Global augmented reality (AR) & mixed reality (MR) market is projected to register a CAGR of 50.5% in the forecast period of 2022 to 2029. The new market report contains data for the historic year 2020, the base year of calculation is 2021, and the forecast period is 2022 to 2029.
Global Augmented Reality (AR) & Mixed Reality (MR) Market, By Component (Hardware, Software, Services), Deployment Model (Cloud, On Premise), Distribution Channel (Offline, Online), Device Type (Head Up Display, Head Mounted Display, Projector & Display Wall, Gesture Tracking Devices), Technology (Mobile Augmented Reality, Monitor-Based Technology, Near Eye Based Technology), Application (Workflow Optimization, Marketing Collaboration, Enhanced 2-D & 3-D, Visualizations, 3D Modelling, Documentation, Navigation), End User (Retail & E-Commerce, IT & Telecommunication, Automotive, Aerospace & Defense, Healthcare, Travel & Tourism, Energy, Media & Entertainment, Education, Construction, Games & Sports, Banking), Countries (U.S., Canada, Mexico, Germany, Italy, U.K., France, Spain, the Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Brazil, Argentina, Rest of South America, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa) Industry Trends and Forecast to 2029.
Some of the significant factors contributing to the growth of the Global augmented reality (AR) & mixed reality (MR) market are:
- Increasing penetration of smart devices and internet services
- Rise in adoption of augmented reality for different purposes by different government and private institutions
Market Players
Some of the major players operating in the Global augmented reality (AR) & mixed reality (MR) market are:
- Microsoft
- Samsung Electronics Co. Ltd.
- Panasonic Corporation
- Google
- AsusTek Computer Inc.
- Autodesk Inc.
- Barco
- Dell
- EON Reality
- HP Development Company, L.P
- HTC Corporation
- Intel Corporation
- Lenovo
- Magic Leap, Inc.
- PTC
- Realwear, Inc.
- Seiko Epson Corporation
- Sony Corporation
- Teamviewer
- Ultraleap Limited
TABLE OF CONTENTS
1 INTRODUCTION 20
- 1.1 OBJECTIVES OF THE STUDY 20
- 1.2 MARKET DEFINITION 20
- 1.3 OVERVIEW OF GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET 20
- 1.4 CURRENCY AND PRICING 22
- 1.5 LIMITATIONS 22
- 1.6 MARKETS COVERED 23
2 MARKET SEGMENTATION 26
- 2.1 MARKETS COVERED 26
- 2.2 GEOGRAPHICAL SCOPE 27
- 2.3 YEARS CONSIDERED FOR THE STUDY 28
- 2.4 DBMR TRIPOD DATA VALIDATION MODEL 29
- 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 32
- 2.6 DBMR MARKET POSITION GRID 33
- 2.7 VENDOR SHARE ANALYSIS 34
- 2.8 MULTIVARIATE MODELING 35
- 2.9 COMPONENT TIMELINE CURVE 35
- 2.10 MARKET APPLICATION COVERAGE GRID 36
- 2.11 SECONDARY SOURCES 37
- 2.12 ASSUMPTIONS 37
3 EXECUTIVE SUMMARY 38
4 PREMIUM INSIGHTS 41
- 4.1 REGULATIONS 44
- 4.2 POST COVID 46
- 4.3 MARKETING 47
- 4.4 PRICING ANALYSIS/PRICE SENSITIVITY 48
- 4.5 KOREAN CONTENT'S POPULARITY 49
5 MARKET OVERVIEW 50
- 5.1 DRIVERS 52
- 5.1.1 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES 52
- 5.1.2 RISE IN ADOPTION OF AUGMENTED REALITY BY EDUCATIONAL INSTITUTES 52
- 5.1.3 INCREASING FOCUS ON CYBER-PHYSICAL SYSTEMS 53
- 5.1.4 MORE OF TECHNOLOGICAL ADVANCEMENT AND DIGITIZATION 54
- 5.2 RESTRAINTS 54
- 5.2.1 STRINGENT REGULATIONS OF GOVERNMENT FOR VARIED ORGANIZATIONS 54
- 5.2.2 LOSS OF DATA AND PRIVACY 54
- 5.3 OPPORTUNITIES 55
- 5.3.1 INCREASED DEPLOYMENT OF AR AND MR TECHNOLOGY IN NUMEROUS INDUSTRIES 55
- 5.3.2 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 56
- 5.3.3 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 57
- 5.3.4 RISE IN INVESTMENT AND FUNDING BY DEVELOPED COUNTRIES 58
- 5.4 CHALLENGES 59
- 5.4.1 GLOBAL ECONOMIC SLOWDOWN LIMITS THE MARKET DEVELOPMENT 59
- 5.4.2 COMPLICATIONS WHILE OPERATING AUGMENTED REALITY (AR) & MIXED REALITY (MR) BASED PRODUCT 59
6 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY COMPONENT 61
- 6.1 OVERVIEW 62
- 6.2 HARDWARE 63
- 6.2.1 DISPLAYS AND PROJECTORS 64
- 6.2.2 CAMERAS 64
- 6.2.3 CONTROLLER AND PROCESSOR 64
- 6.2.4 SENSORS 64
- 6.2.4.1 ACCELEROMETERS 65
- 6.2.4.2 GYROSCOPES 65
- 6.2.5 PROXIMITY SENSORS 65
- 6.2.6 MAGNETOMETERS 65
- 6.2.7 OTHERS 65
- 6.2.8 POSITION TRACKERS 65
- 6.2.9 OTHERS 65
- 6.3 SOFTWARE 66
- 6.4 SERVICES 66
- 6.4.1 IMPLEMENTATION 67
- 6.4.2 SUPPORT AND MAINTENANCE 67
- 6.4.3 TRAINING 67
7 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEPLOYMENT MODEL 68
- 7.1 OVERVIEW 69
- 7.2 CLOUD 70
- 7.3 ON-PREMISE 70
8 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEVICE TYPE 72
- 8.1 OVERVIEW 73
- 8.2 HEAD MOUNTED DISPLAY 74
- 8.2.1 SMART GLASSES 75
- 8.2.2 SMART HELMET 75
- 8.3 HEAD UP DISPLAY 75
- 8.4 PROJECTOR & DISPLAY WALLS 76
- 8.5 GESTURE-TRACKING DEVICES 76
9 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TECHNOLOGY 78
- 9.1 OVERVIEW 79
- 9.2 MOBILE AUGMENTED REALITY 80
- 9.3 MONITOR-BASED TECHNOLOGY 80
- 9.4 NEAR EYE BASED TECHNOLOGY 81
10 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DISTRIBUTION CHANNEL 82
- 10.1 OVERVIEW 83
- 10.2 OFFLINE 84
- 10.3 ONLINE 84
11 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION 86
- 11.1 OVERVIEW 87
- 11.2 WORKFLOW OPTIMIZATION 88
- 11.3 ENHANCED 2-D AND 3-D 89
- 11.4 VISUALIZATIONS 89
- 11.5 MARKETING COLLABORATION 90
- 11.6 3D MODELING 91
- 11.7 DOCUMENTATION 91
- 11.8 NAVIGATION 92
12 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY END USER 93
- 12.1 OVERVIEW 94
- 12.2 MEDIA AND ENTERTAINMENT 96
- 12.2.1 BROADCAST 97
- 12.2.2 MUSIC 97
- 12.2.3 ART GALLERIES AND EXHIBITIONS 97
- 12.2.4 MUSEUMS 97
- 12.2.5 THEME PARKS 98
- 12.3 GAMES AND SPORTS 98
- 12.4 RETAIL AND E-COMMERCE 98
- 12.4.1 JEWELLERY 99
- 12.4.2 BEAUTY AND COSMETICS 99
- 12.4.3 APPAREL FITTING 99
- 12.4.4 GROCERY SHOPPING 100
- 12.4.5 FOOTWEAR 100
- 12.4.6 FURNITURE AND LIGHTING DESIGN 100
- 12.5 TRAVEL AND TOURISM 100
- 12.6 HEALTHCARE 101
- 12.6.1 SURGERY 102
- 12.6.2 FITNESS MANAGEMENT 102
- 12.6.3 PATIENT CARE MANAGEMENT 102
- 12.6.4 PHARMACY MANAGEMENT 102
- 12.6.5 OTHERS 102
- 12.7 ANIMATION 102
- 12.7.1 CHARACTER 103
- 12.7.2 CARTOON 103
- 12.8 AEROSPACE AND DEFENSE 104
- 12.9 AUTOMOTIVE 104
- 12.10 CONSTRUCTION 105
- 12.11 EDUCATION 105
- 12.12 BANKING 106
- 12.13 ENERGY 107
- 12.14 IT AND TELECOMMUNICATION 107
- 12.15 OTHERS 108
13 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION 109
- 13.1 OVERVIEW 110
- 13.2 NORTH AMERICA 116
- 13.3 ASIA-PACIFIC 124
- 13.4 EUROPE 130
- 13.5 MIDDLE EAST & AFRICA 137
- 13.6 SOUTH AMERICA 144
14 GLOBAL AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, COMPANY LANDSCAPE 151
- 14.1 COMPANY SHARE ANALYSIS: GLOBAL 151
- 14.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 152
- 14.3 COMPANY SHARE ANALYSIS: ASIA-PACIFIC 153
- 14.4 COMPANY SHARE ANALYSIS: EUROPE 154
15 SWOT ANALYSIS 155
16 COMPANY PROFILE 156
- 16.1 MICROSOFT 156
- 16.1.1 COMPANY SNAPSHOT 156
- 16.1.2 REVENUE ANALYSIS 156
- 16.1.3 COMPANY SHARE ANALYSIS 157
- 16.1.4 PRODUCTS PORTFOLIO 157
- 16.1.5 RECENT DEVELOPMENTS 158
- 16.2 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 159
- 16.2.1 COMPANY SNAPSHOT 159
- 16.2.2 REVENUE ANALYSIS 159
- 16.2.3 COMPANY SHARE ANALYSIS 160
- 16.2.4 PRODUCTS PORTFOLIO 160
- 16.2.5 RECENT DEVELOPMENTS 160
- 16.3 SAMSUNG ELECTRONICS CO., LTD. 161
- 16.3.1 COMPANY SNAPSHOT 161
- 16.3.2 REVENUE ANALYSIS 161
- 16.3.3 COMPANY SHARE ANALYSIS 162
- 16.3.4 PRODUCT PORTFOLIO 162
- 16.3.5 RECENT DEVELOPMENTS 162
- 16.4 PANASONIC CORPORATION 163
- 16.4.1 COMPANY SNAPSHOT 163
- 16.4.2 REVENUE ANALYSIS 163
- 16.4.3 COMPANY SHARE ANALYSIS 164
- 16.4.4 PRODUCTS PORTFOLIO 164
- 16.4.5 RECENT DEVELOPMENTS 165
- 16.5 DELL 166
- 16.5.1 COMPANY SNAPSHOT 166
- 16.5.2 REVENUE ANALYSIS 166
- 16.5.3 PRODUCTS PORTFOLIO 167
- 16.5.4 RECENT DEVELOPMENTS 167
- 16.6 LENOVO 168
- 16.6.1 COMPANY SNAPSHOT 168
- 16.6.2 REVENUE ANALYSIS 168
- 16.6.3 PRODUCTS PORTFOLIO 169
- 16.6.4 RECENT DEVELOPMENT 169
- 16.7 AUTODESK INC. 170
- 16.7.1 COMPANY SNAPSHOT 170
- 16.7.2 REVENUE ANALYSIS 170
- 16.7.3 PRODUCTS PORTFOLIO 170
- 16.7.4 RECENT DEVELOPMENTS 171
- 16.8 ASUSTEK COMPUTER INC. 172
- 16.8.1 COMPANY SNAPSHOT 172
- 16.8.2 REVENUE ANALYSIS 172
- 16.8.3 PRODUCT PORTFOLIO 173
- 16.8.4 RECENT DEVELOPMENT 173
- 16.9 BARCO 174
- 16.9.1 COMPANY SNAPSHOT 174
- 16.9.2 REVENUE ANALYSIS 174
- 16.9.3 PRODUCT PORTFOLIO 175
- 16.9.4 RECENT DEVELOPMENTS 175
- 16.10 EON REALITY 177
- 16.10.1 COMPANY SNAPSHOT 177
- 16.10.2 PRODUCT PORTFOLIO 177
- 16.10.3 RECENT DEVELOPMENTS 177
- 16.11 HP DEVELOPMENT COMPANY, L.P. 178
- 16.11.1 COMPANY SNAPSHOT 178
- 16.11.2 REVENUE ANALYSIS 178
- 16.11.3 PRODUCTS PORTFOLIO 179
- 16.11.4 RECENT DEVELOPMENTS 179
- 16.12 HTC CORPORATION 180
- 16.12.1 COMPANY SNAPSHOT 180
- 16.12.2 REVENUE ANALYSIS 180
- 16.12.3 PRODUCT PORTFOLIO 181
- 16.12.4 RECENT DEVELOPMENTS 181
- 16.13 INTEL CORPORATION 183
- 16.13.1 COMPANY SNAPSHOT 183
- 16.13.2 REVENUE ANALYSIS 183
- 16.13.3 PRODUCT PORTFOLIO 184
- 16.13.4 RECENT DEVELOPMENTS 184
- 16.14 MAGIC LEAP, INC. 185
- 16.14.1 COMPANY SNAPSHOT 185
- 16.14.2 PRODUCT PORTFOLIO 185
- 16.14.3 RECENT DEVELOPMENTS 185
- 16.15 PTC 186
- 16.15.1 COMPANY SNAPSHOT 186
- 16.15.2 REVENUE ANALYSIS 186
- 16.15.3 PRODUCTS PORTFOLIO 187
- 16.15.4 RECENT DEVELOPMENT 187
- 16.16 REALWEAR, INC. 188
- 16.16.1 COMPANY SNAPSHOT 188
- 16.16.2 PRODUCT PORTFOLIO 188
- 16.16.3 RECENT DEVELOPMENTS 188
- 16.17 SEIKO EPSON CORPORATION 190
- 16.17.1 COMPANY SNAPSHOT 190
- 16.17.2 REVENUE ANALYSIS 190
- 16.17.3 PRODUCT PORTFOLIO 191
- 16.17.4 RECENT DEVELOPMENTS 191
- 16.18 SONY CORPORATION 192
- 16.18.1 COMPANY SNAPSHOT 192
- 16.18.2 REVENUE ANALYSIS 192
- 16.18.3 PRODUCTS PORTFOLIO 193
- 16.18.4 RECENT DEVELOPMENT 193
- 16.19 TEAMVIEWER 194
- 16.19.1 COMPANY SNAPSHOT 194
- 16.19.2 REVENUE ANALYSIS 194
- 16.19.3 PRODUCT PORTFOLIO 195
- 16.19.4 RECENT DEVELOPMENTS 195
- 16.20 ULTRALEAP LIMITED 196
- 16.20.1 COMPANY SNAPSHOT 196
- 16.20.2 PRODUCT PORTFOLIO 196
- 16.20.3 RECENT DEVELOPMENT 196
17 QUESTIONNAIRE 197
18 RELATED REPORTS 202