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App developers use AR technologies to develop applications for mobile devices. AR’s utility for online marketing and advertising has led to the launch of many popular mobile apps. Online ads have come of age since the debut of Yelp on the iPhone, and AR technology is playing a key role in bringing online digital content closer to the customer. For instance, the Tokyo Shimbun, a prominent daily newspaper has recently developed an app with the help of Dentsu to provide a child-friendly online edition of the newspaper to promote the brand on mobile devices.
Japan has witnessed heightened adoption of smartphones and tablets among its population. The market is expected to gain further traction with the introduction of concepts such as Bring Your Own Device (BYOD) and Corporate-Owned Personally Enabled (COPE). The Mobile AR Market in Japan is expected to gain a sizable momentum and post a CAGR of over 100% throughout the forecast period.
Enterprises:
The Enterprise segment considers the development of commercial AR applications. For instance, logistics enterprises are using tablets fitted with AR apps to enhance their inventory management practices.
Consumers:
The Consumer segment includes individual users who download applications from various sources for personal use. For instance, the Junaio browser by Metaio is used by individuals to discover places of fun and interest.
“More than sales application, applications are oriented towards customer experience and the association with the brand,” Says a well-known Marketing Manager from a Fortune 50 company.
The report includes the top companies and their portfolio, geographical presence, financial condition, R&D, and customer base.
The research report considers revenue generated by the leading vendors segmented as agencies, developers of the engines, software, and hardware for AR devices. It includes their detailed profiles and strategies.
Top notch advertising brands including Disney, P&G, Pepsi, and Volkswagen rely on strategies related to the AR technology. Enterprises are developing intuitive AR apps to provide a better experience for their customers. Market trends indicate an increase in the number of agencies and software application developers coming together in order to develop AR software for top brands.
AR Technologies are playing a key role in delivering convenience, enhancing mobility and the accessibility of digital content for segments including:
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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
12.11.2 Business overview
12.11.3 Key offerings
12.11.4 Business strategy
12.11.5 Recent developments
12.12 Zappar
12.12.1 Key facts
12.12.2 Business overview
12.12.3 Resellers geographical presence
12.12.4 Recent developments
12.13 Google
12.13.1 Key facts
12.13.2 Business overview
12.13.3 Revenue comparison of advertising revenues and other revenues by 2013 and 2014
12.13.4 Geographical segmentation 2014
12.13.5 Business strategy
12.13.6 Recent developments
12.14 Infinity Augmented Reality
12.14.1 Key facts
12.14.2 Business overview
13 Other Reports in this Series
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