Augmented Reality (AR) Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

Augmented Reality (AR) Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032



Growth Factors of Augmented Reality Market

The augmented reality market size was valued at USD 62.75 billion in 2023, and the market is now projected to grow from USD 93.67 billion in 2024 to USD 1869.40 billion by 2032, exhibiting a CAGR of 45.4% during the forecast period of 2024-2032.

During the COVID-19 pandemic, AR technology gained significant applications in entertainment, training, brand engagement, and quality control. Brands like IKEA, Home Depot, and Louis Vuitton implemented AR for ""try-before-you-bur"" experiences, while hospitals used Virti for mental health training. On-site laborers received supervised expertise from engineers working from home, demonstrating the growing demand for AR technology in various sectors.

Immersive technology is increasingly being used to help healthcare staff. The technology creates a realistic and immersive environment, allowing for more efficient work completion. Previously, inadequate knowledge made sophisticated procedures tiring. AR technology provides real-time notifications to surgeons, reducing possible risks during surgery growing augmented reality market growth.

Retaining customer relationships is crucial for business growth, and innovative customer engagement solutions are being increasingly used. Companies like Adloid.In are experimenting with AR to create a personalized and interactive experience, leading to increased sales. Infosys reports that brands offering customized products are experiencing a six to ten times better sales growth in this era. This era can greatly help marketers provide a customized consumer experience.

Comprehensive Analysis of Augmented Reality Market

The AR market is gaining traction in various industries, including gaming, media, automotive, retail, healthcare, education, manufacturing, and more. AR technology is being used to enhance customer experiences by allowing virtual shopping, product testing, and product visualization. The gaming industry is also embracing AR, with companies expanding its use for games and applications. The healthcare sector is also seeing an increase in AR adoption due to its role in surgeries and patient treatment. The market is segmented into interactive showrooms, driving experiences, virtual fitting rooms, augmented surgeries, medical education, drug information, and more. The automotive industry is focusing on interactive driving experiences, while the retail and healthcare sectors are focusing on virtual fitting rooms and augmented surgeries. The training and upskilling segment is expected to dominate due to the growing demand for safe training sessions.

The North America region lead the augmented reality market share by benefitting a market size of USD 62.75 billion in 2023 due to increased investment in immersive technologies is driving demand in the region. The US government aims to increase adoption of immersive technology and improve the region's market dominance.

Companies like Facebook and Google acquire start-ups to obtain expertise. Companies like Microsoft Corporation, Vuzix Corporation, and Qualcomm Technologies, Inc. collaborate with several sectors to grow their operations. Apple plans to produce AR smart glasses comparable to Google LLC. The firm provides technological apps, like ARKit, allowing developers to create augmented solutions.

In January 2024, Qualcomm Technologies collaborated with RayNeo to build market-leading AR spectacles.

Segmentation Table

ATTRIBUTE DETAILS

Study Period 2019-2032

Base Year 2023

Estimated Year 2024

Forecast Period 2024-2032

Historical Period 2019-2022

Growth Rate CAGR of 45.4% from 2024 to 2032

Unit Value (USD Billion)

Segmentation By Industry

- Gaming

- Media

- Automotive

- Retail

- Healthcare

- Education

- Manufacturing

- Real Estate/Architecture/Interior Design

- Defense & Aerospace

- Art & Designing

- Law Enforcement

- Others (Government, Logistics, and Others)

By Application

- Interactive Showroom

- Driving Experience

- Virtual Fitting Room

- Brand Engagement

- Space Visualization and Virtual Tours

- Augmented Surgeries

- Medical Education

- Drug Information

- Well Being

- eLearning Apps

- Professional Training

- Developing & Designing

- Training & Upskilling

- Quality Control

- Virtual Walkthrough

- Designing Staging

- Others

By Region

- North America (By Industry, By Application and By Country)

U.S. (By Industry)

Canada (By Industry)

Mexico (By Industry)

- South America (By Industry, By Application and By Country)

Brazil (By Industry)

Argentina (By Industry)

Rest of South America

- Europe (By Industry, By Application and By Country)

U.K. (By Industry)

Germany (By Industry)

France (By Industry)

Italy (By Industry)

Spain (By Industry)

Russia (By Industry)

Nordics (By Industry)

Benelux (By Industry)

Rest of Europe

- Middle East & Africa (By Industry, By Application and By Country)

Turkey (By Industry)

Israel (By Industry)

GCC (By Industry)

North Africa (By Industry)

South Africa (By Industry)

Rest of the Middle East & Africa

- Asia Pacific (By Industry, By Application and By Country)

-

China (By Industry)

Japan (By Industry)

India (By Industry)

South Korea (By Industry)

ASEAN (By Industry)

Oceania (By Industry)

Rest of Asia Pacific


1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Augmented Reality Key Players Market Share Insights and Analysis, 2023
5. Global Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Industry (USD)
5.2.1. Gaming
5.2.2. Media
5.2.3. Automotive
5.2.4. Retail
5.2.5. Healthcare
5.2.6. Education
5.2.7. Manufacturing
5.2.8. Real estate/Architecture/Interior Design
5.2.9. Defence & Aerospace
5.2.10. Art & Designing
5.2.11. Law Enforcement
5.2.12. Others (Government, Logistics, etc.)
5.3. By Application (USD)
5.3.1. Interactive Showroom
5.3.2. Driving Experience
5.3.3. Virtual Fitting Room
5.3.4. Brand Engagement
5.3.5. Space Visualization and Virtual Tours
5.3.6. Augmented Surgeries
5.3.7. Medical Education
5.3.8. Drug Information
5.3.9. Well Being
5.3.10. eLearning Apps
5.3.11. Professional Training
5.3.12. Developing & Designing
5.3.13. Training & Upskilling
5.3.14. Quality Control
5.3.15. Virtual Walkthrough
5.3.16. Designing Staging
5.3.17. Others
5.4. By Region (USD)
5.4.1. North America
5.4.2. South America
5.4.3. Europe
5.4.4. Middle East & Africa
5.4.5. Asia Pacific
6. North America Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Industry (USD)
6.2.1. Gaming
6.2.2. Media
6.2.3. Automotive
6.2.4. Retail
6.2.5. Healthcare
6.2.6. Education
6.2.7. Manufacturing
6.2.8. Real estate/Architecture/Interior Design
6.2.9. Defence & Aerospace
6.2.10. Art & Designing
6.2.11. Law Enforcement
6.2.12. Others (Government, Logistics, etc.)
6.3. By Application (USD)
6.3.1. Interactive Showroom
6.3.2. Driving Experience
6.3.3. Virtual Fitting Room
6.3.4. Brand Engagement
6.3.5. Space Visualization and Virtual Tours
6.3.6. Augmented Surgeries
6.3.7. Medical Education
6.3.8. Drug Information
6.3.9. Well Being
6.3.10. eLearning Apps
6.3.11. Professional Training
6.3.12. Developing & Designing
6.3.13. Training & Upskilling
6.3.14. Quality Control
6.3.15. Virtual Walkthrough
6.3.16. Designing Staging
6.3.17. Others
6.4. By Country (USD)
6.4.1. United States
6.4.1.1. By Industry
6.4.2. Canada
6.4.2.1. By Industry
6.4.3. Mexico
6.4.3.1. By Industry
7. South America Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Industry (USD)
7.2.1. Gaming
7.2.2. Media
7.2.3. Automotive
7.2.4. Retail
7.2.5. Healthcare
7.2.6. Education
7.2.7. Manufacturing
7.2.8. Real estate/Architecture/Interior Design
7.2.9. Defence & Aerospace
7.2.10. Art & Designing
7.2.11. Law Enforcement
7.2.12. Others (Government, Logistics, etc.)
7.3. By Application (USD)
7.3.1. Interactive Showroom
7.3.2. Driving Experience
7.3.3. Virtual Fitting Room
7.3.4. Brand Engagement
7.3.5. Space Visualization and Virtual Tours
7.3.6. Augmented Surgeries
7.3.7. Medical Education
7.3.8. Drug Information
7.3.9. Well Being
7.3.10. eLearning Apps
7.3.11. Professional Training
7.3.12. Developing & Designing
7.3.13. Training & Upskilling
7.3.14. Quality Control
7.3.15. Virtual Walkthrough
7.3.16. Designing Staging
7.3.17. Others
7.4. By Country (USD)
7.4.1. Brazil
7.4.1.1. By Industry
7.4.2. Argentina
7.4.2.1. By Industry
7.4.3. Rest of South America
8. Europe Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. By Industry (USD)
8.1.1. Gaming
8.1.2. Media
8.1.3. Automotive
8.1.4. Retail
8.1.5. Healthcare
8.1.6. Education
8.1.7. Manufacturing
8.1.8. Real estate/Architecture/Interior Design
8.1.9. Defence & Aerospace
8.1.10. Art & Designing
8.1.11. Law Enforcement
8.1.12. Others (Government, Logistics, etc.)
8.2. By Application (USD)
8.2.1. Interactive Showroom
8.2.2. Driving Experience
8.2.3. Virtual Fitting Room
8.2.4. Brand Engagement
8.2.5. Space Visualization and Virtual Tours
8.2.6. Augmented Surgeries
8.2.7. Medical Education
8.2.8. Drug Information
8.2.9. Well Being
8.2.10. eLearning Apps
8.2.11. Professional Training
8.2.12. Developing & Designing
8.2.13. Training & Upskilling
8.2.14. Quality Control
8.2.15. Virtual Walkthrough
8.2.16. Designing Staging
8.2.17. Others
8.3. By Country (USD)
8.3.1. United Kingdom
8.3.1.1. By Industry
8.3.2. Germany
8.3.2.1. By Industry
8.3.3. France
8.3.3.1. By Industry
8.3.4. Italy
8.3.4.1. By Industry
8.3.5. Spain
8.3.5.1. By Industry
8.3.6. Russia
8.3.6.1. By Industry
8.3.7. Benelux
8.3.7.1. By Industry
8.3.8. Nordics
8.3.8.1. By Industry
8.3.9. Rest of Europe
9. Middle East & Africa Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. By Industry (USD)
9.1.1. Gaming
9.1.2. Media
9.1.3. Automotive
9.1.4. Retail
9.1.5. Healthcare
9.1.6. Education
9.1.7. Manufacturing
9.1.8. Real estate/Architecture/Interior Design
9.1.9. Defence & Aerospace
9.1.10. Art & Designing
9.1.11. Law Enforcement
9.1.12. Others (Government, Logistics, etc.)
9.2. By Application (USD)
9.2.1. Interactive Showroom
9.2.2. Driving Experience
9.2.3. Virtual Fitting Room
9.2.4. Brand Engagement
9.2.5. Space Visualization and Virtual Tours
9.2.6. Augmented Surgeries
9.2.7. Medical Education
9.2.8. Drug Information
9.2.9. Well Being
9.2.10. eLearning Apps
9.2.11. Professional Training
9.2.12. Developing & Designing
9.2.13. Training & Upskilling
9.2.14. Quality Control
9.2.15. Virtual Walkthrough
9.2.16. Designing Staging
9.2.17. Others
9.3. By Country (USD)
9.3.1. Turkey
9.3.1.1. By Industry
9.3.2. Israel
9.3.2.1. By Industry
9.3.3. GCC
9.3.3.1. By Industry
9.3.4. North Africa
9.3.4.1. By Industry
9.3.5. South Africa
9.3.5.1. By Industry
9.3.6. Rest of MEA
10. Asia Pacific Augmented Reality Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. By Industry (USD)
10.1.1. Gaming
10.1.2. Media
10.1.3. Automotive
10.1.4. Retail
10.1.5. Healthcare
10.1.6. Education
10.1.7. Manufacturing
10.1.8. Real estate/Architecture/Interior Design
10.1.9. Defence & Aerospace
10.1.10. Art & Designing
10.1.11. Law Enforcement
10.1.12. Others (Government, Logistics, etc.)
10.2. By Application (USD)
10.2.1. Interactive Showroom
10.2.2. Driving Experience
10.2.3. Virtual Fitting Room
10.2.4. Brand Engagement
10.2.5. Space Visualization and Virtual Tours
10.2.6. Augmented Surgeries
10.2.7. Medical Education
10.2.8. Drug Information
10.2.9. Well Being
10.2.10. eLearning Apps
10.2.11. Professional Training
10.2.12. Developing & Designing
10.2.13. Training & Upskilling
10.2.14. Quality Control
10.2.15. Virtual Walkthrough
10.2.16. Designing Staging
10.2.17. Others
10.3. By Country (USD)
10.3.1. China
10.3.1.1. By Industry
10.3.2. India
10.3.2.1. By Industry
10.3.3. Japan
10.3.3.1. By Industry
10.3.4. South Kore
10.3.4.1. By Industry
10.3.5. ASEAN
10.3.5.1. By Industry
10.3.6. Oceania
10.3.6.1. By Industry
10.3.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Samsung Electronics Co. Ltd.
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Apple Inc.
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Vuzix Corporation
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. Meta Platforms, Inc.
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. PTC, Inc.
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. Magic Leap, Inc.
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Sony Corporation
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. NVIDIA Corporation
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. Qualcomm Technologies, Inc.
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Google LLC
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings