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Augmented Reality in Media - Thematic Research

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    Report

  • 62 Pages
  • March 2024
  • Region: Global
  • GlobalData
  • ID: 5955144
Augmented reality (AR) is a technology that allows the user to see the real world overlaid with digital data. The analyst forecasts that the AR market will be worth$100 billion by 2030, up from $22 billion in 2022. AR software will generate most of this revenue, with limited spending on AR headsets and AR smart glasses.

Smartphones are the primary device for AR applications today, with AR headsets and smart glasses still developing. Smartphones are gaining more sophisticated AR capabilities like advanced spatial awareness, precise positional tracking, and artificial intelligence (AI) tools. Advertisers operating in the ecommerce space can take advantage of AR by superimposing 3D models of their products onto a lens.

The ubiquity of smartphones that can access AR features will allow advertising companies to create more immersive campaigns and attract consumers' interest, whether through out-of-home (OOH) advertising or collaboration with social media companies like Snap and ByteDance. A report published by Snap predicts that 57% of Snapchat users will use AR before buying a product online by 2025.

Scope

This report provides an overview of the impact of augmented reality (AR) on the media sector.

Reasons to Buy

The analyst's thematic research ecosystem is a single, integrated global research platform that provides an easy-to-use framework for tracking all themes across all companies in all sectors. It has a proven track record of identifying the important themes early, enabling companies to make the right investments ahead of the competition, and secure that all-important competitive advantage.

Develop and design your corporate strategies through an in-house expert analysis of augmented reality by understanding the primary ways in which this theme is impacting the media industry.
Stay up to date on the industry’s major players and where they sit in the value chain.
Identify emerging industry trends to gain a competitive advantage.

Table of Contents

  • Executive Summary
  • Players
  • Media Challenges
  • The Impact of Augmented Reality on Media
  • Case Studies
  • Augmented Reality Timeline
  • Market Size and Growth Forecasts
  • Signals
  • Augmented Reality Value Chain
  • Companies
  • Sector Scorecards
  • Glossary
  • Further Reading
  • Thematic Research Methodology

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • AAC Technologies
  • Adobe
  • Akamai
  • Alibaba
  • Alphabet (Google)
  • Ambarella
  • AMD
  • Analog Devices
  • Apple
  • Apple. Sony
  • Argon. Aryzon. Eyelights
  • Arm
  • Asus
  • Autodesk
  • Avegant
  • Bandai Namco. NetEase
  • BOE Technology
  • Bosch
  • Broadcom Infineon
  • BYD
  • ByteDance
  • cognex
  • Comcast
  • Darabase
  • Dassault Systemes
  • Dentsu
  • Digilens
  • Dolby Labs
  • East City Films
  • Epic Games
  • Everysight
  • F5
  • Genius electronic optical
  • Goertek
  • Himax
  • Huawei
  • Intel
  • Iristick
  • Jarvish
  • Largan Precision
  • Leica
  • Lenovo
  • Lenovo
  • Lockheed Martin
  • Lumus
  • Mad Gaze
  • Magic Leap
  • Magic Leap
  • Medtronic
  • Meta
  • Micron
  • Microsoft
  • Microsoft
  • Netflix
  • Niantic
  • Nokia
  • Northrop Grumman
  • Nvidia
  • NXP Semiconductors
  • Oppo
  • Oppo
  • Panasonic
  • PMD
  • PTC
  • PTC
  • Qorvo
  • Qualcomm
  • RealWear
  • RealWear
  • Reydar
  • Rokid
  • Samsung Electronics
  • Samsung Electronics. SK Hynix
  • SeeYA Technology
  • Seiko Epson
  • Sennheiser
  • Skyworks. Sony
  • Snap
  • Sony
  • SquareEnix
  • STMicroelectronics
  • TCL
  • TDK (InvenSense)
  • TeamViewer
  • Tencent
  • ThirdEye
  • ThirdEye
  • Tilt Five
  • Toshiba
  • Ubisoft
  • Ultraleap
  • Unit9
  • Unity Technologies
  • Varjo
  • ViacomCBS
  • Vivo
  • Vusix
  • Vuzix
  • Walt Disney
  • Warner Bros. Discovery
  • Xiaomi Seiko Epson
  • Xloong
  • Xreal
  • Xreal
  • Zappar
  • ZeroDensity