I. METHODOLOGY

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Augmented Reality: Enriching the Real World through Convergence
with Digital Information and Media
Recent Market Activity
Brief Overview of Emerging Trends and Future Prospects for
Augmented Reality
AR in Digital Marketing
AR and Mapping
Education
Industry Applications
Select Innovative Companies in AR/VR Space (2017)
Factors Stimulating AR Demand
Integration of Mobile Technology and Augmented Reality Gains
Momentum
Mobile AR Apps to Play Definitive Role in AR/VR Market
Benefits of Mobile AR Solutions to Key Industries
Factors Boosting Adoption of AR
Tourism
Retail
Gaming
Entertainment
Businesses and Economy
Stakeholders Eye on Delivering Immersive Experiences using
Mobile AR/VR
Mobile Augmented Reality (MAR) Applications: Where, What and
How to Display AR on a Mobile Device
Latest Augmented Reality Trends to Favor Mobile AR
Apple and Google Target Mobile AR
AR Chipsets and Sensors
Enhanced Mobile Experience
Gains for Mixed Reality
AR Smartphones and HUD Technology
Next-Generation AR Headsets
Use of Mobile AR for Marketing
AR to Topple VR
Adoption across Diverse Industries
Retailers to Embrace AR
Mobile Augmented Reality: Major Milestones Over the Years
Early AR Limited to Scientific Use for High-end Applications
ARToolKit: A Major Breakthrough for Mobile AR
ARQuake Game: First Outdoor Mobile AR Video Game
BatPortal: First PDA Enabled Wireless AR System
Mobile AR Penetrates the Mobile Phone Ecosystem
Advent of Smartphones & Tablet PCs Brought MAR Closer to
Mainstream Consumer Market
Global Market Outlook
Futuristic Goals for Mobile AR in a Nutshell
Competitive Landscape
Progress Made by Major Companies in the Field of Augmented Reality
Participants across the Value Chain Bet Big on Mobile AR
Leading Mobile AR Tools Available for Developers of AR Game or App
Select Mergers & Acquisitions for 2015 & 2016
Select Popular Mobile Augmented Reality Apps for Android/iOS:
(2016 & 2017)
Popular Mobile Augmented Reality Apps for Android/iOS (2015)
Select Innovative Mobile AR Apps Developed in Recent Past
Crowd Funding: A Key Fund Generation Strategy for Mobile AR
Vendors
Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS
Apple, Inc. (USA)
Augmensys GmbH (Austria)
Augment (France)
Augmented Pixels Inc. (USA)
Aurasma (UK)
Blippar (UK)
Catchoom Technologies (Spain)
DAQRI (USA)
Google Inc. (USA)
Gravity Jack (USA)
Hunter Research and Technology, LLC (USA)
LM3LABS Corporation (Japan)
Marxent Labs LLC (USA)
Mollejuo Software, Inc. (Canada)
Mybrana Network S.L. (Spain)
Niantic, Inc. (USA)
Occipital Inc. (USA)
Seabery Augmented Technology (Spain)
Snap, Inc. (USA)
ViewAR GmbH (Austria)
VividWorks Ltd. (Finland)
Wikitude GmbH (Austria)
Zappar Ltd. (UK)

3. MARKET TRENDS & DRIVERS
Key Drivers and Restraints
Augmented Reality Explodes into Mainstream
Notable AR Milestones
Promising Developments
Rapid Proliferation of Mobile App Stores Worldwide: A Strong
Growth Driver
Freemium Apps with In-App Purchases Score over Paid Apps & Free
Ad-Sponsored Apps
Retail and Marketing Apps Dominate the Developer Investments in AR
Technology Developments & Innovations: Spearheading Growth
Markerless Augmented Reality
Cloud Computing Support for Mobile AP Apps
Smart Glasses: The New Age HMI Device Revolutionizes the Mobile
AR Market
Growing Investments in Google Glasses & Other Smart AR Glasses
Bodes Well for Smart Glasses MAR Apps
Mobile AR Game Apps: The Major Revenue Contributor
Gaming Dominate Mobile Apps Content Worldwide: Opportunities
Galore for MAR Apps
Opportunity Indicators
Augmentation in Smartphone?s Computational Capability Drives
Location-Based AR
Increasing Focus on Disruptive Technologies to Boost Market
Prospects in the Enterprise Sector
Mobile AR and Mobile CRM Convergence Transform Sales and
Services Processes
Internet of Things (IoT) and Industry 4.0: The Next Big Thing
for Mobile AR in the Enterprise Sector
Enterprise Mobility, BYOD and CYOD Paves the Way for Mobile AR
and Smart Wearables Adoption at the Workplace
Mobile AR Applications: A Key Enabler of M-Commerce
Strong Growth Projected for Mobile AR in Virtual Product
Display Applications
Rising Investments in AR for Mobile Marketing and Brand
Building Augurs Well for the Market
Technology Advancements Enable Seamless Convergence of Mobile
AR and MCommerce
Rising Prominence of Preventive Healthcare Spurs Demand for
Healthcare MAR Apps
Other High-Growth Application Areas for Mobile AR
Retailers & Marketers
Tourists
Instructional Manuals and Videos
Robust Demand for Smartphones & Tablet PCs Offering Compelling
MAR Experience Drives Market Growth
Rising Mobile Subscriptions Sets the Perfect Platform for
Market Expansion
Developments in High-Speed Networks Support New App
Possibilities for Mobile AR
Enabling Mobile AR and VR with 5G Networks
Key Challenges Hampering Widespread Adoption of Mobile AR
Lack of Awareness & Penetration in Addressable Markets
Lack of Visibility
Technology Limitations
Failure to Meet Consumer Expectations
Privacy Issues

4. GLOBAL MARKET PERSPECTIVE
Table 1: World Current & Future Analysis for Mobile Augmented
Reality (MAR) by Geographic Region - USA, Canada, Japan, China,
Europe, Asia-Pacific and Rest of World Markets - Independent
Analysis of Annual Sales in US$ Million for Years 2020 through
2027 and % CAGR

Table 2: World 7-Year Perspective for Mobile Augmented Reality
(MAR) by Geographic Region - Percentage Breakdown of Value
Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and
Rest of World Markets for Years 2020 & 2027

Table 3: World Current & Future Analysis for Marketing by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific and Rest of World Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2020 through 2027 and
% CAGR

Table 4: World 7-Year Perspective for Marketing by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific and Rest of World for Years
2020 & 2027

Table 5: World Current & Future Analysis for Gaming by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific and Rest of World Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2020 through 2027 and
% CAGR

Table 6: World 7-Year Perspective for Gaming by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific and Rest of World for Years
2020 & 2027

Table 7: World Current & Future Analysis for Education by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific and Rest of World Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2020 through 2027 and
% CAGR

Table 8: World 7-Year Perspective for Education by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific and Rest of World for Years
2020 & 2027

Table 9: World Current & Future Analysis for Other Applications
by Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific and Rest of World Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2020 through 2027 and
% CAGR

Table 10: World 7-Year Perspective for Other Applications by
Geographic Region - Percentage Breakdown of Value Sales for
USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of
World for Years 2020 & 2027

III. MARKET ANALYSIS

UNITED STATES
Table 11: USA Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 12: USA 7-Year Perspective for Mobile Augmented Reality
(MAR) by Application - Percentage Breakdown of Value Sales for
Marketing, Gaming, Education and Other Applications for the
Years 2020 & 2027

CANADA
Table 13: Canada Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 14: Canada 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

JAPAN
Table 15: Japan Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 16: Japan 7-Year Perspective for Mobile Augmented Reality
(MAR) by Application - Percentage Breakdown of Value Sales for
Marketing, Gaming, Education and Other Applications for the
Years 2020 & 2027

CHINA
Table 17: China Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 18: China 7-Year Perspective for Mobile Augmented Reality
(MAR) by Application - Percentage Breakdown of Value Sales for
Marketing, Gaming, Education and Other Applications for the
Years 2020 & 2027

EUROPE
Table 19: Europe Current & Future Analysis for Mobile Augmented
Reality (MAR) by Geographic Region - France, Germany, Italy, UK
and Rest of Europe Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2020 through 2027 and % CAGR

Table 20: Europe 7-Year Perspective for Mobile Augmented
Reality (MAR) by Geographic Region - Percentage Breakdown of
Value Sales for France, Germany, Italy, UK and Rest of Europe
Markets for Years 2020 & 2027

Table 21: Europe Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 22: Europe 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

FRANCE
Table 23: France Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 24: France 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

GERMANY
Table 25: Germany Current & Future Analysis for Mobile
Augmented Reality (MAR) by Application - Marketing, Gaming,
Education and Other Applications - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 and
% CAGR

Table 26: Germany 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

ITALY
Table 27: Italy Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 28: Italy 7-Year Perspective for Mobile Augmented Reality
(MAR) by Application - Percentage Breakdown of Value Sales for
Marketing, Gaming, Education and Other Applications for the
Years 2020 & 2027

UNITED KINGDOM
Table 29: UK Current & Future Analysis for Mobile Augmented
Reality (MAR) by Application - Marketing, Gaming, Education and
Other Applications - Independent Analysis of Annual Sales in
US$ Million for the Years 2020 through 2027 and % CAGR

Table 30: UK 7-Year Perspective for Mobile Augmented Reality
(MAR) by Application - Percentage Breakdown of Value Sales for
Marketing, Gaming, Education and Other Applications for the
Years 2020 & 2027

REST OF EUROPE
Table 31: Rest of Europe Current & Future Analysis for Mobile
Augmented Reality (MAR) by Application - Marketing, Gaming,
Education and Other Applications - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 and
% CAGR

Table 32: Rest of Europe 7-Year Perspective for Mobile
Augmented Reality (MAR) by Application - Percentage Breakdown
of Value Sales for Marketing, Gaming, Education and Other
Applications for the Years 2020 & 2027

ASIA-PACIFIC
Table 33: Asia-Pacific Current & Future Analysis for Mobile
Augmented Reality (MAR) by Application - Marketing, Gaming,
Education and Other Applications - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 and
% CAGR

Table 34: Asia-Pacific 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

REST OF WORLD
Table 35: Rest of World Current & Future Analysis for Mobile
Augmented Reality (MAR) by Application - Marketing, Gaming,
Education and Other Applications - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 and
% CAGR

Table 36: Rest of World 7-Year Perspective for Mobile Augmented
Reality (MAR) by Application - Percentage Breakdown of Value
Sales for Marketing, Gaming, Education and Other Applications
for the Years 2020 & 2027

IV. COMPETITION
Total Companies Profiled: 103