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Mobile Augmented Reality.

Mobile Augmented Reality.

Opportunities, Forecasts & Strategic Analysis 2011-2015

Publisher: Juniper Research
Date Published: 01/02/2011
Category: Mobile Content & Applications
No of Pages: 97
Coverage: Global - 8 Key Regions ‡
 

Overview

-    Strategic Market Opportunities
-    Extensive Forecasting Chapters
-    Key Growth Areas Identified

This highly anticipated second edition report provides extensive analysis of the emerging mobile augmented reality market,  tracking its rapid development over the past 12 months. It examines the opportunities for mobile AR and provides forecasts for each core segment (location based search; mobile games; multimedia & entertainment; lifestyle & healthcare; education & reference; social networking; and, enterprise).

Within three extensive forecasting chapters this industry benchmark report provides market projections by each category for apps and services which are monetised via point of sale revenues (split by usage, number of downloads per annum, cost per download, , and total download revenues) incremental revenues (including subscriptions, licences and upsold content) and advertising revenues.

The report also provides an in-depth  analysis of currently available mobile AR applications, studying the relative proportion of AR titles by category, together with an assessment of the comparative strengths and weaknesses of business models poised to predominate.  It also examines which are likely to be the key growth areas in mobile AR evaluating the opportunities for enterprise, retailers, games and mobile search.

Table of Contents

Executive Summary
1. The Development of Mobile Augmented Reality

1.1 Introduction   
1.2 What is Augmented Reality?   
1.3 Augmented Reality via the Mobile   
1.3.1 How it Works   
1.3.2 Enabling Technologies   
i. QR Code   
Figure 1.1: Two-Dimensional Barcode (QR Code)   
a. Case Study: N Building - Augmented Reality Facades   
Figure1.2: N Building   
ii. Image Recognition   
iii. Facial Recognition   
a. Case Study: Total Immersion   
Figure 1.3: Screenshots of Total Immersion/Atol iPhone App   
b. Case Study: Comverse   
iii. Markerless Tracking   
1.4 Key Drivers for Mobile AR   
1.4.1 Accelerating Consumer Adoption of Smartphones   
Figure 1.4: Installed Smartphone Base (m) Global Split by AR Capable/Other 2008-2010   
1.4.2 The Rise of the App Store   
i. Case Study: Barclaycard Waterslide Extreme   
Figure 1.5: Fishlab\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'s Barclaycard-Branded Waterslide Extreme on the iPhone   
ii. Case Study: Carlsberg Can Catch   
Figure 1.6: Carlsberg Can Catch   
1.4.3 Mobile Internet Adoption is Increasing   
Figure 1.7: Mobile Internet User Base (m) Split By 8 Key Regions 2006-2010   
1.4.4 Brands Are Recognising the Potential of Mobile Distribution Channels   
1.4.5 The Rise of mCommerce   

2. The Opportunity for Augmented Reality on the Mobile

2.1 Introduction   
2.2 The Evolution of the Mobile Augmented Reality Market   
Figure 2.1: Evolution of Mobile AR Market, 2009-2015   
2.2.1 Case Study: Google Goggles   
Figure 2.2: Google Goggles   
2.2.2 Case Study: Qualcomm AR SDK   
Figure 2.3: Prototype Rock Em  Sock  Em AR Game   
2.2.3 Case Study: RIM acquires TAT   
2.3 Key Areas for AR App Deployment   
Figure 2.4: Relative Prevalence of AR App Titles Split By 6 Categories (Location-based Search, Multimedia & Entertainment, Education & Reference, Lifestyle & Healthcare, Games & Social Networking) December 2010 (n=100 titles)   
Figure 2.5: Relative Prevalence of Paid AR App Titles Split By 5 Categories (Local Search, Education & Reference, Lifestyle & Healthcare, Games & Social Networking) December 2010 (n=48)   
Figure 2.6: Average Retail Price Point for AR Applications ($) Split By 5 Categories (Local Search, Education & Reference, Lifestyle & Healthcare, Games & Social Networking) December 2010   
2.3.1 Location-Based Search   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: Layar   
v. Case Study: Wikitude World Browser and Wikitude Drive   
Figure 2.7: Wikitude World Browser Screen Shot   
2.3.2 Social Networking   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: Sekai Camera   
Figure 2.8: Sekai Camera Screenshot   
Figure 2.9: Sekai Apps Screenshots: Sekai Café AR, Ka-Boom!, Sekai Hero   
2.3.3   Games   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: ARdefender   
Figure 2.10: ARdefender Screenshot   
v. Case Study: Star Wars Arcade: Falcon Gunner   
Figure 2.11: Star Wars Arcade: Falcon Gunner Screenshot   
2.3.4 Lifestyle & Healthcare   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: junaio   
Figure 2.12: junaio 2.0 Schematic   
Figure 2.13: Sausilitoes AR ad Campaign   
2.3.5 Education & Reference   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: Stedelijk Museum (ARtours)   
2.3.6 Multimedia & Entertainment   
i. Definition   
ii. AR Market Status   
iii. AR Opportunity   
iv. Case Study: Gorillaz - Escape to Plastic Beach   
Figure 2.14: Gorillaz - Escape to Plastic Beach Screenshot   
2.3.7 Enterprise Solutions   
i. Definition   
ii. AR Opportunity   
2.4 Monetising Augmented Reality   
2.4.1 Pay-Per Download   
2.4.2 Freemium: AR Lite   
2.4.3 Free to Download/Ad-funded   
2.4.4 Preinstalled AR apps   
2.5 The Market for Mobile Augmented Reality Services and Products   
Figure 2.15: Total Mobile AR Market ($m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia, Games & LBS) 2010-2015   
Table 2.2: Total Mobile AR Market ($m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia, Games & LBS) 2010-2015   
Figure 2.16: Total Mobile AR Market ($m) Split by 3 Revenue Streams (Point of Sale, Incremental & Advertising) 2010-2015
Table 2.3: Total Mobile AR Market ($m) Split by 3 Revenue Streams (Point of Sale, Incremental & Advertising) 2010-2015
Figure 2.17: Mobile AR Categories ($m) Split by 3  Revenue Streams (Point of Sale, Incremental & Advertising) 2015
Table 2.4: Mobile AR Categories ($m) Split by 3  Revenue Streams (Point of Sale, Incremental & Advertising) 2015

3. Barriers to AR Deployment and Adoption

3.1 Introduction   
3.2 Public Awareness   
3.3 Demonstrating that AR Can Add Value   
3.4 Meeting Expectations   
3.5 User Interface   
3.6 Addressable Market   
3.7 Visibility/Reach   
3.8 Technological Limitations   
3.9 Safety   
3.9.1 Privacy, Libel & Obscenity   
i. Privacy   
a. Case Study: Google Street View   
ii. Copyright   
iii. Libel/Obscenity Laws

4. The Market for AR Downloads: POS

4.1 Introduction   
4.2 Methodology   
Figure 4.1: Bottom-Up Methodology for Derivation of AR Point-of-Sale/Download Revenues   
4.3 AR-enabled Handsets Subscriber Forecast   
4.3.1 Global Mobile Handset Forecasts   
Figure 4.2: Global Mobile Handset Installed Base Forecast (m) Split by 8 Key Regions 2009 - 2015   
Table 4.1: Global Mobile Handset Installed Base Forecast (m) Split by 8 Key Regions 2009 - 2015   
4.3.2 AR Handset Forecasts   
Table 4.2: Percentage of Handsets Equipped with AR Capability Split by 8 Key Regions 2008-2015   
Figure 4.3: Handsets with AR Capabilities (m) Split by 8 Key Regions 2009-2015   
Table 4.3: Handsets with AR Capabilities (m) Split by 8 Key Regions 2009-2015   
4.4 Mobile AR Service Users and Usage   
Table 4.4: Percentage of AR Handset Users Who Use AR Apps and Services Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2009-2015   
Figure 4.4: Number of AR Handset Users Who Use AR Apps and Services (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2009-2015   
Table 4.5:  Number of AR Handset Users Who Use AR Apps and Services (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2009-2015   
4.5 The Point-of-Sale Market for AR Services and Applications   
Figure 4.5: Average Number of AR App Downloads per User per Year Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Table 4.6: Average Number of AR App Downloads per User per Year Split by 7 (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) Categories 2010-2015   
Figure 4.6: Total Number of AR App Downloads Per Year (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Table 4.7: Total Number of AR App Downloads Per Year (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
4.5.1 Retail Revenues of AR Applications   
Table 4.8: Percentage of App Downloads Which are Paid for Onstore Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Figure 4.7: Number of AR App Downloads Which are Paid for (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Table 4.9: Number of AR App Downloads which are Paid for (m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2014   
Table 4.10: Mobile AR Apps, Price per Download ($) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Figure 4.8: Mobile AR Apps, Retail Value ($m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   
Table 4.11: Mobile AR Apps, Retail Value, ($m) Split by 7 Categories (Social Networking, Enterprise, Lifestyle & Healthcare, Education & Reference, Multimedia & Entertainment, Games & LBS) 2010-2015   

5. The Market for Mobile AR Apps - Incremental Revenues

5.1 Subscriptions, Licences and Value-Added Content   
5.2 Methodology   
Figure 5.1: Bottom Up Methodology for Derivation of Incremental AR App Revenues   
5.3 Incremental Users & Usage   
Table 5.1: Percentage of Downloaded AR Apps That Upsell VAS Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Figure 5.2: Number of AR Apps That Upsell VAS, Upsold Content (m) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Table 5.2: Number of AR Apps That Upsell VAS, Upsold Content (m) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Figure 5.3: Average Number of AR VAS Sold Per Upselling Download Split by 6 Categories (Location-based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Table 5.3: Average Number of AR VAS Sold Per Upselling Download Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Figure 5.4: Total Number of AR VAS Sold (m) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Table 5.4: Total Number of AR VAS Sold (m) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
5.4 Incremental Revenues of AR Applications   
Table 5.5: Price per VAS ($) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Figure 5.5: AR Apps, Upselling Revenues ($) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015   
Table 5.6: AR Apps, Upselling Revenues ($) Split by 6 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare, Social Networking & Enterprise) 2011-2015

6. The Market for Mobile AR Apps - Advertising

6.1 Introduction   
6.2 Methodology   
Figure 6.1: Bottom Up Methodology for Derivation of Mobile AR App Revenues   
6.3 Ad-Funded AR ,Sessions,   
6.3.1 Average Usage Levels   
Figure 6.2: Average Number of AR Sessions per Service User Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.1: Average Number of AR Sessions per Service User Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Figure 6.3: Total Number of Usage Sessions of AR Apps and Services (m) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.2: Total Number of Usage Sessions of AR Apps and Services (m) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.3: Percentage of Sessions Resulting in Clickthroughs of Sponsored AR Links Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
6.4 AR Ad-funded Sponsored Sessions and Response Rates   
Figure 6.4: Total Number of Sponsored Sessions (m) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.4: Total Number of Sponsored Sessions (m) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.5: Average Number of Clickthroughs per Sponsored Session Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Figure 6.5: Total Number of AR-enabled Clickthroughs Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.6: Total Number of AR-enabled Clickthroughs Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
6.5 AR Advertising Costs and Revenues   
Table 6.7: CPC (Cost per Clickthrough) Rates for AR Advertising ($) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Figure 6.6: Total Mobile AR-related Adspend ($) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015   
Table 6.8: Total Mobile AR-related Adspend ($) Split by 5 Categories (Location-Based Search, Games, Multimedia & Entertainment, Lifestyle & Healthcare & Social Networking) 2010-2015

Glossary

Companies Referenced

Apple, ARtours,  Barclaycard, BeenVerified.com, BuUuk, Carlsberg, Comverse, eBay, Fabrique, Fishlabs, GetJar, Google, Hunter Research & Technology, Layar, Logica, Mattel, metaio, mobile13, Mobilizy, Nokia, Optricks Media, Qosmo, Qualcomm, PIAS Mobile, RIM,  Samsung, SAP, The Astonishing Tribe (TAT), THQ Wireless, Tonchidot,  Total Immersion, Vertigore.

Extra Info

‡ 8 key regions includes:

North America, Latin America, Western Europe, Central & Eastern Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East.

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Please see: Mobile Augmented Reality Entertainment, LBS & Retail Strategies 2012-2017

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Key Questions

1.    What are the key growth opportunities in mobile augmented reality?
2.    Which business models are likely to predominate as mobile AR gains traction?
3.    What is the advertising and marketing potential of mobile AR?
4.    Which major retailers and vendors are investing in mobile AR?
5.    What are the major hurdles constraining mobile AR deployments and usage?
6.    What revenues is mobile AR likely to generate over the next five years?

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Related Reports:

Mobile App Stores, Mobile Games., Mobile Advertising Strategies

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