Augmented Reality Market

Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), and Software), Device Type (Head-Mounted, Head-Up, Handheld), Application (Enterprise, Consumer, Commercial, Automotive) and Geography - Global forecast to 2023

Report Code: SE 3873 Oct, 2019, by marketsandmarkets.com
Updated date -

The augmented reality market was valued at USD 4.21 billion in 2017 and is expected to reach USD 60.55 billion by 2023, growing at a CAGR of 40.29% during the forecast period. The base year considered for this study is 2017, and the forecast period considered is between 2018 and 2023.

The use of augmented reality technology completely changes the concept of user’s perception of interaction between the real world and 3D virtual objects in real time.

Key Market Dynamics in Augmented Reality Market

Increase in demand for Augmented reality in retail and e-commerce

The retail industry has witnessed a huge growth over the past two decades. The retail industry involves the sale of products and merchandise online or from static locations such as a physical store. The retail shops are overcrowded, and customers do not want to invest a lot of time in purchasing. The increasing adoption of online shopping and merchandise will be a major driver for the growth of the AR market. Hence, the trend of online shopping has grown over the years.

So, most small and large retailers have increased their investments in the e-commerce divisions. However, they are still facing issues when entering the online shopping space. It is mainly due to the lack of interaction with physical products wherein customers are not able to get into the depth of the products while purchasing online. The use of AR in the retail space will help retailers reduce the purchasing gap between customers and online products. With the help of AR, customers can see brands and their stocks online. Furthermore, AR dressing rooms are created, which allow shoppers to virtually try on their purchases quickly and easily. It can reduce returns for clothing by allowing customers to try a product before they buy it with the use of a 3D preview.

Limited processing power, less storage, and restricted size of memory in mobile phones

The major factor associated with the immersion is the limited computational power of AR-enabled smartphones. The problems caused by less storage space, limited processing power, and less amount of memory in smartphones and other handheld devices will restrain the growth of the augmented reality market. This restricts AR applications to be used in hardware devices such as smartphones and personal digital assistants (PDAs). The major issue that limits the mass adoption of AR in retail and marketing include different operating platforms, which consume a large amount of memory to perform the task.

The AR applications are based on the Internet services which consumes some amount of memory to store the data. The reduced memory and limited processing power limits the applications in augmented reality unless used with the dedicated hardware devices. At present, this driver has the high impact and the trend is expected to be low by next three to four years.

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The objectives of the study are as follows:

  • To define, describe, and forecast the augmented reality market on the basis of offering (component and software), device type, application, and geography
  • To describe the augmented reality market on the basis of technology and type
  • To forecast the market size for various segments with regard to 4 main regions: North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding the major factors influencing the growth of the market (drivers, restraints, opportunities, and industry-specific challenges)
  • To strategically analyze the micromarkets with regard to individual growth trends, prospects, and contributions to the total market
  • To analyze the opportunities in the market for stakeholders by identifying high-growth segments in the augmented reality market
  • To use the value chain analysis and market roadmaps to study the evolution and timeline of the market
  • To analyze competitive developments such as joint ventures, mergers and acquisitions, new product developments, and research and development in the market
  • To strategically profile key players, comprehensively analyze their market share and core competencies, and describe the competitive landscape of the market

The research methodology includes the use of primary and secondary data. Both top-down and bottom-up approaches have been used to estimate and validate the size of the market as well as of the other dependent submarkets in the overall augmented reality market. Key players in the market have been identified through secondary research. The secondary sources include annual reports, press releases, and investor presentations of companies; white papers, certified publications, and articles from recognized authors; directories; and databases. Some of these secondary sources include organizations and associations such as VR/AR Association, AugmentedReality.Org, and Augmented Reality for Enterprise Alliance.

The research methodology includes the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All the percentage shares and breakdowns have been determined using secondary sources and verified through primary sources. All the possible parameters that affect the markets covered in this research have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to obtain the final quantitative and qualitative data. The breakdown of the profiles of primaries has been depicted in the figure below:

Augmented Reality Market

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The value chain of the augmented reality market includes original equipment manufacturers for augmented reality devices, software vendors, application developers among others. Major companies that are part of the value chain include Google, Inc. (US), PTC Inc. (US), Microsoft Corporation (US), Wikitude GmbH (Austria), DAQRI LLC (US), Zugara, Inc. (US), Blippar (UK), Magic Leap, Inc. (US), MAXST (South Korea), and Osterhout Design Group (US).

Scope of the Report:

Report Metric

Details

Base year

2017

Forecast period

2018–2023

Units

Value (USD)

Segments covered

Type, End User, Offerings, and Region

Geographic regions covered

North America, APAC, Europe, and RoW

Companies covered

Google, Inc. (US), PTC Inc. (US), Microsoft Corporation (US), Wikitude GmbH (Austria), DAQRI LLC (US), Zugara, Inc. (US), Blippar (UK), Magic Leap, Inc. (US), MAXST (South Korea), and Osterhout Design Group (US)

Target Audience

  • Raw Material and Manufacturing Equipment Suppliers
  • Semiconductor Foundries
  • Original Equipment Manufacturers (OEMs) (End-User Applications or Electronic Product Manufacturers)
  • Product Manufacturers
  • Original Design Manufacturers (ODMs) and OEM Technology Solution Providers
  • Research Organizations
  • Technology Standard Organizations, Forums, Alliances, and Associations
  • Technology Investors
  • Governments, Financial Institutions, and Investment Communities
  • Analysts and Strategic Business Planners
  • End Users

“The study answers several questions for the target audiences, primarily which market segments to focus on in the next 2–5 years for prioritizing efforts and investments.”

Report Scope

In this report, the augmented reality market has been segmented as follows:

Augmented Reality Market, by Technology

  • Monitor-Based Technology
  • Near-to-Eye–Based Technology

AR Market, by Type

  • Marker-based Augmented Reality
    • Passive Marker
    • Active Marker
  • Marker-less Augmented Reality
    • Model Based
    • Image Processing Based

Augmented Reality Market, by Offering

  • Hardware
    • Sensors
    • Semiconductor Component
    • Displays & Projectors
    • Position Tracker
    • Cameras
    • Others
  • Software
    • Software Development Kits
    • Cloud-based Services
    • AR Software Functions
      • Remote Collaboration
      • Workflow Optimization
      • Documentation
      • Visualization
      • 3D Modeling
      • Navigation

AR Market, by Device Type

  • Head-Mounted Display (HMD)
  • Head-Up Display (HUD)
  • Handheld Device

Augmented Reality Market, by Application

  • Consumer          
    • Gaming
    • Sports and Entertainment
      • Entertainment Applications
        • Museums (Archaeology)
        • Theme Parks
        • Art Gallery and Exhibitions
  • Commercial
    • Tourism and Sight seeing
    • E- Learning
    • Retail and E-commerce
      • Jewelry
      • Beauty and Cosmetics
      • Apparel Fitting
      • Furniture & Lighting Design
      • Grocery Shopping
      • Footwear
  • Enterprise
  • Healthcare
    • Surgery
    • Fitness Management
    • Patient Care Management
    • Pharmacy Management
    • Medical Training
  • Aerospace and Defense
  • Automotive
  • Energy
  • Others
    • Telecom and IT/Data Centers
    • Agriculture
    • Construction
    • Transportation and Logistics
    • Public Safety

AR Market, by Geography

  • North America
  • Europe
  • Asia Pacific (APAC)
  • Rest of the World (RoW)

Company Profiles

  • Detailed analysis of the major companies present in the augmented reality market

Critical questions which the report answers

  • Why are the top tech giants trying to dive into the augmented reality market with huge investments and acquisition (like Google, Apple, Intel, Samsung, and Facebook)? Are they having unfair advantage of being economically sound? What would be the restraints for the start-ups to face these tech giants and the companies backed by them?
  • What would be the role of the HMD developers to increase the mass adoption of AR in manufacturing? Will there again be the low-cost models that would lead the market to mass consumerism or will the companies adopt the technology with high capital investments?

Available Customizations

With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for the report:

Detailed information of the augmented reality software market

Company Information

  • Detailed analysis and profiling of additional market players (up to five)

The augmented reality market is expected to grow from USD 11.14 billion in 2018 to USD 60.55 billion by 2023, at a CAGR of 40.29% during the forecast period. The increasing demand for AR devices and applications in healthcare, increase in demand for AR in the retail and e-commerce, and rising investment in the market are the major drivers for the AR market.

This report covers the augmented reality market on the basis of technology, type, application, device type, hardware, software, and geography. The consumer application will lead the AR market during the forecast period. The use of augmented reality in gaming and sports & entertainment will drive the market for the consumer application. This is due to the increasing demand of AR in retail, e-commerce, and e-marketing applications.

The augmented reality software market would lead the overall AR market by 2023. This is owing to the increased use of smartphones, tablets, and other devices for the implementation of the augmented reality technology.

The head-mounted displays will hold a major share of the augmented reality market. Head-mounted displays are the most promising devices to boost the growth of the AR market. With advancements in computing, AR-enabled devices would be used for applications in consumer, commercial, and enterprise. The use of head-mounted displays in applications such as e-commerce and marketing would boost the AR market for HMDs.  

APAC is expected to lead the AR market in terms of market size and is likely to witness the highest growth rate in the market by 2023. The increase in research and development in APAC and the growing acceptance of newer technologies in the region are the drivers for the AR market.

Augmented Reality Market

Augmented reality applications in consumer, commercial, enterprise, and healthcare drive the growth of augmented reality market

Consumer

The augmented reality technology offers remarkable results in terms of visual effects when used in gaming and sports broadcasts. The consumer vertical has been studied on the basis of gaming, sports, and entertainment sections. Gaming and entertainment applications are the early adopters of new technologies; the recent addition to the list is 3D technology and augmented reality. AR can be used to enhance the gaming experience. There are some AR gaming applications in which players can create virtual objects and characters and then link those digital creatures to defined locations in the real world. Players can then easily interact with those digital objects in the real world. The demand for head mounted displays is high in the consumer sector because all gaming applications are used in these devices.

Commercial

The commercial sector defines the non-manufacturing business, which provides services to large-scale users such as manufacturing industries. In this sector, the demand for AR applications is high for public utilities. The demand for AR applications in education and e-retailing sectors is very high owing to the benefits of easy learning and attractive promotions. The technological advancements have completely changed the traditional approach to marketing and promotion. The use of the Internet and smartphones combined with digital content, such as augmented reality, has helped boost the market. These augmented reality applications are expected to revolutionize the world of online marketing and e-commerce.

Enterprise

Augmented reality is used in enterprises for training personnel, providing information about industrial facility, remodeling and redesigning, and industrial simulations. Traditionally, training was conducted using classroom methods; however, the introduction of augmented reality has helped enhance the training methodology. The enterprise applications would witness a high growth for the head-mounted displays. The usage of HMDs in the manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.

Healthcare

The healthcare industry has witnessed rapid technological advancements over the years, and various kinds of advanced imaging equipment have come into the healthcare industry. The healthcare sector has one of the most important and practical applications of AR in the current market scenario where 3D technology is used to generate 3D images of the affected body parts. Doctors can use AR as visualization and training assistances for surgery. The augmented reality technology is experiencing tremendous growth in the healthcare application. The major application where augmented reality technology is used includes medical simulation, medical training, rehabilitation, and surgery.

The limited user interface (UI) is affecting the navigation performance of AR applications, while the limited processing power and inadequate storage capacity are major restraints for the augmented reality market.

This report discusses the drivers, restraints, opportunities, and challenges pertaining to the Augmented reality market. In addition, it analyzes the current market scenario and forecasts the market size till 2023. Some of the major companies operating in the AR market are Google, Inc. (US), PTC Inc. (U.S.), Microsoft Corporation (US), Wikitude GmbH (Austria), DAQRI LLC (US), Zugara, Inc. (US), Blippar (UK), Magic Leap, Inc. (US), MAXST (South Korea), and Osterhout Design Group (US).

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Table of Contents

1 Introduction (Page No. - 15)
    1.1 Objectives of the Study
    1.2 Market Definition
    1.3 Study Scope
           1.3.1 Years Considered for the Study
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 19)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Key Data From Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Primary Interviews With Experts
                    2.1.2.2 Breakdown of Primaries
                    2.1.2.3 Key Data From Primary Sources
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
                    2.2.1.1 Approach for Capturing the Market Share By Bottom-Up Analysis (Demand Side)
           2.2.2 Top-Down Approach
                    2.2.2.1 Approach for Capturing the Market Size By Top-Down Analysis (Supply Side)
    2.3 Market Breakdown & Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 29)

4 Premium Insights (Page No. - 34)
    4.1 Augmented Reality Market, 2017–2023 (USD Billion)
    4.2 AR Market in APAC
    4.3 AR Market, By Country
    4.4 AR Market, By Application
    4.5 AR Market, By Device Type

5 AR Market Overview (Page No. - 37)
    5.1 Introduction
    5.2 History and Evolution of Augmented Reality Technology
    5.3 Market Dynamics
           5.3.1 Drivers
                    5.3.1.1 Increasing Demand for AR Devices and Applications in Healthcare
                    5.3.1.2 Increase in Demand for AR in the Retail and E-Commerce
                    5.3.1.3 Rising Investment in the Augmented Reality Market
           5.3.2 Restraints
                    5.3.2.1 Limited User Interface (UI) Affecting the Navigation Performance of Augmented Reality Applications
                    5.3.2.2 Limited Processing Power, Less Storage, and Restricted Size of Memory Card in Mobile Phones
                    5.3.2.3 Varied Infrastructure Quality of Digital Network Will Restrain the Growth of Ar
           5.3.3 Opportunities
                    5.3.3.1 Increasing Demand for Augmented Reality in Architecture
                    5.3.3.2 Opportunity in the Enterprise Industry
                    5.3.3.3 High Growth of Travel and Tourism Industry Will Boost the Growth of the AR Market
           5.3.4 Challenges
                    5.3.4.1 Overcoming Social Challenges to Increase the Adoption Rate
                    5.3.4.2 Reconfiguration of Applications for Different Platforms
    5.4 Value Chain Analysis

6 Augmented Reality Market, By Type (Qualitative) (Page No. - 45)
    6.1 Introduction
    6.2 Marker-Based Augmented Reality
           6.2.1 Passive Marker
           6.2.2 Active Marker
    6.3 Marker-Less Augmented Reality
           6.3.1 Model-Based Tracking
           6.3.2 Image Processing-Based Tracking

7 Augmented Reality Market, By Technology (Qualitative) (Page No. - 47)
    7.1 Introduction
    7.2 Monitor-Based Technology
           7.2.1 Mobile Augmented Reality
    7.3 Near-Eye-Based Technology

8 Augmented Reality Market, By Offering (Page No. - 49)
    8.1 Introduction
    8.2 AR Market, By Hardware Component
           8.2.1 Sensors
                    8.2.1.1 Accelerometer
                    8.2.1.2 Gyroscope
                    8.2.1.3 Magnetometer
                    8.2.1.4 Proximity Sensor
           8.2.2 Semiconductor Component
                    8.2.2.1 Controller/Processor
                    8.2.2.2 Integrated Circuits
           8.2.3 Displays & Projectors
           8.2.4 Position Tracker
           8.2.5 Cameras
           8.2.6 Others
    8.3 Augmented Reality Market, By Software
           8.3.1 Software Development Kits
           8.3.2 Cloud-Based Services
           8.3.3 Software Function
                    8.3.3.1 Remote Collaboration
                    8.3.3.2 Workflow Optimization
                    8.3.3.3 Documentation
                    8.3.3.4 Visualization
                    8.3.3.5 3d Modeling
                    8.3.3.6 Navigation

9 Augmented Reality Market, By Device Type (Page No. - 59)
    9.1 Introduction
    9.2 Augmented Reality Devices
           9.2.1 Head-Mounted Display
                    9.2.1.1 AR Smart Glasses
                    9.2.1.2 Smart Helmets
           9.2.2 Head-Up Display
           9.2.3 Handheld Device

10 Augmented Reality Market, By Application (Page No. - 68)
     10.1 Introduction
     10.2 Applications in Augmented Reality
             10.2.1 Consumer
                        10.2.1.1 Gaming
                        10.2.1.2 Sports & Entertainment
                                     10.2.1.2.1 Entertainment Applications
                                                    10.2.1.2.1.1 Museums (Archeology)
                                                    10.2.1.2.1.2 Theme Parks
                                                    10.2.1.2.1.3 Art Gallery and Exhibitions
                        10.2.1.3 Use-Cases in Consumer
             10.2.2 Commercial
                        10.2.2.1 Tourism & Sightseeing
                        10.2.2.2 E-Learning
                        10.2.2.3 Retail & E-Commerce
                                     10.2.2.3.1 Jewelry
                                     10.2.2.3.2 Beauty and Cosmetics
                                     10.2.2.3.3 Apparel Fitting
                                     10.2.2.3.4 Furniture & Lighting Design
                                     10.2.2.3.5 Grocery Shopping
                                     10.2.2.3.6 Footwear
                        10.2.2.4 Use-Cases in Commercial
             10.2.3 Enterprise
                        10.2.3.1 Use-Cases in Enterprise
             10.2.4 Healthcare
                        10.2.4.1 Surgery
                        10.2.4.2 Fitness Management
                        10.2.4.3 Patient Care Management
                        10.2.4.4 Pharmacy Management
                        10.2.4.5 Medical Training and Education
                        10.2.4.6 Others
                        10.2.4.7 Use-Cases in Healthcare
             10.2.5 Aerospace & Defense
                        10.2.5.1 Use-Cases in Aerospace & Defense
             10.2.6 Energy
                        10.2.6.1 Use-Cases in Energy
             10.2.7 Automotive
                        10.2.7.1 Use-Cases in Automotive
             10.2.8 Others
                        10.2.8.1 Agriculture
                        10.2.8.2 Construction
                        10.2.8.3 Transportation and Logistics
                        10.2.8.4 Public Safety
                        10.2.8.5 Telecom and It/Data Centers
                        10.2.8.6 Use-Cases in Other Applications

11 Geographical Analysis (Page No. - 107)
     11.1 Introduction
     11.2 North America
             11.2.1 Us
             11.2.2 Canada
             11.2.3 Mexico
     11.3 Europe
             11.3.1 Germany
             11.3.2 France
             11.3.3 Uk
             11.3.4 Rest of Europe
     11.4 Asia Pacific
             11.4.1 China
             11.4.2 India
             11.4.3 Japan
             11.4.4 South Korea
             11.4.5 Rest of APAC
     11.5 Rest of the World
             11.5.1 Middle East & Africa
             11.5.2 South America

12 Competitive Landscape (Page No. - 124)
     12.1 Introduction
     12.2 Competitive Scenario
     12.3 Augmented Reality Market (Global), Competitive Leadership Mapping, 2017
             12.3.1 Visionary Leaders
             12.3.2 Dynamic Differentiators
             12.3.3 Innovators
             12.3.4 Emerging Companies
     12.4 Business Strategy Excellence
     12.5 Strength of Product Portfolio

13 Company Profiles (Page No. - 131)
     13.1 Introduction
(Business Overview, Products Offered, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, Key Relationship)*
     13.2 Google, Inc.
     13.3 Microsoft Corporation
     13.4 PTC, Inc.
     13.5 Wikitude GmbH
     13.6 DAQRI LLC
     13.7 Magic Leap, Inc.
     13.8 Osterhout Design Group
     13.9 Zugara, Inc.
     13.10 Blippar
     13.11 Upskill
     13.12 MAXST 
     13.13 Start-Up Ecosystem
             13.13.1 Atheer, Inc.
             13.13.2 Pristine, Inc.
             13.13.3 Marxent Labs, LLC
             13.13.4 Inglobe Technologies
             13.13.5 Meta Company
     13.14 Promising Companies
             13.14.1 Intel Corporation
             13.14.2 Infinity Augmented Reality, Inc.
             13.14.3 Facebook Corporation
             13.14.4 Samsung Electronics Co. Ltd.

*Details on Business Overview, Products Offered, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, Key Relationship Might Not Be Captured in Case of Unlisted Companies.

14 Appendix (Page No. - 163)
     14.1 Insights of Industry Experts
     14.2 Discussion Guide
     14.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     14.4 Introducing RT: Real-Time Market Intelligence
     14.5 Available Customizations
     14.6 Related Reports
     14.7 Author Details


List of Tables (67 Tables)

Table 1 Augmented Reality Market, By Offering, 2015–2023 (USD Million)
Table 2 AR Market, Hardware, 2015–2023 (USD Million)
Table 3 AR Market for Software, By Application, 2015–2023 (USD Million)
Table 4 Augmented Reality Market, Device Type, 2015–2023 (USD Million)
Table 5 AR Market, Device Type, 2015–2023 (Thousand Units)
Table 6 Market for Hmds, By Application, 2015–2023 (USD Million)
Table 7 Augmented Reality Hud, By Application, 2015–2023 (USD Million)
Table 8 Market for Handheld Devices, By Application, 2015–2023 (USD Thousand)
Table 9 Market, By Application, 2015–2023 (USD Million)
Table 10 Augmented Reality Market for Consumer Applications, By Device Type, 2015–2023 (USD Thousand)
Table 11 Market for Consumer Applications, By Region, 2015–2023 (USD Million)
Table 12 Market for Consumer Applications in North America, By Country, 2015–2023 (USD Million)
Table 13 Market for Consumer Applications in Europe, By Country, 2015–2023 (USD Million)
Table 14 Market for Consumer Applications in APAC, By Country, 2015–2023 (USD Million)
Table 15 Market for Consumer Applications in RoW, By Region, 2015–2023 (USD Million)
Table 16 Market for Commercial Applications, By Device Type, 2015–2023 (USD Thousand)
Table 17 Market for Commercial Applications, By Region, 2015–2023 (USD Million)
Table 18 Market for Commercial Applications in North America, By Country, 2015–2023 (USD Million)
Table 19 Market for Commercial Applications in Europe, By Country, 2015–2023 (USD Million)
Table 20 Market for Commercial Applications in APAC, By Country, 2015–2023 (USD Million)
Table 21 Market for Commercial Applications in RoW, By Region, 2015–2023 (USD Million)
Table 22 Market for Enterprise Applications, By Device Type, 2015–2023 (USD Thousand)
Table 23 Market for Enterprise Applications, By Region, 2015–2023 (USD Million)
Table 24 Market for Enterprise Applications in North America, By Country, 2015–2023 (USD Million)
Table 25 Market for Enterprise Applications in Europe, By Country, 2015–2023 (USD Million)
Table 26 Market for Enterprise Applications in APAC, By Country, 2015–2023 (USD Million)
Table 27 Market for Enterprise Applications in RoW, By Region, 2015–2023 (USD Million)
Table 28 Market for Healthcare Applications, By Device Type, 2015–2023 (USD Thousand)
Table 29 Market for Healthcare Applications, By Region, 2015–2023 (USD Million)
Table 30 Market for Healthcare Applications in North America, By Country, 2015–2023 (USD Million)
Table 31 Market for Healthcare Applications in Europe, By Country, 2015–2023 (USD Million)
Table 32 Market for Healthcare Applications in APAC, By Country, 2015–2023 (USD Million)
Table 33 Market for Healthcare Applications in RoW, By Region, 2015–2023 (USD Million)
Table 34 Augmented Reality Market for Aerospace & Defense Applications, By Device Type, 2015–2023 (USD Thousand)
Table 35 Market for Aerospace & Defense Applications, By Region, 2015–2023 (USD Million)
Table 36 Market for Aerospace & Defense Applications in North America, By Country, 2015–2023 (USD Million)
Table 37 Augmented Reality Market for Aerospace & Defense Applications in Europe, By Country, 2015–2023 (USD Million)
Table 38 Market for Aerospace & Defense Applications in APAC, By Country, 2015–2023 (USD Million)
Table 39 Market for Aerospace & Defense Applications in RoW, By Region, 2015–2023 (USD Million)
Table 40 Market for Energy Applications, By Device Type, 2015–2023 (USD Thousand)
Table 41 Market for Energy Applications, By Region, 2015–2023 (USD Million)
Table 42 AR Market for Energy Applications in North America, By Country, 2015–2023 (USD Million)
Table 43 Market for Energy Applications in Europe, By Country, 2015–2023 (USD Million)
Table 44 Market for Energy Applications in APAC, By Country, 2015–2023 (USD Million)
Table 45 Market for Energy Applications in RoW, By Region, 2015–2023 (USD Million)
Table 46 Market for Automotive Applications, By Device Type, 2015–2023 (USD Thousand)
Table 47 Market for Automotive Applications, By Region, 2015–2023 (USD Million)
Table 48 Market for Automotive Applications in North America, By Country, 2015–2023 (USD Million)
Table 49 Market for Automotive Applications in Europe, By Country, 2015–2023 (USD Million)
Table 50 Market for Automotive Applications in APAC, By Country, 2015–2023 (USD Million)
Table 51 Market for Automotive Applications in RoW, By Region, 2015–2023 (USD Million)
Table 52 Augmented Reality Market for Other Applications, By Device Type, 2015–2023 (USD Thousand)
Table 53 Market for Other Applications, By Region, 2015–2023 (USD Million)
Table 54 Market for Other Applications in North America, By Country, 2015–2023 (USD Million)
Table 55 Augmented Reality Market for Other Applications in Europe, By Country, 2015–2023 (USD Million)
Table 56 Market for Other Applications in APAC, By Country, 2015–2023 (USD Million)
Table 57 Market for Other Applications in RoW, By Region, 2015–2023 (USD Million)
Table 58 AR Market, By Region, 2015–2023 (USD Million)
Table 59 AR Market in North America, By Application, 2015–2023 (USD Million)
Table 60 AR Market in North America, By Country, 2015–2023 (USD Million)
Table 61 AR Market in Europe, By Application, 2015–2023 (USD Million)
Table 62 AR Market in Europe, By Country, 2015–2023 (USD Million)
Table 63 AR Market in APAC, By Application, 2015–2023 (USD Million)
Table 64 AR Market in APAC, By Country, 2015–2023 (USD Million)
Table 65 AR Market in RoW, By Application, 2015–2023 (USD Million)
Table 66 AR Market in RoW, By Region, 2015–2023 (USD Million)
Table 67 Ranking of the Top 5 Players in the Augmented Reality Market


List of Figures (37 Figures)

Figure 1 Markets Covered
Figure 2 Augmented Reality Market: Research Design
Figure 3 Bottom-Up Approach to Arrive at the Market Size
Figure 4 Top-Down Approach to Arrive at the Market Size
Figure 5 Data Triangulation Methodology
Figure 6 Assumptions of the Research Study
Figure 7 Augmented Reality Market, 2015–2023 (USD Billion)
Figure 8 AR Market, By Offering, 2017 vs 2023
Figure 9 Enterprise Application Expected to Witness the Highest Growth in the Market Between 2017 and 2023
Figure 10 North America Held the Largest Share of the Market in 2017
Figure 11 Region-Wise Market Size of Top 2 Augmented Reality Applications, 2017
Figure 12 Attractive Market Opportunities for Market
Figure 13 China Expected to Account for the Largest Share of the Market in APAC, By 2023
Figure 14 Market in China to Grow at the Highest Rate Between 2018 and 2023
Figure 15 Consumer Application to Dominate the Market During the Forecast Period
Figure 16 Head-Mounted Displays to Dominate the Market By 2023
Figure 17 Evolution of the Augmented Reality Technology
Figure 18 Demand for AR Applications in the Healthcare and Retail Sectors Will Drive the Growth of the AR Market
Figure 19 Value Chain Analysis (2017): Major Values are Added During Research & Product Development and Manufacturing Stages
Figure 20 AR Market for Hardware Expected to Grow at A Higher CAGR During the Forecast Period
Figure 21 Market for Displays & Projectors Expected to Grow at the Highest Rate During the Forecast Period
Figure 22 Consumer Application Expected to Hold the Largest Size of the AR Market for Software During the Forecast Period
Figure 23 AR Market for Head-Up Displays Expected to Grow at the Highest Rate During the Forecast Period
Figure 24 Head-Mounted Displays Expected to Lead the Market in Unit Shipments During the Forecast Period (Thousand Units)
Figure 25 Augmented Reality Market for Enterprise Application Expected to Grow at the Highest CAGR Between 2018 and 2023
Figure 26 Geographic Snapshot: APAC to Witness the Highest Growth Rate During the Forecast Period
Figure 27 US is Estimated to Lead the AR Market By 2023
Figure 28 North America: Snapshot of Market
Figure 29 Europe: Snapshot of AR Market
Figure 30 APAC: Snapshot of AR Market
Figure 31 Companies Adopted Product Launches and Developments as the Key Growth Strategy Between 2013 and 2017
Figure 32 Battle for Market Share: Product Launches and Developments Were the Key Strategies Between 2013 and 2017
Figure 33 Competitive Leadership Mapping, 2017
Figure 34 Geographic Revenue Mix of Major Players
Figure 35 Google, Inc.: Company Snapshot
Figure 36 Microsoft Corporation: Company Snapshot
Figure 37 PTC Inc.: Company Snapshot


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