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Augmented Reality (AR) Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2021 to 2029

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    Report

  • 106 Pages
  • October 2021
  • Region: Global
  • Acute Market Reports
  • ID: 5615989

Report Scope


This report analyzes the global augmented reality market in terms of display type, component, end-use application, and geography. On the basis of display type, the global augmented reality market is segmented in to head mounted displays (HMD), handheld displays, head-up displays (HUD), and spatial displays. Furthermore, based on component, the market is segmented into hardware (display, sensors, and semiconductor component), and software. Similarly, on the basis of end-use application, the market for augmented reality is classified into consumer (gaming, and entertainment), commercial, healthcare, defense and aerospace, and others (automotive, engineering and design, etc.)). The geographical distribution of the global augmented reality market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Report Description


Purpose of the Report


The purpose of this strategic research study titled “Augmented Reality Market - Growth, Share, Opportunities, and Competitive Analysis, 2021 - 2029” is to offer industry investors, company executives, and industry participants with in-depth insights to enable them make informed strategic decisions related to the opportunities in the augmented reality market.

Target Audience

  • Industry Investors
  • Head Mounted Display Manufacturers
  • Other AR-based Device Manufacturers
  • Software Developers
  • End-users

USP and Key Offerings


The report titled “Global Augmented Reality Market - Growth, Share, Opportunities, and Competitive Analysis, 2021 - 2029” offers strategic insights into the global augmented reality market along with the market size and estimates for the duration 2019 to 2029. The said research study covers in-depth analysis of multiple market segments based on display type, component, end-use application, and cross-sectional study across different geographies. In order to help strategic decision makers, the report also includes competitive profiling of the key industry participants, their SCOT (Strength, Challenges, Opportunities, and Weaknesses) analysis, market positioning, and recent developments. Other in-depth analysis provided in the report includes:
  • Current and future market trends to justify the forthcoming attractive sub-markets within the augmented reality market
  • Market fuelers, market impediments, and their impact on the market growth
  • In-depth competitive environment analysis
  • Trailing 2-Year market size data (2018 - 2019)
  • SRC (Segment-Region-Country) Analysis
Overall, the research study provides a holistic view of the global augmented reality market, offering market size and estimates for the period from 2019 to 2029, keeping in mind the above mentioned factors.

Based on component, the global augmented reality (AR) market is segmented into following categories
  • Hardware
  • Display
  • Sensor
  • Semiconducting Material
  • Software
In the base year of 2020, the hardware segment comprising displays, semiconducting material, and sensors dominated the global augmented reality (VR) market. The segment accounted over three-fourth of the global market revenue in the same year. The display segment is the largest revenue contributing sub-segment and is poised to witness strong growth during the forecast period. The anticipated growth is majorly on account of widespread use of displays on augmented reality based devices including head mounted displays (HMD), handheld devices, and head-up displays among others. Sensors used in such devices track the activities of users and change view accordingly. On the other hand, the augmented reality software market is poised to offer attractive investment opportunities for technology developers in the coming years. The growth is majorly expected to be driven by the need for frequent software updates. The market for augmented reality software is presumed to surpass that of hardware by 2020.

There has been a lot of hype surrounding the potential of augmented reality (AR) technology as both hardware device and software platform. “Based on display type, the augmented reality (VR) market is categorized into following segments:

  • Head Mounted Display (HMD)
  • Handheld Displays
  • Head-up Displays
  • Spatial displays
In the base year of 2020, the handheld displays dominated the global augmented reality (AR) market. The segment accounted for over two third of the global augmented reality (AR) market revenue in the same year. The trend shall prolong and the segment is poised to retain its leading position over the forecast period 2021 - 2029. The perpetually growing demand for mobile devices such as smartphones and tablets are expected to drive the growth of the augmented reality market for handheld devices. On the other hand, head mounted displays (HMD) are also poised to exhibit robust growth during the forecast period. The escalating demand for head mounted displays in defense and consumer space is expected to favor the augmented reality market growth during the forecast period 2021 - 2029.

While the augmented reality (AR) technology was predominantly used in consumer space for gaming and entertainment applications, the recent advancements in technology have extended the application base of augmented reality to varied verticals including commercial, healthcare, defense and surveillance, and architectural design among others. “On the basis of end-use application, the augmented reality (AR) market is categorized into following segments:

  • Consumer
  • Gaming
  • Entertainment
  • Commercial
  • Defense and Aerospace
  • Healthcare
  • Automotive
  • Others (Architectural Design, etc.)
In the base year of 2020, the consumer segment comprising gaming and entertainment was the major application segment in the global augmented reality (AR) market. The use of augmented reality in consumer applications is poised to witness steady growth during the forecast period 2021 - 2029. Gaming is the largest revenue contributing segment to the consumer augmented reality market. On the other hand, growing adoption of head mounted displays, head-up displays, and handheld displays in defense for applications including training and simulation, navigation, and enemy tracking is expected to bolster the augmented reality market in defense and aerospace sector.

On the basis of geography, the global augmented reality (AR) market is segmented into following regions and countries.

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Rest of Europe
  • Asia Pacific
  • Japan
  • China
  • India
  • Rest of Asia Pacific
  • Rest of the World
  • Latin America
  • Middle East
  • Africa
As of 2020, North America comprising the United States and Canada spearheaded the global augmented reality market. The region accounted for over 35% of the global market revenue in the same year. The U.S. represents the largest and most attractive individual augmented reality market worldwide. The multitude of research in the field of augmented reality coupled with the high acceptance for the technology across verticals is instrumental in fueling market momentum in the region. Over the forecast period 2021 - 2029, North America is expected to remain the largest augmented reality market worldwide. On the other hand, Asia Pacific is presumed to exhibit robust growth, outpacing developed markets like North America and Europe during the forecast period 2021 - 2029. We expect increased technology penetration and intensifying competition in the emerging economies of Asia Pacific as display manufacturers and software developers seek to gain first-mover advantage.


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Table of Contents

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I - Secondary Research
1.4.2 Phase II - Primary Research
1.4.3 Phase III - Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted
Chapter 2 Executive Summary
2.1 Market Snapshot: Global Augmented Reality Market
2.2 Global Augmented Reality Market, By Component, 2020
2.3 Global Augmented Reality Market, By Display Type, 2020
2.4 Global Augmented Reality Market, By End-use Application, 2020
2.5 Global Augmented Reality Market, By Geography,2020
Chapter 3 Market Dynamics
3.1 Product Insights and Market Overview
3.1.1 Global Augmented Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn and % Y-o-Y)
3.2 Key Market Trends and Future Outlook
3.2.1 Evolution
3.2.2 Recent Trends
3.2.3 Future Outlook
3.3 Market Drivers
3.4 Market Growth Inhibitors
3.5 Opportunities
3.6 See-Saw Analysis
3.6.1 Impact Analysis of Drivers and Restraints
3.7 Ecosystem Analysis
3.8 Competitive Analysis
3.8.1 Market Positioning of Key Vendors
3.8.2 Key Strategies Adopted By Leading Vendors
3.8.3 Analyst Recommendations
Chapter 4 Augmented Reality Market, By Component
4.1 Market Analysis
4.1.1 Global Augmented Reality Market Revenue Contribution, By Component, 2020 & 2029 (Value %)
4.2 Hardware
4.2.1 Global Augmented Reality Market Revenue and Growth for Hardware, 2019 - 2029, (US$ Mn)
4.3 Software
4.3.1 Global Augmented Reality Market Revenue and Growth for Software, 2019 - 2029, (US$ Mn)
Chapter 5 Augmented Reality Market, By End-use Application
5.1 Market Analysis
5.1.1 Global Augmented Reality Market Revenue Contribution, By End-use Application, 2020 & 2029 (US$ Mn)
5.2 Consumer
5.2.1 Global Augmented Reality Market Revenue and Growth for Consumer Applications, 2019 - 2029, (US$ Mn)
5.2.2 Gaming
5.2.2.1 Global Augmented Reality Market Revenue and Growth for Gaming Applications, 2019 - 2029, (US$ Mn)
5.2.3 Entertainment
5.2.3.1 Global Augmented Reality Market Revenue and Growth for Entertainment Applications, 2019 - 2029, (US$ Mn)
5.3 Commercial
5.3.1 Global Augmented Reality Market Revenue and Growth for Commercial Applications, 2019 - 2029, (US$ Mn)
5.4 Healthcare
5.4.1 Global Augmented Reality Market Revenue and Growth for Healthcare Applications, 2019 - 2029, (US$ Mn)
5.5 Aerospace and Defense
5.5.1 Global Augmented Reality Market Revenue and Growth for Aerospace and Defense Applications, 2019 - 2029, (US$ Mn)
5.5 Automotive
5.5.1 Global Augmented Reality Market Revenue and Growth for Automotive Applications, 2019 - 2029, (US$ Mn)
5.6 Others (Automotive, etc.)
5.6.1 Global Augmented Reality Market Revenue and Growth for Other Applications, 2019 - 2029, (US$ Mn)
Chapter 6 Augmented Reality Market, By Display Type
6.1 Market Analysis
6.1.1 Global Augmented Reality Market Revenue Contribution, By Display Type, 2020 & 2029 (Value %)
6.2 Head Mounted Display
6.2.1 Global Augmented Reality Market Revenue and Growth for Head Mounted Displays, 2019 - 2029, (US$ Mn)
6.3 Handheld Displays
6.3.1 Global Augmented Reality Market Revenue and Growth for Handheld Display, 2019 - 2029, (US$ Mn)
6.4 Head-up Display
6.4.1 Global Augmented Reality Market Revenue and Growth for Head-up Display, 2019 - 2029, (US$ Mn)
6.5 Spatial Display
6.5.1 Global Augmented Reality Market Revenue and Growth for Spatial Display, 2019 - 2029, (US$ Mn)
Chapter 7 North America Augmented Reality Market Analysis
7.1 Overview
7.1.1 North America Augmented Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
7.2 North America Augmented Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
7.2.1 SRC Analysis
7.3 North America Augmented Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
7.3.1 SRC Analysis
7.4 North America Augmented Reality Market Analysis, By Display Type, 2019 - 2029 (US$ Mn)
7.4.1 SRC Analysis
7.5 North America Augmented Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
7.5.1 SRC Analysis
7.5.2 U.S.
7.5.3 Canada
Chapter 8 Europe Augmented Reality Market Analysis
8.1 Overview
8.1.1 Europe Augmented Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
8.2 Europe Augmented Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
8.2.1 SRC Analysis
8.3 Europe Augmented Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
8.3.1 SRC Analysis
8.4 Europe Augmented Reality Market Analysis, By Display Type, 2019 - 2029 (US$ Mn)
8.4.1 SRC Analysis
8.5 Europe Augmented Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
8.5.1 SRC Analysis
8.5.2 U.K.
8.5.3 France
8.5.4 Germany
8.5.5 Rest of Europe
Chapter 9 Asia Pacific Augmented Reality Market Analysis
9.1 Overview
9.1.1 Asia Pacific Augmented Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
9.2 Asia Pacific Augmented Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
9.2.1 SRC Analysis
9.3 Asia Pacific Augmented Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
9.3.1 SRC Analysis
9.4 Asia Pacific Augmented Reality Market Analysis, By Display Type, 2019 - 2029 (US$ Mn)
9.4.1 SRC Analysis
9.5 Asia Pacific Augmented Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
9.5.1 SRC Analysis
9.5.2 China
9.5.3 Japan
9.5.4 India
9.5.5 Rest of Asia Pacific
Chapter 10 Rest of World Augmented Reality Market Analysis
10.1 Overview
10.1.1 Rest of World Augmented Reality Market Revenue and Growth, 2019 - 2029, (US$ Mn) (Y-o-Y %)
10.2 Rest of World Augmented Reality Market Analysis, By Component, 2019 - 2029 (US$ Mn)
10.2.1 SRC Analysis
10.3 Rest of World Augmented Reality Market Analysis, By End-use Application, 2019 - 2029 (US$ Mn)
10.3.1 SRC Analysis
10.4 Rest of World Augmented Reality Market Analysis, By Display Type, 2019 - 2029 (US$ Mn)
10.4.1 SRC Analysis
10.5 Rest of World Augmented Reality Market Analysis, By Country, 2019 - 2029 (US$ Mn)
10.5.1 SRC Analysis
10.5.2 Latin America
10.5.3 Middle East and Africa
Chapter 11 Company Profiles
11.1 Google, Inc.
11.1.1 Google, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.2 Magic Leap, Inc.
11.2.1 Magic Leap, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.3 Samsung Electronics, Co., Ltd.
11.3.1 Samsung Electronics, Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.4 Infinity Augmented Reality Inc
11.4.1 Infinity Augmented Reality Inc: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.5 Sony Corporation
11.5.1 Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.6 Microsoft Corporation
11.6.1 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.7 Blippar.com Ltd.
11.7.1 Blippar.com Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.8 Daqri, LLC.
11.8.1 Daqri LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.9 Wikitude GmbH
11.9.1 Wikitude GmbH: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.10 Qualcomm Inc.

Companies Mentioned

  • Google Inc.
  • Magic Leap Inc.
  • Samsung Electronics
  • Co. Ltd.
  • Infinity Augmented Reality Inc
  • Sony Corporation
  • Microsoft Corporation
  • Blippar.com Ltd.
  • Daqri LLC.
  • Wikitude GmbH
  • Qualcomm Inc