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Global Augmented Reality Hardware and Software Market 2019 by Company, Regions, Type and Application, Forecast to 2024

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Table of Contents

    1 Augmented Reality Hardware and Software Market Overview

    • 1.1 Product Overview and Scope of Augmented Reality Hardware and Software
    • 1.2 Classification of Augmented Reality Hardware and Software by Types
      • 1.2.1 Global Augmented Reality Hardware and Software Revenue Comparison by Types (2019-2024)
      • 1.2.2 Global Augmented Reality Hardware and Software Revenue Market Share by Types in 2018
      • 1.2.3 Augmented Reality Glasses
      • 1.2.4 Augmented Reality Display
      • 1.2.5 Tracking System
      • 1.2.6 Other
    • 1.3 Global Augmented Reality Hardware and Software Market by Application
      • 1.3.1 Global Augmented Reality Hardware and Software Market Size and Market Share Comparison by Applications (2014-2024)
      • 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 Global Augmented Reality Hardware and Software Market by Regions
      • 1.4.1 Global Augmented Reality Hardware and Software Market Size (Million USD) Comparison by Regions (2014-2024)
      • 1.4.1 North America (USA, Canada and Mexico) Augmented Reality Hardware and Software Status and Prospect (2014-2024)
      • 1.4.2 Europe (Germany, France, UK, Russia and Italy) Augmented Reality Hardware and Software Status and Prospect (2014-2024)
      • 1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Augmented Reality Hardware and Software Status and Prospect (2014-2024)
      • 1.4.4 South America (Brazil, Argentina, Colombia) Augmented Reality Hardware and Software Status and Prospect (2014-2024)
      • 1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Augmented Reality Hardware and Software Status and Prospect (2014-2024)
    • 1.5 Global Market Size of Augmented Reality Hardware and Software (2014-2024)

    2 Manufacturers Profiles

    • 2.1 Sony (Japan)
      • 2.1.1 Business Overview
      • 2.1.2 Augmented Reality Hardware and Software Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Sony (Japan) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 Oculus (US)
      • 2.2.1 Business Overview
      • 2.2.2 Augmented Reality Hardware and Software Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 Oculus (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 Samsung (South Korea)
      • 2.3.1 Business Overview
      • 2.3.2 Augmented Reality Hardware and Software Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 Samsung (South Korea) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 Google (US)
      • 2.4.1 Business Overview
      • 2.4.2 Augmented Reality Hardware and Software Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 Google (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 HTC (Taiwan)
      • 2.5.1 Business Overview
      • 2.5.2 Augmented Reality Hardware and Software Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 HTC (Taiwan) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Microsoft (US)
      • 2.6.1 Business Overview
      • 2.6.2 Augmented Reality Hardware and Software Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Microsoft (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 Wikitude (Austria)
      • 2.7.1 Business Overview
      • 2.7.2 Augmented Reality Hardware and Software Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 Wikitude (Austria) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 DAQRI (US)
      • 2.8.1 Business Overview
      • 2.8.2 Augmented Reality Hardware and Software Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 DAQRI (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 Zugara (US)
      • 2.9.1 Business Overview
      • 2.9.2 Augmented Reality Hardware and Software Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 Zugara (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 Blippar (UK)
      • 2.10.1 Business Overview
      • 2.10.2 Augmented Reality Hardware and Software Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 Blippar (UK) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.11 Magic Leap (US)
      • 2.11.1 Business Overview
      • 2.11.2 Augmented Reality Hardware and Software Type and Applications
        • 2.11.2.1 Product A
        • 2.11.2.2 Product B
      • 2.11.3 Magic Leap (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.12 Upskill (US)
      • 2.12.1 Business Overview
      • 2.12.2 Augmented Reality Hardware and Software Type and Applications
        • 2.12.2.1 Product A
        • 2.12.2.2 Product B
      • 2.12.3 Upskill (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.13 Continental (Germany)
      • 2.13.1 Business Overview
      • 2.13.2 Augmented Reality Hardware and Software Type and Applications
        • 2.13.2.1 Product A
        • 2.13.2.2 Product B
      • 2.13.3 Continental (Germany) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.14 Visteon (US)
      • 2.14.1 Business Overview
      • 2.14.2 Augmented Reality Hardware and Software Type and Applications
        • 2.14.2.1 Product A
        • 2.14.2.2 Product B
      • 2.14.3 Visteon (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.15 Eon Reality (US)
      • 2.15.1 Business Overview
      • 2.15.2 Augmented Reality Hardware and Software Type and Applications
        • 2.15.2.1 Product A
        • 2.15.2.2 Product B
      • 2.15.3 Eon Reality (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.16 MAXST (South Korea)
      • 2.16.1 Business Overview
      • 2.16.2 Augmented Reality Hardware and Software Type and Applications
        • 2.16.2.1 Product A
        • 2.16.2.2 Product B
      • 2.16.3 MAXST (South Korea) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.17 Vuzix (US)
      • 2.17.1 Business Overview
      • 2.17.2 Augmented Reality Hardware and Software Type and Applications
        • 2.17.2.1 Product A
        • 2.17.2.2 Product B
      • 2.17.3 Vuzix (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)
    • 2.18 PTC (US)
      • 2.18.1 Business Overview
      • 2.18.2 Augmented Reality Hardware and Software Type and Applications
        • 2.18.2.1 Product A
        • 2.18.2.2 Product B
      • 2.18.3 PTC (US) Augmented Reality Hardware and Software Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Augmented Reality Hardware and Software Market Competition, by Players

    • 3.1 Global Augmented Reality Hardware and Software Revenue and Share by Players (2014-2019)
    • 3.2 Market Concentration Rate
      • 3.2.1 Top 5 Augmented Reality Hardware and Software Players Market Share
      • 3.2.2 Top 10 Augmented Reality Hardware and Software Players Market Share
    • 3.3 Market Competition Trend

    4 Global Augmented Reality Hardware and Software Market Size by Regions

    • 4.1 Global Augmented Reality Hardware and Software Revenue and Market Share by Regions
    • 4.2 North America Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 4.3 Europe Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 4.4 Asia-Pacific Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 4.5 South America Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 4.6 Middle East and Africa Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    5 North America Augmented Reality Hardware and Software Revenue by Countries

    • 5.1 North America Augmented Reality Hardware and Software Revenue by Countries (2014-2019)
    • 5.2 USA Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 5.3 Canada Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 5.4 Mexico Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    6 Europe Augmented Reality Hardware and Software Revenue by Countries

    • 6.1 Europe Augmented Reality Hardware and Software Revenue by Countries (2014-2019)
    • 6.2 Germany Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 6.3 UK Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 6.4 France Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 6.5 Russia Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 6.6 Italy Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    7 Asia-Pacific Augmented Reality Hardware and Software Revenue by Countries

    • 7.1 Asia-Pacific Augmented Reality Hardware and Software Revenue by Countries (2014-2019)
    • 7.2 China Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 7.3 Japan Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 7.4 Korea Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 7.5 India Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 7.6 Southeast Asia Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    8 South America Augmented Reality Hardware and Software Revenue by Countries

    • 8.1 South America Augmented Reality Hardware and Software Revenue by Countries (2014-2019)
    • 8.2 Brazil Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 8.3 Argentina Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 8.4 Colombia Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    9 Middle East and Africa Revenue Augmented Reality Hardware and Software by Countries

    • 9.1 Middle East and Africa Augmented Reality Hardware and Software Revenue by Countries (2014-2019)
    • 9.2 Saudi Arabia Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 9.3 UAE Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 9.4 Egypt Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 9.5 Nigeria Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)
    • 9.6 South Africa Augmented Reality Hardware and Software Revenue and Growth Rate (2014-2019)

    10 Global Augmented Reality Hardware and Software Market Segment by Type

    • 10.1 Global Augmented Reality Hardware and Software Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Augmented Reality Hardware and Software Market Forecast by Type (2019-2024)
    • 10.3 Augmented Reality Glasses Revenue Growth Rate (2014-2024)
    • 10.4 Augmented Reality Display Revenue Growth Rate (2014-2024)
    • 10.5 Tracking System Revenue Growth Rate (2014-2024)
    • 10.6 Other Revenue Growth Rate (2014-2024)

    11 Global Augmented Reality Hardware and Software Market Segment by Application

    • 11.1 Global Augmented Reality Hardware and Software Revenue Market Share by Application (2014-2019)
    • 11.2 Augmented Reality Hardware and Software Market Forecast by Application (2019-2024)
    • 11.3 Healthcare Revenue Growth (2014-2019)
    • 11.4 Education Revenue Growth (2014-2019)
    • 11.5 Retail Revenue Growth (2014-2019)
    • 11.6 Entertainment Revenue Growth (2014-2019)
    • 11.7 IT and Telecom Revenue Growth (2014-2019)
    • 11.8 Others Revenue Growth (2014-2019)

    12 Global Augmented Reality Hardware and Software Market Size Forecast (2019-2024)

    • 12.1 Global Augmented Reality Hardware and Software Market Size Forecast (2019-2024)
    • 12.2 Global Augmented Reality Hardware and Software Market Forecast by Regions (2019-2024)
    • 12.3 North America Augmented Reality Hardware and Software Revenue Market Forecast (2019-2024)
    • 12.4 Europe Augmented Reality Hardware and Software Revenue Market Forecast (2019-2024)
    • 12.5 Asia-Pacific Augmented Reality Hardware and Software Revenue Market Forecast (2019-2024)
    • 12.6 South America Augmented Reality Hardware and Software Revenue Market Forecast (2019-2024)
    • 12.7 Middle East and Africa Augmented Reality Hardware and Software Revenue Market Forecast (2019-2024)

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      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.

      Scope of the Report:
      The global Augmented Reality Hardware and Software market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
      The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
      North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Augmented Reality Hardware and Software.
      Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
      This report studies the Augmented Reality Hardware and Software market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Augmented Reality Hardware and Software market by product type and applications/end industries.

      Market Segment by Companies, this report covers
      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)

      Market Segment by Regions, regional analysis covers
      North America (United States, Canada and Mexico)
      Europe (Germany, France, UK, Russia and Italy)
      Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
      South America (Brazil, Argentina, Colombia)
      Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

      Market Segment by Type, covers
      Augmented Reality Glasses
      Augmented Reality Display
      Tracking System
      Other

      Market Segment by Applications, can be divided into
      Healthcare
      Education
      Retail
      Entertainment
      IT and Telecom
      Others

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