According to the research report, the global augmented reality market size is expected to touch USD 1,188.98 Billion by 2032, from USD 1,188.98 Billion in 2022, growing with a significant CAGR of 40.34% from 2023 to 2032.
The augmented reality report offers a comprehensive study of the current state expected at the major drivers, market strategies, and key vendors’ growth. The report presents energetic visions to conclude and study the market size, market hopes, and competitive surroundings. The research also focuses on the important achievements of the market, research & development, and regional growth of the leading competitors operating in the market. The current trends of the global augmented reality in conjunction with the geographical landscape of this vertical have also been included in this report.
The report offers intricate dynamics about different aspects of the global augmented reality market, which aids companies operating in the market in making strategic development decisions. The study also elaborates on significant changes that are highly anticipated to configure growth of the global augmented reality during the forecast period. It also includes a key indicator assessment that highlights growth prospects of this market and estimates statistics related to growth of the market in terms of value (US$ Mn) and volume (tons).
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Report Scope of the Augmented Reality Market:
Report Coverage | Details |
Market Size in 2023 | USD 56.3 Billion |
Market Size by 2032 | USD 1,188.98 Billion |
Growth Rate from 2023 to 2032 | CAGR of 40.34% |
Largest Market | North America |
fastest Growing Market | Asia-Pacific |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By Component, By Technology, By Device Type and By Industry Vertical |
Regions Covered | North America, Europe, Asia-Pacific, Latin America and Middle East & Africa |
This study covers a detailed segmentation of the global augmented reality market, along with key information and a competition outlook. The report mentions company profiles of players that are currently dominating the global augmented reality market, wherein various developments, expansions, and winning strategies practiced and implemented by leading players have been presented in detail.
Key Players
- Google LLC
- Microsoft
- Samsung Electronics Co. Ltd.
- RealWear, Inc.
- Qualcomm Technologies, Inc.
- Niantic, Inc.
- Innowise Group
- HQSoftware
- Apple, Inc.
- AugRay LLC.
Market Segmentation
By Component
- Hardware
- Software
By Technology
- Marker-based AR
- Marker-less AR
By Device Type
- Head-Up Display
- Head-Mounted Display
By Industry Vertical
- Gaming
- Retail and Ecommerce
- Healthcare
- Aerospace and Defense
- Automotive
- Education
- Industrial and Manufacturing
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
Research Methodology
The research methodology adopted by analysts for compiling the global augmented reality report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.
During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.
For secondary research, analysts scrutinized numerous annual report publications, white papers, market association publications, and company websites to obtain the necessary understanding of the global augmented reality market.
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Augmented Reality Market
5.1. COVID-19 Landscape: Augmented Reality Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Augmented Reality Market, By Component
8.1. Augmented Reality Market, by Component, 2023-2032
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Software
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Augmented Reality Market, By Technology
9.1. Augmented Reality Market, by Technology, 2023-2032
9.1.1. Marker-based AR
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Marker-less AR
9.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Augmented Reality Market, By Device Type
10.1. Augmented Reality Market, by Device Type, 2023-2032
10.1.1. Head-Up Display
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Head-Mounted Display
10.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Augmented Reality Market, By Industry Vertical
11.1. Augmented Reality Market, by Industry Vertical, 2023-2032
11.1.1. Gaming
11.1.1.1. Market Revenue and Forecast (2020-2032)
11.1.2. Retail and Ecommerce
11.1.2.1. Market Revenue and Forecast (2020-2032)
11.1.3. Healthcare
11.1.3.1. Market Revenue and Forecast (2020-2032)
11.1.4. Aerospace and Defense
11.1.4.1. Market Revenue and Forecast (2020-2032)
11.1.5. Automotive
11.1.5.1. Market Revenue and Forecast (2020-2032)
11.1.6. Education
11.1.6.1. Market Revenue and Forecast (2020-2032)
11.1.7. Industrial and Manufacturing
11.1.7.1. Market Revenue and Forecast (2020-2032)
11.1.8. Others
11.1.8.1. Market Revenue and Forecast (2020-2032)
Chapter 12. Global Augmented Reality Market, Regional Estimates and Trend Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2. Europe
12.2.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3. APAC
12.3.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4. MEA
12.4.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
Chapter 13. Company Profiles
13.1. Google LLC
13.1.1. Company Overview
13.1.2. Product Offerings
13.1.3. Financial Performance
13.1.4. Recent Initiatives
13.2. Microsoft
13.2.1. Company Overview
13.2.2. Product Offerings
13.2.3. Financial Performance
13.2.4. Recent Initiatives
13.3. Samsung Electronics Co. Ltd.
13.3.1. Company Overview
13.3.2. Product Offerings
13.3.3. Financial Performance
13.3.4. Recent Initiatives
13.4. RealWear, Inc.
13.4.1. Company Overview
13.4.2. Product Offerings
13.4.3. Financial Performance
13.4.4. Recent Initiatives
13.5. Qualcomm Technologies, Inc.
13.5.1. Company Overview
13.5.2. Product Offerings
13.5.3. Financial Performance
13.5.4. Recent Initiatives
13.6. Niantic, Inc.
13.6.1. Company Overview
13.6.2. Product Offerings
13.6.3. Financial Performance
13.6.4. Recent Initiatives
13.7. Innowise Group
13.7.1. Company Overview
13.7.2. Product Offerings
13.7.3. Financial Performance
13.7.4. Recent Initiatives
13.8. HQSoftware
13.8.1. Company Overview
13.8.2. Product Offerings
13.8.3. Financial Performance
13.8.4. Recent Initiatives
13.9. Apple, Inc.
13.9.1. Company Overview
13.9.2. Product Offerings
13.9.3. Financial Performance
13.9.4. Recent Initiatives
13.10. AugRay LLC.
13.10.1. Company Overview
13.10.2. Product Offerings
13.10.3. Financial Performance
13.10.4. Recent Initiatives
Chapter 14. Research Methodology
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
Chapter 15. Appendix
15.1. About Us
15.2. Glossary of Terms
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