Augmented Reality (AR) Market Size, Share, Trends & Analysis By Type, Regional Outlook, Industry Insights, Key Players, Applications And Forecast To 2028

  • Category:Electronics & Semiconductors
  • Published on:May 2021
  • Pages:121
  • Formats:
  • Report Code:38967

Report Summary

Eternity Insights has published a new study on Global Augmented Reality (AR) Market focusing on key segments as by Type (Augmented Reality Glasses, Augmented Reality Display, Other), by Application (Game, Medical, Aerospace & Defence, Others), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global Augmented Reality (AR) Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Augmented Reality (AR) Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Augmented Reality (AR) Market Size, 2018-2028 (USD Million)

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Global Augmented Reality (AR) Market Segmentation:

Augmented Reality (AR) Market, By Type

  • Augmented Reality Glasses
  • Augmented Reality Display
  • Other

Augmented Reality (AR) Market, By Application

  • Game
  • Medical
  • Aerospace & Defence
  • Others

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Augmented Reality (AR) market in terms of demand generation. The Augmented Reality (AR) market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Augmented Reality (AR) market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Augmented Reality (AR) Market Taxonomy:

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Global Augmented Reality (AR) Market Competitive Landscape

The global Augmented Reality (AR) market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Google
  • Microsoft
  • Vuzix
  • Samsung 23
  • Oculus VR
  • Eon Reality
  • Infinity Augmented Reality
  • Magic Leap
  • Blippar
  • Daqri
  • HTC
  • Playstation
  • Avegant
  • OSVR
  • Zeiss
  • Visus
  • FOVE
  • StarVR
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook Augmented Reality Glasses, Augmented Reality Display, Other
By Application Outlook Game, Medical, Aerospace & Defence, Others
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Google, Microsoft, Vuzix, Samsung 23, Oculus VR, Eon Reality, Infinity Augmented Reality, Magic Leap, Blippar, Daqri, HTC, Playstation, Avegant, OSVR, Zeiss, Visus, FOVE, StarVR
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

Table of Contents

1 Study Coverage
1.1 Augmented Reality (AR) Product
1.2 Key Market Segments in This Study
1.3 Key Manufacturers Covered
1.4 Market by Type
1.4.1 Global Augmented Reality (AR) Market Size Growth Rate by Type
1.4.2 Augmented Reality Glasses
1.4.3 Augmented Reality Display
1.4.4 Other
1.5 Market by Application
1.5.1 Global Augmented Reality (AR) Market Size Growth Rate by Application
1.5.2 Game
1.5.3 Medical
1.5.4 Aerospace & Defence
1.5.5 Others
1.6 Study Objectives
1.7 Years Considered

2 Executive Summary
2.1 Global Augmented Reality (AR) Market Size
2.1.1 Global Augmented Reality (AR) Revenue 2017-2027
2.1.2 Global Augmented Reality (AR) Production 2017-2027
2.2 Augmented Reality (AR) Growth Rate (CAGR) 2021-2027
2.3 Analysis of Competitive Landscape
2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
2.3.2 Key Augmented Reality (AR) Manufacturers
2.3.2.1 Augmented Reality (AR) Manufacturing Base Distribution, Headquarters
2.3.2.2 Manufacturers Augmented Reality (AR) Product Offered
2.3.2.3 Date of Manufacturers Enter into Augmented Reality (AR) Market
2.4 Key Trends for Augmented Reality (AR) Markets & Products

3 Market Size by Manufacturers
3.1 Augmented Reality (AR) Production by Manufacturers
3.1.1 Augmented Reality (AR) Production by Manufacturers
3.1.2 Augmented Reality (AR) Production Market Share by Manufacturers
3.2 Augmented Reality (AR) Revenue by Manufacturers
3.2.1 Augmented Reality (AR) Revenue by Manufacturers (2017-2020)
3.2.2 Augmented Reality (AR) Revenue Share by Manufacturers (2017-2020)
3.3 Augmented Reality (AR) Price by Manufacturers
3.4 Mergers & Acquisitions, Expansion Plans

4 Augmented Reality (AR) Production by Regions
4.1 Global Augmented Reality (AR) Production by Regions
4.1.1 Global Augmented Reality (AR) Production Market Share by Regions
4.1.2 Global Augmented Reality (AR) Revenue Market Share by Regions
4.2 United States
4.2.1 United States Augmented Reality (AR) Production
4.2.2 United States Augmented Reality (AR) Revenue
4.2.3 Key Players in United States
4.2.4 United States Augmented Reality (AR) Import & Export
4.3 Europe
4.3.1 Europe Augmented Reality (AR) Production
4.3.2 Europe Augmented Reality (AR) Revenue
4.3.3 Key Players in Europe
4.3.4 Europe Augmented Reality (AR) Import & Export
4.4 China
4.4.1 China Augmented Reality (AR) Production
4.4.2 China Augmented Reality (AR) Revenue
4.4.3 Key Players in China
4.4.4 China Augmented Reality (AR) Import & Export
4.5 Japan
4.5.1 Japan Augmented Reality (AR) Production
4.5.2 Japan Augmented Reality (AR) Revenue
4.5.3 Key Players in Japan
4.5.4 Japan Augmented Reality (AR) Import & Export
4.6 South Korea
4.6.1 South Korea Augmented Reality (AR) Production
4.6.2 South Korea Augmented Reality (AR) Revenue
4.6.3 Key Players in South Korea
4.6.4 South Korea Augmented Reality (AR) Import & Export
4.7 Other Regions
4.7.1 Taiwan
4.7.2 India
4.7.3 Southeast Asia

5 Augmented Reality (AR) Consumption by Regions
5.1 Global Augmented Reality (AR) Consumption by Regions
5.1.1 Global Augmented Reality (AR) Consumption by Regions
5.1.2 Global Augmented Reality (AR) Consumption Market Share by Regions
5.2 North America
5.2.1 North America Augmented Reality (AR) Consumption by Application
5.2.2 North America Augmented Reality (AR) Consumption by Countries
5.2.3 United States
5.2.4 Canada
5.2.5 Mexico
5.3 Europe
5.3.1 Europe Augmented Reality (AR) Consumption by Application
5.3.2 Europe Augmented Reality (AR) Consumption by Countries
5.3.3 Germany
5.3.4 France
5.3.5 UK
5.3.6 Italy
5.3.7 Russia
5.4 Asia Pacific
5.4.1 Asia Pacific Augmented Reality (AR) Consumption by Application
5.4.2 Asia Pacific Augmented Reality (AR) Consumption by Countries
5.4.3 China
5.4.4 Japan
5.4.5 South Korea
5.4.6 India
5.4.7 Australia
5.4.8 Indonesia
5.4.9 Thailand
5.4.10 Malaysia
5.4.11 Philippines
5.4.12 Vietnam
5.5 Central & South America
5.5.1 Central & South America Augmented Reality (AR) Consumption by Application
5.5.2 Central & South America Augmented Reality (AR) Consumption by Country
5.5.3 Brazil
5.6 Middle East and Africa
5.6.1 Middle East and Africa Augmented Reality (AR) Consumption by Application
5.6.2 Middle East and Africa Augmented Reality (AR) Consumption by Countries
5.6.3 GCC Countries
5.6.4 Egypt
5.6.5 South Africa

6 Market Size by Type
6.1 Global Augmented Reality (AR) Production by Type
6.2 Global Augmented Reality (AR) Revenue by Type
6.3 Augmented Reality (AR) Price by Type

7 Market Size by Application
7.1 Overview
7.2 Global Augmented Reality (AR) Breakdown Dada by Application
7.2.1 Global Augmented Reality (AR) Consumption by Application
7.2.2 Global Augmented Reality (AR) Consumption Market Share by Application (2017-2020)

8 Manufacturers Profiles
8.1 Google
8.1.1 Google Company Details
8.1.2 Company Overview
8.1.3 Google Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.1.4 Google Augmented Reality (AR) Product Description
8.1.5 Google Recent Development
8.2 Microsoft
8.2.1 Microsoft Company Details
8.2.2 Company Overview
8.2.3 Microsoft Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.2.4 Microsoft Augmented Reality (AR) Product Description
8.2.5 Microsoft Recent Development
8.3 Vuzix
8.3.1 Vuzix Company Details
8.3.2 Company Overview
8.3.3 Vuzix Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.3.4 Vuzix Augmented Reality (AR) Product Description
8.3.5 Vuzix Recent Development
8.4 Samsung Electronics
8.4.1 Samsung Electronics Company Details
8.4.2 Company Overview
8.4.3 Samsung Electronics Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.4.4 Samsung Electronics Augmented Reality (AR) Product Description
8.4.5 Samsung Electronics Recent Development
8.5 Oculus VR
8.5.1 Oculus VR Company Details
8.5.2 Company Overview
8.5.3 Oculus VR Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.5.4 Oculus VR Augmented Reality (AR) Product Description
8.5.5 Oculus VR Recent Development
8.6 Eon Reality
8.6.1 Eon Reality Company Details
8.6.2 Company Overview
8.6.3 Eon Reality Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.6.4 Eon Reality Augmented Reality (AR) Product Description
8.6.5 Eon Reality Recent Development
8.7 Infinity Augmented Reality
8.7.1 Infinity Augmented Reality Company Details
8.7.2 Company Overview
8.7.3 Infinity Augmented Reality Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.7.4 Infinity Augmented Reality Augmented Reality (AR) Product Description
8.7.5 Infinity Augmented Reality Recent Development
8.8 Magic Leap
8.8.1 Magic Leap Company Details
8.8.2 Company Overview
8.8.3 Magic Leap Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.8.4 Magic Leap Augmented Reality (AR) Product Description
8.8.5 Magic Leap Recent Development
8.9 Blippar
8.9.1 Blippar Company Details
8.9.2 Company Overview
8.9.3 Blippar Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.9.4 Blippar Augmented Reality (AR) Product Description
8.9.5 Blippar Recent Development
8.10 Daqri
8.10.1 Daqri Company Details
8.10.2 Company Overview
8.10.3 Daqri Augmented Reality (AR) Production Revenue and Gross Margin (2017-2020)
8.10.4 Daqri Augmented Reality (AR) Product Description
8.10.5 Daqri Recent Development
8.11 HTC
8.12 Playstation
8.13 Avegant
8.14 OSVR
8.15 Zeiss
8.16 Visus
8.17 FOVE
8.18 StarVR

9 Production Forecasts
9.1 Augmented Reality (AR) Production and Revenue Forecast
9.1.1 Global Augmented Reality (AR) Production Forecast 2021-2027
9.1.2 Global Augmented Reality (AR) Revenue Forecast 2021-2027
9.2 Augmented Reality (AR) Production and Revenue Forecast by Regions
9.2.1 Global Augmented Reality (AR) Revenue Forecast by Regions
9.2.2 Global Augmented Reality (AR) Production Forecast by Regions
9.3 Augmented Reality (AR) Key Producers Forecast
9.3.1 United States
9.3.2 Europe
9.3.3 China
9.3.4 Japan
9.3.5 South Korea
9.4 Forecast by Type
9.4.1 Global Augmented Reality (AR) Production Forecast by Type
9.4.2 Global Augmented Reality (AR) Revenue Forecast by Type

10 Consumption Forecast
10.1 Augmented Reality (AR) Consumption Forecast by Application
10.2 Augmented Reality (AR) Consumption Forecast by Regions
10.3 North America Market Consumption Forecast
10.3.1 North America Augmented Reality (AR) Consumption Forecast by Regions 2021-2027
10.3.2 United States
10.3.3 Canada
10.3.4 Mexico
10.4 Europe Market Consumption Forecast
10.4.1 Europe Augmented Reality (AR) Consumption Forecast by Regions 2021-2027
10.4.2 Germany
10.4.3 France
10.4.4 UK
10.4.5 Italy
10.4.6 Russia
10.5 Asia Pacific Market Consumption Forecast
10.5.1 Asia Pacific Augmented Reality (AR) Consumption Forecast by Regions 2021-2027
10.5.2 China
10.5.3 Japan
10.5.4 South Korea
10.5.5 India
10.5.6 Australia
10.5.7 Indonesia
10.5.8 Thailand
10.5.9 Malaysia
10.5.10 Philippines
10.5.11 Vietnam
10.6 Central & South America Market Consumption Forecast
10.6.1 Central & South America Augmented Reality (AR) Consumption Forecast by Regions 2021-2027
10.6.2 Brazil
10.7 Middle East and Africa Market Consumption Forecast
10.7.1 Middle East and Africa Augmented Reality (AR) Consumption Forecast by Regions 2021-2027
10.7.2 GCC Countries
10.7.3 Egypt
10.7.4 South Africa

11 Value Chain and Sales Channels Analysis
11.1 Value Chain Analysis
11.2 Sales Channels Analysis
11.2.1 Augmented Reality (AR) Sales Channels
11.2.2 Augmented Reality (AR) Distributors
11.3 Augmented Reality (AR) Customers

12 Market Opportunities & Challenges, Risks and Influences Factors Analysis
12.1 Market Opportunities and Drivers
12.2 Market Challenges
12.3 Market Risks/Restraints

13 Key Findings in the Global Augmented Reality (AR) Study

14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.1.1 Research Programs/Design
14.1.1.2 Market Size Estimation
14.1.1.3 Market Breakdown and Data Triangulation
14.1.2 Data Source
14.1.2.1 Secondary Sources
14.1.2.2 Primary Sources
14.2 Author Details
14.3 Disclaimer

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