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Market Research Report
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1002577

Augmented Reality Market Global Forecast by Segments, Region, End-User, Headset Volume, Company Analysis

Published: | Renub Research | 215 Pages | Delivery time: 1-2 business days

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Augmented Reality Market Global Forecast by Segments, Region, End-User, Headset Volume, Company Analysis
Published: April 1, 2021
Renub Research
Content info: 215 Pages
Delivery time: 1-2 business days
  • Description
  • Table of Contents
  • List of Tables

Augmented Reality (AR) is an improved variant of the actual physical world through digital visual components, sound, or other sensory stimuli delivered via technology. The augmented reality's goals are to highlight the physical world's specific features, it increases understanding of those features, and derive intelligent and accessible insight applied to real-world applications. As per Renub Research findings, the Global Augmented Reality Market is projected to reach US$ 85.47 Billion by 2026.

The Augmented Reality market in North America is expected to strengthen significantly over the forecast period owing to many vendors making considerable market innovation investments. Globally, the United States is among the highly innovative augmented reality market; most of the companies advancing in augmented reality technology are based in the United States. Microsoft's augmented reality product, Hololens, was first released in the United States and Canada, and it experienced a positive response from purchasers in the country. The Worldwide Augmented Reality Market is expanding with a healthy double-digit CAGR of 37.66% during 2020-2026.

Globally high technology exposure and ease of intelligent devices act as the growth driver for the global augmented reality market. Also, amidst the COVID-19 crisis, physical lockdowns across the significant regions are another factor for the augmented reality market's growth globally. According to Renub Research new report, the market for Global Augmented Reality was US$ 12.56 Billion in 2020.

Augmented reality's global sales continue to expand and become more pervasive among various e-commerce, hardware market, ad spend market, apps market, games market, and enterprises. The marketers and technology firms have believed that augmented reality is little more than a marketing intermediary serving and will benefit the long-term segments using AR technology as a revolutionising conception.

The AR technology is benefiting both the enterprise market and the consumer market. The enterprises globally are getting internal and wider geographically spread teams to communicate, collaborate, and find a path forward using AR technology. However, the consumers are beginning to derive tangible benefits from this functionality and expect it as part of their purchasing process.

The key companies covered in this report are Kopin Corporation, Seiko Epson Corporation, Vuzix, Sony Corporation, Lenovo Group Limited and Samsung Electronics Co. Ltd. The augmented reality market is gaining competitiveness. The companies are strengthening their market presence by securing new contracts and by tapping new markets.

Renub Research latest Report "Augmented Reality Market Global Forecast by Segments (E-Commerce, Hardware, Ad spend, Apps, Games, Enterprise), Region (North America, Europe, APAC, Rest of World), End-User (Enterprise, Consumer), Headset Volume (Screen-less Viewer, Standalone HMD, Tethered HMD), Company Analysis (Kopin Corporation, Seiko Epson Corporation, Vuzix, Sony Corporation, Lenovo Group Limited, Samsung Electronics Co. Ltd)" provides detailed analysis on Augmented Reality Industry.

Segments - Augmented Reality Market has been studied under 6 viewpoints:

  • 1. E-Commerce Market
  • 2. Hardware Market
  • 3. Ad spend Market
  • 4. Apps Market
  • 5. Games Market
  • 6. Enterprise Market

Region - Augmented Reality Market has been studied under 4 viewpoints:

  • 1. North America Market
  • 2. Europe Market
  • 3. APAC Market
  • 4. Row Market

End User - Augmented Reality Market has been studied under 2 viewpoints:

  • 1. Enterprise Market
  • 2. Consumer Market

Headset Volume Analysis by Types has been studied under 3 viewpoints:

  • 1. Screen-less Viewer
  • 2. Standalone HMD
  • 3. Tethered HMD

The companies have been covered from 3 viewpoints

  • 1. Overviews
  • 2. Recent Developments
  • 3. Revenues

Companies Covered:

  • 1. Kopin Corporation
  • 2. Seiko Epson Corporation
  • 3. Vuzix
  • 4. Sony Corporation
  • 5. Lenovo Group Limited
  • 6. Samsung Electronics Co. Ltd

Table of Contents

1. Introduction

2. Research & Methodology

3. Executive Summary

4. Market Dynamics

  • 4.1 Growth Drivers
  • 4.2 Challenges

5. Global Augmented Reality Market

6. Global Augmented Reality Headset Volume

7. Share Analysis

  • 7.1 Market Share
    • 7.1.1 Segment
    • 7.1.2 Region
    • 7.1.3 End User
  • 7.2 Volume Share
    • 7.2.1 Augmented Reality Headset by Type

8. AR Market Segments

  • 8.1 E-Commerce Market
  • 8.2 Hardware Market
  • 8.3 Ad spend Market
  • 8.4 Apps Market
  • 8.5 Games Market
  • 8.6 Enterprise Market

9. AR Market Region

  • 9.1 North America Market
  • 9.2 Europe Market
  • 9.3 APAC Market
  • 9.4 Row Market

10. AR Market End-User

  • 10.1 Enterprise Market
  • 10.2 Consumer Market

11. Headset Volume Types

  • 11.1 Screen-less Viewer
  • 11.2 Standalone HMD
  • 11.3 Tethered HMD

12. Company Analysis

  • 12.1 Kopin Corporation
    • 12.1.1 Overview
    • 12.1.2 Recent Developments
    • 12.1.3 Sales Analysis
  • 12.2 Seiko Epson Corporation
    • 12.2.1 Overview
    • 12.2.2 Recent Developments
    • 12.2.3 Sales Analysis
  • 12.3 Vuzix
    • 12.3.1 Overview
    • 12.3.2 Recent Developments
    • 12.3.3 Sales Analysis
  • 12.4 Sony Corporation
    • 12.4.1 Overview
    • 12.4.2 Recent Developments
    • 12.4.3 Sales Analysis
  • 12.5 Lenovo Group Limited
    • 12.5.1 Overview
    • 12.5.2 Recent Developments
    • 12.5.3 Sales Analysis
  • 12.6 Samsung Electronics Co. Ltd
    • 12.6.1 Overview
    • 12.6.2 Recent Developments
    • 12.6.3 Sales Analysis

List of Figures

  • Figure-01: Global Augmented Reality Market (Billion US$), 2018 - 2020
  • Figure-02: Global - Forecast for Augmented Reality Market (Billion US$), 2021 - 2026
  • Figure-03: Global Augmented Reality Headset Volume (Million Units), 2018 - 2020
  • Figure-04: Global - Forecast for Augmented Reality Headset Volume (Million Units), 2021 - 2026
  • Figure-05: Segments - E-Commerce Market (Billion US$), 2018 - 2020
  • Figure-06: Segments - Forecast for E-Commerce Market (Billion US$), 2021 - 2026
  • Figure-07: Segments - Hardware Market (Billion US$), 2018 - 2020
  • Figure-08: Segments - Forecast for Hardware Market (Billion US$), 2021 - 2026
  • Figure-09: Segments - Adspend Market (Billion US$), 2018 - 2020
  • Figure-10: Segments - Forecast for Adspend Market (Billion US$), 2021 - 2026
  • Figure-11: Segments - Apps Market (Billion US$), 2018 - 2020
  • Figure-12: Segments - Forecast for Apps Market (Billion US$), 2021 - 2026
  • Figure-13: Segments - Games Market (Billion US$), 2018 - 2020
  • Figure-14: Segments - Forecast for Games Market (Billion US$), 2021 - 2026
  • Figure-15: Segments - Enterprise Market (Billion US$), 2018 - 2020
  • Figure-16: Segments - Forecast for Enterprise Market (Billion US$), 2021 - 2026
  • Figure-17: Region - North America Market (Billion US$), 2017 - 2020
  • Figure-18: Region - Forecast for North America Market (Billion US$), 2021 - 2026
  • Figure-19: Region - Europe Market (Billion US$), 2017 - 2020
  • Figure-20: Region - Forecast for Europe Market (Billion US$), 2021 - 2026
  • Figure-21: Region - APAC Market (Billion US$), 2017 - 2020
  • Figure-22: Region - Forecast for APAC Market (Billion US$), 2021 - 2026
  • Figure-23: Region - Row Market (Billion US$), 2017 - 2020
  • Figure-24: Region - Forecast for Row Market (Billion US$), 2021 - 2026
  • Figure-25: End User - Enterprise Market (Billion US$), 2018 - 2020
  • Figure-26: End User - Forecast for Enterprise Market (Billion US$), 2021 - 2026
  • Figure-27: End User - Consumer Market (Billion US$), 2018 - 2020
  • Figure-28: End User - Forecast for Consumer Market (Billion US$), 2021 - 2026
  • Figure-29: Types - Screen-less Viewer Volume (Million Units), 2018 - 2020
  • Figure-30: Types - Forecast for Screen-less Viewer Volume (Million Units), 2021 - 2026
  • Figure-31: Types - Standalone HMD Volume (Million Units), 2018 - 2020
  • Figure-32: Types - Forecast for Standalone HMD Volume (Million Units), 2021 - 2026
  • Figure-33: Types - Tethered HMD Volume (Million Units), 2018 - 2020
  • Figure-34: Types - Forecast for Tethered HMD Volume (Million Units), 2021 - 2026
  • Figure-35: Kopin Corporation - Global Revenue (Million US$), 2018 - 2020
  • Figure-36: Kopin Corporation - Forecast for Global Revenue (Million US$), 2021 - 2026
  • Figure-37: Seiko Epson Corporation - Global Revenue (Billion US$), 2018 - 2020
  • Figure-38: Seiko Epson Corporation - Forecast for Global Revenue (Billion US$), 2021 - 2026
  • Figure-39: Vuzix - Global Revenue (Million US$), 2018 - 2020
  • Figure-40: Vuzix - Forecast for Global Revenue (Million US$), 2021 - 2026
  • Figure-41: Sony Corporation - Global Revenue (Billion US$), 2018 - 2020
  • Figure-42: Sony Corporation - Forecast for Global Revenue (Billion US$), 2021 - 2026
  • Figure-43: Lenovo Group Limited - Global Revenue (Billion US$), 2018 - 2020
  • Figure-44: Lenovo Group Limited - Forecast for Global Revenue (Billion US$), 2021 - 2026
  • Figure-45: Samsung Electronics Co. Ltd - Global Revenue (Billion US$), 2018 - 2020
  • Figure-46: Samsung Electronics Co. Ltd - Forecast for Global Revenue (Billion US$), 2021 - 2026

List of Tables

  • Table-01: AR Market Share by Segment (Percent), 2018 - 2020
  • Table-02: Forecast for - AR Market Share by Segment (Percent), 2021 - 2026
  • Table-03: AR Market Share by Region (Percent), 2018 - 2020
  • Table-04: Forecast for - AR Market Share by Region (Percent), 2021 - 2026
  • Table-05: AR Market Share by End User (Percent), 2018 - 2020
  • Table-06: Forecast for - AR Market Share by End User (Percent), 2021 - 2026
  • Table-07: Global Augmented Reality Headset Volume Share by Type (Percent), 2018 - 2020
  • Table-08: Forecast for - Global Augmented Reality Headset Volume Share by Type (Percent), 2021 - 2026