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