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Mobile Augmented Reality – Forecast, Applications & Opportunity Appraisal 2009 – 2014

March 19, 2012 Leave a comment

Market Analysis & Strategic Assessment – Juniper Research

AR downloads & Browser Apps – devices equipped with AR capability; users who use AR apps and services; AR app downloads per user/per year;

AR App Incremental Revenues – downloaded application that up sell VAS, up sold content, on store; AR VAS sold per up-selling download

AR App Advertising – AR sessions per service user; total usage; sessions resulting in click through of sponsored AR links; total mobile AR-related ad spend

The opportunity for Augmented Reality on the Mobile

 Key areas of development

   – Location based search: Travel App

   – Social networking: Augmented ID from

   – Games

   – Lifestyle & Healthcare

   – Education & Reference

   – Multimedia & Entertainment

   – Enterprise Solutions

   – Pay-per-download

   – Free to download/Ad funded

   – Pre-installed AR apps

The Market for Mobile AR Apps – Advertising

Ad-funded AR “Sessions”

   – Average usage levels: AR session per service user

   – Total usage session of AR apps and services

   – Sessions resulting in click throughs of sponsored AR links

AR-funded Sponsored Session and Response Rates

   – Total number of sponsored sessions

   – Average click throughs per sponsored session

   – Total number of AR-enabled click throughs

AR Advertising Cost and Revenues

   – Cost per click through rates for AR advertising

   – Total mobile AR-related ad spend


Statistics about Future Market Expectation in Augmented Reality

March 19, 2012 Leave a comment

Augmented reality can be categorized within “mixed reality,” which encompasses virtual reality as well.  These technologies have existed for decades but AR has jumped to the forefront in areas of advertising, medical, gaming, and E-learning.  This technology has recently become an affective method to reach consumers via ad campaigns by utilizing the users smartphone device.  As gaming has risen to become the highest grossing form of entertainment, it is of no surprise that AR is becoming a hit in this department.

Markets and Markets has released a study on the AR market forecast for 2011 -2016.  The research states that only .1% of digital device consumers are using AR products within the study criteria – HMD, HUD, Tablet PC, Smartphone.  They estimate that 1% of the population will be using this application in the next 5 years; this is a significant rise in the overall market.  To my surprise, the current major contributors are North Americans and Europeans; the Japanese, Chinese and South Koreans however, are not far behind and will contribute to future growth.

Stats as per Markets and Markets (Publishing Date: November 2011)

The growth of the augmented reality market is expected to be exponential with the revenue growth from $181.25 million in 2011 to $5,155.92 million by 2016, at a CAGR of 95.35% from 2011 to 2016. The most attractive of all the segments is the smartphones segment; followed by the tablets, and so on. The major players that provide software for augmented reality are Total Immersion (France), Metaio (Germany), Wikitude (Austria), Zugara (U.S.), and Layar (The Netherlands).

Scope of the report

This augmented reality market research report categorizes the global market on the basis of them being used in different products, applications, the technology being used to view the augmented image, and geographical analysis; forecasting revenue, and analyzing trends in the market.

On the basis of product

The product market is segmented into five broad categories; namely smartphones, tablet PC’s, eye wear, head mounted displays, and head up displays.

On the basis of application

The application market is segmented into industrial applications and consumer applications. The industrial application is further classified into military, medical, and manufacturing and repair applications. The consumer applications are categorized into gaming applications, e-learning, GPS navigation, and online advertisement applications. The market trend for these applications is also entailed.

On the basis of technology

Two major types of technologies are discussed in the report; monitor based and near-to-eye-based technology. The near-to-eye-based technology is further segmented into video see through and optical see through. A comparative study of these technologies is discussed in the report.

On the basis of geography

  • North America
  • Europe
  • Asia-Pacific
  • ROW

Each section makes provisions for market data, market drivers, trends and opportunities, key players, and competitive outlook. It makes ways for market tables to enclose the sub-segments and micro-markets. In addition, the report provides more than 20 company profiles covering all the sub-segments.