
Augmented Reality (AR) (2024) - Thematic Research
Description
Augmented Reality (AR) (2024) - Thematic Research
Summary
Imagine wearing a pair of glasses with the computing power of a smartphone, activated by your voice, which recognizes what you see, where you are, and the context in which you are operating. While such a world is some years away from reality, first-mover advantage in AR is such a valuable prize that every large technology company is investing significantly in this theme.
Ultimately, AR technology may replace the smartphone as the primary connected device users carry around. Moreover, AR will be a critical component of the metaverse – the next mega-theme that Big Tech has in its sights.
Key Highlights
According to GlobalData forecasts, the AR market will be worth $100 billion by 2030, up from $22 billion in 2022. AR software will generate most of this revenue, with limited spending on AR headsets and AR smart glasses.
AR is evolving into a utility in specific consumer and enterprise applications. On the consumer front, AR is primarily used in social media, gaming, and ecommerce. While Pokémon Go and Snapchat Lenses have helped popularize AR as a tool for entertainment, ecommerce is using it as a utility.
The adoption of AR by enterprises is also advancing in sectors such as retail, healthcare, and manufacturing, mainly for user experience, training, and remote collaboration. Businesses will continue to adopt AR in the coming years, but the high cost of headsets and smart glasses will hinder widespread adoption in the short term. In terms of end users, the enterprise AR segment is dominant and will maintain its lead over the forecast period.
Scope
This report provides an overview of the augmented reality theme.
It identifies the key trends impacting growth of the theme over the next 12 to 24 months, split into four categories: technology trends, macroeconomic trends, regulatory trends, and media trends.
It includes comprehensive industry analysis, including forecasts for augmented reality revenues to 2030. These forecasts are split by end-user (consumer and enterprise) and platform (hardware and software). There is also market share information for the AR smart glasses and AR headsets markets.
It contains details of M&A deals driven by the augmented reality theme, and a timeline highlighting milestones in the development of augmented reality.
The detailed value chain shows comprises five segments: semiconductors, components, devices, platforms, and applications and content. Leading and challenging vendors are identified across all five segments.
Reasons to Buy
AR is still developing as a technology but is beginning to move into the mainstream. Leading tech companies are scrambling to build sustainable AR ecosystems and gain a foothold in this potentially lucrative market, while specialist firms focus on areas like content development. This report tells you need to know about AR, including market forecasts to 2030 and profiles of the leading companies.
Table of Contents
75 Pages
- Executive Summary
- Players
- Technology Briefing
- 3D cameras
- Displays
- Eye tracking
- Motion tracking
- Facial recognition
- localization and mapping
- Trends
- Technology trends
- Macroeconomic trends
- Regulatory trends
- Media trends
- Industry Analysis
- Market size and growth forecasts
- AR software
- AR hardware
- Use cases
- Retail
- Advertising
- Healthcare
- Sport
- Defense
- Manufacturing
- Timeline
- M&A trends
- Value Chain
- Semiconductors
- Central processing units
- Graphics processing units
- Vision processing units
- Image processors
- Communication chips
- Micro-electromechanical systems (MEMS)
- Memory chips
- Components
- Motion tracking
- Batteries
- Displays
- Cameras and 3D lenses
- Audio component
- Machine vision
- Devices
- Smartphones
- AR smart glasses
- AR headsets
- Platforms
- Artificial intelligence
- The impact of generative AI
- Apps and content
- Companies
- Sector Scorecards
- Gaming sector scorecard
- Who’s who
- Thematic screen
- Valuation screen
- Risk screen
- Consumer electronics sector scorecard
- Who’s who
- Thematic screen
- Valuation screen
- Risk screen
- Glossary
- Further Reading
- GlobalData reports
- Our Thematic Research Methodology
- About GlobalData
- Contact Us
- List of Tables
- Table 1: Technology trends
- Table 2: Macroeconomic trends
- Table 3: Regulatory trends
- Table 4: Media trends
- Table 5: M&A trends
- Table 6: Companies
- Table 7: Glossary
- Table 8: GlobalData reports
- List of Figures
- Figure 1: A select list of players in the augmented reality theme and where they sit in the value chain
- Figure 2: There are four main types of AR
- Figure 3: How do AR apps work on smartphones?
- Figure 4: Four types of depth cameras can be used in AR devices
- Figure 5: Monocular & Binocular Display
- Figure 6: Eye tracking
- Figure 7: Motion tracking
- Figure 8: Facial recognition
- Figure 9: Simultaneous localization and mapping (SLAM)
- Figure 10: AR will become a $100 billion market by 2030
- Figure 11: Enterprise AR will continue to be more lucrative than the consumer market by 2030
- Figure 12: AR software will dominate the market over the forecast period
- Figure 13: The AR software market will generate $82 billion in revenue by 2030
- Figure 14: The AR hardware market will be worth $18 billion by 2030
- Figure 15: AR headsets will lead the AR hardware market
- Figure 16: AR in retail
- Figure 17: AR in advertising
- Figure 18: AR in healthcare
- Figure 19: AR in sport
- Figure 20: AR in defense
- Figure 21: AR in manufacturing
- Figure 22: The augmented reality story
- Figure 23: The augmented reality value chain
- Figure 24: AR value chain – Semiconductors
- Figure 25: AR value chain – Components
- Figure 26: AR value chain – Devices
- Figure 27: AR value chain – Platforms
- Figure 28: AR value chain – Platforms - AI
- Figure 29: AR value chain – Apps and content
- Figure 30: Who does what in the gaming space?
- Figure 31: Thematic screen - Gaming sector scorecard
- Figure 32: Valuation screen - Gaming sector scorecard
- Figure 33: Risk screen - Gaming sector scorecard
- Figure 34: Who does what in the consumer electronics space?
- Figure 35: Thematic screen - Consumer electronics sector scorecard
- Figure 36: Valuation screen - Consumer electronics sector scorecard
- Figure 37: Risk screen - Consumer electronics sector scorecard
- Figure 38: Our five-step approach for generating a sector scorecard
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