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消費者向け複合現実(MR):新しい機会、ベンダ戦略&市場予測 2019-2024年


Consumer Mixed Reality

このレポートは消費者向けの複合現実/MR市場を調査し、地域別や国別の分析や、エンドユーズ産業ごとの市場規模予測を掲載しています。 掲載している市場規模(5年予測) 国別予... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
Juniper Research
ジュニパーリサーチ社
2019年11月11日 GBP2,250
企業ライセンス(PDF+Excel)
ライセンス・価格情報
注文方法はこちら
93 英語

 

サマリー

このレポートは消費者向けの複合現実/MR市場を調査し、地域別や国別の分析や、エンドユーズ産業ごとの市場規模予測を掲載しています。

掲載している市場規模(5年予測)

国別予測

  • カナダ
  • 中国
  • デンマーク
  • ドイツ
  • 日本
  • ノルウェー
  • ポルトガル
  • 韓国
  • スペイン
  • スウェーデン
  • 英国
  • 米国

産業ごとの予測

  • 教育
  • ゲーム
  • 医療
  • ライフスタイル
  • マルチメディア
  • 小売
  • 探索&発見
  • ソーシャルメディア&ネットワーキング

デバイスごとの市場予測

  • スマートフォン
  • タブレット
  • スマートグラス

Overview

Consumer Mixed Reality research provides an in-depth examination of the consumer mixed reality market. It provides an extensive forecast suite and comprehensive analysis of pivotal use cases and key market players. Detailed analysis of the consumer market is presented for three key hardware platforms:

  • Smartphones
  • Tablets
  • Smart Glasses
This research suite includes:
  • Strategy & Forecasts (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF)

Key Features

  • Consumer Mixed Reality Sector Analysis: Analysis of future market prospects for eight key vertical markets including:
    • Education
    • Games
    • Healthcare
    • Lifestyle
    • Multimedia
    • Retail
    • Search & Discovery
    • Social Media
  • Juniper Research Leaderboard: Offers a comparative assessment of the products and services from 15 leading Consumer Mixed Reality platform and framework providers, categorised in terms of the depth of their solutions and software offerings. Vendors included in the Leaderboard include:
    • Aireal
    • Alphabet
    • Apple
    • Atheer
    • Facebook
    • Inglobe Technologies
    • Mantis Vision
    • Microsoft
    • Object Theory
    • PTC
    • Re’flekt
    • ScopeAR
    • Snap Inc
    • Vuzix
    • Wikitude

Key Questions

  1. What will the value of the Consumer Mixed Reality market be by 2024?
  2. Which will be the most successful strategies for Consumer Mixed Reality solutions providers over the next five years?
  3. Which Consumer Mixed reality app categories will grow the most over the next five years?
  4. Which Consumer Mixed Reality solution providers are leading the market?
  5. How can users of Consumer Mixed Reality secure a return on investment?

Companies Referenced

Case Studied: Niantic.
 
Interviewed: Inglobe Technologies, Mantis Vision, Object Theory, Re'flekt, ScopeAR, Wikitude GmbH.
 
Included in Juniper Leaderboard: Aireal, Alphabet, Apple, Atheer, Facebook, Inglobe Technologies, Mantis Vision, Microsoft, Object Theory, PTC, Re'flekt, ScopeAR, Snap, Vuzix, Wikitude GmbH.
 
Mentioned: 360WeAre, 3DAR, ABB, Acer, Akonia Holographics, Alces Technology, Alibaba, AltSpace, Amazon, Amplexor, Anheuser‑Busch, AnSys, Asus, Audi, Autodesk Fusion 360, BASF, Bertelsmann, BG, BGC, Blippar, BMW, Boeing, Bosch, Boston’s Children’s Hospital, BrainShark, BrainVu, Buck Design, CAD IT, Carstens and Partner, CDM Smith, Clakamas, Cognizant, DAQRI, Dell, Design Interactive, DHL, Digital Nation Entertainment, Discovery Channel, Drive.ai, EA (Electronics Arts), Enlive Studios, Eon, fatfoogoo, FLEX, Flyby Media, Flype, Ford, Forte Technology, General Electric, GlobalFoundries, Google, GrokStyle, Harvard School of Design, HP, HPE, Huawei, Hyper­loop, Hyundai, IEEE, IKEA, Indeco, InPrint, Intel, InvenSense, Jamco, Johnson & Johnson, JPL/NASA, Junction Dot Ltd, Kopin, Lattice Data, Lenovo, Leybold, Lockheed Martin, Looksery, Lowe’s Canada, Magic Leap, Manchester United, Matterport, Maybelline, Metaio, Metamarkets, Mojo, More Than Real, MSC Cruises, Nagarro, Nike, Novartis, NTT DoCoMo, NVIDIA, NWI, ODG, OSVR (Open Source Virtual Reality) Alliance, Ozlo, Part IV, PCA, Pebbels, Plott, Porsche, Qpass, Qualcomm, Reality Editor, RealWear, RecRec, Regaind, Reinisch, Rockwell Automation, Runente, Samsung, Seepex, Seerslan, Shadow Factory, Siemens, Snapchat, Sony, SpaceView, Steelcase, Stereo Scape, Stink Studios, STM, Surreal Vision, Survalent, Taco Bell, The Electric Factory, The Mill, The Science Channel, The US College Football Playoffs, Thyssen Krupp, T‑Mobile, TNO, Toshiba, Triiger, Trimble, Ubiquity6, UCP, Virgin Media, visionLib, Vurb, Vuzix, VZ Lab, WakingApp Realities, Warner Bros, Wayfay, WayPoint, WeChat, Woods Bagot.
 

Data & Interactive Forecast

Juniper Research’s Consumer Mixed Reality forecast suite includes:
 
  • 5-year benchmark forecasts are key metrics by 8 key regions and 12 country-level splits including:
    • Canada
    • China
    • Denmark
    • Germany
    • Japan
    • Norway
    • Portugal
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Consumer Mixed Reality content markets, including total number of installed AR applications and total AR app market value, across eight key AR sectors:
    • Education
    • Games
    • Healthcare
    • Lifestyle
    • Multimedia
    • Retail
    • Search & Discovery
    • Social Media & Networking
  • Consumer Mixed Reality, split by three devices:
    • Smartphones
    • Tablets
    • Smart Glasses
  • Access to the full set of forecast data of 610 tables and over 86,000 datapoints.
  • Interactive Excel Scenario tool allowing user the ability to manipulate Juniper Research’s data for 5 different metrics.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

 



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目次

Table of Contents

1. Consumer Augmented & Mixed Reality: Strategic Recommendations

1.1 Strategic Recommendations for Augmented & Mixed Reality
Service Providers & Hardware Vendors . 7
Figure 1.1: Smartphone Penetration Rate (%) Split by 8 Key Regions 2019-2024 7
Figure 1.2: Consumer AR - Future Key Milestones . 8

2. Consumer Augmented Reality: Market Analysis & Emerging Technologies

2.1 Introduction . 11
Figure 2.1: Total AR Market Value in 2019, ($m) Split by Industry . 11
Figure 2.2: The Augmented & Mixed Reality Ecosystem . 12
Figure 2.3: The AR 5 Year Roadmap & Total AR Market Value ($m) 2019-2024 13
2.2 Notable AR & MR Market Movements . 14
2.2.1 Notable Investments . 14
Table 2.4: Selected Investments in AR & MR Service Providers August 2018-present . 14
i. Investment in Magic Leap . 14
Figure 2.5: Magic Leap One . 14
Table 2.6: Select AR Patent Information March 2016-Present . 15
2.3 Emerging Technologies in Consumer AR . 16
2.3.1 5G Networks . 16
Table 2.7: Initial 5G Requisites & Anticipated Network Conditions . 16
2.3.2 Digital Voice Assistants . 17
2.3.3 MCC & Edge Processing for Mobile AR . 17
Figure 2.8: Edge Computing Architecture in AR . 17

3. Augmented & Mixed Reality Content

3.1 Introduction to Augmented & Mixed Reality Content . 20
Figure 3.1: Total Number of Mobile AR Applications Installed (m), Split by Device 2019 & 2024 . 20
3.1.1 AR Content Framework Assessment . 20
3.2 The Future of AR Content . 21
3.2.1 The Addressable User Base for AR Content . 21
Figure 3.2: Number of Consumer Devices that are AR-capable (m) Split by 3 Device Types 2019-2024 . 21
3.3 AR App Monetisation Analysis . 22
Figure 3.3: Total Consumer AR Market Value, Split by Category ($m) in 2019: $6.9 billion . 22
3.3.1 Games . 23
Figure 3.4: Average Revenue per AR Games App ($) Split by Device Type 2019-2024 . 23
Case Study: Pokemon GO in 2019 . 23
3.3.2 Search & Discovery . 24
Figure 3.5: Total Market Value of Search & Discovery AR ($m), Split by Device
Type & Global Revenue per Search & Discovery AR application ($) 2019-2024. 24
3.3.3 Lifestyle . 25
Figure 3.6: Total Market Value of AR Lifestyle Applications ($m), 2019 . 25
Figure 3.7: Global Average Value per In-app Purchase Transaction for all AR
Device Types ($) Split by Category 2019-2024 . 25
3.3.4 Multimedia . 26
Figure 3.8: Total Revenues from AR Multimedia Smartphone Apps in 2024, Split
by 3 Monetisation Strategies: $3.5 billion . 26
Figure 3.9: Global Average Revenue per Consumer Multimedia App ($) Split by 3
Device Types 2019-2024 . 26
3.3.5 Social . 27
Figure 3.10: The Virtuous Cycle of Social Network Growth . 27
Figure 3.11: Total Value of Smartphone AR Social Applications in 2024, Split by
Monetisation Model: $11.1 billion . 27
3.3.6 Retail . 28
Figure 3.12: Average Revenue per AR Retail App ($), Split by Device Type 2019-2024 . 28
3.3.7 Healthcare. 29
Figure 3.13: Global AR-capable Consumer Healthcare App Market Value ($m),
Split by 3 Monetisation Strategies 2019-2024 . 29
3.3.8 Education. 30
Figure 3.14: Average Revenue per AR Education App ($), Split by Monetisation Model 2019-2024 . 30

4. Augmented & Mixed Reality Content: The Competitive Landscape

4.1 Augmented & Mixed Reality: The Competitive Landscape . 32
4.1.1 AR & MR Platform Vendor Assessment Methodology . 32
Table 4.1: Augmented & Mixed Reality Player Scoring Criteria . 33
Figure 4.2: Juniper Research Leaderboard ? Augmented & Mixed Reality Service Providers . 34
Table 4.3: Juniper Research Heatmap Results ? Augmented & Mixed Reality
Service Providers . 35
4.1.2 Vendor Groupings: Augmented & Mixed Reality Service Providers . 36
i. Established Leaders . 36
ii. Leading Challengers. 37
iii. Disrputors & Emulators . 38
4.2 Limitations & Interpretations . 39
4.3 Augmented & Mixed Reality: Movers & Shakers . 40
4.4 Player Profiles . 42
4.4.1 Aireal . 42
i. Corporate . 42
ii. Geographical Spread. 42
iii. Key Clients & Strategic Partnerships . 42
iv. High Level View of Offerings . 42
v. Juniper Research View: Key Strengths & Strategic Opportunities . 43
4.4.2 Alphabet . 43
i. Corporate . 43
Table 4.4: Alphabet Select Financial Information ($m) 2015-2018. 43
ii. Geographical Spread. 43
iii. Key Clients & Strategic Partnerships . 43
iv. High Level View of Offerings . 43
v. Juniper Research View: Key Strengths & Strategic Opportunities . 44
4.4.3 Apple . 44
i. Corporate . 44
Table 4.5: Apple Financial Snapshot ($m) FY2015-2018 . 44
ii. Geographical Spread. 45
iii. Key Clients & Strategic Partnerships . 45
iv. High Level View of Offerings . 45
v. Juniper Research View: Key Strengths & Strategic Opportunities . 45
4.4.4 Atheer. 46
i. Corporate . 46
ii. Geographical Spread . 46
iii. Key Clients & Strategic Partnerships . 46
iv. High Level View of Offerings . 46
v. Juniper Research View: Key Strengths & Strategic Opportunities . 47
4.4.5 Facebook . 47
i. Corporate . 47
Table 4.6: Facebook Select Financial Information ($m) 2015-2018 . 48
ii. Geographical Spread . 48
iii. Key Clients & Strategic Partnerships . 48
iv. High Level of View of Offerings . 48
v. Juniper Research View: Key Strengths & Strategic Opportunities . 49
4.4.6 Inglobe Technologies . 49
i. Corporate . 49
ii. Geographical Spread . 49
iii. Key Clients & Strategic Partnerships . 49
iv. High Level View of Offerings . 50
v. Juniper Research View: Key Strengths & Strategic Partnerships . 50
4.4.7 Mantis Vision . 50
i. Corporate . 50
ii. Geographical Spread . 51
iii. Key Clients & Strategic Opportunities . 51
iv. High Level View of Offerings . 51
Figure 4.7: Mantis Vision Software . 51
Figure 4.8: Mantis Vision Volumetric Studio\3iosk. 52
v. Juniper Research View: Key Strengths & Strategic Opportunities . 52
4.4.8 Microsoft . 52
i. Corporate . 52
Table 4.9: Microsoft Financial Snapshot ($m) 2015-2018 . 53
ii. Geographical Spread. 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper Research View: Key Strengths & Strategic Opportunities . 54
4.4.9 Object Theory . 54
i. Corporate . 54
ii. Geographical Spread. 54
iii. Key Clients & Strategic Partnerships . 54
iv. High Level View of Offerings . 54
v. Juniper Research View: Key Strengths & Strategic Opportunities . 55
4.4.10 PTC . 55
i. Corporate . 55
Table 4.10: PTC Selected Financial Information ($m) 2016-2018. 55
ii. Geographical Spread. 55
iii. Key Clients & Strategic Partnerships . 56
iv. High Level View of Offerings . 56
v. Juniper Research View: Key Strengths & Strategic Opportunities . 56
4.4.11 Re'flekt . 56
i. Corporate . 56
ii. Geographical Spread. 57
iii. Key Clients & Strategic Opportunities . 57
iv. High Level View of Offerings . 57
v. Juniper Research View: Key Strengths & Strategic Opportunities . 57
4.4.12 ScopeAR . 58
i. Corporate . 58
ii. Geographical Spread . 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level View of Offerings . 58
v. Juniper Research View: Key Strengths & Strategic Opportunities . 59
4.4.13 Snap Inc . 59
i. Corporate . 59
Table 4.11: Snap Inc Selected Financial Information ($m) 2016-2018 . 59
ii. Geographical Spread . 60
iii. Key Clients & Strategic Recommendations . 60
iv. High Level View of Offerings . 60
v. Juniper Research View: Key Strengths & Strategic Opportunities . 60
4.4.14 Vuzix. 61
i. Corporate . 61
Table 4.12: Vuzix Key Financial Data ($m) FY2017-2018 . 61
ii. Geographical Spread . 61
iii. Key Clients & Strategic Opportunities . 61
iv. High Level View of Offerings . 62
v. Juniper Research View: Key Strengths & Strategic Opportunities . 62
4.4.15 Wikitude GmbH . 62
i. Corporate . 62
ii. Geographical Spread . 62
iii. Key Clients & Strategic Opportunities . 62
iv. High Level View of Offerings . 63
v. Juniper Research View: Key Strengths & Strategic Opportunities . 63

5. Consumer Augmented Reality: Market Forecasts & Key Takeaways

5.1 Augmented & Mixed Reality Forecasts . 65
5.1.1 Total Tablet AR Apps,Split by Region . 65
Figure & Table 7.5: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Regions 2019-2024 . 65
5.2 AR Market Summary . 66
5.2.1 Total Number of Consumer AR Apps . 66
Figure & Table 5.1: Total Number of Mobile Augmented Reality Applications
Installed, (m) Split by 8 Key Categories 2019-2024 . 66
5.2.2 Total AR Market Value . 67
Figure & Table 5.2: Total Augmented Reality Market Value, ($m) Split by Industry 2019-2024 . 67

6. Consumer Smartphone Augmented Reality

6.1 Smartphone AR Forecasts . 69
6.1.1 Smartphone Forecast Methodology . 69
i. Pay-per-Download Methodology . 69
ii. In-App Purchases Methodology . 69
iii. AR Advertising Forecast Methodology . 69
Figure 6.1: Smartphone Pay-per-Download AR Forecast Methodology . 71
Figure 6.2: Smartphone In-App Purchases AR Forecast Methodology . 72
Figure 6.3: Smartphone AR Advertising Forecast Methodology . 73
6.1.2 Total Smartphone AR Apps by Category . 74
Figure & Table 6.4: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Categories 2019-2024 . 74
6.1.3 Total Smartphone AR Apps by Region . 75
Figure & Table 6.5: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024. 75
6.1.4 Total Advertising Spend on Consumer Smartphone AR Apps . 76
Figure & Table 6.6: Total Smartphone Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024. 76
Table 6.7: Total Value of Smartphone AR Applications, ($m) Split by Revenue
Model 2019-2024 . 76

7. Tablet Consumer Augmented Reality

7.1 Tablet AR Forecasts . 78
7.1.1 Introduction . 78
7.1.2 Tablet Forecast Methodology . 78
i. Pay-per-Download Methodology . 78
ii. In-App Purchases Methodology . 78
iii. AR Advertising Forecast Methodology . 78
Figure 7.1: Tablet Pay-per-Download AR Forecast Methodology . 80
Figure 7.2: Tablet In-App Purchases Forecast Methodology . 81
Figure 7.3: Tablet AR Advertising Forecast Methodology . 82
7.1.3 Total Tablet AR Apps, Split by Category . 83
Figure & Table 7.4: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Categories 2019-2024 . 83
7.1.4 Total AR App Market Value . 84
Figure & Table 7.6: Total Tablet Augmented Reality Market Value ($m) Split by 8
Key Regions 2019-2024 . 84
Table 7.7: Total Value of Tablet AR Applications, Split by Revenue Model ($m) 2019-2024 . 84

8. Consumer Smart Glasses Augmented Reality

8.1 Smart Glasses AR Forecasts . 86
8.1.1 Introduction . 86
8.1.2 Smart Glasses Forecast Methodology . 86
i. Pay-per-Download Methodology . 86
ii. In-App Purchases Methodology . 86
iii. AR Advertising Forecast Methodology . 86
iv. Key Changes from Previous Forecast . Error! Bookmark not defined.
Figure 8.1: Smart Glasses Pay-per-Download AR Forecast Methodology . 88
Figure 8.2: Smart Glasses In-App Purchases AR Forecast Methodology . 89
Figure 8.3: Smart Glasses AR Advertising Forecast Methodology . 90
8.1.3 Total Smart Glasses AR Apps, Split by Category . 91
Figure & Table 8.4: Total Number of Smartglasses Augmented Reality
Applications (m) Split by 8 Key Categories 2019-2024 . 91
8.1.4 Total Smart Glass AR Apps, Split by Region . 92
Figure & Table 8.5: Total Number of Smartglass Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024 . 92
8.1.5 Total Smart Glass AR Market Value . 93
Figure & Table 8.6: Total Smartglass Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024 . 93
Table 8.7: Total Smartglass Augmented Reality Market Value ($m) Split by
Monetisation Model 2019-2024 . 93

 

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Summary

このレポートは消費者向けの複合現実/MR市場を調査し、地域別や国別の分析や、エンドユーズ産業ごとの市場規模予測を掲載しています。

掲載している市場規模(5年予測)

国別予測

  • カナダ
  • 中国
  • デンマーク
  • ドイツ
  • 日本
  • ノルウェー
  • ポルトガル
  • 韓国
  • スペイン
  • スウェーデン
  • 英国
  • 米国

産業ごとの予測

  • 教育
  • ゲーム
  • 医療
  • ライフスタイル
  • マルチメディア
  • 小売
  • 探索&発見
  • ソーシャルメディア&ネットワーキング

デバイスごとの市場予測

  • スマートフォン
  • タブレット
  • スマートグラス

Overview

Consumer Mixed Reality research provides an in-depth examination of the consumer mixed reality market. It provides an extensive forecast suite and comprehensive analysis of pivotal use cases and key market players. Detailed analysis of the consumer market is presented for three key hardware platforms:

  • Smartphones
  • Tablets
  • Smart Glasses
This research suite includes:
  • Strategy & Forecasts (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF)

Key Features

  • Consumer Mixed Reality Sector Analysis: Analysis of future market prospects for eight key vertical markets including:
    • Education
    • Games
    • Healthcare
    • Lifestyle
    • Multimedia
    • Retail
    • Search & Discovery
    • Social Media
  • Juniper Research Leaderboard: Offers a comparative assessment of the products and services from 15 leading Consumer Mixed Reality platform and framework providers, categorised in terms of the depth of their solutions and software offerings. Vendors included in the Leaderboard include:
    • Aireal
    • Alphabet
    • Apple
    • Atheer
    • Facebook
    • Inglobe Technologies
    • Mantis Vision
    • Microsoft
    • Object Theory
    • PTC
    • Re’flekt
    • ScopeAR
    • Snap Inc
    • Vuzix
    • Wikitude

Key Questions

  1. What will the value of the Consumer Mixed Reality market be by 2024?
  2. Which will be the most successful strategies for Consumer Mixed Reality solutions providers over the next five years?
  3. Which Consumer Mixed reality app categories will grow the most over the next five years?
  4. Which Consumer Mixed Reality solution providers are leading the market?
  5. How can users of Consumer Mixed Reality secure a return on investment?

Companies Referenced

Case Studied: Niantic.
 
Interviewed: Inglobe Technologies, Mantis Vision, Object Theory, Re'flekt, ScopeAR, Wikitude GmbH.
 
Included in Juniper Leaderboard: Aireal, Alphabet, Apple, Atheer, Facebook, Inglobe Technologies, Mantis Vision, Microsoft, Object Theory, PTC, Re'flekt, ScopeAR, Snap, Vuzix, Wikitude GmbH.
 
Mentioned: 360WeAre, 3DAR, ABB, Acer, Akonia Holographics, Alces Technology, Alibaba, AltSpace, Amazon, Amplexor, Anheuser‑Busch, AnSys, Asus, Audi, Autodesk Fusion 360, BASF, Bertelsmann, BG, BGC, Blippar, BMW, Boeing, Bosch, Boston’s Children’s Hospital, BrainShark, BrainVu, Buck Design, CAD IT, Carstens and Partner, CDM Smith, Clakamas, Cognizant, DAQRI, Dell, Design Interactive, DHL, Digital Nation Entertainment, Discovery Channel, Drive.ai, EA (Electronics Arts), Enlive Studios, Eon, fatfoogoo, FLEX, Flyby Media, Flype, Ford, Forte Technology, General Electric, GlobalFoundries, Google, GrokStyle, Harvard School of Design, HP, HPE, Huawei, Hyper­loop, Hyundai, IEEE, IKEA, Indeco, InPrint, Intel, InvenSense, Jamco, Johnson & Johnson, JPL/NASA, Junction Dot Ltd, Kopin, Lattice Data, Lenovo, Leybold, Lockheed Martin, Looksery, Lowe’s Canada, Magic Leap, Manchester United, Matterport, Maybelline, Metaio, Metamarkets, Mojo, More Than Real, MSC Cruises, Nagarro, Nike, Novartis, NTT DoCoMo, NVIDIA, NWI, ODG, OSVR (Open Source Virtual Reality) Alliance, Ozlo, Part IV, PCA, Pebbels, Plott, Porsche, Qpass, Qualcomm, Reality Editor, RealWear, RecRec, Regaind, Reinisch, Rockwell Automation, Runente, Samsung, Seepex, Seerslan, Shadow Factory, Siemens, Snapchat, Sony, SpaceView, Steelcase, Stereo Scape, Stink Studios, STM, Surreal Vision, Survalent, Taco Bell, The Electric Factory, The Mill, The Science Channel, The US College Football Playoffs, Thyssen Krupp, T‑Mobile, TNO, Toshiba, Triiger, Trimble, Ubiquity6, UCP, Virgin Media, visionLib, Vurb, Vuzix, VZ Lab, WakingApp Realities, Warner Bros, Wayfay, WayPoint, WeChat, Woods Bagot.
 

Data & Interactive Forecast

Juniper Research’s Consumer Mixed Reality forecast suite includes:
 
  • 5-year benchmark forecasts are key metrics by 8 key regions and 12 country-level splits including:
    • Canada
    • China
    • Denmark
    • Germany
    • Japan
    • Norway
    • Portugal
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Consumer Mixed Reality content markets, including total number of installed AR applications and total AR app market value, across eight key AR sectors:
    • Education
    • Games
    • Healthcare
    • Lifestyle
    • Multimedia
    • Retail
    • Search & Discovery
    • Social Media & Networking
  • Consumer Mixed Reality, split by three devices:
    • Smartphones
    • Tablets
    • Smart Glasses
  • Access to the full set of forecast data of 610 tables and over 86,000 datapoints.
  • Interactive Excel Scenario tool allowing user the ability to manipulate Juniper Research’s data for 5 different metrics.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

 



ページTOPに戻る


Table of Contents

Table of Contents

1. Consumer Augmented & Mixed Reality: Strategic Recommendations

1.1 Strategic Recommendations for Augmented & Mixed Reality
Service Providers & Hardware Vendors . 7
Figure 1.1: Smartphone Penetration Rate (%) Split by 8 Key Regions 2019-2024 7
Figure 1.2: Consumer AR - Future Key Milestones . 8

2. Consumer Augmented Reality: Market Analysis & Emerging Technologies

2.1 Introduction . 11
Figure 2.1: Total AR Market Value in 2019, ($m) Split by Industry . 11
Figure 2.2: The Augmented & Mixed Reality Ecosystem . 12
Figure 2.3: The AR 5 Year Roadmap & Total AR Market Value ($m) 2019-2024 13
2.2 Notable AR & MR Market Movements . 14
2.2.1 Notable Investments . 14
Table 2.4: Selected Investments in AR & MR Service Providers August 2018-present . 14
i. Investment in Magic Leap . 14
Figure 2.5: Magic Leap One . 14
Table 2.6: Select AR Patent Information March 2016-Present . 15
2.3 Emerging Technologies in Consumer AR . 16
2.3.1 5G Networks . 16
Table 2.7: Initial 5G Requisites & Anticipated Network Conditions . 16
2.3.2 Digital Voice Assistants . 17
2.3.3 MCC & Edge Processing for Mobile AR . 17
Figure 2.8: Edge Computing Architecture in AR . 17

3. Augmented & Mixed Reality Content

3.1 Introduction to Augmented & Mixed Reality Content . 20
Figure 3.1: Total Number of Mobile AR Applications Installed (m), Split by Device 2019 & 2024 . 20
3.1.1 AR Content Framework Assessment . 20
3.2 The Future of AR Content . 21
3.2.1 The Addressable User Base for AR Content . 21
Figure 3.2: Number of Consumer Devices that are AR-capable (m) Split by 3 Device Types 2019-2024 . 21
3.3 AR App Monetisation Analysis . 22
Figure 3.3: Total Consumer AR Market Value, Split by Category ($m) in 2019: $6.9 billion . 22
3.3.1 Games . 23
Figure 3.4: Average Revenue per AR Games App ($) Split by Device Type 2019-2024 . 23
Case Study: Pokemon GO in 2019 . 23
3.3.2 Search & Discovery . 24
Figure 3.5: Total Market Value of Search & Discovery AR ($m), Split by Device
Type & Global Revenue per Search & Discovery AR application ($) 2019-2024. 24
3.3.3 Lifestyle . 25
Figure 3.6: Total Market Value of AR Lifestyle Applications ($m), 2019 . 25
Figure 3.7: Global Average Value per In-app Purchase Transaction for all AR
Device Types ($) Split by Category 2019-2024 . 25
3.3.4 Multimedia . 26
Figure 3.8: Total Revenues from AR Multimedia Smartphone Apps in 2024, Split
by 3 Monetisation Strategies: $3.5 billion . 26
Figure 3.9: Global Average Revenue per Consumer Multimedia App ($) Split by 3
Device Types 2019-2024 . 26
3.3.5 Social . 27
Figure 3.10: The Virtuous Cycle of Social Network Growth . 27
Figure 3.11: Total Value of Smartphone AR Social Applications in 2024, Split by
Monetisation Model: $11.1 billion . 27
3.3.6 Retail . 28
Figure 3.12: Average Revenue per AR Retail App ($), Split by Device Type 2019-2024 . 28
3.3.7 Healthcare. 29
Figure 3.13: Global AR-capable Consumer Healthcare App Market Value ($m),
Split by 3 Monetisation Strategies 2019-2024 . 29
3.3.8 Education. 30
Figure 3.14: Average Revenue per AR Education App ($), Split by Monetisation Model 2019-2024 . 30

4. Augmented & Mixed Reality Content: The Competitive Landscape

4.1 Augmented & Mixed Reality: The Competitive Landscape . 32
4.1.1 AR & MR Platform Vendor Assessment Methodology . 32
Table 4.1: Augmented & Mixed Reality Player Scoring Criteria . 33
Figure 4.2: Juniper Research Leaderboard ? Augmented & Mixed Reality Service Providers . 34
Table 4.3: Juniper Research Heatmap Results ? Augmented & Mixed Reality
Service Providers . 35
4.1.2 Vendor Groupings: Augmented & Mixed Reality Service Providers . 36
i. Established Leaders . 36
ii. Leading Challengers. 37
iii. Disrputors & Emulators . 38
4.2 Limitations & Interpretations . 39
4.3 Augmented & Mixed Reality: Movers & Shakers . 40
4.4 Player Profiles . 42
4.4.1 Aireal . 42
i. Corporate . 42
ii. Geographical Spread. 42
iii. Key Clients & Strategic Partnerships . 42
iv. High Level View of Offerings . 42
v. Juniper Research View: Key Strengths & Strategic Opportunities . 43
4.4.2 Alphabet . 43
i. Corporate . 43
Table 4.4: Alphabet Select Financial Information ($m) 2015-2018. 43
ii. Geographical Spread. 43
iii. Key Clients & Strategic Partnerships . 43
iv. High Level View of Offerings . 43
v. Juniper Research View: Key Strengths & Strategic Opportunities . 44
4.4.3 Apple . 44
i. Corporate . 44
Table 4.5: Apple Financial Snapshot ($m) FY2015-2018 . 44
ii. Geographical Spread. 45
iii. Key Clients & Strategic Partnerships . 45
iv. High Level View of Offerings . 45
v. Juniper Research View: Key Strengths & Strategic Opportunities . 45
4.4.4 Atheer. 46
i. Corporate . 46
ii. Geographical Spread . 46
iii. Key Clients & Strategic Partnerships . 46
iv. High Level View of Offerings . 46
v. Juniper Research View: Key Strengths & Strategic Opportunities . 47
4.4.5 Facebook . 47
i. Corporate . 47
Table 4.6: Facebook Select Financial Information ($m) 2015-2018 . 48
ii. Geographical Spread . 48
iii. Key Clients & Strategic Partnerships . 48
iv. High Level of View of Offerings . 48
v. Juniper Research View: Key Strengths & Strategic Opportunities . 49
4.4.6 Inglobe Technologies . 49
i. Corporate . 49
ii. Geographical Spread . 49
iii. Key Clients & Strategic Partnerships . 49
iv. High Level View of Offerings . 50
v. Juniper Research View: Key Strengths & Strategic Partnerships . 50
4.4.7 Mantis Vision . 50
i. Corporate . 50
ii. Geographical Spread . 51
iii. Key Clients & Strategic Opportunities . 51
iv. High Level View of Offerings . 51
Figure 4.7: Mantis Vision Software . 51
Figure 4.8: Mantis Vision Volumetric Studio\3iosk. 52
v. Juniper Research View: Key Strengths & Strategic Opportunities . 52
4.4.8 Microsoft . 52
i. Corporate . 52
Table 4.9: Microsoft Financial Snapshot ($m) 2015-2018 . 53
ii. Geographical Spread. 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper Research View: Key Strengths & Strategic Opportunities . 54
4.4.9 Object Theory . 54
i. Corporate . 54
ii. Geographical Spread. 54
iii. Key Clients & Strategic Partnerships . 54
iv. High Level View of Offerings . 54
v. Juniper Research View: Key Strengths & Strategic Opportunities . 55
4.4.10 PTC . 55
i. Corporate . 55
Table 4.10: PTC Selected Financial Information ($m) 2016-2018. 55
ii. Geographical Spread. 55
iii. Key Clients & Strategic Partnerships . 56
iv. High Level View of Offerings . 56
v. Juniper Research View: Key Strengths & Strategic Opportunities . 56
4.4.11 Re'flekt . 56
i. Corporate . 56
ii. Geographical Spread. 57
iii. Key Clients & Strategic Opportunities . 57
iv. High Level View of Offerings . 57
v. Juniper Research View: Key Strengths & Strategic Opportunities . 57
4.4.12 ScopeAR . 58
i. Corporate . 58
ii. Geographical Spread . 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level View of Offerings . 58
v. Juniper Research View: Key Strengths & Strategic Opportunities . 59
4.4.13 Snap Inc . 59
i. Corporate . 59
Table 4.11: Snap Inc Selected Financial Information ($m) 2016-2018 . 59
ii. Geographical Spread . 60
iii. Key Clients & Strategic Recommendations . 60
iv. High Level View of Offerings . 60
v. Juniper Research View: Key Strengths & Strategic Opportunities . 60
4.4.14 Vuzix. 61
i. Corporate . 61
Table 4.12: Vuzix Key Financial Data ($m) FY2017-2018 . 61
ii. Geographical Spread . 61
iii. Key Clients & Strategic Opportunities . 61
iv. High Level View of Offerings . 62
v. Juniper Research View: Key Strengths & Strategic Opportunities . 62
4.4.15 Wikitude GmbH . 62
i. Corporate . 62
ii. Geographical Spread . 62
iii. Key Clients & Strategic Opportunities . 62
iv. High Level View of Offerings . 63
v. Juniper Research View: Key Strengths & Strategic Opportunities . 63

5. Consumer Augmented Reality: Market Forecasts & Key Takeaways

5.1 Augmented & Mixed Reality Forecasts . 65
5.1.1 Total Tablet AR Apps,Split by Region . 65
Figure & Table 7.5: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Regions 2019-2024 . 65
5.2 AR Market Summary . 66
5.2.1 Total Number of Consumer AR Apps . 66
Figure & Table 5.1: Total Number of Mobile Augmented Reality Applications
Installed, (m) Split by 8 Key Categories 2019-2024 . 66
5.2.2 Total AR Market Value . 67
Figure & Table 5.2: Total Augmented Reality Market Value, ($m) Split by Industry 2019-2024 . 67

6. Consumer Smartphone Augmented Reality

6.1 Smartphone AR Forecasts . 69
6.1.1 Smartphone Forecast Methodology . 69
i. Pay-per-Download Methodology . 69
ii. In-App Purchases Methodology . 69
iii. AR Advertising Forecast Methodology . 69
Figure 6.1: Smartphone Pay-per-Download AR Forecast Methodology . 71
Figure 6.2: Smartphone In-App Purchases AR Forecast Methodology . 72
Figure 6.3: Smartphone AR Advertising Forecast Methodology . 73
6.1.2 Total Smartphone AR Apps by Category . 74
Figure & Table 6.4: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Categories 2019-2024 . 74
6.1.3 Total Smartphone AR Apps by Region . 75
Figure & Table 6.5: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024. 75
6.1.4 Total Advertising Spend on Consumer Smartphone AR Apps . 76
Figure & Table 6.6: Total Smartphone Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024. 76
Table 6.7: Total Value of Smartphone AR Applications, ($m) Split by Revenue
Model 2019-2024 . 76

7. Tablet Consumer Augmented Reality

7.1 Tablet AR Forecasts . 78
7.1.1 Introduction . 78
7.1.2 Tablet Forecast Methodology . 78
i. Pay-per-Download Methodology . 78
ii. In-App Purchases Methodology . 78
iii. AR Advertising Forecast Methodology . 78
Figure 7.1: Tablet Pay-per-Download AR Forecast Methodology . 80
Figure 7.2: Tablet In-App Purchases Forecast Methodology . 81
Figure 7.3: Tablet AR Advertising Forecast Methodology . 82
7.1.3 Total Tablet AR Apps, Split by Category . 83
Figure & Table 7.4: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Categories 2019-2024 . 83
7.1.4 Total AR App Market Value . 84
Figure & Table 7.6: Total Tablet Augmented Reality Market Value ($m) Split by 8
Key Regions 2019-2024 . 84
Table 7.7: Total Value of Tablet AR Applications, Split by Revenue Model ($m) 2019-2024 . 84

8. Consumer Smart Glasses Augmented Reality

8.1 Smart Glasses AR Forecasts . 86
8.1.1 Introduction . 86
8.1.2 Smart Glasses Forecast Methodology . 86
i. Pay-per-Download Methodology . 86
ii. In-App Purchases Methodology . 86
iii. AR Advertising Forecast Methodology . 86
iv. Key Changes from Previous Forecast . Error! Bookmark not defined.
Figure 8.1: Smart Glasses Pay-per-Download AR Forecast Methodology . 88
Figure 8.2: Smart Glasses In-App Purchases AR Forecast Methodology . 89
Figure 8.3: Smart Glasses AR Advertising Forecast Methodology . 90
8.1.3 Total Smart Glasses AR Apps, Split by Category . 91
Figure & Table 8.4: Total Number of Smartglasses Augmented Reality
Applications (m) Split by 8 Key Categories 2019-2024 . 91
8.1.4 Total Smart Glass AR Apps, Split by Region . 92
Figure & Table 8.5: Total Number of Smartglass Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024 . 92
8.1.5 Total Smart Glass AR Market Value . 93
Figure & Table 8.6: Total Smartglass Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024 . 93
Table 8.7: Total Smartglass Augmented Reality Market Value ($m) Split by
Monetisation Model 2019-2024 . 93

 

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