
Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.[1] The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[2] In this way, augmented reality alters one’s ongoing perception of a real world environment, whereas virtual reality completely replaces the user's real world environment with a simulated one.[3][4] Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Market Analysis and Insights: Global Augmented Reality Hardware and Software Market
The global Augmented Reality Hardware and Software market is projected to grow from US$ million in 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
The US & Canada market for Augmented Reality Hardware and Software is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for Augmented Reality Hardware and Software is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for Augmented Reality Hardware and Software is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of Augmented Reality Hardware and Software include Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), Microsoft (US), Wikitude (Austria), DAQRI (US) and Zugara (US), etc. In 2023, the global top five players had a share approximately % in terms of revenue.
Augmented Reality Hardware and Software is widely used in various fields, such as Healthcare, Education, Retail and Entertainment, etc. Healthcare provides greatest supports to the Augmented Reality Hardware and Software industry development. In 2023, global % revenue of Augmented Reality Hardware and Software went into Healthcare filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for Augmented Reality Hardware and Software market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Augmented Reality Hardware and Software, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Augmented Reality Hardware and Software, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Augmented Reality Hardware and Software revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Augmented Reality Hardware and Software market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Augmented Reality Hardware and Software revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
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)
Segment by Type
Augmented Reality Glasses
Augmented Reality Display
Tracking System
Others
Segment by Application
Healthcare
Education
Retail
Entertainment
IT and Telecom
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of Augmented Reality Hardware and Software in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Augmented Reality Hardware and Software companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Augmented Reality Hardware and Software revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented Reality Hardware and Software Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Augmented Reality Glasses
1.2.3 Augmented Reality Display
1.2.4 Tracking System
1.2.5 Others
1.3 Market by Application
1.3.1 Global Augmented Reality Hardware and Software Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Healthcare
1.3.3 Education
1.3.4 Retail
1.3.5 Entertainment
1.3.6 IT and Telecom
1.3.7 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented Reality Hardware and Software Market Perspective (2019-2030)
2.2 Global Augmented Reality Hardware and Software Growth Trends by Region
2.2.1 Augmented Reality Hardware and Software Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Augmented Reality Hardware and Software Historic Market Size by Region (2019-2024)
2.2.3 Augmented Reality Hardware and Software Forecasted Market Size by Region (2025-2030)
2.3 Augmented Reality Hardware and Software Market Dynamics
2.3.1 Augmented Reality Hardware and Software Industry Trends
2.3.2 Augmented Reality Hardware and Software Market Drivers
2.3.3 Augmented Reality Hardware and Software Market Challenges
2.3.4 Augmented Reality Hardware and Software Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Augmented Reality Hardware and Software by Players
3.1.1 Global Augmented Reality Hardware and Software Revenue by Players (2019-2024)
3.1.2 Global Augmented Reality Hardware and Software Revenue Market Share by Players (2019-2024)
3.2 Global Augmented Reality Hardware and Software Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Augmented Reality Hardware and Software, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Augmented Reality Hardware and Software Market Concentration Ratio
3.4.1 Global Augmented Reality Hardware and Software Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented Reality Hardware and Software Revenue in 2023
3.5 Global Key Players of Augmented Reality Hardware and Software Head office and Area Served
3.6 Global Key Players of Augmented Reality Hardware and Software, Product and Application
3.7 Global Key Players of Augmented Reality Hardware and Software, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented Reality Hardware and Software Breakdown Data by Type
4.1 Global Augmented Reality Hardware and Software Historic Market Size by Type (2019-2024)
4.2 Global Augmented Reality Hardware and Software Forecasted Market Size by Type (2025-2030)
5 Augmented Reality Hardware and Software Breakdown Data by Application
5.1 Global Augmented Reality Hardware and Software Historic Market Size by Application (2019-2024)
5.2 Global Augmented Reality Hardware and Software Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Augmented Reality Hardware and Software Market Size (2019-2030)
6.2 North America Augmented Reality Hardware and Software Market Size by Type
6.2.1 North America Augmented Reality Hardware and Software Market Size by Type (2019-2024)
6.2.2 North America Augmented Reality Hardware and Software Market Size by Type (2025-2030)
6.2.3 North America Augmented Reality Hardware and Software Market Share by Type (2019-2030)
6.3 North America Augmented Reality Hardware and Software Market Size by Application
6.3.1 North America Augmented Reality Hardware and Software Market Size by Application (2019-2024)
6.3.2 North America Augmented Reality Hardware and Software Market Size by Application (2025-2030)
6.3.3 North America Augmented Reality Hardware and Software Market Share by Application (2019-2030)
6.4 North America Augmented Reality Hardware and Software Market Size by Country
6.4.1 North America Augmented Reality Hardware and Software Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Augmented Reality Hardware and Software Market Size by Country (2019-2024)
6.4.3 North America Augmented Reality Hardware and Software Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Augmented Reality Hardware and Software Market Size (2019-2030)
7.2 Europe Augmented Reality Hardware and Software Market Size by Type
7.2.1 Europe Augmented Reality Hardware and Software Market Size by Type (2019-2024)
7.2.2 Europe Augmented Reality Hardware and Software Market Size by Type (2025-2030)
7.2.3 Europe Augmented Reality Hardware and Software Market Share by Type (2019-2030)
7.3 Europe Augmented Reality Hardware and Software Market Size by Application
7.3.1 Europe Augmented Reality Hardware and Software Market Size by Application (2019-2024)
7.3.2 Europe Augmented Reality Hardware and Software Market Size by Application (2025-2030)
7.3.3 Europe Augmented Reality Hardware and Software Market Share by Application (2019-2030)
7.4 Europe Augmented Reality Hardware and Software Market Size by Country
7.4.1 Europe Augmented Reality Hardware and Software Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Augmented Reality Hardware and Software Market Size by Country (2019-2024)
7.4.3 Europe Augmented Reality Hardware and Software Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Augmented Reality Hardware and Software Market Size (2019-2030)
8.2 China Augmented Reality Hardware and Software Market Size by Type
8.2.1 China Augmented Reality Hardware and Software Market Size by Type (2019-2024)
8.2.2 China Augmented Reality Hardware and Software Market Size by Type (2025-2030)
8.2.3 China Augmented Reality Hardware and Software Market Share by Type (2019-2030)
8.3 China Augmented Reality Hardware and Software Market Size by Application
8.3.1 China Augmented Reality Hardware and Software Market Size by Application (2019-2024)
8.3.2 China Augmented Reality Hardware and Software Market Size by Application (2025-2030)
8.3.3 China Augmented Reality Hardware and Software Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Augmented Reality Hardware and Software Market Size (2019-2030)
9.2 Asia Augmented Reality Hardware and Software Market Size by Type
9.2.1 Asia Augmented Reality Hardware and Software Market Size by Type (2019-2024)
9.2.2 Asia Augmented Reality Hardware and Software Market Size by Type (2025-2030)
9.2.3 Asia Augmented Reality Hardware and Software Market Share by Type (2019-2030)
9.3 Asia Augmented Reality Hardware and Software Market Size by Application
9.3.1 Asia Augmented Reality Hardware and Software Market Size by Application (2019-2024)
9.3.2 Asia Augmented Reality Hardware and Software Market Size by Application (2025-2030)
9.3.3 Asia Augmented Reality Hardware and Software Market Share by Application (2019-2030)
9.4 Asia Augmented Reality Hardware and Software Market Size by Region
9.4.1 Asia Augmented Reality Hardware and Software Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Augmented Reality Hardware and Software Market Size by Region (2019-2024)
9.4.3 Asia Augmented Reality Hardware and Software Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Type
10.2.1 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Application
10.3.1 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Country
10.4.1 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Augmented Reality Hardware and Software Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Sony (Japan)
11.1.1 Sony (Japan) Company Details
11.1.2 Sony (Japan) Business Overview
11.1.3 Sony (Japan) Augmented Reality Hardware and Software Introduction
11.1.4 Sony (Japan) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.1.5 Sony (Japan) Recent Developments
11.2 Oculus (US)
11.2.1 Oculus (US) Company Details
11.2.2 Oculus (US) Business Overview
11.2.3 Oculus (US) Augmented Reality Hardware and Software Introduction
11.2.4 Oculus (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.2.5 Oculus (US) Recent Developments
11.3 Samsung (South Korea)
11.3.1 Samsung (South Korea) Company Details
11.3.2 Samsung (South Korea) Business Overview
11.3.3 Samsung (South Korea) Augmented Reality Hardware and Software Introduction
11.3.4 Samsung (South Korea) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.3.5 Samsung (South Korea) Recent Developments
11.4 Google (US)
11.4.1 Google (US) Company Details
11.4.2 Google (US) Business Overview
11.4.3 Google (US) Augmented Reality Hardware and Software Introduction
11.4.4 Google (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.4.5 Google (US) Recent Developments
11.5 HTC (Taiwan)
11.5.1 HTC (Taiwan) Company Details
11.5.2 HTC (Taiwan) Business Overview
11.5.3 HTC (Taiwan) Augmented Reality Hardware and Software Introduction
11.5.4 HTC (Taiwan) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.5.5 HTC (Taiwan) Recent Developments
11.6 Microsoft (US)
11.6.1 Microsoft (US) Company Details
11.6.2 Microsoft (US) Business Overview
11.6.3 Microsoft (US) Augmented Reality Hardware and Software Introduction
11.6.4 Microsoft (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.6.5 Microsoft (US) Recent Developments
11.7 Wikitude (Austria)
11.7.1 Wikitude (Austria) Company Details
11.7.2 Wikitude (Austria) Business Overview
11.7.3 Wikitude (Austria) Augmented Reality Hardware and Software Introduction
11.7.4 Wikitude (Austria) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.7.5 Wikitude (Austria) Recent Developments
11.8 DAQRI (US)
11.8.1 DAQRI (US) Company Details
11.8.2 DAQRI (US) Business Overview
11.8.3 DAQRI (US) Augmented Reality Hardware and Software Introduction
11.8.4 DAQRI (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.8.5 DAQRI (US) Recent Developments
11.9 Zugara (US)
11.9.1 Zugara (US) Company Details
11.9.2 Zugara (US) Business Overview
11.9.3 Zugara (US) Augmented Reality Hardware and Software Introduction
11.9.4 Zugara (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.9.5 Zugara (US) Recent Developments
11.10 Blippar (UK)
11.10.1 Blippar (UK) Company Details
11.10.2 Blippar (UK) Business Overview
11.10.3 Blippar (UK) Augmented Reality Hardware and Software Introduction
11.10.4 Blippar (UK) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.10.5 Blippar (UK) Recent Developments
11.11 Magic Leap (US)
11.11.1 Magic Leap (US) Company Details
11.11.2 Magic Leap (US) Business Overview
11.11.3 Magic Leap (US) Augmented Reality Hardware and Software Introduction
11.11.4 Magic Leap (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.11.5 Magic Leap (US) Recent Developments
11.12 Upskill (US)
11.12.1 Upskill (US) Company Details
11.12.2 Upskill (US) Business Overview
11.12.3 Upskill (US) Augmented Reality Hardware and Software Introduction
11.12.4 Upskill (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.12.5 Upskill (US) Recent Developments
11.13 Continental (Germany)
11.13.1 Continental (Germany) Company Details
11.13.2 Continental (Germany) Business Overview
11.13.3 Continental (Germany) Augmented Reality Hardware and Software Introduction
11.13.4 Continental (Germany) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.13.5 Continental (Germany) Recent Developments
11.14 Visteon (US)
11.14.1 Visteon (US) Company Details
11.14.2 Visteon (US) Business Overview
11.14.3 Visteon (US) Augmented Reality Hardware and Software Introduction
11.14.4 Visteon (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.14.5 Visteon (US) Recent Developments
11.15 Eon Reality (US)
11.15.1 Eon Reality (US) Company Details
11.15.2 Eon Reality (US) Business Overview
11.15.3 Eon Reality (US) Augmented Reality Hardware and Software Introduction
11.15.4 Eon Reality (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.15.5 Eon Reality (US) Recent Developments
11.16 MAXST (South Korea)
11.16.1 MAXST (South Korea) Company Details
11.16.2 MAXST (South Korea) Business Overview
11.16.3 MAXST (South Korea) Augmented Reality Hardware and Software Introduction
11.16.4 MAXST (South Korea) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.16.5 MAXST (South Korea) Recent Developments
11.17 Vuzix (US)
11.17.1 Vuzix (US) Company Details
11.17.2 Vuzix (US) Business Overview
11.17.3 Vuzix (US) Augmented Reality Hardware and Software Introduction
11.17.4 Vuzix (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.17.5 Vuzix (US) Recent Developments
11.18 PTC (US)
11.18.1 PTC (US) Company Details
11.18.2 PTC (US) Business Overview
11.18.3 PTC (US) Augmented Reality Hardware and Software Introduction
11.18.4 PTC (US) Revenue in Augmented Reality Hardware and Software Business (2019-2024)
11.18.5 PTC (US) Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
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)
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*If Applicable.
