May 22, 2024

Augmented Reality Market Size To Cross USD 1,188.98 Bn By 2032

The global augmented reality market size accounted for US$ 40.12 Bn in 2022 and is projected to reach around USD 1,188.98 Bn by 2032, growing at a CAGR of 40.34% from 2023 to 2032.

Augmented Reality Market Size 2023 To 2032

Report Summary

The global augmented reality market report provides a Point-by-Point and In-Depth analysis of global market size, regional and country-level market size, market share, segmentation market growth, competitive landscape, sales analysis, opportunities analysis, strategic market growth analysis, the impact of domestic and global market key players, value chain optimization, trade regulations, recent developments, product launches, area marketplace expanding, and technological innovations.

The study offers a comprehensive analysis on diverse features, including production capacities, demand, product developments, revenue generation, and sales in the augmented reality market across the globe.

A comprehensive estimate on the augmented reality market has been provided through an optimistic scenario as well as a conservative scenario, taking into account the sales of augmented reality during the forecast period. Price point comparison by region with global average price is also considered in the study.

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Augmented Reality Market Report Scope

Report CoverageDetails
Market Size in 2023USD 56.3 Billion
Market Size by 2032USD 1,188.98 Billion
Growth Rate from 2023 to 2032CAGR of 40.34%
Largest MarketNorth America
fastest Growing MarketAsia-Pacific
Base Year2022
Forecast Period2023 to 2032
Segments CoveredBy Component, By Technology, By Device Type and By Industry Vertical
Regions CoveredNorth America, Europe, Asia-Pacific, Latin America and Middle East & Africa

Key Highlights:

Reports Coverage: It incorporates key market sections, key makers secured, the extent of items offered in the years considered, worldwide containerized augmented reality market and study goals. Moreover, it contacts the division study gave in the report based on the sort of item and applications.

Market Outline: This area stresses the key investigations, market development rate, serious scene, market drivers, patterns, and issues notwithstanding the naturally visible pointers.

Market Production by Region: The report conveys information identified with import and fare, income, creation, and key players of every single local market contemplated are canvassed right now.

Also Read: eSports Market Size To Cross USD 33.38 Bn By 2032

Augmented Reality Market Players

The report includes the profiles of key augmented reality market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information, key development in past five years.

Major companies operating in this area

  • 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

Regional Segmentation

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, France, U.K., Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, Japan, India, Southeast Asia and Rest of APAC)
  • Latin America (Brazil and Rest of Latin America)
  • Middle East and Africa (GCC, North Africa, South Africa, Rest of MEA)

Research Methodology

Secondary Research

It involves company databases such as Hoover’s: This assists us to recognize financial information, the structure of the market participants and industry’s competitive landscape.

The secondary research sources referred in the process are as follows:

  • Governmental bodies, and organizations creating economic policies
  • National and international social welfare institutions
  • Company websites, financial reports and SEC filings, broker and investor reports
  • Related patent and regulatory databases
  • Statistical databases and market reports
  • Corporate Presentations, news, press release, and specification sheet of Manufacturers

Primary Research

Primary research includes face-to-face interviews, online surveys, and telephonic interviews.

  • Means of primary research: Email interactions, telephonic discussions and Questionnaire-based research etc.
  • In order to validate our research findings and analysis, we conduct primary interviews of key industry participants. Insights from primary respondents help in validating the secondary research findings. It also develops Research Team’s expertise and market understanding.

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

Thanks for reading you can also get individual chapter-wise sections or region-wise report versions such as North America, Europe, or the Asia Pacific.

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