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市场调查报告书
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1755907

2032 年扩增实境(AR) 市场预测:按设备类型、产品、技术、应用、最终用户和地区进行的全球分析

Augmented Reality (AR) Market Forecasts to 2032 - Global Analysis By Device Type (Head-Mounted Displays (HMDs), Head-Up Displays (HUD) and Handheld Devices), Offering (Hardware and Software), Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球扩增实境(AR) 市场预计在 2025 年达到 471 亿美元,到 2032 年将达到 7,303 亿美元,预测期内的复合年增长率为 47.9%。

扩增实境(AR) 是一种将数位资料、声音和影像即时迭加到物理世界的技术。它利用智慧型手机、平板电脑和 AR 眼镜等设备,透过融入互动式组件来改善现实环境,这与虚拟实境营造完全沉浸式体验截然不同。 AR 广泛应用于游戏、零售、医疗保健、教育和工业领域,以扩增实境、参与和决策能力。

根据普华永道 2022 年全球报告,AR 增强型产品在实施后的 18 个月内收益平均成长 37%。

科技巨头加大对 AR 的投资

扩增实境(AR) 市场正经历强劲成长,主要得益于微软、苹果和谷歌等领先科技公司的大力投资。这些科技巨头投入大量资源,致力于 AR 硬体和软体的改进,推动创新并加速整个产业的应用。此外,他们的参与检验了AR 的潜力,并鼓励新兴企业和小型企业进入市场,从而形成一个竞争激烈的生态系统。资本和专业知识的涌入正推动技术的快速进步,扩大 AR 在医疗保健、汽车和零售等领域的应用,有助于扩大整体市场规模。

AR平台缺乏标准化

跨平台缺乏标准化会导致相容性问题,并阻碍 AR 解决方案的无缝整合。不同的硬体和软体生态系统通常需要客製化开发,这增加了开发者和最终用户的成本和复杂性。此外,这种碎片化还会减缓创新速度,并限制 AR 应用的可扩展性。这给应用带来了挑战,尤其是对于那些希望在不同设备和操作环境中部署 AR 解决方案的公司而言,最终阻碍了市场充分发挥其潜力。

5G和边缘运算的出现

5G 和边缘运算的出现,透过实现更快的资料传输、更低的延迟和更强大的即时处理能力,为 AR 市场带来了巨大的机会。这些技术进步将使 AR 应用能够提供更丰富、更沉浸式的体验,而不受本地设备处理能力的限制。此外,5G 的高频宽将支援复杂 AR 内容的无缝传输,而边缘运算则确保在更靠近使用者的位置进行高效的资料处理。这种协同效应预计将催生远端协作、工业自动化和互动零售等新的使用案例,进一步拓宽市场基础,并加速 AR 在各个领域的应用。

使用者疲劳和接受度问题

长时间使用 AR 设备会导致不适、眼睛疲劳和认知超负荷,这可能会阻碍使用者继续使用。此外,对隐私、资料安全和新介面学习曲线的担忧可能会阻碍用户接受,尤其是在技术水平较低的人群中。此外,如果 AR 应用无法提供清晰的价值或直觉的体验,用户可能很快就会放弃 AR 应用,从而影响留存率并减缓市场成长。

COVID-19的影响:

新冠疫情对扩增实境 (AR) 市场产生了多方面的影响。虽然最初供应链和硬体生产的中断带来了挑战,但这场危机加速了各行各业的数位转型。远距办公、虚拟协作和非接触式解决方案变得至关重要,推动了培训、医疗保健和零售领域对 AR 应用的需求。此外,向线上互动的转变凸显了 AR 在提升用户体验方面的价值,从而推动了投资和应用的增加。因此,儘管短期营运受到挫折,但疫情最终成为 AR 市场成长的催化剂。

手持设备领域预计将在预测期内实现最大幅度成长

由于具备 AR 功能的智慧型手机和平板电脑的广泛普及,手持设备领域预计将在预测期内占据最大的市场占有率。这些设备提供了便捷的可访问性和体验,使用户无需特殊硬体即可体验 AR。此外,主流应用生态系统支援从游戏、零售到教育和导航等各种 AR 应用。手持设备的普及,加上处理能力和摄影机技术的不断改进,确保了这一领域将继续成为大众市场 AR 应用的主要入口。

预计无标记 AR 领域在预测期内将实现最高的复合年增长率。

预计无标记 AR 领域将在预测期内实现最高成长率。这是因为它提供了无缝且灵活的 AR 体验,无需预先定义的标记或代码。无标记 AR 利用先进的电脑视觉和空间映射技术,将数位内容即时迭加到现实环境中。这种方法提高了用户参与度,并开启了从互动广告到工业维护等一系列潜在应用。此外,设备感测器和 AI 演算法的持续改进预计将推动快速创新和应用。

比最大的地区

在预测期内,北美预计将占据最大的市场占有率,这得益于其作为全球技术创新中心和身临其境型技术的早期采用者的地位。领先的AR技术公司、强劲的投资活动以及智慧型设备的高普及率,共同支撑了该地区的领先地位。此外,北美在医疗保健、汽车、零售和国防等领域的多元化产业应用正在推动对AR解决方案的巨大需求。该地区拥有由研究机构、新兴企业和成熟企业组成的强大生态系统,进一步推动技术进步。

复合年增长率最高的地区:

在预测期内,亚太地区预计将呈现最高的复合年增长率,这得益于快速的经济成长、不断扩张的数位基础设施以及消费者对创新技术日益增长的需求。该地区的汽车、製造、零售和游戏产业正在积极采用扩增实境 (AR) 解决方案,以提高生产力和客户参与。此外,中国低成本硬体製造商的存在以及印度和日本的大规模投资也促进了该地区的强劲成长。此外,政府支持数位转型和技术应用的措施预计将保持亚太地区的成长势头。

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    • 全面分析其他市场参与者(最多 3 家公司)
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目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 研究范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究材料
    • 主要研究资料
    • 次级研究资讯来源
    • 先决条件

第三章市场走势分析

  • 驱动程式
  • 限制因素
  • 机会
  • 威胁
  • 技术分析
  • 应用分析
  • 最终用户分析
  • 新兴市场
  • COVID-19的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买家的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

第五章全球扩增实境(AR)市场(按设备类型)

  • 头戴式显示器(HMD)
    • 智慧眼镜
    • 智慧头盔
  • 抬头显示器(HUD)
  • 手持装置
    • 智慧型手机
    • 药片

6. 全球扩增实境(AR) 市场(依产品提供)

  • 硬体
    • 感应器
    • 相机
    • 显示器和投影仪
    • 位置追踪器
    • 处理器
    • 输入装置
    • 其他硬体
  • 软体
    • AR平台和SDK
    • 内容管理软体
    • AR 应用

7. 全球扩增实境(AR) 市场(按技术)

  • 基于标记的扩增实境
  • 无标记扩增实境
  • 基于位置的扩增实境
  • 基于投影的扩增实境
  • 基于迭加的扩增实境

第八章全球扩增实境(AR)市场(按应用)

  • 零售
  • 医疗保健和医学
  • 工业/製造业
  • 教育和培训
  • 国防/航太
  • 游戏和娱乐
  • 建筑/施工
  • 其他用途

第九章 全球扩增实境(AR) 市场(按最终用户)

  • 公司
  • 政府
  • 个人消费者

第 10 章全球扩增实境(AR) 市场(按地区)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十一章 重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第十二章 公司概况

  • Apple Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Google LLC
  • Sony Corporation
  • Samsung Electronics Co., Ltd.
  • Snap Inc.
  • Magic Leap, Inc.
  • Vuzix Corporation
  • Lenovo Group Limited
  • PTC Inc.
  • Qualcomm Technologies, Inc.
  • NVIDIA Corporation
  • Blippar Group Limited
  • EON Reality, Inc.
  • Scandit AG
  • Varjo Technologies Oy
  • Zappar Ltd.
Product Code: SMRC29801

According to Stratistics MRC, the Global Augmented Reality (AR) Market is accounted for $47.1 billion in 2025 and is expected to reach $730.3 billion by 2032 growing at a CAGR of 47.9% during the forecast period. Augmented reality (AR) is a technology that superimposes digital data, sounds, or images in real time onto the physical world. Through the use of gadgets like smartphones, tablets, or AR glasses, augmented reality (AR) improves the real environment by incorporating interactive components, in contrast to virtual reality, which produces an entirely immersive experience. To enhance visualization, engagement, and decision-making, it is extensively utilized in gaming, retail, healthcare, education, and industrial applications.

According to a 2022 PwC global report, AR-enhanced products experienced an average revenue increase of 37% within eighteen months of implementation.

Market Dynamics:

Driver:

Growing investments in AR by tech giants

The augmented reality (AR) market is experiencing robust growth, primarily fueled by substantial investments from leading technology companies such as Microsoft, Apple, and Google. These tech giants are allocating significant resources towards advancing AR hardware and software, driving innovation and accelerating adoption across industries. Furthermore, their involvement validates the potential of AR, encouraging startups and smaller firms to enter the market and contribute to a competitive ecosystem. This influx of capital and expertise has led to rapid technological advancements, expanding AR's applications in sectors like healthcare, automotive, and retail, thereby propelling overall market expansion.

Restraint:

Lack of standardization across AR platforms

Lack of standardization across platforms creates compatibility issues and hinders seamless integration of AR solutions. Different hardware and software ecosystems often require customized development, increasing costs and complexity for both developers and end-users. Moreover, this fragmentation can slow down innovation and limit the scalability of AR applications, as companies must navigate a patchwork of standards and protocols. As a result, widespread adoption is challenged, particularly for enterprises seeking to deploy AR solutions across diverse devices and operating environments, ultimately restraining the market's full potential.

Opportunity:

Emergence of 5g and edge computing

The advent of 5G and edge computing presents significant opportunities for the AR market by enabling faster data transmission, reduced latency, and improved real-time processing. These technological advancements allow AR applications to deliver richer, more immersive experiences without the limitations of local device processing power. Additionally, 5G's high bandwidth supports seamless streaming of complex AR content, while edge computing ensures efficient data handling closer to the user. This synergy is expected to unlock new use cases in remote collaboration, industrial automation, and interactive retail, further expanding the market's reach and accelerating adoption across sectors.

Threat:

User fatigue and acceptance issues

Prolonged use of AR devices can lead to discomfort, eye strain, and cognitive overload, potentially discouraging sustained engagement. Additionally, concerns about privacy, data security, and the learning curve associated with new interfaces may hinder user acceptance, especially among less tech-savvy populations. Furthermore, if AR applications fail to deliver clear value or intuitive experiences, users may quickly abandon them, impacting retention rates and slowing market growth.

Covid-19 Impact:

The Covid-19 pandemic had a mixed impact on the AR market. While initial disruptions in supply chains and hardware production posed challenges, the crisis accelerated digital transformation across industries. Remote work, virtual collaboration, and contactless solutions became essential, driving demand for AR-powered applications in training, healthcare, and retail. Furthermore, the shift towards online engagement highlighted AR's value in enhancing user experiences, leading to increased investments and adoption. As a result, the pandemic ultimately acted as a catalyst for AR market growth, despite short-term operational setbacks.

The handheld devices segment is expected to be the largest during the forecast period

The handheld devices segment is expected to account for the largest market share during the forecast period, driven by the widespread adoption of smartphones and tablets equipped with AR capabilities. These devices offer accessibility and convenience, allowing users to experience AR without the need for specialized hardware. Additionally, major app ecosystems support a wide range of AR applications, from gaming and retail to education and navigation. The ubiquity of handheld devices, combined with continuous improvements in processing power and camera technology, ensures that this segment remains the primary gateway for mass-market AR adoption.

The markerless AR segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the markerless AR segment is predicted to witness the highest growth rate, owing to its ability to provide seamless and flexible AR experiences without the need for predefined markers or codes. Markerless AR leverages advanced computer vision and spatial mapping technologies to overlay digital content onto real-world environments in real time. This approach enhances user engagement and broadens the range of potential applications, from interactive advertising to industrial maintenance. Furthermore, the continuous improvement in device sensors and AI algorithms is expected to drive rapid innovation and adoption.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share, attributed to its status as a global innovation hub and early adopter of immersive technologies. The presence of major AR technology companies, robust investment activity, and a high rate of smart device adoption underpin the region's leadership. Moreover, North America's diverse industry applications spanning healthcare, automotive, retail, and defense drive substantial demand for AR solutions. The region's strong ecosystem of research institutions, startups, and established firms further accelerates technological advancement.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR, propelled by rapid economic growth, expanding digital infrastructure, and increasing consumer demand for innovative technologies. The region's thriving automotive, manufacturing, retail, and gaming sectors are actively integrating AR solutions to enhance productivity and customer engagement. Additionally, the presence of low-cost hardware manufacturers in China and significant investments in India and Japan contribute to the region's dynamic growth. Furthermore, government initiatives supporting digital transformation and technology adoption are expected to sustain Asia Pacific's momentum.

Key players in the market

Some of the key players in Augmented Reality (AR) Market include Apple Inc., Meta Platforms, Inc., Microsoft Corporation, Google LLC, Sony Corporation, Samsung Electronics Co., Ltd., Snap Inc., Magic Leap, Inc., Vuzix Corporation, Lenovo Group Limited, PTC Inc., Qualcomm Technologies, Inc., NVIDIA Corporation, Blippar Group Limited, EON Reality, Inc., Scandit AG, Varjo Technologies Oy, and Zappar Ltd.

Key Developments:

In September 2023, Meta, in collaboration with EssilorLuxottica, introduced the Ray-Ban Meta smart glasses. These glasses feature a 12MP camera, open-ear speakers, and integration with Meta AI. In April 2024, Meta announced an update enabling multimodal input via computer vision, enhancing the glasses' capabilities.

In March 2023, Snap Inc. launched ARES, a suite of tools enabling businesses to integrate Snap's AR technology into their platforms. The inaugural offering focuses on retail, providing features like 3D Viewer, AR Try-On, and Fit Finder to enhance the shopping experience.

Device Types Covered:

  • Head-Mounted Displays (HMDs)
  • Head-Up Displays (HUD)
  • Handheld Devices

Offerings Covered:

  • Hardware
  • Software

Technologies Covered:

  • Marker-based AR
  • Markerless AR
  • Location-based AR
  • Projection-based AR
  • Superimposition-based AR

Applications Covered:

  • Retail
  • Healthcare & Medical
  • Industrial & Manufacturing
  • Education & Training
  • Defense & Aerospace
  • Gaming & Entertainment
  • Automotive
  • Architecture & Construction
  • Other Applications

End Users Covered:

  • Enterprises
  • Government
  • Individual Consumers

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Augmented Reality (AR) Market, By Device Type

  • 5.1 Introduction
  • 5.2 Head-Mounted Displays (HMDs)
    • 5.2.1 Smart Glasses
    • 5.2.2 Smart Helmets
  • 5.3 Head-Up Displays (HUD)
  • 5.4 Handheld Devices
    • 5.4.1 Smart Phones
    • 5.4.2 Tablets

6 Global Augmented Reality (AR) Market, By Offering

  • 6.1 Introduction
  • 6.2 Hardware
    • 6.2.1 Sensors
    • 6.2.2 Cameras
    • 6.2.3 Displays & Projectors
    • 6.2.4 Position Trackers
    • 6.2.5 Processors
    • 6.2.6 Input Devices
    • 6.2.7 Other Hardware
  • 6.3 Software
    • 6.3.1 AR Platforms & SDKs
    • 6.3.2 Content Management Software
    • 6.3.3 AR Apps

7 Global Augmented Reality (AR) Market, By Technology

  • 7.1 Introduction
  • 7.2 Marker-based AR
  • 7.3 Markerless AR
  • 7.4 Location-based AR
  • 7.5 Projection-based AR
  • 7.6 Superimposition-based AR

8 Global Augmented Reality (AR) Market, By Application

  • 8.1 Introduction
  • 8.2 Retail
  • 8.3 Healthcare & Medical
  • 8.4 Industrial & Manufacturing
  • 8.5 Education & Training
  • 8.6 Defense & Aerospace
  • 8.7 Gaming & Entertainment
  • 8.8 Automotive
  • 8.9 Architecture & Construction
  • 8.10 Other Applications

9 Global Augmented Reality (AR) Market, By End User

  • 9.1 Introduction
  • 9.2 Enterprises
  • 9.3 Government
  • 9.4 Individual Consumers

10 Global Augmented Reality (AR) Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Apple Inc.
  • 12.2 Meta Platforms, Inc.
  • 12.3 Microsoft Corporation
  • 12.4 Google LLC
  • 12.5 Sony Corporation
  • 12.6 Samsung Electronics Co., Ltd.
  • 12.7 Snap Inc.
  • 12.8 Magic Leap, Inc.
  • 12.9 Vuzix Corporation
  • 12.10 Lenovo Group Limited
  • 12.11 PTC Inc.
  • 12.12 Qualcomm Technologies, Inc.
  • 12.13 NVIDIA Corporation
  • 12.14 Blippar Group Limited
  • 12.15 EON Reality, Inc.
  • 12.16 Scandit AG
  • 12.17 Varjo Technologies Oy
  • 12.18 Zappar Ltd.

List of Tables

  • Table 1 Global Augmented Reality (AR) Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Augmented Reality (AR) Market Outlook, By Device Type (2024-2032) ($MN)
  • Table 3 Global Augmented Reality (AR) Market Outlook, By Head-Mounted Displays (HMDs) (2024-2032) ($MN)
  • Table 4 Global Augmented Reality (AR) Market Outlook, By Smart Glasses (2024-2032) ($MN)
  • Table 5 Global Augmented Reality (AR) Market Outlook, By Smart Helmets (2024-2032) ($MN)
  • Table 6 Global Augmented Reality (AR) Market Outlook, By Head-Up Displays (HUD) (2024-2032) ($MN)
  • Table 7 Global Augmented Reality (AR) Market Outlook, By Handheld Devices (2024-2032) ($MN)
  • Table 8 Global Augmented Reality (AR) Market Outlook, By Smart Phones (2024-2032) ($MN)
  • Table 9 Global Augmented Reality (AR) Market Outlook, By Tablets (2024-2032) ($MN)
  • Table 10 Global Augmented Reality (AR) Market Outlook, By Offering (2024-2032) ($MN)
  • Table 11 Global Augmented Reality (AR) Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 12 Global Augmented Reality (AR) Market Outlook, By Sensors (2024-2032) ($MN)
  • Table 13 Global Augmented Reality (AR) Market Outlook, By Cameras (2024-2032) ($MN)
  • Table 14 Global Augmented Reality (AR) Market Outlook, By Displays & Projectors (2024-2032) ($MN)
  • Table 15 Global Augmented Reality (AR) Market Outlook, By Position Trackers (2024-2032) ($MN)
  • Table 16 Global Augmented Reality (AR) Market Outlook, By Processors (2024-2032) ($MN)
  • Table 17 Global Augmented Reality (AR) Market Outlook, By Input Devices (2024-2032) ($MN)
  • Table 18 Global Augmented Reality (AR) Market Outlook, By Other Hardware (2024-2032) ($MN)
  • Table 19 Global Augmented Reality (AR) Market Outlook, By Software (2024-2032) ($MN)
  • Table 20 Global Augmented Reality (AR) Market Outlook, By AR Platforms & SDKs (2024-2032) ($MN)
  • Table 21 Global Augmented Reality (AR) Market Outlook, By Content Management Software (2024-2032) ($MN)
  • Table 22 Global Augmented Reality (AR) Market Outlook, By AR Apps (2024-2032) ($MN)
  • Table 23 Global Augmented Reality (AR) Market Outlook, By Technology (2024-2032) ($MN)
  • Table 24 Global Augmented Reality (AR) Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 25 Global Augmented Reality (AR) Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 26 Global Augmented Reality (AR) Market Outlook, By Location-based AR (2024-2032) ($MN)
  • Table 27 Global Augmented Reality (AR) Market Outlook, By Projection-based AR (2024-2032) ($MN)
  • Table 28 Global Augmented Reality (AR) Market Outlook, By Superimposition-based AR (2024-2032) ($MN)
  • Table 29 Global Augmented Reality (AR) Market Outlook, By Application (2024-2032) ($MN)
  • Table 30 Global Augmented Reality (AR) Market Outlook, By Retail (2024-2032) ($MN)
  • Table 31 Global Augmented Reality (AR) Market Outlook, By Healthcare & Medical (2024-2032) ($MN)
  • Table 32 Global Augmented Reality (AR) Market Outlook, By Industrial & Manufacturing (2024-2032) ($MN)
  • Table 33 Global Augmented Reality (AR) Market Outlook, By Education & Training (2024-2032) ($MN)
  • Table 34 Global Augmented Reality (AR) Market Outlook, By Defense & Aerospace (2024-2032) ($MN)
  • Table 35 Global Augmented Reality (AR) Market Outlook, By Gaming & Entertainment (2024-2032) ($MN)
  • Table 36 Global Augmented Reality (AR) Market Outlook, By Automotive (2024-2032) ($MN)
  • Table 37 Global Augmented Reality (AR) Market Outlook, By Architecture & Construction (2024-2032) ($MN)
  • Table 38 Global Augmented Reality (AR) Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 39 Global Augmented Reality (AR) Market Outlook, By End User (2024-2032) ($MN)
  • Table 40 Global Augmented Reality (AR) Market Outlook, By Enterprises (2024-2032) ($MN)
  • Table 41 Global Augmented Reality (AR) Market Outlook, By Government (2024-2032) ($MN)
  • Table 42 Global Augmented Reality (AR) Market Outlook, By Individual Consumers (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.