According to the new research report published by Precedence Research, titled “Augmented Reality Market (By Component: Hardware, Software; By Technology: Marker-based AR, Marker-less AR; By Device Type: Head-Up Display, Head-Mounted Display; By Industry Vertical: Gaming, Retail and Ecommerce, Healthcare, Aerospace and Defense, Automotive, Education, Industrial and Manufacturing, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032 (By Product: Traditional, Advanced; By Application: Pottery, Tiles, Abrasives, Sanitary wave, Bricks & pipes, Others; By End User: Medical, Industrial, Building & Construction, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032”, the global augmented reality market size is expected to be worth around US$ 1,188.98 billion by 2032 and is poised to record a yearly growth rate of 40.34% from 2023 to 2032. The study investigates several elements and their consequences on the growth of the all-wheel drive market.
This report focuses on augmented reality market volume and value at the global level, regional level and company level. From a global perspective, this report represents the overall augmented reality market size by analysing historical data and future prospects. Regionally, this report focuses on several key regions: North America, Europe, the Middle East & Africa, Latin America, etc.
The research report includes specific segments by region (country), by company, by all segments. This study provides information about the growth and revenue during the historic and forecasted period of 2017 to 2032. Understanding the segments helps in identifying the importance of different factors that aid the market growth.
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The study also provides important advancements in organic and inorganic growth strategies in the worldwide augmented reality market. A lot of corporations are prioritizing new launches, product approvals, and other business expansion techniques. In addition, the report offers profiles of augmented reality market firms and market strategies. Furthermore, the research focuses on top industry participants, providing information such as company profiles, components and services offered, recent financial data, and key developments.
Augmented Reality Market Report Scope
Report Coverage | Details |
Market Size in 2023 | USD 56.3 Billion |
Market Size by 2032 | USD 1,188.98 Billion |
Growth Rate from 2023 to 2032 | CAGR of 40.34% |
Largest Market | North America |
fastest Growing Market | Asia-Pacific |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By Component, By Technology, By Device Type and By Industry Vertical |
Regions Covered | North America, Europe, Asia-Pacific, Latin America and Middle East & Africa |
Also read: eSports Market Size to Worth US$ 33.38 Billion By 2032
Market Key Players
Company profiles have been included in the report, which include essentials such as product portfolio, key strategies, along with all-inclusive SWOT analysis on each player. Company presence is mapped and presented through a matrix for all the prominent players, thus providing readers with actionable insights, which helps in thoughtfully presenting market status and predicting the competition level in the augmented reality market.
Some of the prominent players in the augmented reality market include
- Google LLC
- Microsoft
- Samsung Electronics Co. Ltd.
- RealWear, Inc.
- Qualcomm Technologies, Inc.
- Niantic, Inc.
- Innowise Group
- HQSoftware
- Apple, Inc.
- AugRay LLC.
Augmented Reality Market Segmentations
By Component
- Hardware
- Software
By Technology
- Marker-based AR
- Marker-less AR
By Device Type
- Head-Up Display
- Head-Mounted Display
By Industry Vertical
- Gaming
- Retail and Ecommerce
- Healthcare
- Aerospace and Defense
- Automotive
- Education
- Industrial and Manufacturing
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
Report Objectives
- To define, segment, and project the global market size for augmented reality market
- To understand the structure of the market by identifying its various sub-segments
- To provide detailed information about the key factors influencing the growth of the market (drivers, restraints, opportunities, and industry-specific challenges)
- To analyse the micro-markets, with respect to individual growth trends, future prospects, and their contributions to the total market
- To project the size of the market and its submarkets, in terms of value, with respect to global. (along with their respective key countries)
- To profile key players and comprehensively analyse their core competencies
- To understand the competitive landscape and identify major growth strategies adopted by players across the globe.
- To analyse the competitive developments such as expansions & investments, new product launches, mergers & acquisitions, joint ventures, and agreements
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Augmented Reality Market
5.1. COVID-19 Landscape: Augmented Reality Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Augmented Reality Market, By Component
8.1. Augmented Reality Market, by Component, 2023-2032
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Software
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Augmented Reality Market, By Technology
9.1. Augmented Reality Market, by Technology, 2023-2032
9.1.1. Marker-based AR
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Marker-less AR
9.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Augmented Reality Market, By Device Type
10.1. Augmented Reality Market, by Device Type, 2023-2032
10.1.1. Head-Up Display
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Head-Mounted Display
10.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Augmented Reality Market, By Industry Vertical
11.1. Augmented Reality Market, by Industry Vertical, 2023-2032
11.1.1. Gaming
11.1.1.1. Market Revenue and Forecast (2020-2032)
11.1.2. Retail and Ecommerce
11.1.2.1. Market Revenue and Forecast (2020-2032)
11.1.3. Healthcare
11.1.3.1. Market Revenue and Forecast (2020-2032)
11.1.4. Aerospace and Defense
11.1.4.1. Market Revenue and Forecast (2020-2032)
11.1.5. Automotive
11.1.5.1. Market Revenue and Forecast (2020-2032)
11.1.6. Education
11.1.6.1. Market Revenue and Forecast (2020-2032)
11.1.7. Industrial and Manufacturing
11.1.7.1. Market Revenue and Forecast (2020-2032)
11.1.8. Others
11.1.8.1. Market Revenue and Forecast (2020-2032)
Chapter 12. Global Augmented Reality Market, Regional Estimates and Trend Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.1.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.1.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2. Europe
12.2.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.2.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.2.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3. APAC
12.3.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.3.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.3.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4. MEA
12.4.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.7.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.7.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.7.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.8.2. Market Revenue and Forecast, by Technology (2020-2032)
12.4.8.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.4.8.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.5.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.5.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.5.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.6.2. Market Revenue and Forecast, by Technology (2020-2032)
12.5.6.3. Market Revenue and Forecast, by Device Type (2020-2032)
12.5.6.4. Market Revenue and Forecast, by Industry Vertical (2020-2032)
Chapter 13. Company Profiles
13.1. Google LLC
13.1.1. Company Overview
13.1.2. Product Offerings
13.1.3. Financial Performance
13.1.4. Recent Initiatives
13.2. Microsoft
13.2.1. Company Overview
13.2.2. Product Offerings
13.2.3. Financial Performance
13.2.4. Recent Initiatives
13.3. Samsung Electronics Co. Ltd.
13.3.1. Company Overview
13.3.2. Product Offerings
13.3.3. Financial Performance
13.3.4. Recent Initiatives
13.4. RealWear, Inc.
13.4.1. Company Overview
13.4.2. Product Offerings
13.4.3. Financial Performance
13.4.4. Recent Initiatives
13.5. Qualcomm Technologies, Inc.
13.5.1. Company Overview
13.5.2. Product Offerings
13.5.3. Financial Performance
13.5.4. Recent Initiatives
13.6. Niantic, Inc.
13.6.1. Company Overview
13.6.2. Product Offerings
13.6.3. Financial Performance
13.6.4. Recent Initiatives
13.7. Innowise Group
13.7.1. Company Overview
13.7.2. Product Offerings
13.7.3. Financial Performance
13.7.4. Recent Initiatives
13.8. HQSoftware
13.8.1. Company Overview
13.8.2. Product Offerings
13.8.3. Financial Performance
13.8.4. Recent Initiatives
13.9. Apple, Inc.
13.9.1. Company Overview
13.9.2. Product Offerings
13.9.3. Financial Performance
13.9.4. Recent Initiatives
13.10. AugRay LLC.
13.10.1. Company Overview
13.10.2. Product Offerings
13.10.3. Financial Performance
13.10.4. Recent Initiatives
Chapter 14. Research Methodology
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
Chapter 15. Appendix
15.1. About Us
15.2. Glossary of Terms
Why should you invest in this report?
If you are aiming to enter the global augmented reality market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for augmented reality are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2023-2030 so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
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