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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

  • March 2015
  • -
  • Tractica
  • -
  • 73 pages

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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.

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