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DUBLIN, June 5, 2020 /PRNewswire/ -- The "Global Mobile Augmented Reality (MAR) Market by Technology, Component, Mobile Device, Industry Vertical, End-user, and Region 2020-2026: Trend Forecast and Growth Opportunity" report has been added to ResearchAndMarkets.com's offering. The global mobile augmented reality market will reach $151.81 billion by 2026, growing by 48.7% annually over 2020-2026 despite the impact of COVID-19.The report provides historical market data for 2015-2019, revenue estimates for 2020, and forecasts from 2021 till 2026. Highlighted with 88 tables and 82 figures, this 175-page report is based on a comprehensive research of the entire global mobile 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-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 global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global mobile augmented reality market in every aspect of the classification from perspectives of Technology, Component, Mobile Device, Industry Vertical, End-user, and Region.Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.Marker-based MAR Passive Marker Active Marker Markerless MAR Model-based Tracking Image-based Processing Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.Hardware Sensors Semiconductor Component Displays 3D Cameras Others Software Consumer (personal users in billions and consumer MAR apps in $ bn are also provided in year wise base) Enterprise Based on mobile device, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Smartphones Tablets Personal Digital Assistants (PDAs) and Handheld Game Consoles Smart Glasses and Wearables Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Gaming Entertainment & Media Aerospace & Defense Healthcare Education & E-learning Manufacturing Retail & E-commerce Other Verticals Based on end user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.ConsumerEnterprise Large Enterprises Small- & Medium-sized Enterprises Geographically, the following regions together with the listed national/local markets are fully investigated: APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania) North America (U.S., Canada, and Mexico) South America (Brazil, Chile, Argentina, Rest of South America) RoW (Saudi Arabia, UAE, Iran) For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Mobile Device, and Industry Vertical over the forecast years 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 global mobile augmented reality market are assayed quantitatively and qualitatively through a 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 Apple Inc. Atheer, Inc. Augmented Pixels Aurasma Blippar Ltd. Catchoom Technologies, S.L. Cinoptics DAQRI LLC Google, LLC HTC Infinity Augmented Reality Laster Technologies Lumus Ltd. Meta Microsoft Corp. Optinvent S.A. Qualcomm Technologies Inc. Rockwell Collins Samsung Co Ltd. Sieko Epson Technical Illusions Total Immersion Universal mCloud Corp. (NGRAIN) Vuzix Corp. WeAR Studio Wikitude GmbH Zappar For more information about this report visit https://www.researchandmarkets.com/r/w56kll Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research. Media Contact: Research and Markets Laura Wood, Senior Manager [emailprotected] For E.S.T Office Hours Call +1-917-300-0470 For U.S./CAN Toll Free Call +1-800-526-8630 For GMT Office Hours Call +353-1-416-8900 U.S. Fax: 646-607-1907 Fax (outside U.S.): +353-1-481-1716 SOURCE Research and Markets Related Links http://www.researchandmarkets.com

Answer: Global Mobile Augmented Reality Market to Cross $151 Billion by 2026, Despite the Impact of COVID-19 - Growing by 48.7% Annually