Report Detail

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 114

                                                  Summary:
                                                  Get latest Market Research Reports on Europe Augmented Reality (AR). Industry analysis & Market Report on Europe Augmented Reality (AR) is a syndicated market report, published as Europe Augmented Reality (AR) Market by Component, Technology, Device, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity. It is complete Research Study and Industry Analysis of Europe Augmented Reality (AR) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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