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

The global augmented reality market size was exhibited at USD 40.19 billion in 2022 and is projected to hit around USD 1,191.91 billion by 2032, growing at a CAGR of 40.35% during the forecast period 2023 to 2032.

Key Pointers:

  • North America has generated more than 36.9% of revenue share in 2022.
  • Asia-Pacific is expected to expand at the fastest CAGR between 2023 and 2032.
  • By Component, the software segment has contributed more than 61.4% of revenue share in 2022.
  • By Industry Vertical, the healthcare segment is predicted to grow at a remarkable CAGR between 2023 and 2032.

Augmented Reality Market Report Scope

Report Coverage

Details

Market Size in 2023

USD 56.41 Billion

Market Size by 2032

USD 1,191.91  Billion

Growth Rate From 2023 to 2032

CAGR of 40.35%

Base Year

2022

Forecast Period

2023 to 2032

Segments Covered

By Component, By Technology, By Device Type and By Industry Vertical

Market Analysis (Terms Used)

Value (US$ Million/Billion) or (Volume/Units)

Regional Scope

North America; Europe; Asia Pacific; Central and South America; the Middle East and Africa

Key Companies Profiled

Google LLC, Microsoft, Samsung Electronics Co. Ltd., RealWear, Inc., Qualcomm Technologies, Inc., Niantic, Inc., Innowise Group, HQSoftware, Apple, Inc., AugRay LLC., and Others.

 

The surge of interest among leading market players such as Google LLC, Microsoft Corporation, Apple, Inc., and others in employing augmented reality (AR) in numerous applications is creating new opportunities. Additionally, the market in media and entertainment is increasing, such as with the rising use of AR in the gaming sector to give participants a view with highly effective video, graphics, and sound, which is anticipated to be a major growth factor.

Augmented reality provides interactive experiences through various sensory modalities, such as somatosensory, visual, auditory, haptic, and others. This technology has numerous applications in education, training, and entertainment. Furthermore, it is increasingly being used in industries such as logistics, healthcare, and manufacturing for monitoring, assistance, maintenance, and training.

The growing popularity of smartphones and app integration is expected to fuel the growth of the augmented reality industry. The increasing collaboration of market participants with 5G providers to lessen latency is expected to accelerate growth prospects. For instance, in January 2022, Telefonaktiebolaget LM Ericsson collaborated with E.E. Limited to demonstrate the potential of 5G standalone using an AR experience.

Additionally, in July 2021, Samsung Electronics Inc. collaborated with GBL Systems Corp. to deploy 5F testbeds for AR at U.S. Army military bases in order to help the U.S. Army in training and planning.

Since the COVID-19 outbreak, there has been an increase in the use of AR technology in marketing and advertising to host virtual events, promotional events, virtual exhibitions, and online commercials. For instance, in July 2020, the OnePlus Nord smartphone was launched using the AR platform Blippar. The growing adoption of AR technology by healthcare industry incumbents is also anticipated to play a significant role in driving the market growth.

Numerous AR solution suppliers work with healthcare organizations and provide their AR tools to support AR-powered healthcare. For instance, in February 2022, Altoida Inc., a provider of augmented reality software, collaborated with the pharmaceutical company Click Therapeutics to use AR technology to better understand baseline cognition measures and how they may impact patient outcomes.

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.

Segments Covered in the Report

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2032. For this study, Nova one advisor, Inc. has segmented the global 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

By Region

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa (MEA)

Frequently Asked Questions

The global augmented reality market size was exhibited at USD 40.19 billion in 2022 and is projected to hit around USD 1,191.91 billion by 2032

The global augmented reality market will register growth rate of 40.35% between 2023 and 2032.

The major players operating in the augmented reality market are Google LLC, Microsoft, Samsung Electronics Co. Ltd., RealWear, Inc., Qualcomm Technologies, Inc., Niantic, Inc., Innowise Group, HQSoftware, Apple, Inc., AugRay LLC., and Others.

North America region will lead the global augmented reality market during the forecast period 2023 to 2032.

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

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