Augmented Reality Market By Component (Hardware, Software), By Device Type (Head Mounted Display, Handled Devices, Others), By End Use (Media and Entertainment, Manufacturing and Construction, Healthcare, Education, Retail, Others): Global Opportunity Ana
Description
Augmented Reality Market By Component (Hardware, Software), By Device Type (Head Mounted Display, Handled Devices, Others), By End Use (Media and Entertainment, Manufacturing and Construction, Healthcare, Education, Retail, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Global Augmented Reality Market is envisioned to garner $411,396.90 million by 2031, growing from $24,169.30 million in 2021 at a CAGR of 33.2%from 2022 to 2031.
With the aid of computer-generated perceptual data, augmented reality (AR) is an interactive experience that improves the user's perception of the outside world. With the aid of software and hardware, such as AR glasses, augmented reality overlays digital content onto actual environments and objects to improve user experience and create an interactive learning environment that is useful for business and manufacturing processes. It enables users to integrate with the devices and systems they use, making it possible to use human creativity and observation to optimize technology and IoT networks. For instance, Shopify, Canadian multinational e-commerce company, has created a proof of concept that scans a room and then allows the customer to virtually empty it, and ready to see how new furniture would look in the space. Alternatively, the customer can also remove specific items, like a couch, and then slot new ones into the space.
Augmented reality is essential to the healthcare sector. It can be used to provide a surgeon with a digital representation of a patient's body parts so that they can evaluate the patient's condition. The surgeon may be able to perform less invasive procedures. Without dissecting the body, augmented reality allows surgeons to see joints, muscles, and internal organs which is one of the key factors driving AR adoption in the healthcare industry and potentially saving many lives is real-time patient health data.
However, growing security and privacy issues with augmented reality will be a major hinderance for the augmented reality market. AR market expansion is also expected to be hampered by the high cost of research and development for cutting-edge AR technological solutions and a lack of trained professionals, particularly in developing and underdeveloped economies. In future, the rising adoption of AR in healthcare as well as automotive and manufacturing plants will boost the Augmented Reality market growth as it provides increased efficiency, ease of monitoring and workers engagement in learning.
The COVID-19 pandemic brought several uncertainties leading to severe economic losses as various businesses across the world were on a standstill. AR helped to reduce face to face interactions of patients with doctors in pandemic. It also helped to improve surveillance system of the pandemic situation of patients through live video streaming and giving them a solution to cope up difficult situation with the adoption of AR in healthcare like in telemonitoring, pain management and patient care.
The key players profiled in this report include Google LLC, Microsoft, DAQRI, Niantic Inc, Ptc Inc., Apple Inc, Magic Leap Inc, Seiko Epson Corporation, TreeView, and CXR.
Key Benefits For Stakeholders
This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the augmented reality market analysis from 2021 to 2031 to identify the prevailing augmented reality market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the augmented reality market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global augmented reality market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Component
Hardware
Software
By Device Type
Head Mounted Display
Handled Devices
Others
By End Use
Media and Entertainment
Manufacturing and Construction
Healthcare
Education
Retail
Others
By Region
North America
U.S.
Canada
Mexico
Europe
United Kingdom
Germany
France
Spain
Italy
Rest of Europe
Asia-Pacific
China
Japan
India
South Korea
Australia
Rest Of Asia Pacific
LAMEA
Brazil
Saudi Arabia
UAE
South Africa
Rest of LAMEA
Key Market Players
Google LLC
Microsoft
DAQRI
Niantic, Inc.
PTC Inc.
Apple
Magic Leap
Seiko Epson
TreeView
Blippar Limited
Please Note: It will take 7-10 business days to complete the report upon order confirmation.
Global Augmented Reality Market is envisioned to garner $411,396.90 million by 2031, growing from $24,169.30 million in 2021 at a CAGR of 33.2%from 2022 to 2031.
With the aid of computer-generated perceptual data, augmented reality (AR) is an interactive experience that improves the user's perception of the outside world. With the aid of software and hardware, such as AR glasses, augmented reality overlays digital content onto actual environments and objects to improve user experience and create an interactive learning environment that is useful for business and manufacturing processes. It enables users to integrate with the devices and systems they use, making it possible to use human creativity and observation to optimize technology and IoT networks. For instance, Shopify, Canadian multinational e-commerce company, has created a proof of concept that scans a room and then allows the customer to virtually empty it, and ready to see how new furniture would look in the space. Alternatively, the customer can also remove specific items, like a couch, and then slot new ones into the space.
Augmented reality is essential to the healthcare sector. It can be used to provide a surgeon with a digital representation of a patient's body parts so that they can evaluate the patient's condition. The surgeon may be able to perform less invasive procedures. Without dissecting the body, augmented reality allows surgeons to see joints, muscles, and internal organs which is one of the key factors driving AR adoption in the healthcare industry and potentially saving many lives is real-time patient health data.
However, growing security and privacy issues with augmented reality will be a major hinderance for the augmented reality market. AR market expansion is also expected to be hampered by the high cost of research and development for cutting-edge AR technological solutions and a lack of trained professionals, particularly in developing and underdeveloped economies. In future, the rising adoption of AR in healthcare as well as automotive and manufacturing plants will boost the Augmented Reality market growth as it provides increased efficiency, ease of monitoring and workers engagement in learning.
The COVID-19 pandemic brought several uncertainties leading to severe economic losses as various businesses across the world were on a standstill. AR helped to reduce face to face interactions of patients with doctors in pandemic. It also helped to improve surveillance system of the pandemic situation of patients through live video streaming and giving them a solution to cope up difficult situation with the adoption of AR in healthcare like in telemonitoring, pain management and patient care.
The key players profiled in this report include Google LLC, Microsoft, DAQRI, Niantic Inc, Ptc Inc., Apple Inc, Magic Leap Inc, Seiko Epson Corporation, TreeView, and CXR.
Key Benefits For Stakeholders
This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the augmented reality market analysis from 2021 to 2031 to identify the prevailing augmented reality market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the augmented reality market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global augmented reality market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Component
Hardware
Software
By Device Type
Head Mounted Display
Handled Devices
Others
By End Use
Media and Entertainment
Manufacturing and Construction
Healthcare
Education
Retail
Others
By Region
North America
U.S.
Canada
Mexico
Europe
United Kingdom
Germany
France
Spain
Italy
Rest of Europe
Asia-Pacific
China
Japan
India
South Korea
Australia
Rest Of Asia Pacific
LAMEA
Brazil
Saudi Arabia
UAE
South Africa
Rest of LAMEA
Key Market Players
Google LLC
Microsoft
DAQRI
Niantic, Inc.
PTC Inc.
Apple
Magic Leap
Seiko Epson
TreeView
Blippar Limited
Please Note: It will take 7-10 business days to complete the report upon order confirmation.
Table of Contents
290 Pages
- CHAPTER 1:INTRODUCTION
- 1.1.Report description
- 1.2.Key market segments
- 1.3.Key benefits to the stakeholders
- 1.4.Research Methodology
- 1.4.1.Secondary research
- 1.4.2.Primary research
- 1.4.3.Analyst tools and models
- CHAPTER 2:EXECUTIVE SUMMARY
- 2.1.Key findings of the study
- 2.2.CXO Perspective
- CHAPTER 3:MARKET OVERVIEW
- 3.1.Market definition and scope
- 3.2.Key findings
- 3.2.1.Top investment pockets
- 3.3.Porter’s five forces analysis
- 3.4.Top player positioning
- 3.5.Market dynamics
- 3.5.1.Drivers
- 3.5.2.Restraints
- 3.5.3.Opportunities
- 3.6.COVID-19 Impact Analysis on the market
- 3.7.Regulatory Guidelines
- 3.8.Value Chain Analysis
- 3.9.Market Share Analysis
- 3.10.Key Regulation Analysis
- 3.11.Patent Landscape
- CHAPTER 4: AUGMENTED REALITY MARKET, BY COMPONENT
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Hardware
- 4.2.1 Key market trends, growth factors and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market analysis by country
- 4.3 Software
- 4.3.1 Key market trends, growth factors and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market analysis by country
- CHAPTER 5: AUGMENTED REALITY MARKET, BY DEVICE TYPE
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 Head Mounted Display
- 5.2.1 Key market trends, growth factors and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market analysis by country
- 5.3 Handled Devices
- 5.3.1 Key market trends, growth factors and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market analysis by country
- 5.4 Others
- 5.4.1 Key market trends, growth factors and opportunities
- 5.4.2 Market size and forecast, by region
- 5.4.3 Market analysis by country
- CHAPTER 6: AUGMENTED REALITY MARKET, BY END USE
- 6.1 Overview
- 6.1.1 Market size and forecast
- 6.2 Media and Entertainment
- 6.2.1 Key market trends, growth factors and opportunities
- 6.2.2 Market size and forecast, by region
- 6.2.3 Market analysis by country
- 6.3 Manufacturing and Construction
- 6.3.1 Key market trends, growth factors and opportunities
- 6.3.2 Market size and forecast, by region
- 6.3.3 Market analysis by country
- 6.4 Healthcare
- 6.4.1 Key market trends, growth factors and opportunities
- 6.4.2 Market size and forecast, by region
- 6.4.3 Market analysis by country
- 6.5 Education
- 6.5.1 Key market trends, growth factors and opportunities
- 6.5.2 Market size and forecast, by region
- 6.5.3 Market analysis by country
- 6.6 Retail
- 6.6.1 Key market trends, growth factors and opportunities
- 6.6.2 Market size and forecast, by region
- 6.6.3 Market analysis by country
- 6.7 Others
- 6.7.1 Key market trends, growth factors and opportunities
- 6.7.2 Market size and forecast, by region
- 6.7.3 Market analysis by country
- CHAPTER 7: AUGMENTED REALITY MARKET, BY REGION
- 7.1 Overview
- 7.1.1 Market size and forecast
- 7.2 North America
- 7.2.1 Key trends and opportunities
- 7.2.2 North America Market size and forecast, by Component
- 7.2.3 North America Market size and forecast, by Device Type
- 7.2.4 North America Market size and forecast, by End Use
- 7.2.5 North America Market size and forecast, by country
- 7.2.5.1 U.S.
- 7.2.5.1.1 Market size and forecast, by Component
- 7.2.5.1.2 Market size and forecast, by Device Type
- 7.2.5.1.3 Market size and forecast, by End Use
- 7.2.5.2 Canada
- 7.2.5.2.1 Market size and forecast, by Component
- 7.2.5.2.2 Market size and forecast, by Device Type
- 7.2.5.2.3 Market size and forecast, by End Use
- 7.2.5.3 Mexico
- 7.2.5.3.1 Market size and forecast, by Component
- 7.2.5.3.2 Market size and forecast, by Device Type
- 7.2.5.3.3 Market size and forecast, by End Use
- 7.3 Europe
- 7.3.1 Key trends and opportunities
- 7.3.2 Europe Market size and forecast, by Component
- 7.3.3 Europe Market size and forecast, by Device Type
- 7.3.4 Europe Market size and forecast, by End Use
- 7.3.5 Europe Market size and forecast, by country
- 7.3.5.1 United Kingdom
- 7.3.5.1.1 Market size and forecast, by Component
- 7.3.5.1.2 Market size and forecast, by Device Type
- 7.3.5.1.3 Market size and forecast, by End Use
- 7.3.5.2 Germany
- 7.3.5.2.1 Market size and forecast, by Component
- 7.3.5.2.2 Market size and forecast, by Device Type
- 7.3.5.2.3 Market size and forecast, by End Use
- 7.3.5.3 France
- 7.3.5.3.1 Market size and forecast, by Component
- 7.3.5.3.2 Market size and forecast, by Device Type
- 7.3.5.3.3 Market size and forecast, by End Use
- 7.3.5.4 Spain
- 7.3.5.4.1 Market size and forecast, by Component
- 7.3.5.4.2 Market size and forecast, by Device Type
- 7.3.5.4.3 Market size and forecast, by End Use
- 7.3.5.5 Italy
- 7.3.5.5.1 Market size and forecast, by Component
- 7.3.5.5.2 Market size and forecast, by Device Type
- 7.3.5.5.3 Market size and forecast, by End Use
- 7.3.5.6 Rest of Europe
- 7.3.5.6.1 Market size and forecast, by Component
- 7.3.5.6.2 Market size and forecast, by Device Type
- 7.3.5.6.3 Market size and forecast, by End Use
- 7.4 Asia-Pacific
- 7.4.1 Key trends and opportunities
- 7.4.2 Asia-Pacific Market size and forecast, by Component
- 7.4.3 Asia-Pacific Market size and forecast, by Device Type
- 7.4.4 Asia-Pacific Market size and forecast, by End Use
- 7.4.5 Asia-Pacific Market size and forecast, by country
- 7.4.5.1 China
- 7.4.5.1.1 Market size and forecast, by Component
- 7.4.5.1.2 Market size and forecast, by Device Type
- 7.4.5.1.3 Market size and forecast, by End Use
- 7.4.5.2 Japan
- 7.4.5.2.1 Market size and forecast, by Component
- 7.4.5.2.2 Market size and forecast, by Device Type
- 7.4.5.2.3 Market size and forecast, by End Use
- 7.4.5.3 India
- 7.4.5.3.1 Market size and forecast, by Component
- 7.4.5.3.2 Market size and forecast, by Device Type
- 7.4.5.3.3 Market size and forecast, by End Use
- 7.4.5.4 South Korea
- 7.4.5.4.1 Market size and forecast, by Component
- 7.4.5.4.2 Market size and forecast, by Device Type
- 7.4.5.4.3 Market size and forecast, by End Use
- 7.4.5.5 Australia
- 7.4.5.5.1 Market size and forecast, by Component
- 7.4.5.5.2 Market size and forecast, by Device Type
- 7.4.5.5.3 Market size and forecast, by End Use
- 7.4.5.6 Rest Of Asia Pacific
- 7.4.5.6.1 Market size and forecast, by Component
- 7.4.5.6.2 Market size and forecast, by Device Type
- 7.4.5.6.3 Market size and forecast, by End Use
- 7.5 LAMEA
- 7.5.1 Key trends and opportunities
- 7.5.2 LAMEA Market size and forecast, by Component
- 7.5.3 LAMEA Market size and forecast, by Device Type
- 7.5.4 LAMEA Market size and forecast, by End Use
- 7.5.5 LAMEA Market size and forecast, by country
- 7.5.5.1 Brazil
- 7.5.5.1.1 Market size and forecast, by Component
- 7.5.5.1.2 Market size and forecast, by Device Type
- 7.5.5.1.3 Market size and forecast, by End Use
- 7.5.5.2 Saudi Arabia
- 7.5.5.2.1 Market size and forecast, by Component
- 7.5.5.2.2 Market size and forecast, by Device Type
- 7.5.5.2.3 Market size and forecast, by End Use
- 7.5.5.3 UAE
- 7.5.5.3.1 Market size and forecast, by Component
- 7.5.5.3.2 Market size and forecast, by Device Type
- 7.5.5.3.3 Market size and forecast, by End Use
- 7.5.5.4 South Africa
- 7.5.5.4.1 Market size and forecast, by Component
- 7.5.5.4.2 Market size and forecast, by Device Type
- 7.5.5.4.3 Market size and forecast, by End Use
- 7.5.5.5 Rest of LAMEA
- 7.5.5.5.1 Market size and forecast, by Component
- 7.5.5.5.2 Market size and forecast, by Device Type
- 7.5.5.5.3 Market size and forecast, by End Use
- CHAPTER 8: COMPANY LANDSCAPE
- 8.1. Introduction
- 8.2. Top winning strategies
- 8.3. Product Mapping of Top 10 Player
- 8.4. Competitive Dashboard
- 8.5. Competitive Heatmap
- 8.6. Key developments
- CHAPTER 9: COMPANY PROFILES
- 9.1 Google LLC
- 9.1.1 Company overview
- 9.1.2 Company snapshot
- 9.1.3 Operating business segments
- 9.1.4 Product portfolio
- 9.1.5 Business performance
- 9.1.6 Key strategic moves and developments
- 9.2 Microsoft
- 9.2.1 Company overview
- 9.2.2 Company snapshot
- 9.2.3 Operating business segments
- 9.2.4 Product portfolio
- 9.2.5 Business performance
- 9.2.6 Key strategic moves and developments
- 9.3 DAQRI
- 9.3.1 Company overview
- 9.3.2 Company snapshot
- 9.3.3 Operating business segments
- 9.3.4 Product portfolio
- 9.3.5 Business performance
- 9.3.6 Key strategic moves and developments
- 9.4 Niantic, Inc.
- 9.4.1 Company overview
- 9.4.2 Company snapshot
- 9.4.3 Operating business segments
- 9.4.4 Product portfolio
- 9.4.5 Business performance
- 9.4.6 Key strategic moves and developments
- 9.5 PTC Inc.
- 9.5.1 Company overview
- 9.5.2 Company snapshot
- 9.5.3 Operating business segments
- 9.5.4 Product portfolio
- 9.5.5 Business performance
- 9.5.6 Key strategic moves and developments
- 9.6 Apple
- 9.6.1 Company overview
- 9.6.2 Company snapshot
- 9.6.3 Operating business segments
- 9.6.4 Product portfolio
- 9.6.5 Business performance
- 9.6.6 Key strategic moves and developments
- 9.7 Magic Leap
- 9.7.1 Company overview
- 9.7.2 Company snapshot
- 9.7.3 Operating business segments
- 9.7.4 Product portfolio
- 9.7.5 Business performance
- 9.7.6 Key strategic moves and developments
- 9.8 Seiko Epson
- 9.8.1 Company overview
- 9.8.2 Company snapshot
- 9.8.3 Operating business segments
- 9.8.4 Product portfolio
- 9.8.5 Business performance
- 9.8.6 Key strategic moves and developments
- 9.9 TreeView
- 9.9.1 Company overview
- 9.9.2 Company snapshot
- 9.9.3 Operating business segments
- 9.9.4 Product portfolio
- 9.9.5 Business performance
- 9.9.6 Key strategic moves and developments
- 9.10 Blippar Limited
- 9.10.1 Company overview
- 9.10.2 Company snapshot
- 9.10.3 Operating business segments
- 9.10.4 Product portfolio
- 9.10.5 Business performance
- 9.10.6 Key strategic moves and developments
- LIST OF TABLES
- TABLE 1. GLOBAL AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 2. AUGMENTED REALITY MARKET SIZE, FOR HARDWARE, BY REGION, 2021-2031 ($MILLION)
- TABLE 3. AUGMENTED REALITY MARKET FOR HARDWARE BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 4. AUGMENTED REALITY MARKET SIZE, FOR SOFTWARE, BY REGION, 2021-2031 ($MILLION)
- TABLE 5. AUGMENTED REALITY MARKET FOR SOFTWARE BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 6. GLOBAL AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 7. AUGMENTED REALITY MARKET SIZE, FOR HEAD MOUNTED DISPLAY, BY REGION, 2021-2031 ($MILLION)
- TABLE 8. AUGMENTED REALITY MARKET FOR HEAD MOUNTED DISPLAY BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 9. AUGMENTED REALITY MARKET SIZE, FOR HANDLED DEVICES, BY REGION, 2021-2031 ($MILLION)
- TABLE 10. AUGMENTED REALITY MARKET FOR HANDLED DEVICES BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 11. AUGMENTED REALITY MARKET SIZE, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
- TABLE 12. AUGMENTED REALITY MARKET FOR OTHERS BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 13. GLOBAL AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 14. AUGMENTED REALITY MARKET SIZE, FOR MEDIA AND ENTERTAINMENT, BY REGION, 2021-2031 ($MILLION)
- TABLE 15. AUGMENTED REALITY MARKET FOR MEDIA AND ENTERTAINMENT BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 16. AUGMENTED REALITY MARKET SIZE, FOR MANUFACTURING AND CONSTRUCTION, BY REGION, 2021-2031 ($MILLION)
- TABLE 17. AUGMENTED REALITY MARKET FOR MANUFACTURING AND CONSTRUCTION BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 18. AUGMENTED REALITY MARKET SIZE, FOR HEALTHCARE, BY REGION, 2021-2031 ($MILLION)
- TABLE 19. AUGMENTED REALITY MARKET FOR HEALTHCARE BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 20. AUGMENTED REALITY MARKET SIZE, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
- TABLE 21. AUGMENTED REALITY MARKET FOR EDUCATION BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 22. AUGMENTED REALITY MARKET SIZE, FOR RETAIL, BY REGION, 2021-2031 ($MILLION)
- TABLE 23. AUGMENTED REALITY MARKET FOR RETAIL BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 24. AUGMENTED REALITY MARKET SIZE, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
- TABLE 25. AUGMENTED REALITY MARKET FOR OTHERS BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 26. AUGMENTED REALITY MARKET, BY REGION, 2021-2031 ($MILLION)
- TABLE 27. NORTH AMERICA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 28. NORTH AMERICA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 29. NORTH AMERICA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 30. NORTH AMERICA AUGMENTED REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 31. U.S. AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 32. U.S. AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 33. U.S. AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 34. CANADA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 35. CANADA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 36. CANADA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 37. MEXICO AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 38. MEXICO AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 39. MEXICO AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 40. EUROPE AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 41. EUROPE AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 42. EUROPE AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 43. EUROPE AUGMENTED REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 44. UNITED KINGDOM AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 45. UNITED KINGDOM AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 46. UNITED KINGDOM AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 47. GERMANY AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 48. GERMANY AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 49. GERMANY AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 50. FRANCE AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 51. FRANCE AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 52. FRANCE AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 53. SPAIN AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 54. SPAIN AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 55. SPAIN AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 56. ITALY AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 57. ITALY AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 58. ITALY AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 59. REST OF EUROPE AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 60. REST OF EUROPE AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 61. REST OF EUROPE AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 62. ASIA-PACIFIC AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 63. ASIA-PACIFIC AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 64. ASIA-PACIFIC AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 65. ASIA-PACIFIC AUGMENTED REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 66. CHINA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 67. CHINA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 68. CHINA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 69. JAPAN AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 70. JAPAN AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 71. JAPAN AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 72. INDIA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 73. INDIA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 74. INDIA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 75. SOUTH KOREA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 76. SOUTH KOREA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 77. SOUTH KOREA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 78. AUSTRALIA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 79. AUSTRALIA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 80. AUSTRALIA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 81. REST OF ASIA PACIFIC AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 82. REST OF ASIA PACIFIC AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 83. REST OF ASIA PACIFIC AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 84. LAMEA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 85. LAMEA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 86. LAMEA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 87. LAMEA AUGMENTED REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
- TABLE 88. BRAZIL AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 89. BRAZIL AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 90. BRAZIL AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 91. SAUDI ARABIA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 92. SAUDI ARABIA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 93. SAUDI ARABIA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 94. UAE AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 95. UAE AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 96. UAE AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 97. SOUTH AFRICA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 98. SOUTH AFRICA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 99. SOUTH AFRICA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 100. REST OF LAMEA AUGMENTED REALITY MARKET, BY COMPONENT, 2021-2031 ($MILLION)
- TABLE 101. REST OF LAMEA AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021-2031 ($MILLION)
- TABLE 102. REST OF LAMEA AUGMENTED REALITY MARKET, BY END USE, 2021-2031 ($MILLION)
- TABLE 103.GOOGLE LLC: COMPANY SNAPSHOT
- TABLE 104.GOOGLE LLC: OPERATING SEGMENTS
- TABLE 105.GOOGLE LLC: PRODUCT PORTFOLIO
- TABLE 106.GOOGLE LLC: NET SALES,
- TABLE 107.GOOGLE LLC: KEY STRATERGIES
- TABLE 108.MICROSOFT: COMPANY SNAPSHOT
- TABLE 109.MICROSOFT: OPERATING SEGMENTS
- TABLE 110.MICROSOFT: PRODUCT PORTFOLIO
- TABLE 111.MICROSOFT: NET SALES,
- TABLE 112.MICROSOFT: KEY STRATERGIES
- TABLE 113.DAQRI: COMPANY SNAPSHOT
- TABLE 114.DAQRI: OPERATING SEGMENTS
- TABLE 115.DAQRI: PRODUCT PORTFOLIO
- TABLE 116.DAQRI: NET SALES,
- TABLE 117.DAQRI: KEY STRATERGIES
- TABLE 118.NIANTIC, INC.: COMPANY SNAPSHOT
- TABLE 119.NIANTIC, INC.: OPERATING SEGMENTS
- TABLE 120.NIANTIC, INC.: PRODUCT PORTFOLIO
- TABLE 121.NIANTIC, INC.: NET SALES,
- TABLE 122.NIANTIC, INC.: KEY STRATERGIES
- TABLE 123.PTC INC.: COMPANY SNAPSHOT
- TABLE 124.PTC INC.: OPERATING SEGMENTS
- TABLE 125.PTC INC.: PRODUCT PORTFOLIO
- TABLE 126.PTC INC.: NET SALES,
- TABLE 127.PTC INC.: KEY STRATERGIES
- TABLE 128.APPLE: COMPANY SNAPSHOT
- TABLE 129.APPLE: OPERATING SEGMENTS
- TABLE 130.APPLE: PRODUCT PORTFOLIO
- TABLE 131.APPLE: NET SALES,
- TABLE 132.APPLE: KEY STRATERGIES
- TABLE 133.MAGIC LEAP: COMPANY SNAPSHOT
- TABLE 134.MAGIC LEAP: OPERATING SEGMENTS
- TABLE 135.MAGIC LEAP: PRODUCT PORTFOLIO
- TABLE 136.MAGIC LEAP: NET SALES,
- TABLE 137.MAGIC LEAP: KEY STRATERGIES
- TABLE 138.SEIKO EPSON: COMPANY SNAPSHOT
- TABLE 139.SEIKO EPSON: OPERATING SEGMENTS
- TABLE 140.SEIKO EPSON: PRODUCT PORTFOLIO
- TABLE 141.SEIKO EPSON: NET SALES,
- TABLE 142.SEIKO EPSON: KEY STRATERGIES
- TABLE 143.TREEVIEW: COMPANY SNAPSHOT
- TABLE 144.TREEVIEW: OPERATING SEGMENTS
- TABLE 145.TREEVIEW: PRODUCT PORTFOLIO
- TABLE 146.TREEVIEW: NET SALES,
- TABLE 147.TREEVIEW: KEY STRATERGIES
- TABLE 148.BLIPPAR LIMITED: COMPANY SNAPSHOT
- TABLE 149.BLIPPAR LIMITED: OPERATING SEGMENTS
- TABLE 150.BLIPPAR LIMITED: PRODUCT PORTFOLIO
- TABLE 151.BLIPPAR LIMITED: NET SALES,
- TABLE 152.BLIPPAR LIMITED: KEY STRATERGIES
- LIST OF FIGURES
- FIGURE 1.AUGMENTED REALITY MARKET SEGMENTATION
- FIGURE 2.AUGMENTED REALITY MARKET,2021-2031
- FIGURE 3.AUGMENTED REALITY MARKET,2021-2031
- FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
- FIGURE 5.PORTER FIVE-1
- FIGURE 6.PORTER FIVE-2
- FIGURE 7.PORTER FIVE-3
- FIGURE 8.PORTER FIVE-4
- FIGURE 9.PORTER FIVE-5
- FIGURE 10.TOP PLAYER POSITIONING
- FIGURE 11.AUGMENTED REALITY MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
- FIGURE 12.REGULATORY GUIDELINES
- FIGURE 13.VALUE CHAIN ANALYSIS
- FIGURE 14.MARKET SHARE ANALYSIS
- FIGURE 15.KEY REGULATION ANALYSIS
- FIGURE 16.PATENT ANALYSIS BY COMPANY
- FIGURE 17.PATENT ANALYSIS BY COUNTRY
- FIGURE 18.AUGMENTED REALITY MARKET,BY COMPONENT,2021(%)
- FIGURE 19.COMPARATIVE SHARE ANALYSIS OF HARDWARE AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 20.COMPARATIVE SHARE ANALYSIS OF SOFTWARE AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 21.AUGMENTED REALITY MARKET,BY DEVICE TYPE,2021(%)
- FIGURE 22.COMPARATIVE SHARE ANALYSIS OF HEAD MOUNTED DISPLAY AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 23.COMPARATIVE SHARE ANALYSIS OF HANDLED DEVICES AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 24.COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 25.AUGMENTED REALITY MARKET,BY END USE,2021(%)
- FIGURE 26.COMPARATIVE SHARE ANALYSIS OF MEDIA AND ENTERTAINMENT AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 27.COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AND CONSTRUCTION AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 28.COMPARATIVE SHARE ANALYSIS OF HEALTHCARE AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 29.COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 30.COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 31.COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED REALITY MARKET,2021-2031(%)
- FIGURE 32.AUGMENTED REALITY MARKET BY REGION,2021
- FIGURE 33.U.S. AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 34.CANADA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 35.MEXICO AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 36.UNITED KINGDOM AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 37.GERMANY AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 38.FRANCE AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 39.SPAIN AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 40.ITALY AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 41.REST OF EUROPE AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 42.CHINA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 43.JAPAN AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 44.INDIA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 45.SOUTH KOREA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 46.AUSTRALIA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 47.REST OF ASIA PACIFIC AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 48.BRAZIL AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 49.SAUDI ARABIA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 50.UAE AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 51.SOUTH AFRICA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 52.REST OF LAMEA AUGMENTED REALITY MARKET,2021-2031($MILLION)
- FIGURE 53. TOP WINNING STRATEGIES, BY YEAR
- FIGURE 54. TOP WINNING STRATEGIES, BY DEVELOPMENT
- FIGURE 55. TOP WINNING STRATEGIES, BY COMPANY
- FIGURE 56.PRODUCT MAPPING OF TOP 10 PLAYERS
- FIGURE 57.COMPETITIVE DASHBOARD
- FIGURE 58.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
- FIGURE 59.GOOGLE LLC.: NET SALES ,($MILLION)
- FIGURE 60.MICROSOFT.: NET SALES ,($MILLION)
- FIGURE 61.DAQRI.: NET SALES ,($MILLION)
- FIGURE 62.NIANTIC, INC..: NET SALES ,($MILLION)
- FIGURE 63.PTC INC..: NET SALES ,($MILLION)
- FIGURE 64.APPLE.: NET SALES ,($MILLION)
- FIGURE 65.MAGIC LEAP.: NET SALES ,($MILLION)
- FIGURE 66.SEIKO EPSON.: NET SALES ,($MILLION)
- FIGURE 67.TREEVIEW.: NET SALES ,($MILLION)
- FIGURE 68.BLIPPAR LIMITED.: NET SALES ,($MILLION)
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