Augmented Reality Book Market Scope
Learning through books is a tedious and passive experience. The user must complete all of their learning with the assistance of a static text, which makes the procedure tiresome and exhausting. More significantly, the user has no way of learning more about the unknown concepts or jargons presented in such publications. Despite these drawbacks, the majority of today's educational systems are centred on studying from outdated textbooks. The development of new age digital technologies such as e-Book readers, tablet PCs, electronic ink (e-ink), and electronic paper (e-Paper) is accelerating, providing opportunities and challenges for both students and teachers to create. This rapid rise of digital devices, combined with the development of a wide range of software content, has overcome the limits of paper books, which are difficult to update and feature one-sided, linear learning materials. Such commercial demands have aided the development of Augmented Reality Books that can be accessed from any smart device.
Attributes | Details |
---|
Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | Microsoft Corporation (United States), Google LLC (United States), Samsung (South Korea), Razer Inc. (United States), ANTVR Technology Co.,Ltd (China), Fove (Japan), Facebook Inc. (United States), Baofeng Tech (United States), Carl Zeiss AG (Germany) and Advanced Micro Devices, Inc. (United States) |
CAGR | % |
The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global Augmented Reality Book market throughout the predicted period.
Microsoft Corporation (United States), Google LLC (United States), Samsung (South Korea), Razer Inc. (United States), ANTVR Technology Co.,Ltd (China), Fove (Japan), Facebook Inc. (United States), Baofeng Tech (United States), Carl Zeiss AG (Germany) and Advanced Micro Devices, Inc. (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are Atheer (United States), HTC Corporation (Taiwan), Lumus (Israel), Sony Corporation (Japan), Sulon Technologies Inc. (Canada), Daqri (United States) and CastAR (United States).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from the total available market.
Segmentation Overview
The study have segmented the market of Global Augmented Reality Book market by Type and Region with country level break-up.
On the basis of geography, the market of Augmented Reality Book has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
region held largest market share in the year 2021.
On 2nd October, 2018 - Balti Virtual Launched New Line of Children's Books Using Augmented Reality (AR). Designed for Youngsters Aged Four to Twelve, Inbuilt AR Technology Lets Readers to Make Images in The Books Come Alive with 3D-animations with Sound Effects, Voiceovers and Subtitles Accessible Through a Smart Device and A Free App.
Augmented Reality Book Market Dynamics:
Attributes | Details |
---|
Trends Influencing Market | - Emergence of Advance Augmented Reality Tools in Education Sector
|
Key Restraints | - Complex User Interface
- High-Cost Expenses
|
Challenges | - Device Compatibility
- Fierce Competitive Pressure
|
Market Opportunities | - Increasing Demand Across European Regions
|
Key Target Audience
Augmented Reality Book Solution Providers, New Entrants and Investors, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others