The augmented reality (ar) industry has been witnessing optimal growth in recent years and is likely to continue even in upcoming years. The growth of augmented reality (ar) ’s industry size can be attributed to rising investments in research & development activities, entry of new players, product innovation, technological breakthroughs, effective allocation of resources, and growing competition among business rivals to expand its regional as well as customer base. Supportive government policies and incentives, as well as favorable laws, are projected to determine the growth of the augmented reality (ar) market in foreseeable future. An increase in the spending capacity of customers with the rise in disposable income will further contribute towards augmented reality (ar) 's market proceeds.
This market research report is a comprehensive overview of the events taking place in the augmented reality (ar) industry and impacting its growth. Our report divides the augmented reality (ar) market into various segments or categories based on products, applications, region, etc. Additionally, our research analysts have listed the key players of the global augmented reality (ar) market and compared them based on metrics such as market revenue, Y-O-Y sales, shipments volume, historical data, and successful implementation of business strategies such as strategic alliances, mergers & acquisitions, joint ventures, product development, and partnerships & collaborations.
Market Research Store (MRS) published a brand new report titled “Augmented Reality (AR) Market research report which is segmented by Products (Head-mounted Displays, Handheld Devices, Head-up Displays), by Applications (Aerospace & Defense, Consumer Electronics, Commercial, Medical, Others), by Key Players/Companies Sony Corporation, Infinity Augmented Reality Inc, PTC Inc, Qualcomm Technologies Inc, Catchoom Technologies, Blipper Inc, Osterhout Design Group, DAQRI, Sizzle, Microsoft Corporation, Zugara Inc, METAIO's SDK, Google Inc, Total Immersion, Facebook Inc, Samsung Electronics Corporation Ltd, Magic Leap Inc, Wikitude GmbH”. In 2020, the global augmented reality (ar) market value was registered at XX (USD Million/Billion) and is predicted to reach XX (USD Million/Billion) at a CAGR of XX% by 2028.
Request Free Sample| Report Attributes | Report Details |
|---|---|
| Report Title | Augmented Reality (AR) Market Research Report |
| By Products | Head-mounted Displays, Handheld Devices, Head-up Displays |
| By Applications | Aerospace & Defense, Consumer Electronics, Commercial, Medical, Others |
| By Key Players | Sony Corporation, Infinity Augmented Reality Inc, PTC Inc, Qualcomm Technologies Inc, Catchoom Technologies, Blipper Inc, Osterhout Design Group, DAQRI, Sizzle, Microsoft Corporation, Zugara Inc, METAIO's SDK, Google Inc, Total Immersion, Facebook Inc, Samsung Electronics Corporation Ltd, Magic Leap Inc, Wikitude GmbH |
| Regions Covered | North America, Europe, Asia Pacific (APAC), Latin America, Middle East And Africa (MEA) |
| Countries Covered | North America : U.S and Canada Europe : U.K, Spain, Germany, Italy, Russia, France, Rest of Europe APAC : Japan, India, China, Australia, South Korea, South East Asia, Rest of Asia Pacific Latin America : Mexico, Brazil The Middle East And Africa : South Africa, UAE, Saudi Arab, Rest of MEA |
| Base Year | 2020 |
| Historical Year | 2016to 2020 (Depending on availability, data from 2010 can be offered) |
| Forecast Year | 2028 |
| Number of Pages | 114 |
| Customization Available | Yes, the report can be tailored to meet your specific requirements. |
Based on these findings, the global augmented reality (ar) industry study suggests strategies to existing market participants as to how they can improve & reinforce their market position. In addition to this, the study also recommends successful market penetrating strategies for new entrants. Furthermore, augmented reality (ar) industry study report has included all major manufacturers and distributors operating in the augmented reality (ar) market across all major regions.
Various analytical methods such as Porter’s Five Force Analysis, SWOT analysis, Market Share Analysis, Competitive Analysis, PESTEL Analysis, Market Attractiveness Analysis, and Value Chain Analysis have been used to analyze the market in the research report. These assessments help users of the report in examining and evaluating augmented reality (ar) market on the basis of different metrics such as switching costs, economies of scale, current sales, brand loyalty, brand equity, capital investments, production rights, research & development activities, copyrights & patents, legislations, effects of promotional activities, and consumer preferences.
The information provided in our market research report is anticipated to help the industry stakeholders in the effective decision-making process and successful business outcomes. Moreover, we have been using Ansoff Matrix to help firms analyze and plan their business growth strategies.
Additionally, our report contains a growth-share matrix that aids firms’ business decisions for prioritizing their myriad businesses. We have also included GE Nine Cell Matrix that is helpful in making strategic planning and can help firms in determining their position in the market along with analyzing their growth strategies.
Our researchers also make use of the perceptual map to demonstrate how to target consumers feel about a given brand and form perception about it. We have also included the Customer-Based Brand Equity (CBBE) Model for helping firms effectively position their brands.
The key factors influencing the growth of the augmented reality (ar) market have been assessed in the report. Factors having a huge influence on market demand and restraining factors that impact the development of the market are both addressed rigorously & in-depth in our global market research report.
Furthermore, trends that play a key role in market’s growth are discussed comprehensively in the report. Moreover, a large number of qualitative factors or measurements are included in the report and this includes operating risks and major obstacles encountered by players in the industry.
The report delivers a critical assessment on the augmented reality (ar) market by segmenting it based on Products, Applications, and region. All the segments and categories of the augmented reality (ar) market have been evaluated based on past, present and future trends and are key parameters determining & defining the growth of the market.
The data for the market and its segments and categories are provided from 2016 to 2028. The report has identified the key segments and categories contributing substantially towards overall market growth in terms of revenue & volume.
Based on Products, the global augmented reality (ar) market is segmented into Head-mounted Displays, Handheld Devices, Head-up Displays. Comprehensive qualitative and quantitative this segment analysis will be provided in the report from 2016 to 2028.
Based on Applications, market is divided into Aerospace & Defense, Consumer Electronics, Commercial, Medical, Others. A slew of business growth opportunities and dynamics affecting the different segments are analyzed and discussed in the report.
The COVID-19 outbreak has wreaked havoc on worldwide economic and social systems. The disease has entered several industries' value and supply chains, including the augmented reality (ar) market. The government imposed lockdowns in various locations. We will examine the impact of the COVID-19 pandemic on the global market, looking at both demand and supply.
The COVID-19 pandemic's short- and long-term impacts would be explored to provide a summary. This would help build business plans for all market participants, including manufacturers, vendors, suppliers, distributors, and end-users, during and after the epidemic.
On the basis of region, the market is segregated into North America, Latin America, Asia Pacific, Europe, and the Middle East & Africa.
The major players holding a huge chunk of market share in the global augmented reality (ar) market and impacting market profitability are evaluated after considering their product & services revenue, sales, business plans, innovations, and growth rate. The final position of a player in the market depends on market events or market happenings, new product launches, mergers & acquisitions, benchmarking, regional expansions, and technical innovations.
For all the key stakeholders of the market, value chain and technology ecosystem, as well as the information provided in this market research report, will prove beneficial. The study offers an outline of the company’s market share and an extensive summary of the major players in the augmented reality (ar) market.
Some of the leading players profiled in the global augmented reality (ar) market are,
The report segments of the global augmented reality (ar) market are as follows:
Primary sources include industry experts from management corporations, processing organizations, and analytical service providers who serve businesses across the sector's value chain. We interviewed key sources to acquire qualitative and quantitative data and analyse future prospects.
Primary research undertaken for this report comprised interviews with industry professionals such as CEOs, Vice Presidents, Marketing Directors and Technology Directors of strong core organizations and institutions in major augmented reality (ar) . We interviewed them to get qualitative and quantitative data.
Table of Content 1 Report Overview 1.1 Study Scope 1.2 Key Market Segments 1.3 Regulatory Scenario by Region/Country 1.4 Market Investment Scenario Strategic 1.5 Market Analysis by Type 1.5.1 Global Augmented Reality (AR) Market Share by Type (2020-2026) 1.5.2 Head-mounted Displays 1.5.3 Handheld Devices 1.5.4 Head-up Displays 1.6 Market by Application 1.6.1 Global Augmented Reality (AR) Market Share by Application (2020-2026) 1.6.2 Aerospace & Defense 1.6.3 Consumer Electronics 1.6.4 Commercial 1.6.5 Medical 1.6.6 Others 1.7 Augmented Reality (AR) Industry Development Trends under COVID-19 Outbreak 1.7.1 Global COVID-19 Status Overview 1.7.2 Influence of COVID-19 Outbreak on Augmented Reality (AR) Industry Development 2. Global Market Growth Trends 2.1 Industry Trends 2.1.1 SWOT Analysis 2.1.2 Porter’s Five Forces Analysis 2.2 Potential Market and Growth Potential Analysis 2.3 Industry News and Policies by Regions 2.3.1 Industry News 2.3.2 Industry Policies 2.4 Industry Trends Under COVID-19 3 Value Chain of Augmented Reality (AR) Market 3.1 Value Chain Status 3.2 Augmented Reality (AR) Manufacturing Cost Structure Analysis 3.2.1 Production Process Analysis 3.2.2 Manufacturing Cost Structure of Augmented Reality (AR) 3.2.3 Labor Cost of Augmented Reality (AR) 3.2.3.1 Labor Cost of Augmented Reality (AR) Under COVID-19 3.3 Sales and Marketing Model Analysis 3.4 Downstream Major Customer Analysis (by Region) 3.5 Value Chain Status Under COVID-19 4 Players Profiles 4.1 Sony Corporation 4.1.1 Sony Corporation Basic Information 4.1.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.1.3 Sony Corporation Augmented Reality (AR) Market Performance (2015-2020) 4.1.4 Sony Corporation Business Overview 4.2 Infinity Augmented Reality Inc 4.2.1 Infinity Augmented Reality Inc Basic Information 4.2.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.2.3 Infinity Augmented Reality Inc Augmented Reality (AR) Market Performance (2015-2020) 4.2.4 Infinity Augmented Reality Inc Business Overview 4.3 PTC Inc 4.3.1 PTC Inc Basic Information 4.3.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.3.3 PTC Inc Augmented Reality (AR) Market Performance (2015-2020) 4.3.4 PTC Inc Business Overview 4.4 Qualcomm Technologies Inc 4.4.1 Qualcomm Technologies Inc Basic Information 4.4.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.4.3 Qualcomm Technologies Inc Augmented Reality (AR) Market Performance (2015-2020) 4.4.4 Qualcomm Technologies Inc Business Overview 4.5 Catchoom Technologies 4.5.1 Catchoom Technologies Basic Information 4.5.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.5.3 Catchoom Technologies Augmented Reality (AR) Market Performance (2015-2020) 4.5.4 Catchoom Technologies Business Overview 4.6 Blipper Inc 4.6.1 Blipper Inc Basic Information 4.6.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.6.3 Blipper Inc Augmented Reality (AR) Market Performance (2015-2020) 4.6.4 Blipper Inc Business Overview 4.7 Osterhout Design Group 4.7.1 Osterhout Design Group Basic Information 4.7.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.7.3 Osterhout Design Group Augmented Reality (AR) Market Performance (2015-2020) 4.7.4 Osterhout Design Group Business Overview 4.8 DAQRI 4.8.1 DAQRI Basic Information 4.8.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.8.3 DAQRI Augmented Reality (AR) Market Performance (2015-2020) 4.8.4 DAQRI Business Overview 4.9 Sizzle 4.9.1 Sizzle Basic Information 4.9.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.9.3 Sizzle Augmented Reality (AR) Market Performance (2015-2020) 4.9.4 Sizzle Business Overview 4.10 Microsoft Corporation 4.10.1 Microsoft Corporation Basic Information 4.10.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.10.3 Microsoft Corporation Augmented Reality (AR) Market Performance (2015-2020) 4.10.4 Microsoft Corporation Business Overview 4.11 Zugara Inc 4.11.1 Zugara Inc Basic Information 4.11.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.11.3 Zugara Inc Augmented Reality (AR) Market Performance (2015-2020) 4.11.4 Zugara Inc Business Overview 4.12 METAIO's SDK 4.12.1 METAIO's SDK Basic Information 4.12.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.12.3 METAIO's SDK Augmented Reality (AR) Market Performance (2015-2020) 4.12.4 METAIO's SDK Business Overview 4.13 Google Inc 4.13.1 Google Inc Basic Information 4.13.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.13.3 Google Inc Augmented Reality (AR) Market Performance (2015-2020) 4.13.4 Google Inc Business Overview 4.14 Total Immersion 4.14.1 Total Immersion Basic Information 4.14.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.14.3 Total Immersion Augmented Reality (AR) Market Performance (2015-2020) 4.14.4 Total Immersion Business Overview 4.15 Facebook Inc 4.15.1 Facebook Inc Basic Information 4.15.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.15.3 Facebook Inc Augmented Reality (AR) Market Performance (2015-2020) 4.15.4 Facebook Inc Business Overview 4.16 Samsung Electronics Corporation Ltd 4.16.1 Samsung Electronics Corporation Ltd Basic Information 4.16.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.16.3 Samsung Electronics Corporation Ltd Augmented Reality (AR) Market Performance (2015-2020) 4.16.4 Samsung Electronics Corporation Ltd Business Overview 4.17 Magic Leap Inc 4.17.1 Magic Leap Inc Basic Information 4.17.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.17.3 Magic Leap Inc Augmented Reality (AR) Market Performance (2015-2020) 4.17.4 Magic Leap Inc Business Overview 4.18 Wikitude GmbH 4.18.1 Wikitude GmbH Basic Information 4.18.2 Augmented Reality (AR) Product Profiles, Application and Specification 4.18.3 Wikitude GmbH Augmented Reality (AR) Market Performance (2015-2020) 4.18.4 Wikitude GmbH Business Overview 5 Global Augmented Reality (AR) Market Analysis by Regions 5.1 Global Augmented Reality (AR) Sales, Revenue and Market Share by Regions 5.1.1 Global Augmented Reality (AR) Sales by Regions (2015-2020) 5.1.2 Global Augmented Reality (AR) Revenue by Regions (2015-2020) 5.2 North America Augmented Reality (AR) Sales and Growth Rate (2015-2020) 5.3 Europe Augmented Reality (AR) Sales and Growth Rate (2015-2020) 5.4 Asia-Pacific Augmented Reality (AR) Sales and Growth Rate (2015-2020) 5.5 Middle East and Africa Augmented Reality (AR) Sales and Growth Rate (2015-2020) 5.6 South America Augmented Reality (AR) Sales and Growth Rate (2015-2020) 6 North America Augmented Reality (AR) Market Analysis by Countries 6.1 North America Augmented Reality (AR) Sales, Revenue and Market Share by Countries 6.1.1 North America Augmented Reality (AR) Sales by Countries (2015-2020) 6.1.2 North America Augmented Reality (AR) Revenue by Countries (2015-2020) 6.1.3 North America Augmented Reality (AR) Market Under COVID-19 6.2 United States Augmented Reality (AR) Sales and Growth Rate (2015-2020) 6.2.1 United States Augmented Reality (AR) Market Under COVID-19 6.3 Canada Augmented Reality (AR) Sales and Growth Rate (2015-2020) 6.4 Mexico Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7 Europe Augmented Reality (AR) Market Analysis by Countries 7.1 Europe Augmented Reality (AR) Sales, Revenue and Market Share by Countries 7.1.1 Europe Augmented Reality (AR) Sales by Countries (2015-2020) 7.1.2 Europe Augmented Reality (AR) Revenue by Countries (2015-2020) 7.1.3 Europe Augmented Reality (AR) Market Under COVID-19 7.2 Germany Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.2.1 Germany Augmented Reality (AR) Market Under COVID-19 7.3 UK Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.3.1 UK Augmented Reality (AR) Market Under COVID-19 7.4 France Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.4.1 France Augmented Reality (AR) Market Under COVID-19 7.5 Italy Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.5.1 Italy Augmented Reality (AR) Market Under COVID-19 7.6 Spain Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.6.1 Spain Augmented Reality (AR) Market Under COVID-19 7.7 Russia Augmented Reality (AR) Sales and Growth Rate (2015-2020) 7.7.1 Russia Augmented Reality (AR) Market Under COVID-19 8 Asia-Pacific Augmented Reality (AR) Market Analysis by Countries 8.1 Asia-Pacific Augmented Reality (AR) Sales, Revenue and Market Share by Countries 8.1.1 Asia-Pacific Augmented Reality (AR) Sales by Countries (2015-2020) 8.1.2 Asia-Pacific Augmented Reality (AR) Revenue by Countries (2015-2020) 8.1.3 Asia-Pacific Augmented Reality (AR) Market Under COVID-19 8.2 China Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.2.1 China Augmented Reality (AR) Market Under COVID-19 8.3 Japan Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.3.1 Japan Augmented Reality (AR) Market Under COVID-19 8.4 South Korea Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.4.1 South Korea Augmented Reality (AR) Market Under COVID-19 8.5 Australia Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.6 India Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.6.1 India Augmented Reality (AR) Market Under COVID-19 8.7 Southeast Asia Augmented Reality (AR) Sales and Growth Rate (2015-2020) 8.7.1 Southeast Asia Augmented Reality (AR) Market Under COVID-19 9 Middle East and Africa Augmented Reality (AR) Market Analysis by Countries 9.1 Middle East and Africa Augmented Reality (AR) Sales, Revenue and Market Share by Countries 9.1.1 Middle East and Africa Augmented Reality (AR) Sales by Countries (2015-2020) 9.1.2 Middle East and Africa Augmented Reality (AR) Revenue by Countries (2015-2020) 9.1.3 Middle East and Africa Augmented Reality (AR) Market Under COVID-19 9.2 Saudi Arabia Augmented Reality (AR) Sales and Growth Rate (2015-2020) 9.3 UAE Augmented Reality (AR) Sales and Growth Rate (2015-2020) 9.4 Egypt Augmented Reality (AR) Sales and Growth Rate (2015-2020) 9.5 Nigeria Augmented Reality (AR) Sales and Growth Rate (2015-2020) 9.6 South Africa Augmented Reality (AR) Sales and Growth Rate (2015-2020) 10 South America Augmented Reality (AR) Market Analysis by Countries 10.1 South America Augmented Reality (AR) Sales, Revenue and Market Share by Countries 10.1.1 South America Augmented Reality (AR) Sales by Countries (2015-2020) 10.1.2 South America Augmented Reality (AR) Revenue by Countries (2015-2020) 10.1.3 South America Augmented Reality (AR) Market Under COVID-19 10.2 Brazil Augmented Reality (AR) Sales and Growth Rate (2015-2020) 10.2.1 Brazil Augmented Reality (AR) Market Under COVID-19 10.3 Argentina Augmented Reality (AR) Sales and Growth Rate (2015-2020) 10.4 Columbia Augmented Reality (AR) Sales and Growth Rate (2015-2020) 10.5 Chile Augmented Reality (AR) Sales and Growth Rate (2015-2020) 11 Global Augmented Reality (AR) Market Segment by Types 11.1 Global Augmented Reality (AR) Sales, Revenue and Market Share by Types (2015-2020) 11.1.1 Global Augmented Reality (AR) Sales and Market Share by Types (2015-2020) 11.1.2 Global Augmented Reality (AR) Revenue and Market Share by Types (2015-2020) 11.2 Head-mounted Displays Sales and Price (2015-2020) 11.3 Handheld Devices Sales and Price (2015-2020) 11.4 Head-up Displays Sales and Price (2015-2020) 12 Global Augmented Reality (AR) Market Segment by Applications 12.1 Global Augmented Reality (AR) Sales, Revenue and Market Share by Applications (2015-2020) 12.1.1 Global Augmented Reality (AR) Sales and Market Share by Applications (2015-2020) 12.1.2 Global Augmented Reality (AR) Revenue and Market Share by Applications (2015-2020) 12.2 Aerospace & Defense Sales, Revenue and Growth Rate (2015-2020) 12.3 Consumer Electronics Sales, Revenue and Growth Rate (2015-2020) 12.4 Commercial Sales, Revenue and Growth Rate (2015-2020) 12.5 Medical Sales, Revenue and Growth Rate (2015-2020) 12.6 Others Sales, Revenue and Growth Rate (2015-2020) 13 Augmented Reality (AR) Market Forecast by Regions (2020-2026) 13.1 Global Augmented Reality (AR) Sales, Revenue and Growth Rate (2020-2026) 13.2 Augmented Reality (AR) Market Forecast by Regions (2020-2026) 13.2.1 North America Augmented Reality (AR) Market Forecast (2020-2026) 13.2.2 Europe Augmented Reality (AR) Market Forecast (2020-2026) 13.2.3 Asia-Pacific Augmented Reality (AR) Market Forecast (2020-2026) 13.2.4 Middle East and Africa Augmented Reality (AR) Market Forecast (2020-2026) 13.2.5 South America Augmented Reality (AR) Market Forecast (2020-2026) 13.3 Augmented Reality (AR) Market Forecast by Types (2020-2026) 13.4 Augmented Reality (AR) Market Forecast by Applications (2020-2026) 13.5 Augmented Reality (AR) Market Forecast Under COVID-19 14 Appendix 14.1 Methodology 14.2 Research Data Source
Augmented Reality (AR)
Augmented Reality (AR)
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