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Global Augmented Reality Market, Size, Forecast 2024-2030, Industry Trends, Share, Growth, Insight, Impact of Inflation, Company Analysis

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    Report

  • 190 Pages
  • January 2024
  • Region: Global
  • Renub Research
  • ID: 5923625
The Global Augmented Reality Market is expected to reach US$ 289.05 Billion by 2030, according to the report. Augmented Reality (AR) is a transformative technology that overlays virtual data onto the real world, improving customer sensory perceptions. Through appliances like smartphones, smart glasses, or AR headsets, users revel in an amalgamation of virtual and physical environments. AR applies range from gaming and education to healthcare and retail, presenting immersive and interactive studies. AR seamlessly integrates digital content into actual-world situations and supports visualization, training, and decision-making strategies. Technology continues to evolve, with considerable adoption anticipated in areas which include transportation, systems and remote work, promising to transform how to communicate and understand environment.

Moreover, augmented reality (AR) has grown in recognition for its progressive psychological prowess. By constantly blending virtual and real global experiences, AR complements ordinary activities in many sectors. Its recognition stems from its versatility and scalability in gaming, training, healthcare and retail. The interactive nature of AR engages users, providing specialized in-person conferences through devices inclusive of smartphones and smart glasses. Accessible features and users’ friendly systems also make contributions to multiplied adoption. The potential of generation to improve layout, simplify generation, and rework industries, along with layout and navigation, makes it not only trendy but a compelling device for innovation and user experience, riding its enduring recognition.

Global augmented reality market is growing at a CAGR of 36.84% from 2024 to 2030

Augmented fact (AR) is reshaping industries with its transformative strength. It offers immersive recreation learning, exemplified by famous titles like Pokémon Go and The Walking Dead: Our World. AR in college education enhances studying via interactive reporting, permitting university college students to see digital objects and environments for more effective learning. Healthcare sectors advantages from imparting real-time information all through approaches and surgical operation, assisting clinical specialists and assisting patient develop treatment plans. In manufacturing, AR streamlines the technique to impart real-time data to people, decreasing mistakes and enhancing protection. The retail sector undergoes a revolution with AR, allowing digital product trials, furnishings visualization, and actual-time interaction with product statistics, transforming the general customer experience.

Likewise, AR technology is advancing on multiple fronts, with compact and lightweight AR headsets increasing consolation and portability. Enhanced displays offer improved resolution, field of view, and brightness, heightening the realism of AR experiences. Advanced sensors, including cameras and movement trackers, contribute to unique interactions with the real world. AR software has been developed to showcase stepped-forward monitoring, mapping, and rendering abilities for more realistic virtual items.

Simultaneously, user-friendly interfaces and devices simplify content creation. As a result of producing improvements, reduced production prices and intensified market competition make AR devices more affordable, with a few corporations providing subscription-based access. Also, simplified interfaces, voice control, gestures, and seamless integration with mobile devices enhance AR accessibility and consumer experiences, marking a considerable evolution in AR technology. So, the Global Augmented Reality Market was valued at US$ 32.18 Billion in 2023.

Besides, North America leads augmented fact (AR) adoption, fuelled by industry giants Microsoft, Google, and Meta, spearheading hardware and software program innovation. A robust tech infrastructure, which includes high-velocity internet and advanced data facilities, supports the vicinity's AR prominence. Tech-savvy purchasers enlarge market success, even as a surge in demand for immersive amusement and training aligns with AR's interactive potential.

Microsoft's HoloLens transforms healthcare, production, and schooling, exemplifying impactful applications. Google's ARCore and Meta's Spark AR platform contribute to a dynamic AR panorama, fostering collaboration among startups, research establishments, and enterprise partners. These collaborative surroundings propel North America to the forefront of AR technology advancement.

Software is experiencing significant growth in the global augmented reality (AR) market due to its pivotal role in improving user experiences and expanding AR applications

By component, the Global Augmented Reality (AR) Market is fragmented into Hardware and Software. As hardware innovations mature, state-of-the-art AR software is turning into the linchpin for developing immersive, interactive content material and programs. The evolution of user-friendly interfaces, advanced tracking capabilities, and sensible digital object rendering contributes to the software program's increasing prominence. Also, the surge in demand for numerous AR applications across industries, from healthcare and schooling to retail and amusement, underscores the importance of robust, adaptable software solutions. This growth in AR software programs reflects its instrumental position in unlocking the total potential of augmented reality technology worldwide.

Head-mounted Displays (HMDs) spearhead the worldwide augmented reality (AR) market due to their transformative effect on consumer engagement and immersion

By Device Types, the Global Augmented Reality (AR) Market is divided into Head-mounted Displays, Head-up Displays, and Others. The head-mounted display devices, AR glasses, and headsets offer users a hands-free and directly visible overlay of digital records in the real world. The comfort, portability, and evolving form elements of HMDs contribute to their significant adoption. Technological improvements in resolution, subject of view, and layout enhance the overall AR experience, making HMDs essential for applications ranging from gaming and training to healthcare and enterprise. Their versatility and continual innovation position head-mounted displays at the leading edge of the dynamic and expanding global AR market.

Entertainment and gaming are burgeoning segments in the worldwide augmented reality (AR) market

By application, the Global Augmented Reality (AR) Market is classified into Automotive, Healthcare, Education, E-commerce & retail, Entertainment & Gaming, Industrial & Manufacturing, Aerospace & Defence, and Others. The entertainment and gaming sectors are experiencing sturdy growth because of their capability to supply immersive and engaging stories. AR enriches gaming by seamlessly integrating virtual elements into the real world, remodeling the gaming panorama. Popular AR games like Pokémon showcase the technology's tremendous attraction. AR complements live events in the entertainment zone, permitting interactive performances and immersive storytelling. The adoption of AR glasses and advanced smartphones fuels this growth, offering users a novel and dynamic way to engage with their environment. The compelling fusion of digital and physical realities propels entertainment and gaming to the leading edge of AR market enlargement.

China's influence in the global augmented reality (AR) market is rising as the country continues to expand its presence in this rapidly growing industry

By country, the Global Augmented Reality (AR) Market is segmented into the United States, Canada, Germany, United Kingdom, France, Italy, Spain, Switzerland, Japan, China, India, South Korea, Indonesia, Australia, Mexico, Brazil, Argentina, Saudi Arabia, United Arab Emirates, South Africa, and Rest of World. China actively promotes augmented reality (AR) for innovation and monetary boom, sponsored by government funding, tax incentives, and AR-focused business parks. With sturdy 5G and cloud infrastructure, China enables seamless AR reviews. Consumer demand fuels AR adoption in gaming, leisure, schooling, and retail. The vibrant AR ecosystem, related to startups and partners, fosters healthcare, production, and retail innovation. Integrated with e-commerce, AR transforms online buying. A mobile-first method drives handy AR hardware, 5G, and cloud development. China prioritizes AR's position in training and vocational schooling, showcasing a complete strategy for AR's large utility and effect across numerous sectors.

Key Players

Leading worldwide augmented reality (AR) businesses include Kopin Corporation, Seiko Epson Corporation, Vuzix, Lenovo Group Limited, Samsung Electronics Co. Ltd, Google LLC (Alphabet Inc.), Apple Inc., and Microsoft Corporation.

In June 2023- Lenovo unveiled its next-technology AR glasses, the Lenovo ThinkReality A3, at the Augmented World Expo (AWE) 2023. The A3 glasses are designed for enterprise use, providing hands-free access to information and applications, improved collaboration skills, and progressed productivity.

This research report provides a detailed and comprehensive insight of the Global Augmented Reality (AR) Industry.

Component - Augmented Reality Market breakup from 2 viewpoints:

  • Hardware
  • Software

Device Types - Augmented Reality Market breakup from 3 viewpoints:

  • Head-mounted Displays
  • Head-up Displays
  • Others

Application - Augmented Reality Market breakup from 8 viewpoints:

  • Automotive
  • Healthcare
  • Education
  • E-commerce & Retail
  • Entertainment & Gaming
  • Industrial & Manufacturing
  • Aerospace &Defence
  • Others

Country - Augmented Reality Market breakup from 21 viewpoints:

North America

  • United States
  • Canada

Europe

  • Germany
  • United Kingdom
  • France
  • Italy
  • Spain
  • Switzerland
  • Asia - Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Australia

Latin America

  • Mexico
  • Brazil
  • Argentina

Middle East & Africa

  • Saudi Arabia
  • United Arab Emirates
  • South Africa

Rest of the World

All companies have been covered from 3 viewpoints:

  • Overview
  • Recent Development
  • Revenue

Company Analysis

  • Kopin Corporation
  • Seiko Epson Corporation
  • Vuzix
  • Lenovo Group Limited
  • Samsung Electronics Co. Ltd
  • Google LLC (Alphabet Inc.)
  • Apple Inc.
  • Microsoft Corporation

Table of Contents

1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. Global Augmented Reality Market
6. Share Analysis - Global Augmented Reality Market
6.1 By Component
6.2 By Device Types
6.3 By Application
6.4 By Countries
7. Component - Global Augmented Reality Market
7.1 Hardware
7.2 Software
8. Device Types - Global Augmented Reality Market
8.1 Head-mounted Displays
8.2 Head-up Displays
8.3 Others
9. Application - Global Augmented Reality Market
9.1 Automotive
9.2 Healthcare
9.3 Education
9.4 E-commerce & Retail
9.5 Entertainment & Gaming
9.6 Industrial & Manufacturing
9.7 Aerospace & Defense
9.8 Others
10. Countries - Global Augmented Reality Market
10.1 North America
10.1.1 United States
10.1.2 Canada
10.2 Europe
10.2.1 Germany
10.2.2 United Kingdom
10.2.3 France
10.2.4 Italy
10.2.5 Spain
10.2.6 Switzerland
10.3 Asia - Pacific
10.3.1 Japan
10.3.2 China
10.3.3 India
10.3.4 South Korea
10.3.5 Indonesia
10.3.6 Australia
10.4 Latin America
10.4.1 Mexico
10.4.2 Brazil
10.4.3 Argentina
10.5 Middle East & Africa
10.5.1 Saudi Arabia
10.5.2 United Arab Emirates
10.5.3 South Africa
10.6 Rest of World
11. Porter's Five Forces Analysis - Global Augmented Reality Market
11.1 Bargaining Power of Buyers
11.2 Bargaining Power of Suppliers
11.3 Degree of Competition
11.4 Threat of New Entrants
11.5 Threat of Substitutes
12. SWOT Analysis - Global Augmented Reality Market
12.1 Strength
12.2 Weakness
12.3 Opportunity
12.4 Threats
13. Key Players Analysis
13.1 Kopin Corporation
13.1.1 Overview
13.1.2 Recent Development
13.1.3 Revenue
13.2 Seiko Epson Corporation
13.2.1 Overview
13.2.2 Recent Development
13.2.3 Revenue
13.3 Vuzix
13.3.1 Overview
13.3.2 Recent Development
13.3.3 Revenue
13.4 Lenovo Group Limited
13.4.1 Overview
13.4.2 Recent Development
13.4.3 Revenue
13.5 Samsung Electronics Co. Ltd
13.5.1 Overview
13.5.2 Recent Development
13.5.3 Revenue
13.6 Google LLC (Alphabet Inc.)
13.6.1 Overview
13.6.2 Recent Development
13.6.3 Revenue
13.7 Apple Inc
13.7.1 Overview
13.7.2 Recent Development
13.7.3 Revenue
13.8 Microsoft Corporation
13.8.1 Overview
13.8.2 Recent Development
13.8.3 Revenue
List of Figures
Figure 01: Global - Augmented Reality Market (Billion US$), 2019-2023
Figure 02: Global - Forecast for Augmented Reality Market (Billion US$), 2024-2030
Figure 03: Component - Hardware Market (Million US$), 2019-2023
Figure 04: Component - Forecast for Hardware Market (Million US$), 2024-2030
Figure 05: Component - Software Market (Million US$), 2019-2023
Figure 06: Component - Forecast for Software Market (Million US$), 2024-2030
Figure 07: Device Type - Head-mounted Displays Market (Million US$), 2019-2023
Figure 08: Device Type - Forecast for Head-mounted Displays Market (Million US$), 2024-2030
Figure 09: Device Type - Head-up Displays Market (Million US$), 2019-2023
Figure 10: Device Type - Forecast for Head-up Displays Market (Million US$), 2024-2030
Figure 11: Device Type - Others Market (Million US$), 2019-2023
Figure 12: Device Type - Forecast for Others Market (Million US$), 2024-2030
Figure 13: Application - Automotive Market (Million US$), 2019-2023
Figure 14: Application - Forecast for Automotive Market (Million US$), 2024-2030
Figure 15: Application - Healthcare Market (Million US$), 2019-2023
Figure 16: Application - Forecast for Healthcare Market (Million US$), 2024-2030
Figure 17: Application - Education Market (Million US$), 2019-2023
Figure 18: Application - Forecast for Education Market (Million US$), 2024-2030
Figure 19: Application - E-commerce & Retail Market (Million US$), 2019-2023
Figure 20: Application - Forecast for E-commerce & Retail Market (Million US$), 2024-2030
Figure 21: Application - Entertainment & Gaming Market (Million US$), 2019-2023
Figure 22: Application - Forecast for Entertainment & Gaming Market (Million US$), 2024-2030
Figure 23: Application - Industrial & Manufacturing Market (Million US$), 2019-2023
Figure 24: Application - Forecast for Industrial & Manufacturing Market (Million US$), 2024-2030
Figure 25: Application - Aerospace & Defense Market (Million US$), 2019-2023
Figure 26: Application - Forecast for Aerospace & Defense Market (Million US$), 2024-2030
Figure 27: Application - Others Market (Million US$), 2019-2023
Figure 28: Application - Forecast for Others Market (Million US$), 2024-2030
Figure 29: United States - Augmented Reality Market (Million US$), 2019-2023
Figure 30: United States - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 31: Canada - Augmented Reality Market (Million US$), 2019-2023
Figure 32: Canada - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 33: Germany - Augmented Reality Market (Million US$), 2019-2023
Figure 34: Germany - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 35: United Kingdom - Augmented Reality Market (Million US$), 2019-2023
Figure 36: United Kingdom - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 37: France - Augmented Reality Market (Million US$), 2019-2023
Figure 38: France - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 39: Italy - Augmented Reality Market (Million US$), 2019-2023
Figure 40: Italy - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 41: Spain - Augmented Reality Market (Million US$), 2019-2023
Figure 42: Spain - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 43: Switzerland - Augmented Reality Market (Million US$), 2019-2023
Figure 44: Switzerland - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 45: Japan - Augmented Reality Market (Million US$), 2019-2023
Figure 46: Japan - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 47: China - Augmented Reality Market (Million US$), 2019-2023
Figure 48: China - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 49: India - Augmented Reality Market (Million US$), 2019-2023
Figure 50: India - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 51: Australia - Augmented Reality Market (Million US$), 2019-2023
Figure 52: Australia - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 53: South Korea - Augmented Reality Market (Million US$), 2019-2023
Figure 54: South Korea - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 55: Indonesia - Augmented Reality Market (Million US$), 2019-2023
Figure 56: Indonesia - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 57: Mexico - Augmented Reality Market (Million US$), 2019-2023
Figure 58: Mexico - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 59: Brazil - Augmented Reality Market (Million US$), 2019-2023
Figure 60: Brazil - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 61: Argentina - Augmented Reality Market (Million US$), 2019-2023
Figure 62: Argentina - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 63: Saudi Arabia - Augmented Reality Market (Million US$), 2019-2023
Figure 64: Saudi Arabia - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 65: United Arab Emirates - Augmented Reality Market (Million US$), 2019-2023
Figure 66: United Arab Emirates - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 67: South Africa - Augmented Reality Market (Million US$), 2019-2023
Figure 68: South Africa - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 69: Rest of World - Augmented Reality Market (Million US$), 2019-2023
Figure 70: Rest of World - Forecast for Augmented Reality Market (Million US$), 2024-2030
Figure 71: Kopin Corporation - Global Revenue (Million US$), 2019-2023
Figure 72: Kopin Corporation - Forecast for Global Revenue (Million US$), 2024-2030
Figure 73: Seiko Epson Corporation - Global Revenue (Million US$), 2019-2023
Figure 74: Seiko Epson Corporation - Forecast for Global Revenue (Million US$), 2024-2030
Figure 75: Vuzix - Global Revenue (Million US$), 2019-2023
Figure 76: Vuzix - Forecast for Global Revenue (Million US$), 2024-2030
Figure 77: Lenovo Group Limited - Global Revenue (Million US$), 2019-2023
Figure 78: Lenovo Group Limited - Forecast for Global Revenue (Million US$), 2024-2030
Figure 79: Samsung Electronics Co. Ltd - Global Revenue (Million US$), 2019-2023
Figure 80: Samsung Electronics Co. Ltd - Forecast for Global Revenue (Million US$), 2024-2030
Figure 81: Google LLC (Alphabet Inc.) - Global Revenue (Million US$), 2019-2023
Figure 82: Google LLC (Alphabet Inc.) - Forecast for Global Revenue (Million US$), 2024-2030
Figure 83: Apple Inc - Global Revenue (Million US$), 2019-2023
Figure 84: Apple Inc - Forecast for Global Revenue (Million US$), 2024-2030
Figure 85: Microsoft Corporation - Global Revenue (Million US$), 2019-2023
Figure 86: Microsoft Corporation - Forecast for Global Revenue (Million US$), 2024-2030
List of Tables
Table 01: Global - Augmented Reality Market Share by Component (Percent), 2019-2023
Table 02: Global - Forecast for Augmented Reality Market Share by Component (Percent), 2024-2030
Table 03: Global - Augmented Reality Market Share by Device Type (Percent), 2019-2023
Table 04: Global - Forecast for Augmented Reality Market Share by Device Type (Percent), 2024-2030
Table 05: Global - Augmented Reality Market Share by Application (Percent), 2019-2023
Table 06: Global - Forecast for Augmented Reality Market Share by Application (Percent), 2024-2030
Table 07: Global - Augmented Reality Market Share by Countries (Percent), 2019-2023
Table 08: Global - Forecast for Augmented Reality Market Share by Countries (Percent), 2024-2030

Companies Mentioned

  • Kopin Corporation
  • Seiko Epson Corporation
  • Vuzix
  • Lenovo Group Limited
  • Samsung Electronics Co. Ltd
  • Google LLC (Alphabet Inc.)
  • Apple Inc.
  • Microsoft Corporation

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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