Industry Growth Insights published a new data on “Augmented Reality Hardware and Software Market”. The research report is titled “Augmented Reality Hardware and Software Market research by Types (Augmented Reality Glasses, Augmented Reality Display, Tracking System, Other), By Applications (Healthcare, Education, Retail, Entertainment, IT and Telecom, Others), By Players/Companies Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara (US), Blippar (UK), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), MAXST (South Korea), Vuzix (US), PTC (US)”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Augmented Reality Hardware and Software Market Research Report
By Type
Augmented Reality Glasses, Augmented Reality Display, Tracking System, Other
By Application
Healthcare, Education, Retail, Entertainment, IT and Telecom, Others
By Companies
Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara (US), Blippar (UK), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), MAXST (South Korea), Vuzix (US), PTC (US)
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
197
Number of Tables & Figures
138
Customization Available
Yes, the report can be customized as per your need.
Global Augmented Reality Hardware and Software Market Report Segments:
The global Augmented Reality Hardware and Software market is segmented on the basis of:
Types
Augmented Reality Glasses, Augmented Reality Display, Tracking System, Other
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Healthcare, Education, Retail, Entertainment, IT and Telecom, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Sony (Japan)
- Oculus (US)
- Samsung (South Korea)
- Google (US)
- HTC (Taiwan)
- Microsoft (US)
- Wikitude (Austria)
- DAQRI (US)
- Zugara (US)
- Blippar (UK)
- Magic Leap (US)
- Upskill (US)
- Continental (Germany)
- Visteon (US)
- Eon Reality (US)
- MAXST (South Korea)
- Vuzix (US)
- PTC (US)
Highlights of The Augmented Reality Hardware and Software Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Augmented Reality Glasses
- Augmented Reality Display
- Tracking System
- Other
- By Application:
- Healthcare
- Education
- Retail
- Entertainment
- IT and Telecom
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Augmented Reality Hardware and Software Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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- Correctly Positioning New Products
- Market Entry Strategies
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- Understanding Competition Scenario
- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Augmented Reality Hardware and Software is a technology that uses digital images to superimpose information on a user's view of the physical world.
Some of the major players in the augmented reality hardware and software market are Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara (US), Blippar (UK), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), MAXST (South Korea), Vuzix (US), PTC (US).
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Augmented Reality Hardware and Software Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Augmented Reality Hardware and Software Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Augmented Reality Hardware and Software Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Augmented Reality Hardware and Software Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Augmented Reality Hardware and Software Market Size & Forecast, 2018-2028 4.5.1 Augmented Reality Hardware and Software Market Size and Y-o-Y Growth 4.5.2 Augmented Reality Hardware and Software Market Absolute $ Opportunity
Chapter 5 Global Augmented Reality Hardware and Software Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Augmented Reality Hardware and Software Market Size Forecast by Type
5.2.1 Augmented Reality Glasses
5.2.2 Augmented Reality Display
5.2.3 Tracking System
5.2.4 Other
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Augmented Reality Hardware and Software Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Augmented Reality Hardware and Software Market Size Forecast by Applications
6.2.1 Healthcare
6.2.2 Education
6.2.3 Retail
6.2.4 Entertainment
6.2.5 IT and Telecom
6.2.6 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Augmented Reality Hardware and Software Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Augmented Reality Hardware and Software Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Augmented Reality Hardware and Software Analysis and Forecast
9.1 Introduction
9.2 North America Augmented Reality Hardware and Software Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Augmented Reality Hardware and Software Market Size Forecast by Type
9.6.1 Augmented Reality Glasses
9.6.2 Augmented Reality Display
9.6.3 Tracking System
9.6.4 Other
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Augmented Reality Hardware and Software Market Size Forecast by Applications
9.10.1 Healthcare
9.10.2 Education
9.10.3 Retail
9.10.4 Entertainment
9.10.5 IT and Telecom
9.10.6 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Augmented Reality Hardware and Software Analysis and Forecast
10.1 Introduction
10.2 Europe Augmented Reality Hardware and Software Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Augmented Reality Hardware and Software Market Size Forecast by Type
10.6.1 Augmented Reality Glasses
10.6.2 Augmented Reality Display
10.6.3 Tracking System
10.6.4 Other
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Augmented Reality Hardware and Software Market Size Forecast by Applications
10.10.1 Healthcare
10.10.2 Education
10.10.3 Retail
10.10.4 Entertainment
10.10.5 IT and Telecom
10.10.6 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Augmented Reality Hardware and Software Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Augmented Reality Hardware and Software Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Augmented Reality Hardware and Software Market Size Forecast by Type
11.6.1 Augmented Reality Glasses
11.6.2 Augmented Reality Display
11.6.3 Tracking System
11.6.4 Other
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Augmented Reality Hardware and Software Market Size Forecast by Applications
11.10.1 Healthcare
11.10.2 Education
11.10.3 Retail
11.10.4 Entertainment
11.10.5 IT and Telecom
11.10.6 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Augmented Reality Hardware and Software Analysis and Forecast
12.1 Introduction
12.2 Latin America Augmented Reality Hardware and Software Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Augmented Reality Hardware and Software Market Size Forecast by Type
12.6.1 Augmented Reality Glasses
12.6.2 Augmented Reality Display
12.6.3 Tracking System
12.6.4 Other
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Augmented Reality Hardware and Software Market Size Forecast by Applications
12.10.1 Healthcare
12.10.2 Education
12.10.3 Retail
12.10.4 Entertainment
12.10.5 IT and Telecom
12.10.6 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Augmented Reality Hardware and Software Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Augmented Reality Hardware and Software Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Augmented Reality Hardware and Software Market Size Forecast by Type
13.6.1 Augmented Reality Glasses
13.6.2 Augmented Reality Display
13.6.3 Tracking System
13.6.4 Other
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Augmented Reality Hardware and Software Market Size Forecast by Applications
13.10.1 Healthcare
13.10.2 Education
13.10.3 Retail
13.10.4 Entertainment
13.10.5 IT and Telecom
13.10.6 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Augmented Reality Hardware and Software Market: Competitive Dashboard
14.2 Global Augmented Reality Hardware and Software Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Sony (Japan)
14.3.2 Oculus (US)
14.3.3 Samsung (South Korea)
14.3.4 Google (US)
14.3.5 HTC (Taiwan)
14.3.6 Microsoft (US)
14.3.7 Wikitude (Austria)
14.3.8 DAQRI (US)
14.3.9 Zugara (US)
14.3.10 Blippar (UK)
14.3.11 Magic Leap (US)
14.3.12 Upskill (US)
14.3.13 Continental (Germany)
14.3.14 Visteon (US)
14.3.15 Eon Reality (US)
14.3.16 MAXST (South Korea)
14.3.17 Vuzix (US)
14.3.18 PTC (US)