Augmented reality market was valued at USD 14.7 billion in 2020 and is projected to reach USD 88.4 billion by 2026; it is expected to grow at a CAGR of 31.5% from 2021 to 2026.
The key factors driving the growth of market include surging demand for AR devices and applications in healthcare, growing demand for AR in retail and e-commerce sectors due to COVID-19, rising investments in the AR market, increasing demand for AR devices and technology in the global automotive industry, and others.
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On the basis of offering, the augmented reality market has been segmented into hardware and software. The hardware segment of market is projected to witness a higher growth rate than the software segment owing to the increasing adoption of augmented reality hardware globally.
On the basis of application, the market has been segmented into consumer, commercial, aerospace & defense, healthcare, enterprises (manufacturing), automotive, energy, and others. The consumer application segment is projected to account for the largest size of the market from 2021 to 2026. The consumer segment of the market comprises gaming and entertainment applications wherein AR technology is used to create 3D visual objects in the real world. The flourishing gaming and sports and entertainment sectors fuel the use of AR technology in consumer applications. The demand for HMD is high in consumer applications. They are used in smart glasses in sports (such as ski driving and fighting games).
The flourishing enterprises (manufacturing) sector in China and Japan is projected to fuel the growth of market in APAC. The gaming industry in this region has also witnessed significant growth, thereby contributing to the increased demand for augmented reality technology in APAC. Additionally, rising investments in commercial applications of augmented reality are also expected to contribute to the growth of the market in APAC. Moreover, the thriving healthcare and automotive sectors in Japan are also projected to drive the demand for AR technology in the region.
The novel coronavirus has affected the global economy to a large extent. The economies in APAC, including Japan, China, South Korea, India, and Australia, have a significant contribution toward the global economy as they are home to various manufacturing and assembly plants in the world. China, which is known as the manufacturing hub of the world, faced a serious economic crisis owing to the spread of the virus and brought all economic activities to a standstill for weeks. The other countries, such as India, Australia, South Korea, and Japan, have also witnessed a downfall in the economic activities across various sectors.
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Major players in the augmented reality market include Google, Inc. (US), PTC Inc. (US), Seiko Epson (Japan), Microsoft (US), Lenovo (Hong Kong), Samsung Electronics (South Korea), Apple (US), and so on.
Report Metric |
Details |
Market size available for years |
2017–2026 |
Base year considered |
2020 |
Forecast period |
2021–2026 |
CAGR |
31.5% |
Segments covered |
Type, Technology, Offering, Device Type, Application, and Region |
Geographies covered |
North America, Europe, APAC, and RoW |
Companies covered |
Google, Inc. (US), PTC Inc. (US), Seiko Epson (Japan), Microsoft (US), Lenovo (Hong Kong), Samsung Electronics (South Korea), Apple (US), and so on. |
In this research report, the augmented reality market has been segmented on the basis of technology, offering, device type, application, and geography.
The augmented reality market includes major Tier I and II suppliers such as Google, Inc. (US), PTC Inc. (US), Seiko Epson (Japan), Microsoft (US), Lenovo (Hong Kong), Samsung Electronics (South Korea), Apple (US), and so on. These suppliers have their manufacturing facilities spread across various countries across North America, Europe, APAC, and RoW. COVID-19 has impacted their businesses as well.
AR plays an important role in the healthcare sector. It can be used to provide a virtual view of a patient, in which a surgeon can see the condition of the patient’s body parts. This can help the surgeon to conduct minimally invasive surgeries. AR technology is also aiding surgeons in visualizing joints, muscles, and internal organs without even slicing the body. This enables surgeons to determine where to make incisions and further assists in utilizing the data collected during medical emergencies. Real-time data regarding a patient’s health is the major factor promoting AR technology adoption in the healthcare sector and saving numerous lives. Apart from virtualizing a patient’s health, AR technology also saves time during emergency surgery cases, which is another valuable advantage of deploying AR technology in this sector.
Seeing the huge demand for AR technology in the healthcare sector, several new start-ups are emerging to grab the opportunity to cater to the demand and earn more profits. Start-ups such as BioflightVR (US), EchoPixel (US), Proximie (London), Medical Realities (London), and Help Lightning (US) are developing and innovating AR technology for surgeries. Similarly, Orca Health (US), AccuVein (US), Augmedix (US), SentiAR (US), Atheer (US), and Meta (US) are developing products related to augmented diagnosis.
Security and privacy issues are the major challenges faced by the AR industry. These issues have emerged due to the inconsistencies in AR programming and negligence and oversight of both the developers and end users of AR apps and devices. A few AR applications do not have the capabilities to secure user identity and privacy.
The primary issue is that there are no regulations that define the dos and don’ts associated with the AR environment. This implies that AR technology can incorporate malicious intent and lead to the misuse of users' personal information.
For instance, the try-before-you-buy concept for clothing retailers can be misused. If the concept is not secured well, it can be hijacked. The hacker can overlay a nude body image instead of clothes, which can harm the user’s reputation. An unsafe try-before-you-buy app can be manipulated, which is a major factor restraining such apps’ growth in the retail clothing sector.
The opportunities in enterprise applications are huge. Huge investments from enterprises for smart manufacturing will be a major driver for the growth of the AR market for the enterprise industry. The companies having factories at different locations can use AR and employ a small number of engineers to manage a large setup. Remote collaboration using AR technology to manage machines and other setups remotely would help manage enterprises effectively.
Other important applications of AR in enterprises are with regard to the instructional use for technicians and other workers in enterprises. The use of AR head-up displays and smart helmets to understand blueprints and instructions/training will help workers work efficiently.
The ongoing pandemic has increased the demand for AR devices owing to the unexpected situation of lockdowns in key regions (Europe, APAC, and North America). The employees of several organizations are working from home in the wake of COVID-19, thereby increasing the requirement for virtual meetings, training, and conferences.
The pandemic has also affected the global manufacturing of AR devices. According to a survey conducted by the National Association of Manufacturers (NAM) in 2020 related to the manufacturing industry in the US, more than 35% of respondents believe that COVID-19 has impacted their supply chain operations, and over 53% expected a change in their operations in the coming months. A few key industrial companies have closed their facilities and are considering the extent of layoffs to help in curbing the spread of the virus, as well as for economic reasons. The severe impact of the pandemic on the manufacturing industry has halted the supply of AR devices across the world. It has reduced consumer expenditure on non-essential items. This, in turn, is expected to act as a challenge for the growth of the AR market between 2021 and 2022.
What is the current size of the global augmented reality market?
The augmented reality market was valued at USD 14.7 billion in 2020 and is projected to reach USD 88.4 billion by 2026; it is expected to grow at a CAGR of 31.5% from 2021 to 2026.
Who are the winners in the global augmented reality market?
Some of the key companies operating in the augmented reality market are Google, Inc. (US), PTC Inc. (US), Seiko Epson (Japan), Microsoft (US), Lenovo (Hong Kong), Samsung Electronics (South Korea), Apple (US), and so on. These players have adopted various growth strategies such as product launches/developments, partnerships/contracts/ collaborations/acquisitions to expand their global presence and increase their share in the global augmented reality market.
What are the major drivers for the augmented reality market?
The factors such as increasing adoption of AR technology in healthcare sector, growing demand for AR in retail and e-commerce sectors due to COVID-19, rising investments in AR market, and surging demand for AR devices and technology in global automotive industry have proved to be the major driving forces for augmented reality market.
What are the growing application verticals in the augmented reality market?
The augmented reality market is led by consumer application. The consumer segment of the market comprises gaming and entertainment applications wherein AR technology is used to create 3D visual objects in the real world. The flourishing gaming and sports and entertainment sectors fuel the use of AR technology in consumer applications. The demand for HMD is high in consumer applications. They are used in smart glasses in sports (such as ski driving and fighting games).
What are the impact of COVID-19 on the global augmented reality market?
Due to COVID-19, the manufacturing units of major players are highly hampered due to worldwide lockdown and limited availability of labor and raw material. A number of scheduled product launches and related developments have been postponed due to the pandemic. However, the impact of COVID-19 is expected to reduce during the forecast period. .
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TABLE OF CONTENTS
1 INTRODUCTION (Page No. - 30)
1.1 STUDY OBJECTIVES
1.2 DEFINITION AND SCOPE
1.2.1 INCLUSIONS AND EXCLUSIONS
1.3 STUDY SCOPE
1.3.1 MARKETS COVERED
FIGURE 1 AUGMENTED REALITY MARKET SEGMENTATION
1.3.2 YEARS CONSIDERED
1.4 CURRENCY
1.5 PACKAGE SIZE
1.6 LIMITATIONS
1.7 MARKET STAKEHOLDERS
1.8 SUMMARY OF CHANGES
2 RESEARCH METHODOLOGY (Page No. - 34)
2.1 RESEARCH DATA
FIGURE 2 RESEARCH DESIGN
2.1.1 SECONDARY DATA
2.1.1.1 Secondary sources
2.1.1.2 List of key secondary sources
2.1.2 PRIMARY DATA
2.1.2.1 Key data from primary sources
2.1.2.2 Primary interviews with experts
2.1.2.3 Breakdown of primaries
2.1.3 SECONDARY AND PRIMARY RESEARCH
2.1.3.1 Key industry insights
2.2 MARKET SIZE ESTIMATION
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 1 (SUPPLY SIDE): REVENUE OF KEY PLAYERS
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 2 (DEMAND SIZE): BOTTOM-UP APPROACH FOR ESTIMATION OF SIZE OF AUGMENTED REALITY MARKET
2.2.1 BOTTOM-UP APPROACH
FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
2.2.1.1 Estimating market size using bottom-up analysis (demand side)
2.2.2 TOP-DOWN APPROACH
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
2.2.2.1 Estimating market size using top-down approach (supply side)
2.3 DATA TRIANGULATION
FIGURE 7 DATA TRIANGULATION
2.4 RESEARCH ASSUMPTIONS
FIGURE 8 ASSUMPTIONS OF RESEARCH STUDY
2.5 RISK ASSESSMENT
TABLE 1 ANALYSIS OF RISK FACTORS
3 EXECUTIVE SUMMARY (Page No. - 45)
FIGURE 9 MARKET: OPTIMISTIC, REALISTIC, AND PESSIMISTIC SCENARIO ANALYSIS, 2017–2026
3.1 MARKET: REALISTIC SCENARIO (POST-COVID-19)
3.2 MARKET: OPTIMISTIC SCENARIO (POST-COVID-19)
3.3 MARKET: PESSIMISTIC SCENARIO (POST-COVID-19)
FIGURE 10 SOFTWARE SEGMENT TO HOLD LARGER SIZE OF MARKET FROM 2021 TO 2026
FIGURE 11 HMD TO HOLD LARGER SIZE OF MARKET DURING FORECAST PERIOD
FIGURE 12 CONSUMER APPLICATION SEGMENT TO HOLD LARGEST SIZE OF MARKET FROM 2021 TO 2026
FIGURE 13 NORTH AMERICA HELD LARGEST SHARE OF MARKET IN 2020
4 PREMIUM INSIGHTS (Page No. - 50)
4.1 KEY OPPORTUNITIES IN MARKET
FIGURE 14 AUGMENTED REALITY MARKET IN APAC TO GROW AT HIGHEST CAGR FROM 2021 TO 2026
4.2 MARKET, BY OFFERING
FIGURE 15 SOFTWARE SEGMENT TO HOLD LARGER SIZE OF MARKET FROM 2021 TO 2026
4.3 MARKET, BY APPLICATION AND REGION
FIGURE 16 CONSUMER SEGMENT HELD LARGEST SHARE OF MARKET IN 2020
4.4 MARKET, BY COUNTRY
FIGURE 17 CHINA TO REGISTER HIGHEST CAGR IN MARKET DURING FORECAST PERIOD
4.5 MARKET, BY DEVICE TYPE
FIGURE 18 HMD TO DOMINATE MARKET FROM 2021 TO 2026
5 MARKET OVERVIEW (Page No. - 53)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS FOR AR MARKET
FIGURE 19 INCREASING ADOPTION OF AR TECHNOLOGY IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH
5.2.1 DRIVERS
5.2.1.1 Increasing adoption of AR technology in healthcare sector
5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19
5.2.1.3 Rising investments in AR market
5.2.1.4 Surging demand for AR devices and technology in global automotive industry
FIGURE 20 IMPACT ANALYSIS OF DRIVERS ON AUGMENTED REALITY MARKET
5.2.2 RESTRAINTS
5.2.2.1 Trade war between US and China
5.2.2.2 Security and privacy issues associated with AR
5.2.2.3 Health issues associated with excessive usage of AR
FIGURE 21 IMPACT ANALYSIS OF RESTRAINTS ON MARKET
5.2.3 OPPORTUNITIES
5.2.3.1 Continuous developments in 5G technology
5.2.3.2 Opportunities in enterprise applications
5.2.3.3 High growth of travel & tourism industry
FIGURE 22 IMPACT ANALYSIS OF OPPORTUNITIES ON MARKET
5.2.4 CHALLENGES
5.2.4.1 Global economic slowdown owing to COVID-19
5.2.4.2 Reluctance of users in accepting AR products due to health concerns
5.2.4.3 Reconfiguration of applications for different platforms
FIGURE 23 IMPACT ANALYSIS OF CHALLENGES ON MARKET
5.3 VALUE CHAIN ANALYSIS
FIGURE 24 VALUE CHAIN ANALYSIS: AR MARKET
5.3.1 RESEARCH AND PRODUCT DEVELOPMENT
5.3.2 MANUFACTURING
5.3.3 ASSEMBLY
5.3.4 DISTRIBUTION
5.3.5 END USER
FIGURE 25 AR SOFTWARE MARKET VALUE CHAIN ANALYSIS: MAJOR VALUE ADDED THROUGH PRIMARY ACTIVITIES
5.4 REGULATORY LANDSCAPE
5.5 ECOSYSTEM ANALYSIS
TABLE 2 AUGMENTED REALITY MARKET: ECOSYSTEM
FIGURE 26 KEY MARKETS RELATED TO AUGMENTED REALITY ECOSYSTEM
5.6 PORTER’S FIVE FORCES ANALYSIS
FIGURE 27 PORTER’S FIVE FORCES ANALYSIS, 2020
TABLE 3 MARKET: PORTER’S FIVE FORCES ANALYSIS
5.6.1 INTENSITY OF COMPETITIVE RIVALRY
5.6.2 THREAT OF SUBSTITUTES
5.6.3 BARGAINING POWER OF BUYERS
5.6.4 BARGAINING POWER OF SUPPLIERS
5.6.5 THREAT OF NEW ENTRANTS
5.7 TECHNOLOGY ANALYSIS
5.7.1 MOBILE AUGMENTED REALITY
5.7.2 MONITOR-BASED AR TECHNOLOGY
5.7.3 NEAR-EYE-BASED TECHNOLOGY
5.7.4 LIDAR TECHNOLOGY
5.7.5 WEB AR
TABLE 4 USE CASE FOR WEB AR
5.8 CASE STUDY ANALYSIS
5.8.1 PROVIDING DYNAMIC SALES TRAINING TO TEAMS OF ROYAL ENFIELD DURING PANDEMIC USING VUFORIA STUDIO
5.8.2 TRANSFORMING DENTAL SURGERIES WITH MOVERIO SMART GLASSES
5.8.3 FIRST MICROSOFT HOLOLENS SURGERY IN LATIN AMERICA: HOW AR CAN CHANGE SURGICAL EXPERIENCE FOR DOCTORS AND PATIENTS
5.9 TRENDS AND DISRUPTIONS IMPACTING BUSINESSES OF CUSTOMERS
5.10 AVERAGE SELLING PRICE (ASP) TREND
TABLE 5 AVERAGE PRICES OF AUGMENTED REALITY HMD
TABLE 6 COMPARISON OF SDK PRICES
5.11 PATENT ANALYSIS
FIGURE 28 NUMBER OF PATENTS RELATED TO AUGMENTED REALITY PUBLISHED FROM 2012 TO 2020
FIGURE 29 SHARE OF TOP 10 COMPANIES IN PATENT APPLICATIONS FROM 2012 TO 2020
TABLE 7 KEY PATENTS FROM 2019 TO 2020
5.12 TRADE ANALYSIS
FIGURE 30 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
FIGURE 31 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
6 AUGMENTED REALITY MARKET, BY DEVICE TYPE (Page No. - 79)
6.1 INTRODUCTION
FIGURE 32 MARKET, BY DEVICE TYPE
FIGURE 33 HMD EXPECTED TO DOMINATE MARKET DURING FORECAST PERIOD
TABLE 8 MARKET, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 9 MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 10 MARKET, BY DEVICE TYPE, 2017–2020 (THOUSAND UNITS)
TABLE 11 MARKET, BY DEVICE TYPE, 2021–2026 (THOUSAND UNITS)
6.2 HEAD-MOUNTED DISPLAYS
6.2.1 AR SMART GLASSES
6.2.1.1 Adoption of AR smart glasses by companies to improve their work efficiency
6.2.2 SMART HELMETS
6.2.2.1 Use of smart helmets in the construction sector to optimize workflow
TABLE 12 MARKET FOR HMD, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 13 MARKET FOR HMD, BY APPLICATION, 2021–2026 (USD MILLION)
6.3 HEAD-UP DISPLAYS
6.3.1 AR HUD EXPECTED TO BE ADOPTED WIDELY IN DIFFERENT APPLICATIONS IN NEAR FUTURE
TABLE 14 MARKET FOR HUD, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 15 MARKET FOR HUD, BY APPLICATION, 2021–2026 (USD MILLION)
7 AUGMENTED REALITY MARKET, BY OFFERING (Page No. - 86)
7.1 INTRODUCTION
FIGURE 34 MARKET, BY OFFERING
FIGURE 35 SOFTWARE SEGMENT TO HOLD LARGER SHARE OF MARKET DURING FORECAST PERIOD
TABLE 16 MARKET, BY OFFERING, 2017–2020 (USD MILLION)
TABLE 17 MARKET, BY OFFERING, 2021–2026 (USD MILLION)
7.2 HARDWARE
7.2.1 SENSORS
7.2.1.1 Accelerometers
7.2.1.1.1 Accelerometers are electromechanical devices used for measuring acceleration
7.2.1.2 Gyroscopes
7.2.1.2.1 Gyroscopes are used to measure angular velocity of 3D mouse, games, and athlete-training applications
7.2.1.3 Magnetometers
7.2.1.3.1 Magnetometers measure magnetic field and electric currents using one or more sensors
7.2.1.4 Proximity sensors
7.2.1.4.1 Proximity sensors prevent unintentional touch during active calls on mobile phones
7.2.2 SEMICONDUCTOR COMPONENTS
7.2.2.1 Controllers and processors
7.2.2.1.1 Increased demand for controllers and processors in augmented reality devices
7.2.2.2 Integrated circuits
7.2.2.2.1 Integrated circuit ensures large volume of data storage for high-resolution image processing
7.2.3 DISPLAYS AND PROJECTORS
7.2.3.1 Displays and projectors hold significant share of augmented reality hardware market
7.2.4 POSITION TRACKERS
7.2.4.1 Increased use of position trackers to maintain position accuracy in augmented reality devices
7.2.5 CAMERAS
7.2.5.1 Cameras form crucial components to measure depth and amplitude of objects
7.2.6 OTHERS
TABLE 18 MARKET FOR HARDWARE, BY COMPONENT, 2017–2020 (USD MILLION)
TABLE 19 MARKET FOR HARDWARE, BY COMPONENT, 2021–2026 (USD MILLION)
7.3 SOFTWARE
7.3.1 SOFTWARE DEVELOPMENT KITS
7.3.1.1 SDKs provide tools to design, build, and test AR experiences
7.3.2 CLOUD-BASED SERVICES
7.3.2.1 AR cloud offers abstracted medium for physical spaces, objects, and humans for tailoring digital contents and experiences
8 TYPES OF TECHNOLOGIES IN AUGMENTED REALITY MARKET (Page No. - 94)
8.1 INTRODUCTION
8.2 MARKER-BASED AR TECHNOLOGY
8.2.1 PASSIVE MARKERS
8.2.1.1 Passive markers are used at large scale worldwide
8.2.2 ACTIVE MARKERS
8.2.2.1 Active markers use LED to track objects
8.3 MARKERLESS AR TECHNOLOGY
8.3.1 MODEL-BASED TRACKING
8.3.1.1 Model-based tracking depends on camera movements
8.3.2 IMAGE PROCESSING-BASED TRACKING
8.3.2.1 Image processing-based tracking requires optical scanners or cameras for processing images
8.4 ANCHOR-BASED AR TECHNOLOGY
8.4.1 ANCHOR-BASED AR TECHNOLOGY IS USED TO OVERLAY VIRTUAL IMAGES IN REAL SPACE
9 MARKET, BY APPLICATION (Page No. - 96)
9.1 INTRODUCTION
FIGURE 36 MARKET, BY APPLICATION
FIGURE 37 ENTERPRISES (MANUFACTURING) APPLICATION OF AR MARKET TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
TABLE 20 MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 21 MARKET, BY APPLICATION, 2021–2026 (USD MILLION)
9.2 CONSUMER
9.2.1 GAMING
9.2.1.1 Augmented reality enhances interactivity in gaming and provides more immersive experience to gamers
9.2.2 SPORTS & ENTERTAINMENT
9.2.2.1 Sports
9.2.2.1.1 AR is used for real-time augmentation of broadcast videos, primarily to enhance sporting events
9.2.2.2 Entertainment
9.2.2.2.1 Museums (Archaeology)
9.2.2.2.1.1 Augmented reality enhances viewing experience of visitors in archaeological monuments and museums
9.2.2.3 Theme parks
9.2.2.3.1 Augmented reality enhances interactivity of theme parks
9.2.2.4 Art galleries and exhibitions
9.2.2.4.1 Augmented reality enhances artistic visualization and provides immersive experience to visitors
TABLE 22 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 23 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 24 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 25 MARKET FOR CONSUMER APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 26 MARKET IN NORTH AMERICA FOR CONSUMER APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 27 MARKET IN NORTH AMERICA FOR CONSUMER APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 28 MARKET IN EUROPE FOR CONSUMER APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 29 MARKET IN EUROPE FOR CONSUMER APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 30 MARKET IN APAC FOR CONSUMER APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 31 MARKET IN APAC FOR CONSUMER APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 32 MARKET IN ROW FOR CONSUMER APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 33 MARKET IN ROW FOR CONSUMER APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.3 COMMERCIAL
9.3.1 RETAIL & E-COMMERCE
9.3.1.1 Jewelry
9.3.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience
9.3.1.2 Beauty and cosmetics
9.3.1.2.1 Virtual testing of cosmetic products is key driver for market in beauty and cosmetics
9.3.1.3 Apparel fitting
9.3.1.3.1 Virtual trial rooms are gaining consumer attention
9.3.1.4 Grocery shopping
9.3.1.4.1 Augmented reality provides personalized product tips in grocery application
9.3.1.5 Footwear
9.3.1.5.1 Virtual try before you buy feature drives growth of ar market in footwear
9.3.1.6 Furniture & lighting design
9.3.1.6.1 Reduced product exchange rates owing to use of augmented reality in furniture & lighting design
9.3.2 TRAVEL & TOURISM
9.3.2.1 Augmented reality plays crucial role in enhancing traveling experience
9.3.3 E-LEARNING
9.3.3.1 Augmented reality increases students’ interactions and enhances learning experience
TABLE 34 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 35 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 36 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 37 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 38 MARKET IN NORTH AMERICA FOR COMMERCIAL APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 39 MARKET IN NORTH AMERICA FOR COMMERCIAL APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 40 MARKET IN EUROPE FOR COMMERCIAL APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 41 MARKET IN EUROPE FOR COMMERCIAL APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 42 MARKET IN APAC FOR COMMERCIAL APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 43 AR MARKET IN APAC FOR COMMERCIAL APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 44 MARKET IN ROW FOR COMMERCIAL APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 45 MARKET IN ROW FOR COMMERCIAL APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.4 ENTERPRISES (MANUFACTURING)
9.4.1 AUGMENTED REALITY AIDS ENTERPRISES IN PROVIDING BETTER TRAINING BY VISUALIZING CONTENT
TABLE 46 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 47 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 48 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 49 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 50 MARKET IN NORTH AMERICA FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 51 MARKET IN NORTH AMERICA FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 52 MARKET IN EUROPE FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 53 MARKET IN EUROPE FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 54 MARKET IN APAC FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 55 MARKET IN APAC FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 56 MARKET IN ROW FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 57 AR MARKET IN ROW FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.5 HEALTHCARE
9.5.1 SURGERY
9.5.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues
9.5.2 FITNESS MANAGEMENT
9.5.2.1 Augmented reality adds interactivity and fun to workouts
9.5.3 PATIENT CARE MANAGEMENT
9.5.3.1 Remote consulting feature drives growth of augmented reality market for patient care management
9.5.4 PHARMACY MANAGEMENT
9.5.4.1 Requirement for better scheduling flow of medicines boosts adoption of augmented reality in pharmacy management
9.5.5 MEDICAL TRAINING AND EDUCATION
9.5.5.1 Augmented reality enriches learning experience and amplifies interactivity
9.5.6 OTHERS
TABLE 58 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 59 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 60 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 61 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 62 MARKET IN NORTH AMERICA FOR HEALTHCARE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 63 AR MARKET IN NORTH AMERICA FOR HEALTHCARE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 64 MARKET IN EUROPE FOR HEALTHCARE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 65 MARKET IN EUROPE FOR HEALTHCARE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 66 MARKET IN APAC FOR HEALTHCARE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 67 MARKET IN APAC FOR HEALTHCARE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 68 MARKET IN ROW FOR HEALTHCARE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 69 MARKET IN ROW FOR HEALTHCARE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.6 AEROSPACE & DEFENSE
9.6.1 AR IS BEING USED TO GAIN COMPETITIVE ADVANTAGE OVER ENEMIES
TABLE 70 AR MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 71 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 72 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 73 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 74 MARKET IN NORTH AMERICA FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 75 MARKET IN NORTH AMERICA FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 76 MARKET IN EUROPE FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 77 MARKET IN EUROPE FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 78 MARKET IN APAC FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 79 MARKET IN APAC FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 80 MARKET IN ROW FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 81 MARKET IN ROW FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.7 ENERGY
9.7.1 GROWING NEED TO IMPROVE SAFETY IN OIL & GAS SECTOR DRIVES AR MARKET FOR ENERGY APPLICATIONS
TABLE 82 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 83 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 84 MARKET FOR ENERGY APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 85 MARKET FOR ENERGY APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 86 AUGMENTED REALITY MARKET IN NORTH AMERICA FOR ENERGY APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 87 MARKET IN NORTH AMERICA FOR ENERGY APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 88 MARKET IN EUROPE FOR ENERGY APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 89 MARKET IN EUROPE FOR ENERGY APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 90 MARKET IN APAC FOR ENERGY APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 91 MARKET IN APAC FOR ENERGY APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 92 MARKET IN ROW FOR ENERGY APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 93 MARKET IN ROW FOR ENERGY APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.8 AUTOMOTIVE
9.8.1 EMERGENCE OF ADAS DRIVES DEMAND FOR AR-BASED HUD TECHNOLOGY
TABLE 94 MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 95 AR MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 96 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 97 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
TABLE 98 MARKET IN NORTH AMERICA FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 99 MARKET IN NORTH AMERICA FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 100 MARKET IN EUROPE FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 101 MARKET IN EUROPE FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 102 MARKET IN APAC FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 103 MARKET IN APAC FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 104 MARKET IN ROW FOR AUTOMOTIVE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 105 MARKET IN ROW FOR AUTOMOTIVE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
9.9 OTHERS
9.9.1 AGRICULTURE
9.9.1.1 Augmented reality assists farmers in implementing new techniques with better learning experience
9.9.2 CONSTRUCTION
9.9.2.1 3D models required for construction projects can be better illustrated with augmented reality
9.9.3 TRANSPORTATION & LOGISTICS
9.9.3.1 AR technology is widely adopted in transportation & logistics sector to document trading activities
9.9.4 PUBLIC SAFETY
9.9.4.1 Augmented reality-based 3D maps aid police personnel to enhance public safety
9.9.5 TELECOM/IT DATA CENTERS
9.9.5.1 Requirement for advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical
TABLE 106 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 107 AR MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 108 MARKET FOR OTHER APPLICATIONS, BY REGION, 2017–2020 (USD MILLION)
TABLE 109 MARKET FOR OTHER APPLICATIONS, BY REGION, 2021–2026 (USD MILLION)
TABLE 110 MARKET IN NORTH AMERICA FOR OTHER APPLICATIONS, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 111 MARKET IN NORTH AMERICA FOR OTHER APPLICATIONS, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 112 MARKET IN EUROPE FOR OTHER APPLICATIONS, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 113 MARKET IN EUROPE FOR OTHER APPLICATIONS, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 114 MARKET IN APAC FOR OTHER APPLICATIONS, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 115 AUGMENTED REALITY MARKET IN APAC FOR OTHER APPLICATIONS, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 116 MARKET IN ROW FOR OTHER APPLICATIONS, BY REGION, 2017–2020 (USD MILLION)
TABLE 117 MARKET IN ROW FOR OTHER APPLICATIONS, BY REGION, 2021–2026 (USD MILLION)
10 GEOGRAPHICAL ANALYSIS (Page No. - 136)
10.1 INTRODUCTION
FIGURE 38 MARKET, BY REGION
TABLE 118 MARKET, BY REGION, 2017–2020 (USD MILLION)
TABLE 119 MARKET, BY REGION, 2021–2026 (USD MILLION)
10.2 NORTH AMERICA
FIGURE 39 MARKET IN NORTH AMERICA, BY COUNTRY
FIGURE 40 SNAPSHOT OF MARKET IN NORTH AMERICA
TABLE 120 MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 121 MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
10.2.1 IMPACT OF COVID-19 ON MARKET IN NORTH AMERICA
FIGURE 41 ANALYSIS OF MARKET IN NORTH AMERICA: PRE- AND POST-COVID-19 SCENARIOS
10.2.2 US
10.2.2.1 Surging use of augmented reality technology in US defense applications to contribute to market growth
10.2.3 CANADA
10.2.3.1 Increasing investments in cutting-edge technologies to fuel market growth in Canada
10.2.4 MEXICO
10.2.4.1 Evolving industries in Mexico to drive market growth
10.3 EUROPE
FIGURE 42 MARKET IN EUROPE, BY COUNTRY
FIGURE 43 SNAPSHOT OF MARKET IN EUROPE
TABLE 122 MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 123 MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
10.3.1 IMPACT OF COVID-19 ON MARKET IN EUROPE
FIGURE 44 ANALYSIS OF MARKET IN EUROPE: PRE- AND POST-COVID-19 SCENARIOS
10.3.2 GERMANY
10.3.2.1 Surging adoption of new technologies in healthcare sector to contribute to market growth in Germany
10.3.3 UK
10.3.3.1 Increasing focus on digitization in UK to drive market growth
10.3.4 FRANCE
10.3.4.1 Surging adoption of augmented reality in retail sector to enhance market growth in France
10.3.5 REST OF EUROPE
10.4 APAC
FIGURE 45 AUGMENTED REALITY MARKET IN APAC, BY COUNTRY
FIGURE 46 SNAPSHOT OF MARKET IN APAC
TABLE 124 MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 125 MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
10.4.1 IMPACT OF COVID-19 ON MARKET IN APAC
FIGURE 47 ANALYSIS OF MARKET IN APAC: PRE- AND POST-COVID-19 SCENARIOS
10.4.2 CHINA
10.4.2.1 Rising number of local players producing augmented reality devices to drive market growth in China
10.4.3 JAPAN
10.4.3.1 Flourishing healthcare sector to fuel market growth in Japan
10.4.4 SOUTH KOREA
10.4.4.1 Ongoing digital revolution in industrial sector of South Korea to drive market growth in country
10.4.5 INDIA
10.4.5.1 Increasing awareness related to advanced technologies in India to play crucial role in market growth in country
10.4.6 REST OF APAC
10.5 ROW
FIGURE 48 MARKET IN ROW, BY REGION
TABLE 126 MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
TABLE 127 AR MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
10.5.1 IMPACT OF COVID-19 ON MARKET IN ROW
FIGURE 49 ANALYSIS OF MARKET IN ROW: PRE- AND POST-COVID-19 SCENARIOS
10.5.2 MIDDLE EAST AND AFRICA
10.5.2.1 Flourishing tourism sector to fuel demand for augmented reality devices in Middle East and Africa
10.5.3 SOUTH AMERICA
10.5.3.1 Growing consumer sector to drive market growth in South America
11 COMPETITIVE LANDSCAPE (Page No. - 156)
11.1 INTRODUCTION
11.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
11.2.1 OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS IN AR MARKET
11.3 REVENUE ANALYSIS OF TOP PLAYERS
FIGURE 50 5-YEAR REVENUE ANALYSIS OF TOP PLAYERS IN MARKET, 2016–2020
11.4 MARKET SHARE ANALYSIS OF KEY PLAYERS IN 2020
FIGURE 51 MARKET SHARE ANALYSIS OF KEY PLAYERS IN MARKET IN 2020
TABLE 128 AUGMENTED REALITY MARKET: DEGREE OF COMPETITION
TABLE 129 MARKET: RANKING ANALYSIS
11.5 COMPANY EVALUATION QUADRANT, 2020
11.5.1 STAR
11.5.2 EMERGING LEADER
11.5.3 PERVASIVE
11.5.4 PARTICIPANT
FIGURE 52 MARKET (GLOBAL) COMPANY EVALUATION QUADRANT, 2020
11.6 COMPETITIVE BENCHMARKING
11.6.1 COMPANY FOOTPRINT, BY APPLICATION
11.6.2 COMPANY FOOTPRINT, BY REGION
11.6.3 TOTAL SCORE
11.7 STARTUP/SME EVALUATION QUADRANT, 2020
11.7.1 PROGRESSIVE COMPANY
11.7.2 RESPONSIVE COMPANY
11.7.3 DYNAMIC COMPANY
11.7.4 STARTING BLOCK
FIGURE 53 MARKET (GLOBAL) STARTUP/SME EVALUATION QUADRANT, 2020
11.8 COMPETITIVE SITUATIONS AND TRENDS
11.8.1 PRODUCT LAUNCHES/DEVELOPMENTS
TABLE 130 PRODUCT LAUNCHES/DEVELOPMENTS, 2019–2021
11.8.2 DEALS
TABLE 131 DEALS, 2019–2021
12 COMPANY PROFILES (Page No. - 169)
12.1 KEY PLAYERS
(Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View)*
12.1.1 GOOGLE, INC.
TABLE 132 GOOGLE, INC.: BUSINESS OVERVIEW
FIGURE 54 GOOGLE, INC.: COMPANY SNAPSHOT
TABLE 133 GOOGLE, INC.: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 134 GOOGLE, INC.: PRODUCT LAUNCHES
TABLE 135 GOOGLE, INC.: DEALS
12.1.2 PTC INC.
TABLE 136 PTC INC.: BUSINESS OVERVIEW
FIGURE 55 PTC INC.: COMPANY SNAPSHOT
TABLE 137 PTC INC.: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 138 PTC INC.: PRODUCT LAUNCHES
TABLE 139 PTC INC.: DEALS
12.1.3 SEIKO EPSON
TABLE 140 SEIKO EPSON: BUSINESS OVERVIEW
FIGURE 56 SEIKO EPSON: COMPANY SNAPSHOT
TABLE 141 SEIKO EPSON: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 142 SEIKO EPSON: PRODUCT LAUNCHES
TABLE 143 SEIKO EPSON: DEALS
12.1.4 MICROSOFT
TABLE 144 MICROSOFT: BUSINESS OVERVIEW
FIGURE 57 MICROSOFT: COMPANY SNAPSHOT
TABLE 145 MICROSOFT: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 146 MICROSOFT: PRODUCT LAUNCHES
TABLE 147 MICROSOFT: DEALS
12.1.5 LENOVO
TABLE 148 LENOVO: BUSINESS OVERVIEW
FIGURE 58 LENOVO: COMPANY SNAPSHOT
TABLE 149 LENOVO: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 150 LENOVO: PRODUCT LAUNCHES
TABLE 151 LENOVO: DEALS
12.1.6 SAMSUNG ELECTRONICS
TABLE 152 SAMSUNG ELECTRONICS: BUSINESS OVERVIEW
FIGURE 59 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
TABLE 153 SAMSUNG ELECTRONICS: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 154 SAMSUNG ELECTRONICS: PRODUCT LAUNCHES
TABLE 155 SAMSUNG ELECTRONICS: DEALS
12.1.7 APPLE
TABLE 156 APPLE: BUSINESS OVERVIEW
FIGURE 60 APPLE: COMPANY SNAPSHOT
TABLE 157 APPLE: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 158 APPLE: PRODUCT LAUNCHES
12.1.8 WIKITUDE GMBH
TABLE 159 WIKITUDE GMBH: BUSINESS OVERVIEW
TABLE 160 WIKITUDE GMBH: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 161 WIKITUDE GMBH: PRODUCT LAUNCHES
TABLE 162 WIKITUDE GMBH: DEALS
12.1.9 MAXST CO., LTD.
TABLE 163 MAXST CO., LTD.: BUSINESS OVERVIEW
TABLE 164 MAXST CO., LTD.: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 165 MAXST: PRODUCT LAUNCHES
12.1.10 QUALCOMM
TABLE 166 QUALCOMM: BUSINESS OVERVIEW
FIGURE 61 QUALCOMM: COMPANY SNAPSHOT
TABLE 167 QUALCOMM: PRODUCT/SOLUTION/SERVICE OFFERINGS
TABLE 168 QUALCOMM: PRODUCT LAUNCHES
TABLE 169 QUALCOMM: DEALS
* Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View might not be captured in case of unlisted companies.
12.2 OTHER PLAYERS
12.2.1 TOSHIBA CORPORATION
12.2.2 INTEL CORPORATION
12.2.3 UPSKILL
12.2.4 BLIPPAR
12.2.5 CONTINENTAL
12.2.6 VISTEON CORPORATION
12.2.7 INGLOBE TECHNOLOGIES
12.2.8 OPTINVENT
12.2.9 MAGIC LEAP, INC.
12.2.10 MARXENT LABS, LLC
12.2.11 SCOPE AR
12.2.12 NIANTIC INC.
12.2.13 ATHEER INC.
12.2.14 VUZIX
12.2.15 META COMPANY
13 APPENDIX (Page No. - 210)
13.1 DISCUSSION GUIDE
13.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
13.3 AVAILABLE CUSTOMIZATIONS
13.4 RELATED REPORTS
13.5 AUTHOR DETAILS
The study involved four major activities in estimating the size of the augmented reality market. Exhaustive secondary research was done to collect information on the market. The next step was to validate these findings, assumptions, and sizing with industry experts across the value chain through primary research. Both top-down and bottom-up approaches were employed to estimate the total market’s size. After that, market breakdown and data triangulation were used to determine the market sizes of segments and sub-segments.
The secondary sources referred to for this research study include organizations such as Digital Olfaction Society (DOS), Tokyo Institute of Technology, National Institute of Information and Communications Technology, and so on; corporate filings (such as annual reports, investor presentations, and financial statements); and trade, and business. Secondary data has been collected and analyzed to arrive at the overall market size, which is further validated by primary research.
Extensive primary research has been conducted after acquiring an understanding of the augmented reality market scenario through secondary research. Several primary interviews have been conducted with market experts from both the demand- (consumer, commercial, healthcare, automotive) and supply-side (OEM/ODM, system integrators, solution providers) players across four major regions, namely, North America, Europe, APAC, and Rest of the World (South America, Africa, Middle East). Approximately 75% and 25% of primary interviews have been conducted from the demand and supply side, respectively. Primary data has been collected through questionnaires, emails, and telephonic interviews. In the canvassing of primaries, various departments within organizations, such as sales, operations, and administration, were covered to provide a holistic viewpoint in our report.
After interacting with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings from our primaries. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the remainder of this report.
To know about the assumptions considered for the study, download the pdf brochure
Both top-down and bottom-up approaches were used to estimate and validate the total size of the augmented reality market. These methods were also extensively used to estimate the sizes of various market sub-segments. The research methodology used to estimate the market sizes includes the following:
All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. Qualitative aspects such as market drivers, restraints, opportunities, and challenges have been taken into consideration while calculating and forecasting the market size.
To know about the assumptions considered for the study, Request for Free Sample Report
After arriving at the overall market size—using the market size estimation processes explained above—the market was split into several segments and sub-segments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation, and market breakdown procedures were employed, wherever applicable. The data was triangulated by studying various factors and trends from both the demand and supply sides.
With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for the report:
Growth opportunities and latent adjacency in Augmented Reality Market