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[ 英語タイトル ] Augmented Reality Market by Component (Hardware and Software), Device Type (Head Mounted Display, Handheld Devices, and Others), End-use (Retail, Healthcare, Manufacturing & Construction, Media & Entertainment, Education, and Others), and Regional Analysis (North America, Europe, Asia-Pacific, and LAMEA): Global Opportunity Analysis and Industry Forecast, 2020–2028


Product Code : RDSE00116257
Survey : Research Dive
Publish On : January, 2022
Category : Semiconductor and Electronics
Report format : PDF
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Google, Microsoft, DAQRI, Niantic, Ptc Inc., Apple, Magic Leap, Seiko Epson, TreeView, and CXR.

[Report Description]

According to Research Dive analysis, the global augmented reality is estimated to generate a revenue of $65,323.4 million by 2028, increasing from $ 8,142.9 million in 2020, at a healthy CAGR of 30.9%.

Impact Analysis of COVID-19 on the Global Augmented Reality Market:
Businesses have turned to remote work in response to the Covid-19 pandemic, which has accelerated the deployment of augmented reality and virtual reality technologies. The Covid has impacted positively on augmented reality market. Augmented reality has grown in popularity as a result of numerous firms actively using augmented reality collaboration platforms during lockdowns. AR/VR technology is also gaining traction in the retail sector. Retailers are recognizing the technology's promise and making full use of it. Moreover, the increased use of the augmented reality applications in various industries has also acted positively for the market growth during the pandemic crises such as use of AR applications in home, schools, hospitals, and clinics for psychological support.

Augmented Reality Market Analysis:
The popularity of augmented reality has skyrocketed. Because of market leaders like Microsoft, Apple, Google, Facebook, and Amazon, commercial use of the technology has surged. With the launch and widespread acceptance of smartphones, as well as the later releases of the Hololens and Oculus Rift, augmented reality technology that had previously seemed far away became a reality and began to evolve. The appeal of augmented reality to customers has grown as its accuracy, precision, and capacity to resemble the real world have improved. AR retail experiences are intended to significantly improve the customer’s buying experience by exploiting lighting conditions around the user, advanced facial recognition, and personalized recommendations. According to the IBM U.S. Retail Index survey for 2020, 41% of respondents were interested in testing a virtual fitting room to improve their shopping experience, while 18% had already tested the technology. Consumer comfort will only rise as AR technology matures.
One of the major restraining factors of augmented reality is lack of proven business models. One of the strangest aspects of augmented reality technology is that, despite widespread adoption and widespread public approval, it is not performing well in the commercial world. Part of the problem is that no one has yet thought out a long-term AR-related business model (besides, probably, gaming industry).
The market of augmented reality is creating wide range of growth opportunities on social media platforms. Because of the growing active participation of social media users, social media augmented reality is fast gaining popularity. With the growing access of the social media industry, augmented reality is getting more popular. Following Snapchat's lead, Facebook, Instagram, and TikTok have all released their own versions of lenses, filters, and effects. AR has proven its worth not only for branding and entertainment, but also for business. Facebook's rollout of augmented reality advertising and Instagram's addition of try-on features are two recent social media innovations. The popularity of online gaming and events is growing, with network connectivity playing a key part in the augmented reality industry’s market rapid expansion.

Based on device component, the global market for augmented reality is categorized as hardware and software. The hardware sub-segment is projected to acquire the fastest growth and generate a revenue of $38,136.1million by 2028.
Based on device type, the market is classified into head mounted display, handled devices, and others. The handheld devices, garnered $3,222.7million in 2020 and it is projected to grow exponentially by 2028.
Based on end-use, the market is classified into retail, healthcare, manufacturing & construction, media & entertainment, education, and others. The healthcare sub-segment acquired a revenue of $1,129.1 million in 2020 and is estimated to grow rapidly by 2028.
Based on geographical scope, the market was investigated across North America, Europe, Asia-Pacific, and LAMEA. The Asia-Pacific market is anticipated to flourish at a growth rate of 31.7% by 2028 from the revenue generated in 2020.
The companies involved in the global augmented reality market are Google, Microsoft, DAQRI, Niantic, Ptc Inc., Apple, Magic Leap, Seiko Epson, TreeView, and CXR.

1.Research Methodology

1.1.Desk Research
1.2.Real time insights and validation
1.3.Forecast model
1.4.Assumptions and forecast parameters

1.4.1.Assumptions
1.4.2.Forecast parameters

1.5.Data sources

1.5.1.Primary
1.5.2.Secondary

2.Executive Summary

2.1.360° summary
2.2.By Component trends
2.3.By Device type trends
2.4.By End Use trends

3.Market overview

3.1.Market segmentation & definitions
3.2.Key takeaways

3.2.1.Top investment pockets
3.2.2.Top winning strategies

3.3.Porter’s five forces analysis

3.3.1.Bargaining power of consumers
3.3.2.Bargaining power of suppliers
3.3.3.Threat of new entrants
3.3.4.Threat of substitutes
3.3.5.Competitive rivalry in the market

3.4.Market dynamics

3.4.1.Drivers
3.4.2.Restraints
3.4.3.Opportunities

3.5.Device type landscape
3.6.Regulatory landscape
3.7.Patent landscape
3.8.Pricing overview

3.8.1.By Component
3.8.2.By Device Type
3.8.3.By End Use

3.9.Market value chain analysis

3.9.1.Stress point analysis
3.9.2.Raw material analysis
3.9.3.Manufacturing process
3.9.4.Distribution channel analysis
3.9.5.Operating vendors

3.9.5.1.Raw material suppliers
3.9.5.2.Product manufacturers
3.9.5.3.Product distributors

3.10.Strategic overview

4.Augmented Reality Market, by Component

4.1.Software

4.1.1.Market size and forecast, by region, 2020-2028
4.1.2.Comparative market share analysis, 2020 & 2028

4.2.Hardware

4.2.1.Market size and forecast, by region, 2020-2028
4.2.2.Comparative market share analysis, 2020 & 2028

5.Augmented Reality Market, by Device Type

5.1.Head Mounted Display

5.1.1.Market size and forecast, by region, 2020-2028
5.1.2.Comparative market share analysis, 2020 & 2028

5.2. Handheld Devices

5.2.1.Market size and forecast, by region, 2020-2028
5.2.2.Comparative market share analysis, 2020 & 2028

5.3.Others

5.3.1.Market size and forecast, by region, 2020-2028
5.3.2.Comparative market share analysis, 2020 & 2028

6.Augmented Reality Market, by End Use

6.1. Retail

6.1.1.Market size and forecast, by region, 2020-2028
6.1.2.Comparative market share analysis, 2020 & 2028

6.2.Healthcare

6.2.1.Market size and forecast, by region, 2020-2028
6.2.2.Comparative market share analysis, 2020 & 2028

6.3.Manufacturing and Construction

6.3.1.Market size and forecast, by region, 2020-2028
6.3.2.Comparative market share analysis, 2020 & 2028

6.4. Media and Entertainment

6.4.1.Market size and forecast, by region, 2020-2028
6.4.2.Comparative market share analysis, 2020 & 2028

6.5.Education

6.5.1.Market size and forecast, by region, 2020-2028
6.5.2.Comparative market share analysis, 2020 & 2028

6.6.Others

6.6.1.Market size and forecast, by region, 2020-2028
6.6.2.Comparative market share analysis, 2020 & 2028

7.Augmented Reality Market, by Regions

7.1.North America

7.1.1.Market size and forecast, by Component, 2020-2028
7.1.2.Market size and forecast, by Device Type, 2020-2028
7.1.3.Market size and forecast, by End Use, 2020-2028
7.1.4.Market size and forecast, by country, 2020-2028

7.1.5.U.S.

7.1.5.1.Market size and forecast, by Component, 2020-2028
7.1.5.2.Market size and forecast, by Device Type, 2020-2028
7.1.5.3.Market size and forecast, by End Use, 2020-2028
7.1.5.4.Market size and forecast, by End Use, 2020-2028

7.1.6.Canada

7.1.6.1.Market size and forecast, by Component, 2020-2028
7.1.6.2.Market size and forecast, by Device Type, 2020-2028
7.1.6.3.Market size and forecast, by End Use, 2020-2028

7.1.7.Mexico

7.1.7.1.Market size and forecast, by Component, 2020-2028
7.1.7.2.Market size and forecast, by Device Type, 2020-2028
7.1.7.3.Market size and forecast, by End Use, 2020-2028

7.2.Europe

7.2.1.Market size and forecast, by Component, 2020-2028
7.2.2.Market size and forecast, by Device Type, 2020-2028
7.2.3.Market size and forecast, by End Use, 2020-2028
7.2.4.Market size and forecast, by country, 2020-2028

7.2.5.Germany

7.2.5.1.Market size and forecast, by Component, 2020-2028
7.2.5.2.Market size and forecast, by Device Type, 2020-2028
7.2.5.3.Market size and forecast, by End Use, 2020-2028

7.2.6.UK

7.2.6.1.Market size and forecast, by Component, 2020-2028
7.2.6.2.Market size and forecast, by Device Type, 2020-2028
7.2.6.3.Market size and forecast, by End Use, 2020-2028

7.2.7.France

7.2.7.1.Market size and forecast, by Component, 2020-2028
7.2.7.2.Market size and forecast, by Device Type, 2020-2028
7.2.7.3.Market size and forecast, by End Use, 2020-2028

7.2.8.Rest of Europe

7.2.8.1.Market size and forecast, by Component, 2020-2028
7.2.8.2.Market size and forecast, by Device Type, 2020-2028
7.2.8.3.Market size and forecast, by End Use, 2020-2028

7.3.Asia Pacific

7.3.1.Market size and forecast, by Component, 2020-2028
7.3.2.Market size and forecast, by Device Type, 2020-2028
7.3.3.Market size and forecast, by End Use, 2020-2028
7.3.4.Market size and forecast, by country, 2020-2028

7.3.5.China

7.3.5.1.Market size and forecast, by Component, 2020-2028
7.3.5.2.Market size and forecast, by Device Type, 2020-2028
7.3.5.3.Market size and forecast, by End Use, 2020-2028

7.3.6.Japan

7.3.6.1.Market size and forecast, by Component, 2020-2028
7.3.6.2.Market size and forecast, by Device Type, 2020-2028
7.3.6.3.Market size and forecast, by End Use, 2020-2028

7.3.7.South Korea

7.3.7.1.Market size and forecast, by Component, 2020-2028
7.3.7.2.Market size and forecast, by Device Type, 2020-2028
7.3.7.3.Market size and forecast, by End Use, 2020-2028

7.3.8.Rest of Asia Pacific

7.3.8.1.Market size and forecast, by Component, 2020-2028
7.3.8.2.Market size and forecast, by Device Type, 2020-2028
7.3.8.3.Market size and forecast, by End Use, 2020-2028

7.4.LAMEA

7.4.1.Market size and forecast, by Component, 2020-2028
7.4.2.Market size and forecast, by Device Type, 2020-2028
7.4.3.Market size and forecast, by End Use, 2020-2028
7.4.4.Market size and forecast, by country, 2020-2028

7.4.5.Latin America

7.4.5.1.Market size and forecast, by Component, 2020-2028
7.4.5.2.Market size and forecast, by Device Type, 2020-2028
7.4.5.3.Market size and forecast, by End Use, 2020-2028

7.4.6.Middle East and Africa

7.4.6.1.Market size and forecast, by Component, 2020-2028
7.4.6.2.Market size and forecast, by Device Type, 2020-2028
7.4.6.3.Market size and forecast, by End Use, 2020-2028

8.Company profiles

8.1.Google LLC.

8.1.1.Business overview
8.1.2.Financial performance
8.1.3.Product portfolio
8.1.4.Recent strategic moves & developments
8.1.5.SWOT analysis

8.2. Microsoft

8.2.1.Business overview
8.2.2.Financial performance
8.2.3.Product portfolio
8.2.4.Recent strategic moves & developments
8.2.5.SWOT analysis

8.3.DAQRI

8.3.1.Business overview
8.3.2.Financial performance
8.3.3.Product portfolio
8.3.4.Recent strategic moves & developments
8.3.5.SWOT analysis

8.4.Niantic

8.4.1.Business overview
8.4.2.Financial performance
8.4.3.Product portfolio
8.4.4.Recent strategic moves & developments
8.4.5.SWOT analysis

8.5. Ptc Inc.

8.5.1.Business overview
8.5.2.Financial performance
8.5.3.Product portfolio
8.5.4.Recent strategic moves & developments
8.5.5.SWOT analysis

8.6.Apple

8.6.1.Business overview
8.6.2.Financial performance
8.6.3.Product portfolio
8.6.4.Recent strategic moves & developments
8.6.5.SWOT analysis

8.7.Magic Leap

8.7.1.Business overview
8.7.2.Financial performance
8.7.3.Product portfolio
8.7.4.Recent strategic moves & developments
8.7.5.SWOT analysis

8.8.Seiko Epson.

8.8.1.Business overview
8.8.2.Financial performance
8.8.3.Product portfolio
8.8.4.Recent strategic moves & developments
8.8.5.SWOT analysis

8.9. TreeView.

8.9.1.Business overview
8.9.2.Financial performance
8.9.3.Product portfolio
8.9.4.Recent strategic moves & developments
8.9.5.SWOT analysis

8.10.CXR.

8.10.1.Business overview
8.10.2.Financial performance
8.10.3.Product portfolio
8.10.4.Recent strategic moves & developments
8.10.5.SWOT analysis

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