Report Summary
Eternity Insights has published a new study on Global AR And VR Smart Glasses Market focusing on key segments as by Type (Mobile Phone Smart Glasses, Integrated Smart Glasses, External Smart Glasses, Others), by Application (Gaming, Education, Military, Industrial, Commercial, 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 AR And VR Smart Glasses 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.
AR And VR Smart Glasses 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 AR And VR Smart Glasses Market Size, 2018-2028 (USD Million)

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Global AR And VR Smart Glasses Market Segmentation:
AR And VR Smart Glasses Market, By Type
- Mobile Phone Smart Glasses
- Integrated Smart Glasses
- External Smart Glasses
- Others
AR And VR Smart Glasses Market, By Application
- Gaming
- Education
- Military
- Industrial
- Commercial
- 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 AR And VR Smart Glasses market in terms of demand generation. The AR And VR Smart Glasses 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 AR And VR Smart Glasses 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 AR And VR Smart Glasses Market Taxonomy:

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Global AR And VR Smart Glasses Market Competitive Landscape
The global AR And VR Smart Glasses 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:
- Seiko Epson Corporation
- Microsoft Corporation
- Osterhout Design Group
- Samsung Group
- Royole Corporation
- Optinvent
- MicroOLED
- Ricoh
- Kopin Corporation
- Imprint Energy, Inc.
- FlexEl, LLC.
- Sony Corporation
- HTC Corporation
- Razer Inc.
- Avegant
- Google Inc.
- Oculus VR
- Vuzix
- Jenax
- Atheer
- Other Players of Specific Interest can be added based on the 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 |
Mobile Phone Smart Glasses, Integrated Smart Glasses, External Smart Glasses, Others |
By Application Outlook |
Gaming, Education, Military, Industrial, Commercial, 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 |
Seiko Epson Corporation (Japan), Microsoft Corporation (U.S.), Osterhout Design Group (U.S.), Samsung Group (South Korea), Royole Corporation (U.S.), Optinvent (France), MicroOLED (France), Ricoh (Japan), Kopin Corporation (U.S.), Imprint Energy, Inc. (U.S.), FlexEl, LLC. (U.S.), Sony Corporation (Japan), HTC Corporation (Taiwan), Razer Inc. (U.S.), Avegant (U.S.), Google Inc. (U.S.), Oculus VR (U.S.), Vuzix (U.S.), Jenax (South Korea), Atheer (U.S.), |
Customization Available |
Yes, the report can be tailored to meet your specific requirements. |
Key Benefits to the stakeholders
- 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 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 AR and VR Smart Glasses Market Overview
1.1 AR and VR Smart Glasses Product Overview
1.2 AR and VR Smart Glasses Market Segment by Type
1.2.1 Mobile Phone Smart Glasses
1.2.2 Integrated Smart Glasses
1.2.3 External Smart Glasses
1.2.4 Others
1.3 Global AR and VR Smart Glasses Market Size by Type
1.3.1 Global AR and VR Smart Glasses Sales and Growth by Type
1.3.2 Global AR and VR Smart Glasses Sales and Market Share by Type (2017-2020)
1.3.3 Global AR and VR Smart Glasses Revenue and Market Share by Type (2017-2020)
1.3.4 Global AR and VR Smart Glasses Price by Type (2017-2020)
2 Global AR and VR Smart Glasses Market Competition by Company
2.1 Global AR and VR Smart Glasses Sales and Market Share by Company (2017-2020)
2.2 Global AR and VR Smart Glasses Revenue and Share by Company (2017-2020)
2.3 Global AR and VR Smart Glasses Price by Company (2017-2020)
2.4 Global Top Players AR and VR Smart Glasses Manufacturing Base Distribution, Sales Area, Product Types
2.5 AR and VR Smart Glasses Market Competitive Situation and Trends
2.5.1 AR and VR Smart Glasses Market Concentration Rate
2.5.2 Global AR and VR Smart Glasses Market Share of Top 5 and Top 10 Players
2.5.3 Mergers & Acquisitions, Expansion
3 AR and VR Smart Glasses Company Profiles and Sales Data
3.1 Seiko Epson Corporation (Japan)
3.1.1 Company Basic Information, Manufacturing Base and Competitors
3.1.2 AR and VR Smart Glasses Product Category, Application and Specification
3.1.3 Seiko Epson Corporation (Japan) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.1.4 Main Business Overview
3.2 Microsoft Corporation (U.S.)
3.2.1 Company Basic Information, Manufacturing Base and Competitors
3.2.2 AR and VR Smart Glasses Product Category, Application and Specification
3.2.3 Microsoft Corporation (U.S.) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.2.4 Main Business Overview
3.3 Osterhout Design Group (U.S.)
3.3.1 Company Basic Information, Manufacturing Base and Competitors
3.3.2 AR and VR Smart Glasses Product Category, Application and Specification
3.3.3 Osterhout Design Group (U.S.) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.3.4 Main Business Overview
3.4 Samsung Group (South Korea)
3.4.1 Company Basic Information, Manufacturing Base and Competitors
3.4.2 AR and VR Smart Glasses Product Category, Application and Specification
3.4.3 Samsung Group (South Korea) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.4.4 Main Business Overview
3.5 Royole Corporation (U.S.)
3.5.1 Company Basic Information, Manufacturing Base and Competitors
3.5.2 AR and VR Smart Glasses Product Category, Application and Specification
3.5.3 Royole Corporation (U.S.) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.5.4 Main Business Overview
3.6 Optinvent (France)
3.6.1 Company Basic Information, Manufacturing Base and Competitors
3.6.2 AR and VR Smart Glasses Product Category, Application and Specification
3.6.3 Optinvent (France) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.6.4 Main Business Overview
3.7 MicroOLED (France)
3.7.1 Company Basic Information, Manufacturing Base and Competitors
3.7.2 AR and VR Smart Glasses Product Category, Application and Specification
3.7.3 MicroOLED (France) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.7.4 Main Business Overview
3.8 Ricoh (Japan)
3.8.1 Company Basic Information, Manufacturing Base and Competitors
3.8.2 AR and VR Smart Glasses Product Category, Application and Specification
3.8.3 Ricoh (Japan) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.8.4 Main Business Overview
3.9 Kopin Corporation (U.S.)
3.9.1 Company Basic Information, Manufacturing Base and Competitors
3.9.2 AR and VR Smart Glasses Product Category, Application and Specification
3.9.3 Kopin Corporation (U.S.) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.9.4 Main Business Overview
3.10 Imprint Energy, Inc. (U.S.)
3.10.1 Company Basic Information, Manufacturing Base and Competitors
3.10.2 AR and VR Smart Glasses Product Category, Application and Specification
3.10.3 Imprint Energy, Inc. (U.S.) AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin(2017-2020)
3.10.4 Main Business Overview
3.11 FlexEl, LLC. (U.S.)
3.12 Sony Corporation (Japan)
3.13 HTC Corporation (Taiwan)
3.14 Razer Inc. (U.S.)
3.15 Avegant (U.S.)
3.16 Google Inc. (U.S.)
3.17 Oculus VR (U.S.)
3.18 Vuzix (U.S.)
3.19 Jenax (South Korea)
3.20 Atheer (U.S.)
4 AR and VR Smart Glasses Market Status and Outlook by Regions
4.1 Global Market Status and Outlook by Regions
4.1.1 Global AR and VR Smart Glasses Market Size and CAGR by Regions
4.1.2 North America
4.1.3 Asia-Pacific
4.1.4 Europe
4.1.5 South America
4.1.6 Middle East and Africa
4.2 Global AR and VR Smart Glasses Sales and Revenue by Regions
4.2.1 Global AR and VR Smart Glasses Sales and Market Share by Regions (2017-2020)
4.2.2 Global AR and VR Smart Glasses Revenue and Market Share by Regions (2017-2020)
4.2.3 Global AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin (2017-2020)
4.3 North America AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin
4.3.1 United States
4.3.2 Canada
4.3.3 Mexico
4.4 Europe AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin
4.4.1 Germany
4.4.2 UK
4.4.3 France
4.4.4 Italy
4.4.5 Russia
4.4.6 Turkey
4.5 Asia-Pacific AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin
4.5.1 China
4.5.2 Japan
4.5.3 Korea
4.5.4 Southeast Asia
4.5.4.1 Indonesia
4.5.4.2 Thailand
4.5.4.3 Malaysia
4.5.4.4 Philippines
4.5.4.5 Vietnam
4.5.5 India
4.5.6 Australia
4.6 South America AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin
4.6.1 Brazil
4.7 Middle East and Africa AR and VR Smart Glasses Sales, Revenue, Price and Gross Margin
4.7.1 Egypt
4.7.2 GCC Countries
5 AR and VR Smart Glasses Application/End Users
5.1 AR and VR Smart Glasses Segment by Application
5.1.1 Gaming
5.1.2 Education
5.1.3 Military
5.1.4 Industrial
5.1.5 Commercial
5.1.6 Others
5.2 Global AR and VR Smart Glasses Product Segment by Application
5.2.1 Global AR and VR Smart Glasses Sales by Application
5.2.2 Global AR and VR Smart Glasses Sales and Market Share by Application (2017-2020)
6 Global AR and VR Smart Glasses Market Forecast
6.1 Global AR and VR Smart Glasses Sales, Revenue Forecast (2021-2027)
6.1.1 Global AR and VR Smart Glasses Sales and Growth Rate Forecast (2021-2027)
6.1.1 Global AR and VR Smart Glasses Revenue and Growth Rate Forecast (2021-2027)
6.2 Global AR and VR Smart Glasses Forecast by Regions
6.2.1 North America AR and VR Smart Glasses Sales and Revenue Forecast (2021-2027)
6.2.2 Europe AR and VR Smart Glasses Sales and Revenue Forecast (2021-2027)
6.2.3 Asia-Pacific AR and VR Smart Glasses Sales and Revenue Forecast (2021-2027)
6.2.3.1 China
6.2.3.2 Japan
6.2.3.3 Korea
6.2.3.4 Southeast Asia
6.2.3.5 India
6.2.3.6 Australia
6.2.4 South America AR and VR Smart Glasses Sales and Revenue Forecast (2021-2027)
6.2.5 Middle East and Africa AR and VR Smart Glasses Sales and Revenue Forecast (2021-2027)
6.2.5.1 Egypt
6.2.5.2 GCC Countries
6.3 AR and VR Smart Glasses Forecast by Type
6.3.1 Global AR and VR Smart Glasses Sales and Revenue Forecast by Type (2021-2027)
6.3.2 Mobile Phone Smart Glasses Gowth Forecast
6.3.3 Integrated Smart Glasses Gowth Forecast
6.4 AR and VR Smart Glasses Forecast by Application
6.4.1 Global AR and VR Smart Glasses Sales Forecast by Application (2021-2027)
6.4.2 Global AR and VR Smart Glasses Forecast in Gaming
6.4.3 Global AR and VR Smart Glasses Forecast in Education
7 AR and VR Smart Glasses Upstream Raw Materials
7.1 AR and VR Smart Glasses Key Raw Materials
7.1.1 Key Raw Materials
7.1.2 Key Raw Materials Price
7.1.3 Raw Materials Key Suppliers
7.2 Manufacturing Cost Structure
7.2.1 Raw Materials
7.2.2 Labor Cost
7.2.3 Manufacturing Expenses
7.3 AR and VR Smart Glasses Industrial Chain Analysis
8 Marketing Strategy Analysis, Distributors
8.1 Marketing Channel
8.1.1 Direct Marketing
8.1.2 Indirect Marketing
8.1.3 Marketing Channel Development Trend
8.2 Distributors
8.3 Downstream Customers
9 Research Findings and Conclusion
Appendix
Methodology/Research Approach
Research Programs/Design
Market Size Estimation
Market Breakdown and Data Triangulation
Data Source
Secondary Sources
Primary Sources
Disclaimer