Europe Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity

  • Product Code:
    RP-ID-10300462
  • Published Date:
    Mar 2020 (Upgradation in process)
  • Region:
    Global
  • Pages:
    114
  • Category:
    ICT & Telecom
  • Publisher:
    Pub-ID-26
Europe augmented reality market reached $3.89 billion in 2019 and will grow by 48.8% over 2020-2026 owing to the rising need for AR technology in the region.
Highlighted with 39 tables and 44 figures, this 114-page report “Europe Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe augmented reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historic study covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe augmented reality market in every aspect of the classification from perspectives of Component, Technology, Device, Industry Vertical, End User, and Country.
Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services
Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Marker-based Augmented Reality
• Passive Marker
• Active Marker
Markerless Augmented Reality
• Model based Tracking
• Image based Processing
Based on Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Head-Mounted Display (HMD)
• Head-Up Display (HUD)
• Handheld Device
Based on Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
Based on End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises
Geographically, the following regions together with the listed national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Russia
• Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Europe augmented reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co Ltd
Qualcomm Technologies Inc.
Samsung Co Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Table of Contents
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 10
1.2.1 Overview of Market Research Methodology 10
1.2.2 Market Assumption 11
1.2.3 Secondary Data 11
1.2.4 Primary Data 11
1.2.5 Data Filtration and Model Design 12
1.2.6 Market Size/Share Estimation 13
1.2.7 Research Limitations 14
1.3 Executive Summary 15
2 Market Overview and Dynamics 18
2.1 Market Size and Forecast 18
2.2 Major Growth Drivers 19
2.3 Market Restraints and Challenges 22
2.4 Emerging Opportunities and Market Trends 25
2.5 Porter’s Fiver Forces Analysis 28
3 Segmentation of Europe Market by Component 32
3.1 Market Overview by Component 32
3.2 Hardware 34
3.3 Software 36
4 Segmentation of Europe Market by Technology 38
4.1 Market Overview by Technology 38
4.2 Marker-based Augmented Reality 40
4.3 Markerless Augmented Reality 41
5 Segmentation of Europe Market by Device 42
5.1 Market Overview by Device 42
5.2 Head-Mounted Display (HMD) 44
5.3 Head-Up Display (HUD) 45
5.4 Handheld Device 46
6 Segmentation of Europe Market by Industry Vertical 47
6.1 Market Overview by Industry Vertical 47
6.2 Gaming 50
6.3 Entertainment & Media 51
6.4 Aerospace & Defense 52
6.5 Healthcare 53
6.6 Education 54
6.7 Automotive 55
6.8 Retail & Marketing 56
6.9 Other Verticals 57
7 Segmentation of Europe Market by End User 58
7.1 Market Overview by End User 58
7.2 Consumer 60
7.3 Enterprise 61
8 European Market 2019-2026 by Country 62
8.1 Overview of European Market 62
8.2 UK 65
8.3 France 68
8.4 Germany 70
8.5 Spain 72
8.6 Italy 74
8.7 Russia 76
8.8 Rest of European Market 78
9 Competitive Landscape 80
9.1 Overview of Key Vendors 80
9.2 New Product Launch, Partnership, Investment, and M&A 83
9.3 Company Profiles 84
Apple Inc. 84
Atheer, Inc. 86
Blippar Ltd. 87
Catchoom Technologies, S.L. 88
Facebook Inc 89
Google, LLC 90
HP Development Co., L.P. 91
Intellectsoft LLC 92
Lumus Ltd. 93
Magic Leap, Inc 94
Microsoft Corp. 95
Niantic Inc. 96
Optinvent S.A. 97
Popar Co Ltd 98
Qualcomm Technologies Inc. 99
Samsung Co Ltd. 100
Sony Corporation 101
Total Immersion 102
Universal mCloud Corp. (NGRAIN) 103
Vuzix Corp. 104
Wayray AG 105
Wikitude GmbH 106
Zugara, Inc. 107
10 Investing in Europe Market: Risk Assessment and Management 108
10.1 Risk Evaluation of Europe Market 108
10.2 Critical Success Factors (CSFs) 111
Related Reports and Products 114List of Tables:

Table 1. Snapshot of Europe Augmented Reality Market, 2019-2026 16
Table 2. Main Product Trends and Market Opportunities in Europe Augmented Reality Market 25
Table 3. Europe Augmented Reality Market by Component, 2015-2026, $ mn 32
Table 4. Europe Augmented Reality Market: Hardware by Type, 2015-2026, $ mn 35
Table 5. Europe Augmented Reality Market: Software by Type, 2015-2026, $ mn 36
Table 6. Europe Augmented Reality Market by Technology, 2015-2026, $ mn 38
Table 7. Europe Augmented Reality Market: Marker-based AR by Type, 2015-2026, $ mn 40
Table 8. Europe Augmented Reality Market: Markerless AR by Type, 2015-2026, $ mn 41
Table 9. Europe Augmented Reality Market by Device, 2015-2026, $ mn 42
Table 10. Europe Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 47
Table 11. Europe Augmented Reality Market by End User, 2015-2026, $ mn 58
Table 12. Europe Augmented Reality Market: Enterprise by Size, 2015-2026, $ mn 61
Table 13. Europe Augmented Reality Market by Country, 2015-2026, $ mn 64
Table 14. UK Augmented Reality Market by Technology, 2015-2026, $ mn 67
Table 15. UK Augmented Reality Market by Device, 2015-2026, $ mn 67
Table 16. UK Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 67
Table 17. France Augmented Reality Market by Technology, 2015-2026, $ mn 69
Table 18. France Augmented Reality Market by Device, 2015-2026, $ mn 69
Table 19. France Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 69
Table 20. Germany Augmented Reality Market by Technology, 2015-2026, $ mn 71
Table 21. Germany Augmented Reality Market by Device, 2015-2026, $ mn 71
Table 22. Germany Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 71
Table 23. Spain Augmented Reality Market by Technology, 2015-2026, $ mn 73
Table 24. Spain Augmented Reality Market by Device, 2015-2026, $ mn 73
Table 25. Spain Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 73
Table 26. Italy Augmented Reality Market by Technology, 2015-2026, $ mn 75
Table 27. Italy Augmented Reality Market by Device, 2015-2026, $ mn 75
Table 28. Italy Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 75
Table 29. Russia Augmented Reality Market by Technology, 2015-2026, $ mn 77
Table 30. Russia Augmented Reality Market by Device, 2015-2026, $ mn 77
Table 31. Russia Augmented Reality Market by Industry Vertical, 2015-2026, $ mn 77
Table 32. Augmented Reality Market in Rest of Europe by Country, 2019-2026, $ mn 79
Table 33. Apple Inc.: Company Snapshot 84
Table 34. Apple Inc.: Business Segmentation 84
Table 35. Apple Inc.: Product Portfolio 85
Table 36. Apple Inc.: Revenue, 2016-2018, $ mn 85
Table 37. Apple Inc.: Recent Developments 85
Table 38. Risk Evaluation for Investing in Europe Market, 2019-2026 109
Table 39. Critical Success Factors and Key Takeaways 112List of Figures:

Figure 1. Research Method Flow Chart 10
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 13
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 15
Figure 4. Europe Augmented Reality Market, 2015-2026, $ mn 18
Figure 5. Primary Drivers and Impact Factors of Europe Augmented Reality Market 19
Figure 6. Primary Restraints and Impact Factors of Europe Augmented Reality Market 22
Figure 7. Porter’s Fiver Forces Analysis of Europe Augmented Reality Market 28
Figure 8. Breakdown of Europe Augmented Reality Market by Component, 2019-2026, % of Revenue 32
Figure 9. Contribution to Europe 2020-2026 Cumulative Revenue by Component, Value ($ mn) and Share (%) 33
Figure 10. Europe Augmented Reality Market: Hardware, 2015-2026, $ mn 34
Figure 11. Europe Augmented Reality Market: Software, 2015-2026, $ mn 36
Figure 12. Breakdown of Europe Augmented Reality Market by Technology, 2019-2026, % of Revenue 38
Figure 13. Contribution to Europe 2020-2026 Cumulative Revenue by Technology, Value ($ mn) and Share (%) 39
Figure 14. Europe Augmented Reality Market: Marker-based Augmented Reality, 2015-2026, $ mn 40
Figure 15. Europe Augmented Reality Market: Markerless Augmented Reality, 2015-2026, $ mn 41
Figure 16. Breakdown of Europe Augmented Reality Market by Device, 2019-2026, % of Revenue 42
Figure 17. Contribution to Europe 2020-2026 Cumulative Revenue by Device, Value ($ mn) and Share (%) 43
Figure 18. Europe Augmented Reality Market: Head-Mounted Display (HMD), 2015-2026, $ mn 44
Figure 19. Europe Augmented Reality Market: Head-Up Display (HUD), 2015-2026, $ mn 45
Figure 20. Europe Augmented Reality Market: Handheld Device, 2015-2026, $ mn 46
Figure 21. Breakdown of Europe Augmented Reality Market by Industry Vertical, 2019-2026, % of Revenue 47
Figure 22. Contribution to Europe 2020-2026 Cumulative Revenue by Industry Vertical, Value ($ mn) and Share (%) 48
Figure 23. Europe Augmented Reality Market: Gaming, 2015-2026, $ mn 50
Figure 24. Europe Augmented Reality Market: Entertainment & Media, 2015-2026, $ mn 51
Figure 25. Europe Augmented Reality Market: Aerospace & Defense, 2015-2026, $ mn 52
Figure 26. Europe Augmented Reality Market: Healthcare, 2015-2026, $ mn 53
Figure 27. Europe Augmented Reality Market: Education, 2015-2026, $ mn 54
Figure 28. Europe Augmented Reality Market: Automotive, 2015-2026, $ mn 55
Figure 29. Europe Augmented Reality Market: Retail & Marketing, 2015-2026, $ mn 56
Figure 30. Europe Augmented Reality Market: Other Verticals, 2015-2026, $ mn 57
Figure 31. Breakdown of Europe Augmented Reality Market by End User, 2019-2026, % of Revenue 58
Figure 32. Contribution to Europe 2020-2026 Cumulative Revenue by End User, Value ($ mn) and Share (%) 59
Figure 33. Europe Augmented Reality Market: Consumer, 2015-2026, $ mn 60
Figure 34. Europe Augmented Reality Market: Enterprise, 2015-2026, $ mn 61
Figure 35. Breakdown of European Augmented Reality Market by Country, 2019 and 2026, % of Revenue 63
Figure 36. Contribution to Europe 2020-2026 Cumulative Revenue by Country, Value ($ mn) and Share (%) 64
Figure 37. Augmented Reality Market in UK, 2015-2026, $ mn 65
Figure 38. Augmented Reality Market in France, 2015-2026, $ mn 68
Figure 39. Augmented Reality Market in Germany, 2015-2026, $ mn 70
Figure 40. Augmented Reality Market in Spain, 2015-2026, $ mn 72
Figure 41. Augmented Reality Market in Italy, 2015-2026, $ mn 74
Figure 42. Augmented Reality Market in Russia, 2015-2026, $ mn 76
Figure 43. Augmented Reality Market in Rest of Europe, 2015-2026, $ mn 78
Figure 44. Growth Stage of Europe Augmented Reality Industry over the Forecast Period 80
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Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co Ltd
Qualcomm Technologies Inc.
Samsung Co Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
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I am willing to know the scope of research
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