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

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

Full Report Details at

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
 * Metaio
 * Total Immersion
 * Vuforia
 * Wikitude
 * Zappar

Key Market Drivers

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

Key Market Challenges

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

Key Market Trends

 * 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?

Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.

Companies Mentioned in this Report: Aurasma, Blippar, LM3LABS, Metaio, Total Immersion, VIVIDWORKS, Vuforia, Wikitude, Zappar

Partial 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

Full Table of Contents is available at:

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