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Market Research Report

Mobile Augmented Reality (AR) Market in Japan 2015-2019

Published by TechNavio (Infiniti Research Ltd.) Product code 329271
Published Content info 88 Pages
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Mobile Augmented Reality (AR) Market in Japan 2015-2019
Published: April 29, 2015 Content info: 88 Pages
Description

About mobile AR

Augmented reality is an emerging technology that permits the overlay of computer graphics on the real world. It includes scanning the physical real-world environment, which is then enhanced/augmented by adding virtual computer-generated information to it. End-users can make use of this technology through applications developed for mobile devices. It involves blending digital content with the physical world.

Technavio's analysts forecast the mobile AR market in Japan to grow at a CAGR of 104.8 percent over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the mobile AR market in Japan for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of vendors in the market. The report covers the overall ecosystem of the mobile AR market in Japan, including AR engine, AR software applications and AR hardware. In addition, the report discusses the major drivers that influence the growth of the mobile AR market in Japan. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Technavio's report, Mobile AR Market in Japan 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the mobile AR market landscape in Japan and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Aurasma
  • Blippar
  • LM3LABS
  • Metaio
  • Total Immersion
  • VIVIDWORKS
  • Vuforia
  • Wikitude
  • Zappar

Market driver

  • High adoption of innovative technology in Japan
  • For a full, detailed list, view our report

Market challenge

  • Lack of content
  • For a full, detailed list, view our report

Market trend

  • Market regulation
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
Table of Contents
Product Code: IRTNTR5868

Table of Contents

1. List of Abbreviations

2. Executive Summary

3. Scope

  • 3.1. Definitions
    • 3.1.1. AR engine
    • 3.1.2. AR software
    • 3.1.3. AR hardware
  • 3.2. End-user segments
    • 3.2.1. Enterprise
    • 3.2.2. Consumer
  • 3.3. Base year
  • 3.4. Market size calculation and segmentation
    • 3.4.1. Calculation of market size of mobile AR market in Japan
    • 3.4.2. End-user segmentation
    • 3.4.3. Vendor segmentation
  • 3.5. Common currency conversion rates

4. Introduction

  • 4.1. History
  • 4.2. Present scenario
  • 4.3. Future perspective

5. Technology Lifecycle

6. Mobile AR

  • 6.1. Value chain
  • 6.2. Market size
  • 6.3. Potential ARPA
  • 6.4. Segment analysis and end-user applications
    • 6.4.1. Enterprise
    • 6.4.2. Consumer
  • 6.5. Porter's five forces
    • 6.5.1. Threat of substitutes
    • 6.5.2. Threat of new entrants
    • 6.5.3. Bargaining power of suppliers
    • 6.5.4. Bargaining power of buyers
    • 6.5.5. Threat of rivalry

7. Drivers

  • 7.1. High adoption of new technology in Japan
  • 7.2. Increased adoption in advertising sector
  • 7.3. Workflow automation
  • 7.4. SLAM technology

8. Challenges

  • 8.1. Lack of content in AR apps
  • 8.2. Low awareness
  • 8.3. Hardware limitations
  • 8.4. Inaccurate sensors
  • 8.5. Lack of interoperability across mobile platforms

9. Trends

  • 9.1. Market regulations
  • 9.2. BYOD and COPE
  • 9.3. Depth-sensing cameras

10. Competitive Scenario

11. Will AR Change Our Lives?

12. Key Vendor Analysis

  • 12.1. Augmented pixels
    • 12.1.1. Key facts
    • 12.1.2. Business Overview
    • 12.1.3. Applications developed using AR technology
    • 12.1.4. Recent developments
  • 12.2. Aurasma
    • 12.2.1. Key facts
    • 12.2.2. Business overview
    • 12.2.3. Recent developments
  • 12.3. Blippar
    • 12.3.1. Key facts
    • 12.3.2. Business overview
    • 12.3.3. Geographical presence
    • 12.3.4. Business strategy
    • 12.3.5. Recent developments
  • 12.4. Catchoom
    • 12.4.1. Key facts
    • 12.4.2. Business overview
    • 12.4.3. Geographical presence
    • 12.4.4. Business strategy
    • 12.4.5. Recent developments
  • 12.5. DAQRI
    • 12.5.1. Key facts
    • 12.5.2. Business overview
    • 12.5.3. Key offerings
    • 12.5.4. Recent developments
  • 12.6. Here (Nokia)
    • 12.6.1. Key facts
    • 12.6.2. Business overview
    • 12.6.3. Business segmentation by revenue 2014
    • 12.6.4. Business segmentation by revenue 2013 and 2014
    • 12.6.5. Geographical segmentation by revenue 2014
    • 12.6.6. Business strategy
    • 12.6.7. Recent developments
  • 12.7. Metaio
    • 12.7.1. Key facts
    • 12.7.2. Business overview
    • 12.7.3. Key product offerings
    • 12.7.4. Key solutions
    • 12.7.5. Business strategy
    • 12.7.6. Recent developments
  • 12.8. Total Immersion
    • 12.8.1. Key facts
    • 12.8.2. Business overview
    • 12.8.3. Key offerings
    • 12.8.4. Geographical presence
    • 12.8.5. Recent developments
  • 12.9. VividWorks
    • 12.9.1. Key facts
    • 12.9.2. Business overview
    • 12.9.3. VividPlatform
    • 12.9.4. End-users
    • 12.9.5. Geographical Presence
    • 12.9.6. Business strategy
    • 12.9.7. Recent developments
  • 12.1. Qualcomm
    • 12.10.1. Key facts
    • 12.10.2. Business overview
    • 12.10.3. Business segmentation by revenue 2014
    • 12.10.4. Business segmentation by revenue 2013 and 2014
    • 12.10.5. Geographical segmentation by revenue 2014
    • 12.10.6. Business strategy
    • 12.10.7. Recent developments
  • 12.11. Wikitude
    • 12.11.1. Key facts
    • 12.11.2. Business overview
    • 12.11.3. Key offerings
    • 12.11.4. Business strategy
    • 12.11.5. Recent developments
  • 12.12. Zappar
    • 12.12.1. Key facts
    • 12.12.2. Business overview
    • 12.12.3. Resellers geographical presence
    • 12.12.4. Recent developments
  • 12.13. Google
    • 12.13.1. Key facts
    • 12.13.2. Business overview
    • 12.13.3. Revenue comparison of advertising revenues and other revenues by 2013 and 2014
    • 12.13.4. Geographical segmentation 2014
    • 12.13.5. Business strategy
    • 12.13.6. Recent developments
  • 12.14. Infinity Augmented Reality
    • 12.14.1. Key facts
    • 12.14.2. Business overview

13. Other Reports in this Series

List Of Exhibits

  • Exhibit 1: Augmented Pixels: Application developed using AR technology
  • Exhibit 2: Blippar: geographical presence
  • Exhibit 3: Catchoom: geographical presence
  • Exhibit 4: DAQRI: Key offerings
  • Exhibit 5: Nokia: business segmentation by revenue 2014
  • Exhibit 6: Nokia: business segmentation by revenue 2013 and 2014 ($ million)
  • Exhibit 7: Nokia: geographical segmentation by revenue 2014
  • Exhibit 8: Metaio: key product offerings
  • Exhibit 9: Metaio: key solutions
  • Exhibit 10: Total Immersion: key offerings
  • Exhibit 11: Total Immersion: geographical presence
  • Exhibit 12: VividWorks: VividPlatform
  • Exhibit 13: VividWorks: end-users
  • Exhibit 14: VividWorks: geographical presence
  • Exhibit 15: Qualcomm: business segmentation by revenue 2014
  • Exhibit 16: Qualcomm: business segmentation by revenue 2013 and 2014 ($ billion)
  • Exhibit 17: Qualcomm: geographical segmentation by revenue 2014
  • Exhibit 18: Wikitude: key offerings
  • Exhibit 19: Zappar: resellers geographical presence
  • Exhibit 20: Google: revenue comparison of advertising revenues and other revenues by 2013 and 2014 ($ billion)
  • Exhibit 21: Google: geographical segmentation 2014
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