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世界のモバイル機器向け拡張現実(AR)市場の分析と予測:拡張現実アプリ(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、教育と玩具、小売とEコマース、産業)

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

 

出版社 出版年月電子版価格 ページ数図表数
Tractica
トラクティカ
2015年3月US$4,200
1-5ユーザライセンス
73 39

サマリー

この調査レポートは、モバイル拡張現実(AR)アプリのインストール数、利用中のユーザ、ダウンロード、収益の世界市場予測を掲載しています。世界の主要5地域(北米、欧州、アジア太平洋地域、ラテンアメリカ、中東・アフリカ)と7種のアアプリケーション(ゲームと娯楽、マーケティングと広告、情報、教育と玩具、小売とEコマース、産業、その他)各タイプについて予測しています。。さらにトラクティカ社はソフトウェア開発のライセンスとクラウドベースのソリューション、有料アプリ、アプリ広告、アプリ内のアップグレードからの収益予測も行っています。

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


目次

Table of Contents

  1. Executive Summary
    1. Introduction
      1. Key Trends
    2. Forecast Highlights
  2. Market Issues
    1. Introduction
    2. Scope
      1. Product Type Definitions
      2. Mobile AR Categories
        1. Gaming and Entertainment
        2. Marketing and Advertising
        3. Information
        4. Education and Toys
        5. Retail, Ecommerce, and Product Visualizations
        6. Industrial
        7. Others
    3. Geographic Segmentation
    4. Key Drivers of Growth
      1. Funding from Large Players
      2. Tools to Easily Create AR Experiences
      3. Proliferation of Smartphones and Tablets
      4. Product Visualization
      5. Improved Maintenance
      6. New Marketing and Advertising
      7. Increased safety
      8. More Immersive Learning
      9. Emergence of Smart Cities and the Internet of Things
    5. Inhibitors of Market Growth
      1. Lack of Awareness and Education
      2. Challenge to Active AR Experience
      3. AR Seen as a Gimmick
      4. Being too Early to Market
      5. Lack of Major Investment Capital
      6. High Cost of Content Creation
      7. Increased Proliferation of Wearables
      8. Privacy Concerns
      9. Technological Limitations
      10. Difficulty Harmonizing with Existing Systems
    6. Business Models
  3. Technology Issues
    1. Introduction
    2. Detection Algorithms
    3. Tracking Methodologies
    4. Camera Quality
    5. Sensor Accuracy
    6. Position Drift
    7. New Sensors
    8. AR Optimization
    9. Mixed Reality
    10. Standards
  4. Key Industry Players
    1. Introduction
    2. Augmensys
    3. Augmented Pixels
    4. Blippar
    5. Catchoom Technologies
    6. Cimagine Media
    7. DAQRI
    8. Google
    9. Hewlett Packard Aurasma
    10. Marxent Labs
    11. Metaio GmbH
    12. Mollejuo
    13. Occipital
    14. Puteko
    15. Qualcomm
    16. Seabery Soluciones
    17. Scope AR
    18. Translate Abroad
    19. Unity Technologies
    20. ViewAR
    21. VividWorks
    22. Wikitude
    23. Zappar
    24. Zugara
    25. Selected Other Industry Participants
  5. Market Forecasts
    1. Introduction
    2. Data Collection and Forecast Overview
    3. Forecast Methodology
      1. Number of Mobile AR Users in 2013 and 2014 (Installed Base)
      2. Projections of Downloads/Sales
      3. AR Pricing
      4. Revenues
      5. Geographic Variation
    4. Installed Base of Active and Non-Active AR Applications
    5. Annual Downloads of Mobile AR Apps by Application Type
    6. Annual Revenues of Mobile AR Apps by Application Type
    7. Annual Downloads of Mobile AR Apps by Geography
    8. Annual Revenues of Mobile AR Apps by Geography
    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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プレスリリース

[プレスリリース原文]

Mobile Augmented Reality App Downloads to Reach 1.2 Billion Annually by 2019

March 9, 2015

Gaming and Entertainment Will Lead in Mobile AR App Downloads, but Retail, Information, Education, Marketing, and Industrial Applications Will Also Play a Major Role in Market Development

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 an ideal 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 that allow developers to design their own applications.

According to a new report from Tractica, this market momentum will drive growth in annual downloads of mobile AR apps to 1.2 billion worldwide by 2019, up from 272 million downloads in 2014.  Despite the fact that many of the apps will not be actively used, the market intelligence firm forecasts that the installed base of actively used mobile AR apps will rise from 135 million in 2014 to 2.2 billion by 2019.  Tractica projects that this growth will create a market of $1.6 billion for mobile AR apps in 2019.

“Mobile augmented reality is beginning to shake off the reputation of being gimmicky, a perception that has dogged the industry for the last few years,” says principal analyst Craig Foster.  “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.”

Foster adds that gaming and entertainment will drive the highest volumes of app downloads, however both retail, e-commerce, and product visualization as well as education and toys will actually generate higher usage rates of mobile AR apps.  Other notable segments in this market, according to the Tractica study, will include marketing and advertising, information, and industrial applications.

Tractica’s report, “Augmented Reality for Mobile Devices”, 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.

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