Augmented Reality (AR) Market Size By Application, Industry Analysis Report, Regional Outlook (Europe, North America, Asia Pacific, Middle East & Africa, And South America), Growth Potential, Price Trends, Competitive Market Share & Forecast 2023 - 2030 (Recession Impact Analysis)
ID : MRU_
52365 | Date :
Jan, 2023 | Pages :
168 | Region : Global |
Publisher : RI
Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects that reside in the real-world are \"augmented\" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.[1] The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[2] In this way, augmented reality alters one\'s ongoing perception of a real world environment, whereas virtual reality completely replaces the users real world environment with a simulated one.[3][4] Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
The Asia-Pacific augmented reality industry accounted for over 19% in 2015, growing at a CAGR of over 80% from 2016 to 2030. China is expected to drive the regional growth with the increasing investments in AR devices and software. The mobile AR market in China is driven by the proliferation of the smartphone industry. Local vendors such as Renren, Tencent and Baidu have invested in the technology and are expected to launch numerous mass-consumer apps that is projected to determine high level of penetration among the customers.
The Global Augmented Reality (AR) Market was valued at xxx million USD with a CAGR xx% from 2018-2022. Subsequently, it will touch xxx million USD in 2023 with a CAGR xx % from 2023-2030.
In the global Augmented Reality (AR) Market, This report focuses particularly in North America, South America, Europe and Asia-Pacific, and Middle East and Africa. This report classifies the Market on the basis of application, type, regions, and manufactures.
In Market segmentation by manufacturers, the report covers the following companies-
Google
Microsoft
Vuzix
Samsung Electronics
Oculus VR
Eon Reality
Infinity Augmented Reality
Magic Leap
Blippar
Daqri
HTC
Playstation
Avegant
OSVR
Zeiss
Visus
FOVE
StarVR
In Market segmentation by geographical regions, the report has analysed the following regions-
North America (USA, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Columbia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
In Market segmentation by types :
Augmented Reality Glasses
Augmented Reality Display
Other
In Market segmentation by applications :
Game
Medical
Aerospace & Defence
Others
The research provides answers to the following key questions:
• What is the estimated growth rate and Market share and size of the Augmented Reality (AR) Market for the forecast period 2023-2030?
• What are the driving forces in the Augmented Reality (AR) Market for the forecast period 2023-2030?
• Who are the prominent Market players and how have they gained a competitive edge over other competitors?
• What are the Market trends influencing the progress of the Augmented Reality (AR) industry worldwide?
• What are the major challenges and threats restricting the progress of the industry?
• What opportunities does the Market hold for the prominent Market players? Any special requirements about this report, please let us know and we can provide custom report.
Note – In order to provide more accurate market forecast, all our reports will be updated before delivery by considering the impact of COVID-19.
Table of Contents
1 Report Overview
1.1 Research Scope
1.2 Major Manufacturers Covered in This Report
1.3 Market Segment by Type
1.3.1 Global Augmented Reality (AR) Market Size Growth Rate by Type (2020-2030)
1.3.2 Augmented Reality Glasses
1.3.3 Augmented Reality Display
1.3.4 Other
1.4 Market Segment by Application
1.4.1 Global Augmented Reality (AR) Market Share by Application (2020-2030)
1.4.2 Game
1.4.3 Medical
1.4.4 Aerospace & Defence
1.4.5 Others
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Production and Capacity Analysis
2.1.1 Global Augmented Reality (AR) Production Value 2015-2030
2.1.2 Global Augmented Reality (AR) Production 2015-2030
2.1.3 Global Augmented Reality (AR) Capacity 2015-2030
2.1.4 Global Augmented Reality (AR) Marketing Pricing and Trends
2.2 Key Producers Growth Rate (CAGR) 2020-2030
2.2.1 Global Augmented Reality (AR) Market Size CAGR of Key Regions
2.2.2 Global Augmented Reality (AR) Market Share of Key Regions
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
3 Market Share by Manufacturers
3.1 Capacity and Production by Manufacturers
3.1.1 Global Augmented Reality (AR) Capacity by Manufacturers
3.1.2 Global Augmented Reality (AR) Production by Manufacturers
3.2 Revenue by Manufacturers
3.2.1 Augmented Reality (AR) Revenue by Manufacturers (2018-2022)
3.2.2 Augmented Reality (AR) Revenue Share by Manufacturers (2018-2022)
3.2.3 Global Augmented Reality (AR) Market Concentration Ratio (CR5 and HHI)
3.3 Augmented Reality (AR) Price by Manufacturers
3.4 Key Manufacturers Augmented Reality (AR) Plants/Factories Distribution and Area Served
3.5 Date of Key Manufacturers Enter into Augmented Reality (AR) Market
3.6 Key Manufacturers Augmented Reality (AR) Product Offered
3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
4.1 Production and Production Value for Each Type
4.1.1 Augmented Reality Glasses Production and Production Value (2018-2022)
4.1.2 Augmented Reality Display Production and Production Value (2018-2022)
4.1.3 Other Production and Production Value (2018-2022)
4.2 Global Augmented Reality (AR) Production Market Share by Type
4.3 Global Augmented Reality (AR) Production Value Market Share by Type
4.4 Augmented Reality (AR) Ex-factory Price by Type
5 Market Size by Application
5.1 Overview
5.2 Global Augmented Reality (AR) Consumption by Application
6 Production by Regions
6.1 Global Augmented Reality (AR) Production (History Data) by Regions 2015-2020
6.2 Global Augmented Reality (AR) Production Value (History Data) by Regions
6.3 United States
6.3.1 United States Augmented Reality (AR) Production Growth Rate 2015-2020
6.3.2 United States Augmented Reality (AR) Production Value Growth Rate 2015-2020
6.3.3 Key Players in United States
6.3.4 United States Augmented Reality (AR) Import & Export
6.4 European Union
6.4.1 European Union Augmented Reality (AR) Production Growth Rate 2015-2020
6.4.2 European Union Augmented Reality (AR) Production Value Growth Rate 2015-2020
6.4.3 Key Players in European Union
6.4.4 European Union Augmented Reality (AR) Import & Export
6.5 China
6.5.1 China Augmented Reality (AR) Production Growth Rate 2015-2020
6.5.2 China Augmented Reality (AR) Production Value Growth Rate 2015-2020
6.5.3 Key Players in China
6.5.4 China Augmented Reality (AR) Import & Export
6.6 Rest of World
6.6.1 Japan
6.6.2 Korea
6.6.3 India
6.6.4 Southeast Asia
7 Augmented Reality (AR) Consumption by Regions
7.1 Global Augmented Reality (AR) Consumption (History Data) by Regions
7.2 United States
7.2.1 United States Augmented Reality (AR) Consumption by Type
7.2.2 United States Augmented Reality (AR) Consumption by Application
7.3 European Union
7.3.1 European Union Augmented Reality (AR) Consumption by Type
7.3.2 European Union Augmented Reality (AR) Consumption by Application
7.4 China
7.4.1 China Augmented Reality (AR) Consumption by Type
7.4.2 China Augmented Reality (AR) Consumption by Application
7.5 Rest of World
7.5.1 Rest of World Augmented Reality (AR) Consumption by Type
7.5.2 Rest of World Augmented Reality (AR) Consumption by Application
7.5.1 Japan
7.5.2 Korea
7.5.3 India
7.5.4 Southeast Asia
8 Company Profiles
8.1 Google
8.1.1 Google Company Details
8.1.2 Company Description and Business Overview
8.1.3 Production and Revenue of Augmented Reality (AR)
8.1.4 Augmented Reality (AR) Product Introduction
8.1.5 Google Recent Development
8.2 Microsoft
8.2.1 Microsoft Company Details
8.2.2 Company Description and Business Overview
8.2.3 Production and Revenue of Augmented Reality (AR)
8.2.4 Augmented Reality (AR) Product Introduction
8.2.5 Microsoft Recent Development
8.3 Vuzix
8.3.1 Vuzix Company Details
8.3.2 Company Description and Business Overview
8.3.3 Production and Revenue of Augmented Reality (AR)
8.3.4 Augmented Reality (AR) Product Introduction
8.3.5 Vuzix Recent Development
8.4 Samsung Electronics
8.4.1 Samsung Electronics Company Details
8.4.2 Company Description and Business Overview
8.4.3 Production and Revenue of Augmented Reality (AR)
8.4.4 Augmented Reality (AR) Product Introduction
8.4.5 Samsung Electronics Recent Development
8.5 Oculus VR
8.5.1 Oculus VR Company Details
8.5.2 Company Description and Business Overview
8.5.3 Production and Revenue of Augmented Reality (AR)
8.5.4 Augmented Reality (AR) Product Introduction
8.5.5 Oculus VR Recent Development
8.6 Eon Reality
8.6.1 Eon Reality Company Details
8.6.2 Company Description and Business Overview
8.6.3 Production and Revenue of Augmented Reality (AR)
8.6.4 Augmented Reality (AR) Product Introduction
8.6.5 Eon Reality Recent Development
8.7 Infinity Augmented Reality
8.7.1 Infinity Augmented Reality Company Details
8.7.2 Company Description and Business Overview
8.7.3 Production and Revenue of Augmented Reality (AR)
8.7.4 Augmented Reality (AR) Product Introduction
8.7.5 Infinity Augmented Reality Recent Development
8.8 Magic Leap
8.8.1 Magic Leap Company Details
8.8.2 Company Description and Business Overview
8.8.3 Production and Revenue of Augmented Reality (AR)
8.8.4 Augmented Reality (AR) Product Introduction
8.8.5 Magic Leap Recent Development
8.9 Blippar
8.9.1 Blippar Company Details
8.9.2 Company Description and Business Overview
8.9.3 Production and Revenue of Augmented Reality (AR)
8.9.4 Augmented Reality (AR) Product Introduction
8.9.5 Blippar Recent Development
8.10 Daqri
8.10.1 Daqri Company Details
8.10.2 Company Description and Business Overview
8.10.3 Production and Revenue of Augmented Reality (AR)
8.10.4 Augmented Reality (AR) Product Introduction
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 Market Forecast
9.1 Global Market Size Forecast
9.1.1 Global Augmented Reality (AR) Capacity, Production Forecast 2020-2030
9.1.2 Global Augmented Reality (AR) Production Value Forecast 2020-2030
9.2 Market Forecast by Regions
9.2.1 Global Augmented Reality (AR) Production and Value Forecast by Regions 2020-2030
9.2.2 Global Augmented Reality (AR) Consumption Forecast by Regions 2020-2030
9.3 United States
9.3.1 Production and Value Forecast in United States
9.3.2 Consumption Forecast in United States
9.4 European Union
9.4.1 Production and Value Forecast in European Union
9.4.2 Consumption Forecast in European Union
9.5 China
9.5.1 Production and Value Forecast in China
9.5.2 Consumption Forecast in China
9.6 Rest of World
9.6.1 Japan
9.6.2 Korea
9.6.3 India
9.6.4 Southeast Asia
9.7 Forecast by Type
9.7.1 Global Augmented Reality (AR) Production Forecast by Type
9.7.2 Global Augmented Reality (AR) Production Value Forecast by Type
9.8 Consumption Forecast by Application
11 Opportunities & Challenges, Threat and Affecting Factors
11.1 Market Opportunities
11.2 Market Challenges
11.3 Porters Five Forces Analysis
12 Key Findings
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
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