Augmented Reality Market

Augmented Reality Market By Applications, By Device Type, By Product, By Offerings - Global Industry Share, Growth, Competitive Analysis And Forecast, 2017-2022

Published: Jul 2019 | Report Code: OMR2017153 | Category : Advanced Technologies | Delivery Format: /

The global augmented reality market size was estimated to USD 4,030 million in 2018 and expected to register a CAGR of 37.1% during the forecast period. Augmented Reality is a combination of both real scenes viewed by a user and virtual scene generated by a computer that makes the scene more useful with additional information. The integration of digital information with the user’s environment in real-time is enabling a significant wave of computing power through a spatial computing revolution.  The global augmented reality market is anticipated to grow at a significant growth rate during the forecast period. The major factors that are augmenting the growth of the market include technological advancement, increasing adoption of augmented reality technology in healthcare and automotive industries, growing advertisement through AR technology and so forth. R&D and technological advancement enables to provide innovatively products such as Google Tango, Google Glass’s VIPAAR, CastAR, AR glasses, Zappar and so on. Various technologies that are used in AR across the globe includes optical projection systems, monitors, hand held devices and wearable display systems. Furthermore, emerging applications across the e-commerce market and adoption of AR technology for effective advertising is also predicted to be major factors that are fuelling the growth of the market.

Updated version (2019-2025) of the report is available @ https://www.omrglobal.com/industry-reports/augmented-reality-market-size

Moreover, the rising adoption of tablets and smartphones is boosting the market growth since most of them are used for AR technology which is increasingly adopted across the globe.  Globally, Pokémon Go brought augmented reality into the mainstream, setting app store records in the process.  Technology such as cast AR continues to advance at a significant rate. The companies are investing heavily in this new immersive technology. Global giants such as Facebook and Google are contributing significantly to AR and VR technology. Facebook acquired more than 10 AR and VR technology companies since 2013 and more such merger and acquisition are predicted in the near future. Global technology key players including Google, Microsoft, Facebook, Snapchat and Apple is exploring this technology considerably. In the recent years, the core AR software which is known for delivering augmented reality service has started developing. These include Handhelds and mobile devices, primarily smartphones, and tablets, built-for-purpose mobile workforce devices, Head-up displays (HUDs) for windshields, screens, visors, head-mounted displays (HMDS), glasses, goggles, helmets, contact lenses, virtual retina displays, spatial displays and others in R&D.

Electronic commerce has been growing considerably over the past few years and it is predicted to grow further due to rising demand and technological advancement. The rise in the number of people using Smartphone, tablets and the gadgets to connect to the information space is proof of the reach of the internet as the most effective medium of trade. As more and more businesses move sections of their operations onto the Internet, it will diminish the boundaries between conventional and electronic commerce. Moreover, augmented reality has become a marketing trend for increasing customer engagement. Augmented Reality enables Smartphone users to locate their phones’ cameras at certain objects which can be either a print advertisement or even a coffee cup to activate a 3D video. The growing demand for user engagement along with enhanced customer service across the application like real estate, retail and healthcare also contributes to the augmented reality market. However, lack of awareness, connectivity issues and high user expectation is affecting market growth across the globe.

Geographical Insights

Global Augmented Reality market is analyzed on the basis of the geographical regions that are contributing significantly towards the growth of the market. On the basis of the geography, the market is bifurcated into North America, Europe, Asia Pacific and Rest of the World. Many established companies in North American are investing in this region through strategic partnerships and collaborations with new players. is also driving the demand for augmented reality in the automation market of the country.

Competitive Insights

Augmented reality market players include Google inc., Microsoft Corporation, PTC, Inc., Wikitude GMBH, Magic leap, inc., Daqri llc, and so on. Other notable players that account for augmented reality market share include Zugara, inc., Blippar, Upskill,  Atheer Labs, among others. In order to stay competitive in the market, these players adopt different marketing strategies such as merger, acquisitions, product launch, and geographical expansion so on. For example, in 2017, Microsoft launched a view mixed reality feature in Windows 10. It is designed to let Windows 10 users augment 3D objects, created in 3D Paint, into the real world by using any laptop with a webcam. Moreover, in 2017, German car giant BMW is planning to use augmented technology developed by Google to promote their business.

Market Segmentation

Global Augmented Reality Market is segmented on the basis of applications, device type, offerings, and products. On the basis of the offering, the global augmented reality market is segmented into hardware and software. Hardware components for augmented technology include a sensor, display, projectors, and cameras that are increasingly adopted across the globe. Modern computing devices like computers, tablets and mobile phones contain these elements including cameras and sensors like accelerometer, GPS and solid-state compass which make them suitable AR platforms. Global AR market players are focusing on enhancing the quality of sensors and processors used in AR devices. Furthermore, An increase in demand for AR apps in gaming and entertainment is expected to drive the software segment in near future. Global augmented reality market is categorized in various segments which include-

  • Augmented reality market by applications
  • Augmented reality market by device type
  • Augmented reality market by offerings
  • Augmented reality market by product

The Report Covers

  • Comprehensive research methodology of the global augmented reality market
  • In-depth analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the global augmented reality market
  • Insights about market determinants which are stimulating the global augmented reality market
  • Detailed and extensive market segments with regional distribution of researched revenues
  • Extensive profiles and recent developments of market players

CHAPTER 1. REPORT SUMMARY

 1.1. RESEARCH METHODS AND TOOLS

 1.2. MARKET BREAKDOWN

 1.3. BY SEGMENTS

 1.3.1. BY APPLICATION

 1.3.2. BY DEVICE TYPE

 1.3.3. BY PRODUCT TYPE

 1.3.4. BY OFFERINGS

 1.3.5. BY GEOGRAPHY

 1.3.6. BY STAKEHOLDERS

 CHAPTER 2. MARKET OVERVIEW AND INSIGHTS

 2.1. DEFINITION

 2.2. KEY FINDINGS

    NORTH AMERICA DOMINATES THE MARKET

    EXPANSION OF AUGMENTED REALITY IN MOBILE APPICATIONS AND RETAIL

 2.3. RECOMMENDATIONS

    NEED OF COST EFFICIENCT AND LESS COMPLEX SERVICES

 2.4. CONCLUSION

 2.1. REGULATIONS

 2.1.1. TAX LAWS

 2.1.1.1. UNITED STATES

 2.1.1.2. EUROPEAN UNION

 2.1.1.3. CHINA

 CHAPTER 3. MARKET DETERMINANT

 3.1. MOTIVATORS

 3.1.1. TECHNOLOGICAL ADVANCEMENT

 3.1.2. RISING DEMAND IN AUTOMOTIVE INDUSTRY

 3.1.3. EMERGING AR APPLICATIONS ACROSS E-COMMERCE AND RETAIL

 3.1.4. INCREASED INVESTMENT IN THE AUGMENTED REALITY MARKET

 3.1.5. USE OF AR TECHNOLOGY FOR EFFECTIVE ADVERTISING

 3.2. RESTRAINT

 3.2.1. LOW AWARENESS, CONNECTIVITY ISSUES IMPACTING AR ADOPTION

 3.2.2. FINANCIAL CONSTRAINTS AND COMPLEXITY

 3.2.3. VARIED INFRASTRUCTURE QUALITY OF DIGITAL NETWORK

 3.3. OPPORTUNITIES

 3.3.1. OPPORTUNITY IN THE ENTERPRISE INDUSTRY

 3.3.2. AUGMENTED REALITY IN ARCHITECTURE

 CHAPTER 4. MARKET SEGMENTATION

 4.1. AUGMENTED REALITY MARKET BY APPLICATIONS

 4.1.1. ENTERPRISE

 4.1.2. CONSUMER

 4.1.3. COMMERCIALS

 4.1.4. AUTOMOTIVE

 4.2. AUGMENTED REALITY MARKET BY DEVICE TYPE

 4.2.1. HEAD-MOUNTED

 4.2.2. HEAD-UP

 4.2.3. HANDHELD

 4.3. AUGMENTED REALITY MARKET BY PRODUCT

 4.3.1. MOBILE DEVICES

 4.3.2. SMART GLASSES

 4.3.3. HEAD-MOUNTED DISPLAYS

 4.4. AUGMENTED REALITY MARKET BY OFFERINGS

 4.4.1. HARDWARE

 4.4.1.1. SENSORS

 4.4.1.2. DISPLAYS AND PROJECTORS

 4.4.1.3. CAMERAS

 4.4.2. SOFTWARE

 CHAPTER 5. COMPETITIVE LANDSCAPE

 5.1. KEY COMPANY ANALYSIS

 5.2. KEY STRATEGIES

CHAPTER 6. REGIONAL ANALYSIS 

6.1. NORTH AMERICA 

6.1.1. THE US 

6.1.2. CANADA 

6.2. EUROPE 

6.2.1. UNITED KINGDOM 

6.2.2. GERMANY 

6.2.3. FRANCE 

6.2.4. ITALY 

6.2.5. SPAIN 

6.2.6. REST OF EUROPE 

6.3. ASIA PACIFIC 

6.3.1. INDIA 

6.3.2. CHINA 

6.3.3. JAPAN 

6.3.4. REST OF APAC 

6.4. REST OF THE WORLD  

CHAPTER 7. COMPANY PROFILE 

7.1. ATHEER INC. 

7.1.1. INTRODUCTION 

7.1.2. ATHEER INC. PRODUCT PORTFOLIO 

7.1.3. ATHEER INC. RECENT ACTIVITIES 

7.2. AURASMA 

7.2.1. INTRODUCTION 

7.2.2. AURASMA PRODUCT PORTFOLIO 

7.3. BLIPPAR 

7.3.1. INTRODUCTION 

7.3.2. BLIPPAR PRODUCT PORTFOLIO 

7.3.3. BLIPPAR RECENT ACTIVITIES 

7.4. CATCHOOM 

7.4.1. INTRODUCTION 

7.4.2. CATCHOOM PRODUCT PORTFOLIO 

7.4.3. CATCHOOM RECENT ACTIVITIES 

7.5. CINOPTICS 

7.5.1. INTRODUCTION 

7.5.2. CINOPTICS PRODUCT PORTFOLIO 

7.5.3. CINOPTICS RECENT ACTIVITIES 

7.6. DAQRI LLC 

7.6.1. INTRODUCTION 

7.6.2. PRODUCT PORTFOLIO 

7.6.3. RECENT ACTIVITIES 

7.7. GOOGLE INC. 

7.7.1. INTRODUCTION 

7.7.2. PRODUCT PORTFOLIO 

7.7.3. GOOGLE INC. RECENT ACTIVITIES 

7.8. LUMUS 

7.8.1. INTRODUCTION 

7.8.2. LUMUS PRODUCT PORTFOLIO 

7.8.3. LUMUS RECENT ACTIVITIES 

7.9. MAGIC LEAP, INC. 

7.9.1. INTRODUCTION 

7.9.2. MAGICLEAP PRODUCT PORTFOLIO 

7.10. MICROSOFT CORPORATION 

7.10.1. INTRODUCTION 

7.10.2. MICROSOFT CORPORATION PRODUCT PORTFOLIO 

7.10.3. MICROSOFT CORPORATION RECENT ACTIVITIES 

7.11. NGRAIN (CANADA) CORPORATION 

7.11.1. INTRODUCTION 

7.11.2. NGRAIN PRODUCT PORTFOLIO 

7.11.3. NGRAIN RECENT ACTIVITIES 

7.12. OPTINVENT 

7.12.1. INTRODUCTION 

7.12.2. OPTINVENT PRODUCT PORTFOLIO 

7.12.3. OPTINVENT RECENT ACTIVITIES 

7.13. PTC INC.

7.13.1. INTRODUCTION 

7.13.2. PTC PRODUCT PORTFOLIO 

7.13.3. PTC RECENT ACTIVITIES 

7.14. QUALCOMM TECHNOLOGIES 

7.14.1. INTRODUCTION 

7.14.2. QUALCOMM PRODUCT PORTFOLIO 

7.14.3. QUALCOM RECENT ACTIVITIES 

7.15. THALES USA INC. 

7.15.1. INTRODUCTION 

7.15.2. THALES PRODUCT PORTFOLIO 

7.16. UPSKILL 

7.16.1. INTRODUCTION 

7.16.2. UPSKILL PRODUCT PORTFOLIO 

7.16.3. UPSKILL RECENT ACTIVITIES 

7.17. SENSICS 

7.17.1. INTRODUCTION 

7.17.2. SENSICS PRODUCT PORTFOLIO 

7.17.3. SENSICS RECENT ACTIVITIES 

7.18. WIKITUDE GMBH 

7.18.1. WIKITUDE GMBH PRODUCT PORTFOLIO 

7.18.2. WIKITUDE GMBH RECENT ACTIVITIES

7.19. ZAPPAR LTD. 

7.19.1. INTRODUCTION 

7.19.2. ZAPPAR LTD. PRODUCT PORTFOLIO 

7.20. ZUGARA, INC. 

7.20.1. INTRODUCTION 

7.20.2. ZUGARA, INC. PRODUCT PORTFOLIO

TABLE # 1 GLOBAL AR MARKET RESEARCH AND ANALYSIS, BY REGION 2016-2022 ($ MILLION) 

TABLE # 2 AUGMENTED REALITY APPS USED IN RETAIL SHOPS 

TABLE # 3 COST OF SOME HEAD MOUNTS FOR AR 

TABLE # 4 COST OF POPULAR SMART GLASSES FOR AUGMENT REALITY 

TABLE # 5 AR APPLICATION USED IN ARCHITECTURE AND CONSTRUCTION 

TABLE # 6 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2016-2022 ($ MILLIONS) 

TABLE # 7 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY 2016-2022 ($ MILLIONS) 

TABLE # 8 NORTH AMERICA AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION 2016-2022 ($ MILLIONS) 

TABLE # 9 EUROPE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION 2016-2022 ($ MILLIONS) 

TABLE # 10 APAC AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION 2016-2022 ($ MILLIONS) 

TABLE # 11 ROW AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION 2016-2022 ($ MILLIONS) 

TABLE # 12 ORGANIZATIONS THAT ARE UTLIZING AUGMENTED REALITY FOR THEIR BUSINESS 

TABLE # 13 GLOBAL ENTERPRISE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 14 GLOBAL CONSUMER AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2016-2022 ($ MILLIONS) 

TABLE # 15 GLOBAL COMMERCIAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2016-2022 ($ MILLIONS) 

TABLE # 16 GLOBAL AUTOMOTIVE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 17 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE 2016-2022 ($ MILLIONS) 

TABLE # 18 GLOBAL HEAD MOUNTED AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2016-2022 ($ MILLIONS) 

TABLE # 19 GLOBAL HEAD-UP AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 20 GLOBAL HANDHELD AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 21 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2016-2022 ($ MILLIONS) 

TABLE # 22 GLOBAL MOBILE DEVICE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 23 EXAMPLE OF THE SMART GLASSES IN THE MARKET 

TABLE # 24 GLOBAL SMART GLASSES AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 25 VARIOUS OHMDS TECHNOLOGIES 

TABLE # 26 GLOBAL HEAD MOUNTING DISPLAY AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 27 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS BY OFFERINGS, 2016-2022 ($ MILLIONS) 

TABLE # 28 GLOBAL HARDWARE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 29 EXAMPLES OF SDK FOR AR DEVELOPMENT 

TABLE # 30 GLOBAL SOFTWARE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 31 RECENT ACTIVITIES OF MAJOR COMPANY 

TABLE # 32 KEY STRATEGIES OF LEADING PLAYERS 

TABLE # 33 LIST OF STARTUPS WORKING ON AR TECHNOLOGY IN NORTH AMERICA 

TABLE # 34 NORTH AMERICA AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS) 

TABLE # 35 STARTUPS IN CANADA WORKING ON AUGMENTED REALITY TECHNOLOGY 

TABLE # 36 EUROPE AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2016-2022 ($ MILLIONS)  TABLE # 37 AUGMENTED REALITY BASED START-UPS IN FRANCE 

TABLE # 38 AUGMENTED REALITY BASED START-UPS IN ITALY 

TABLE # 39 APAC AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS 2016-2022 ($ MILLIONS)  TABLE # 40 RECENT START-UPS IN CHINA RELATED TO AUGMENTED REALITY 

TABLE # 41 RECENT START-UPS IN AUSTRALIA RELATED TO AR 

TABLE # 42 STARTUPS WORKING IN ARAB EMIRATE 

TABLE # 43 STARTUPS WORKING ON AR TECHNOLOGY IN SOUTH AFRICA

FIGURE # 1 COMPONENTS OF AUGMENTED REALITY 

FIGURE # 2 GLOBAL PASSENGER CAR SALES (IN MILLIONS) (2013-2016) 

FIGURE # 3 AUGMENTED REALITY IN SCHOOLS 

FIGURE # 4 TYPES OF AR PLATFORM CURRENTLY AVAILABLE 

FIGURE # 5 OPPORTUNITIES IN SECTORS FOR AR IMPLEMENTATION