.2.  Large Enterprise

11.6.2.4.  Japan AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

11.6.2.4.1.  Automotive

11.6.2.4.2.  Aerospace and Defense

11.6.2.4.3.  Medical

11.6.2.4.4.  Gaming

11.6.2.4.5.  Retail

11.6.3. India

11.6.3.1.  India AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.6.3.1.1.  Hardware

11.6.3.1.2.  Software

11.6.3.2.  India Market Revenue (US$ Mn) and Forecasts, By Display Device

11.6.3.2.1.  Head-Mounted Display

11.6.3.2.2.  Smart Glass

11.6.3.2.3.  Head-up Display

11.6.3.3.  India Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.6.3.3.1.  SMEs

11.6.3.3.2.  Large Enterprise

11.6.3.4.  India Market Revenue (US$ Mn) and Forecasts, By Application

11.6.3.4.1.  Automotive

11.6.3.4.2.  Aerospace and Defense

11.6.3.4.3.  Medical

11.6.3.4.4.  Gaming

11.6.3.4.5.  Retail

11.6.4. Southeast Asia

11.6.4.1.  Southeast Asia AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.6.4.1.1.  Hardware

11.6.4.1.2.  Software

11.6.4.2.  Southeast Asia Market Revenue (US$ Mn) and Forecasts, By Display Device

11.6.4.2.1.  Head-Mounted Display

11.6.4.2.2.  Smart Glass

11.6.4.2.3.  Head-up Display

11.6.4.3.  Southeast Asia Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.6.4.3.1.  SMEs

11.6.4.3.2.  Large Enterprise

11.6.4.4.  Southeast Asia Market Revenue (US$ Mn) and Forecasts, By Application

11.6.4.4.1.  Automotive

11.6.4.4.2.  Aerospace and Defense

11.6.4.4.3.  Medical

11.6.4.4.4.  Gaming

11.6.4.4.5.  Retail

11.6.5. Rest of Asia Pacific

11.6.5.1.  Rest of Asia Pacific AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

11.6.5.1.1.  Hardware

11.6.5.1.2.  Software

11.6.5.2.  Rest of Asia Pacific Market Revenue (US$ Mn) and Forecasts, By Display Device

11.6.5.2.1.  Head-Mounted Display

11.6.5.2.2.  Smart Glass

11.6.5.2.3.  Head-up Display

11.6.5.3.  Rest of Asia Pacific Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

11.6.5.3.1.  SMEs

11.6.5.3.2.  Large Enterprise

11.6.5.4.  Rest of Asia Pacific AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

11.6.5.4.1.  Automotive

11.6.5.4.2.  Aerospace and Defense

11.6.5.4.3.  Medical

11.6.5.4.4.  Gaming

11.6.5.4.5.  Retail

11.7. Key Segment for Channeling Investments

11.7.1. By Country

11.7.2. By Component

11.7.3. By Display Device

11.7.4. By Enterprise Size

11.7.5. By Application

12. Middle East and Africa  AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

12.1. Overview

12.1.1. Middle East and Africa Market Revenue (US$ Mn)

12.2. Middle East and Africa AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

12.2.1. Hardware

12.2.2. Software

12.3. Middle East and Africa Market Revenue (US$ Mn) and Forecasts, By Display Device

12.3.1. Head-Mounted Display

12.3.2. Smart Glass

12.3.3. Head-up Display

12.4. Middle East and Africa AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

12.4.1. SMEs

12.4.2. Large Enterprise

12.5. Middle East and Africa Market Revenue (US$ Mn) and Forecasts, By Application

12.5.1. Automotive

12.5.2. Aerospace and Defense

12.5.3. Medical

12.5.4. Gaming

12.5.5. Retail

12.6. Middle East and Africa AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Country

12.6.1. GCC Countries

12.6.1.1.  GCC Countries AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

12.6.1.1.1.  Hardware

12.6.1.1.2.  Software

12.6.1.2.  GCC Countries Market Revenue (US$ Mn) and Forecasts, By Display Device

12.6.1.2.1.  Head-Mounted Display

12.6.1.2.2.  Smart Glass

12.6.1.2.3.  Head-up Display

12.6.1.3.  GCC Countries AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

12.6.1.3.1.  SMEs

12.6.1.3.2.  Large Enterprise

12.6.1.4.  GCC Countries AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

12.6.1.4.1.  Automotive

12.6.1.4.2.  Aerospace and Defense

12.6.1.4.3.  Medical

12.6.1.4.4.  Gaming

12.6.1.4.5.  Retail

12.6.2. Southern Africa

12.6.2.1.  Southern Africa AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

12.6.2.1.1.  Hardware

12.6.2.1.2.  Software

12.6.2.2.  Southern Africa Market Revenue (US$ Mn) and Forecasts, By Display Device

12.6.2.2.1.  Head-Mounted Display

12.6.2.2.2.  Smart Glass

12.6.2.2.3.  Head-up Display

12.6.2.3.  Southern Africa Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

12.6.2.3.1.  SMEs

12.6.2.3.2.  Large Enterprise

12.6.2.4.  Southern Africa AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

12.6.2.4.1.  Automotive

12.6.2.4.2.  Aerospace and Defense

12.6.2.4.3.  Medical

12.6.2.4.4.  Gaming

12.6.2.4.5.  Retail

12.6.3. Rest of MEA

12.6.3.1.  Rest of MEA Market Revenue (US$ Mn) and Forecasts, By Component

12.6.3.1.1.  Hardware

12.6.3.1.2.  Software

12.6.3.2.  Rest of MEA AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Display Device

12.6.3.2.1.  Head-Mounted Display

12.6.3.2.2.  Smart Glass

12.6.3.2.3.  Head-up Display

12.6.3.3.  Rest of MEA Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

12.6.3.3.1.  SMEs

12.6.3.3.2.  Large Enterprise

12.6.3.4.  Rest of MEA AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Application

12.6.3.4.1.  Automotive

12.6.3.4.2.  Aerospace and Defense

12.6.3.4.3.  Medical

12.6.3.4.4.  Gaming

12.6.3.4.5.  Retail

12.7. Key Segment for Channeling Investments

12.7.1. By Country

12.7.2. By Component

12.7.3. By Display Device

12.7.4. By Enterprise Size

12.7.5. By Application

13. Latin America AR in Enterprise Market Analysis and Forecasts, 2018 – 2026

13.1. Overview

13.1.1. Latin America AR in Enterprise Market Revenue (US$ Mn)

13.2. Latin America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

13.2.1. Hardware

13.2.2. Software

13.3. Latin America Market Revenue (US$ Mn) and Forecasts, By Display Device

13.3.1. Head-Mounted Display

13.3.2. Smart Glass

13.3.3. Head-up Display

13.4. Latin America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

13.4.1. SMEs

13.4.2. Large Enterprise

13.5. Latin America Market Revenue (US$ Mn) and Forecasts, By Application

13.5.1. Automotive

13.5.2. Aerospace and Defense

13.5.3. Medical

13.5.4. Gaming

13.5.5. Retail

13.6. Latin America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Country

13.6.1. Brazil

13.6.1.1.  Brazil AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

13.6.1.1.1.  Hardware

13.6.1.1.2.  Software

13.6.1.2.  Brazil Market Revenue (US$ Mn) and Forecasts, By Display Device

13.6.1.2.1.  Head-Mounted Display

13.6.1.2.2.  Smart Glass

13.6.1.2.3.  Head-up Display

13.6.1.3.  Brazil AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

13.6.1.3.1.  SMEs

13.6.1.3.2.  Large Enterprise

13.6.1.4.  Brazil Market Revenue (US$ Mn) and Forecasts, By Application

13.6.1.4.1.  Automotive

13.6.1.4.2.  Aerospace and Defense

13.6.1.4.3.  Medical

13.6.1.4.4.  Gaming

13.6.1.4.5.  Retail

13.6.2. Rest of Latin America

13.6.2.1.  Rest of Latin America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Component

13.6.2.1.1.  Hardware

13.6.2.1.2.  Software

13.6.2.2.  Rest of Latin America Market Revenue (US$ Mn) and Forecasts, By Display Device

13.6.2.2.1.  Head-Mounted Display

13.6.2.2.2.  Smart Glass

13.6.2.2.3.  Head-up Display

13.6.2.3.  Rest of Latin America AR in Enterprise Market Revenue (US$ Mn) and Forecasts, By Enterprise Size

13.6.2.3.1.  SMEs

13.6.2.3.2.  Large Enterprise

13.6.2.4.  Rest of Latin America Market Revenue (US$ Mn) and Forecasts, By Application

13.6.2.4.1.  Automotive

13.6.2.4.2.  Aerospace and Defense

13.6.2.4.3.  Medical

13.6.2.4.4.  Gaming

13.6.2.4.5.  Retail

13.7. Key Segment for Channeling Investments

13.7.1. By Country

13.7.2. By Component

13.7.3. By Display Device

13.7.4. By Enterprise Size

13.7.5. By Application

14. Competitive Benchmarking

14.1. Player Positioning Analysis

14.2. Global Presence and Growth Strategies

15. Player Profiles

15.1. Apple Inc.

15.1.1. Company Details

15.1.2. Company Overview

15.1.3. Product Offerings

15.1.4. Key Developments

15.1.5. Financial Analysis

15.1.6. SWOT Analysis

15.1.7. Business Strategies

15.2. Blippar

15.2.1. Company Details

15.2.2. Company Overview

15.2.3. Product Offerings

15.2.4. Key Developments

15.2.5. Financial Analysis

15.2.6. SWOT Analysis

15.2.7. Business Strategies

15.3. CyberGlove Systems LLC

15.3.1. Company Details

15.3.2. Company Overview

15.3.3. Product Offerings

15.3.4. Key Developments

15.3.5. Financial Analysis

15.3.6. SWOT Analysis

15.3.7. Business Strategies

15.4. DAQRI LLC

15.4.1. Company Details

15.4.2. Company Overview

15.4.3. Product Offerings

15.4.4. Key Developments

15.4.5. Financial Analysis

15.4.6. SWOT Analysis

15.4.7. Business Strategies

15.5. Eon Reality, Inc.

15.5.1. Company Details

15.5.2. Company Overview

15.5.3. Product Offerings

15.5.4. Key Developments

15.5.5. Financial Analysis

15.5.6. SWOT Analysis

15.5.7. Business Strategies

15.6. Facebook Inc.

15.6.1. Company Details

15.6.2. Company Overview

15.6.3. Product Offerings

15.6.4. Key Developments

15.6.5. Financial Analysis

15.6.6. SWOT Analysis

15.6.7. Business Strategies

15.7. Google Inc.

15.7.1. Company Details

15.7.2. Company Overview

15.7.3. Product Offerings

15.7.4. Key Developments

15.7.5. Financial Analysis

15.7.6. SWOT Analysis

15.7.7. Business Strategies

15.8. HTC Corporation

15.8.1. Company Details

15.8.2. Company Overview

15.8.3. Product Offerings

15.8.4. Key Developments

15.8.5. Financial Analysis

15.8.6. SWOT Analysis

15.8.7. Business Strategies

15.9. Magic Leap, Inc.

15.9.1. Company Details

15.9.2. Company Overview

15.9.3. Product Offerings

15.9.4. Key Developments

15.9.5. Financial Analysis

15.9.6. SWOT Analysis

15.9.7. Business Strategies

15.10.   Marxent Labs LLC

15.10.1.  Company Details

15.10.2.  Company Overview

15.10.3.  Product Offerings

15.10.4.  Key Developments

15.10.5.  Financial Analysis

15.10.6.  SWOT Analysis

15.10.7.  Business Strategies

15.11.   Microsoft

15.11.1.  Company Details

15.11.2.  Company Overview

15.11.3.  Product Offerings

15.11.4.  Key Developments

15.11.5.  Financial Analysis

15.11.6.  SWOT Analysis

15.11.7.  Business Strategies

15.12.   PTC Inc.

15.12.1.  Company Details

15.12.2.  Company Overview

15.12.3.  Product Offerings

15.12.4.  Key Developments

15.12.5.  Financial Analysis

15.12.6.  SWOT Analysis

15.12.7.  Business Strategies

15.13.   QUALCOMM

15.13.1.  Company Details

15.13.2.  Company Overview

15.13.3.  Product Offerings

15.13.4.  Key Developments

15.13.5.  Financial Analysis

15.13.6.  SWOT Analysis

15.13.7.  Business Strategies

15.14.   Rockwell Collins

15.14.1.  Company Details

15.14.2.  Company Overview

15.14.3.  Product Offerings

15.14.4.  Key Developments

15.14.5.  Financial Analysis

15.14.6.  SWOT Analysis

15.14.7.  Business Strategies

15.15.   SAMSUNG

15.15.1.  Company Details

15.15.2.  Company Overview

15.15.3.  Product Offerings

15.15.4.  Key Developments

15.15.5.  Financial Analysis

15.15.6.  SWOT Analysis

15.15.7.  Business Strategies

15.16.   Upskill

15.16.1.  Company Details

15.16.2.  Company Overview

15.16.3.  Product Offerings

15.16.4.  Key Developments

15.16.5.  Financial Analysis

15.16.6.  SWOT Analysis

15.16.7.  Business Strategies

15.17.   Vuzix Corporation

15.17.1.  Company Details

15.17.2.  Company Overview

15.17.3.  Product Offerings

15.17.4.  Key Developments

15.17.5.  Financial Analysis

15.17.6.  SWOT Analysis

15.17.7.  Business Strategies

15.18.   Wikitude GmbH

15.18.1.  Company Details

15.18.2.  Company Overview

15.18.3.  Product Offerings

15.18.4.  Key Developments

15.18.5.  Financial Analysis

15.18.6.  SWOT Analysis

15.18.7.  Business Strategies

At Absolute Markets Insights, we use both top-down and bottom-up approach for calculating the market estimates and market forecast data. We allocate year-on-year growth rate from 2018 to 2026 and reach to the calculations for the global CAGR. Basically for estimation of the products and applications, usually we follow bottom-up approach, where we track the trends in different regions and their countries. We track down the growth factors, restraints, rules & regulations and opportunities for each country and its region and finally calculate the global numbers. We first track the growth for the U.S. and Rest of North America. With these factors we can estimate the growth and trend for North America, similar approach would be taken for Europe, Asia Pacific, Latin America and Middle East & Africa. Finally, through our home grown model we reach to estimation and forecasting of the global numbers.

Our research study is mainly implement through a mix of both secondary and primary research. Various sources such as industry magazines, trade journals, and government websites and trade associations are reviewed for gathering precise data. Primary interviews are conducted to validate the market size derived from secondary research. Industry experts, major manufacturers and distributors are contacted for further validation purpose on the current market penetration and growth trends.

Prominent participants in our primary research process include:

  • Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
  • Research and development participants, distributors/suppliers and subject matter experts

Secondary Research includes data extracted from paid data sources:

  • Reuters
  • Factiva
  • Bloomberg
  • One Source
  • Hoovers

Research Methodology

Methodology

Key Inclusions

Methodology

  • A PHP Error was encountered

    Severity: Notice

    Message: Undefined offset: 0

    Filename: pages/reportpage.php

    Line Number: 204

    Backtrace:

    File: /home/absolute/public_html/application/views/pages/reportpage.php
    Line: 204
    Function: _error_handler

    File: /home/absolute/public_html/application/controllers/Report.php
    Line: 153
    Function: view

    File: /home/absolute/public_html/index.php
    Line: 315
    Function: require_once