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Published on : Dec 27, 2016

ALBANY, NY, Dec 27, 2016: The report is a professional and in-depth study of the global augmented reality devices market. It provides statistics pertaining to the market at both regional and global level. It serves as a valuable source of recommendations for both existing and new players in the market.

The global augmented reality devices market is primarily driven by the increasing implementation of augmented reality technology in various sectors including the healthcare, e-commerce, defense, gaming, and retail. Augmented reality devices offer numerous solutions such as gesture-based control that are useful in enhancing the gaming interface and also the interaction between customers and retailers. Moreover, they can be used in training fighter pilots and presenting surgical guidelines to surgeons during an operation. However, factors such as the high cost of procurement and technical hurdles such as limited storage, limited user interface, restricted size, and low processing power are hampering the wide-scale adoption of augmented reality devices.

On the basis of product type, the global augmented reality devices market is divided into wearables, mobile devices, and video spatial display. The report focusses on revenue, sales, price and gross margin, growth rate, and market share of each segment. Based on applications, the market is segmented into video games, heritage and archaeology, fine arts, education and training, and architectural design. Each segment is analyzed on the basis of market share, sales, and growth rate. The demand for augmented reality devices is likely to remain high for education and training purposes. The rising trend of smart classrooms and the increasing emphasis on quality training of professionals are propelling the growth of the education and training segment.

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The key regions analyzed in the report are the U.S., Europe, China, and Japan. The report calculates the potential growth trajectory of each region by analyzing their sales, revenues, and market shares. The increasing demand for augmented reality and virtual reality along with the rapidly growing anime industry are widening the scope of the development of the global augmented reality devices market in Japan. The growth of the U.S. and Europe market can be attributed to the rapid technological advancements in these regions. China is estimated to rise at a noteworthy CAGR in the coming years. Many established players from the U.S. are investing in this region through collaborations and strategic partnerships with new players.

The report profiles key players in the global augmented reality devices market along with their business strategies, latest developments, revenue structure, and shares in overall as well as regional market. Some of the key players are Zappar, Aurasma, Daqri, Ngrain, Metaio, Marxent, Qualcomm, HP Aurasma, Total Immersion, Wikitude, Catchoom, and Blippar.

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