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2026 Global: Augmented Reality (Ar) Shopping Market-Competitive Review (2032) report

Publisher PerryHope Partners
Published Dec 15, 2025
Length 32 Pages
SKU # PHP20693940

Description

The 2026 Global: Augmented Reality (Ar) Shopping Market-Competitive Review (2031) report features the global market size and projected growth/decline data for the period 2021 through 2032. The report primarily provides an examination of the business strategies for the ten largest global companies in the market and how their strategies differ.

Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).

The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for augmented reality (ar) shopping market by geography and historical trend. The scope of the report extends to sizing of the augmented reality (ar) shopping market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.

The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?

The ten market players in this report and a brief synopsis of their participation in the market are:

Apple, Meta, and Google lead the Augmented Reality (AR) shopping market through robust platforms like ARKit, ARCore, and immersive metaverse integrations, enabling virtual try-ons and product visualizations that boost conversion rates by up to 94% and reduce returns. IKEA and Amazon follow closely, with IKEA's Place app allowing furniture placement in real environments and Amazon investing $10 billion in AR rendering infrastructure for seamless 3D experiences. Walmart and Nike enhance engagement via AR apps for home visualization and sneaker try-ons, reporting 11% sales increases and doubled conversions from interactive features.

Home Depot, Alibaba, and Sephora expand AR applications with tools for contextual product previews, cosmetic try-ons, and global e-commerce immersion, driving higher basket sizes and customer satisfaction. Specialized providers like Zappar and Wikitude offer developer platforms for custom AR campaigns, supporting retailers in blending physical and digital shopping while Treeview delivers bespoke virtual previews for enterprise clients. Warby Parker and L'Oréal pioneer eyewear and makeup virtual fittings, minimizing uncertainty and elevating personalization across fashion and beauty sectors.

These ten companies—Apple, Meta, Google, IKEA, Amazon, Walmart, Nike, Home Depot, Alibaba, and Sephora—dominate by leveraging AR for hyper-personalized experiences, with North America leading due to advanced infrastructure and high adoption among Fortune 500 firms. Innovations like Meta's Ray-Ban glasses and Apple's Vision Pro signal further growth, projecting 80% of brands using AR by 2025 for engagement and sales. Overall, AR transforms e-commerce by bridging online-offline gaps, fostering loyalty through interactivity and precision visualization.

Table of Contents

32 Pages
1.0 Scope of Report and Methodology
2.0 Market SWOT Analysis and Players
2.1 Market Definition
2.2 Market Segments
2.3 Market Strengths
2.4 Market Weaknesses
2.5 Market Threats
2.6 Market Opportunities
2.7 Major Players
3.0 Competitive Analysis
3.1 Market Player 1
3.2 Market Player 2
3.3 Market Player 3
3.4 Market Player 4
3.5 Market Player 5
3.6 Market Player 6
3.7 Market Player 7
3.8 Market Player 8
3.9 Market Player 9
3.10 Market Player 10
4.0 Comparative Business Strategies
4.1 Comparative Business Strategies of Player 1 and 2
4.2 Comparative Business Strategies of Player 1 and 3
4.3 Comparative Business Strategies of Player 1 and 4
4.4 Comparative Business Strategies of Player 2 and 3
4.5 Comparative Business Strategies of Player 2 and 4
4.6 Comparative Business Strategies of Player 3 and 4
5.0 Appendix

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