Global Augmented Reality and Mixed Reality Market Size By Technology, By Application, By End-User Industry, By Geographic Scope And Forecast

Published Date: August - 2024 | Publisher: MIR | No of Pages: 320 | Industry: latest updates trending Report | Format: Report available in PDF / Excel Format

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Global Augmented Reality and Mixed Reality Market Size By Technology, By Application, By End-User Industry, By Geographic Scope And Forecast

Augmented Reality and Mixed Reality Market Size And Forecast

Augmented Reality and Mixed Reality Market size was valued at USD 14.8 Billion in 2023 and is projected to reach USD 82.4 Billion by 2030, growing at a CAGR of 25.6% during the forecast period 2024-2030.

Global Augmented Reality and Mixed Reality Market Drivers

The market drivers for the Augmented Reality and Mixed Reality Market can be influenced by various factors. These may include

  • Growing Demand in a Variety of areasAR and MR technologies are being used in a number of areas, such as manufacturing, gaming, retail, healthcare, and education. The market is expanding as a result of the rising need for creative solutions in these industries.
  • Developments in HardwareThe capabilities and performance of AR and MR devices have been improved by advancements in hardware components, including as sensors, CPUs, and display technologies. Experiences that are more realistic and immersive have resulted from this.
  • Increase in Mobile AR ApplicationsThe development of mobile AR applications has been stimulated by the widespread use of smartphones with sophisticated features. This covers augmented reality (AR) games, social media filters, and useful apps for things like interior design and navigation.
  • Enterprise Adoption for ProductivityTo increase productivity, optimize workflows, and enhance training procedures, businesses are progressively implementing AR and MR systems. This covers workforce training, remote help, and maintenance, repair, and operations (MRO) applications.
  • Growth of E-commerce and RetailVirtual reality (AR) is being used in the retail industry to give shoppers the ability to virtually try on things before they make a purchase. In the field of e-commerce, this trend has gained especially relevance.
  • Applications in HealthcareMedical education, surgical planning, and training are among of the areas in which AR and MR are being used in healthcare. The adoption of these technologies in the healthcare industry is facilitated by their capacity to display intricate medical data in a three-dimensional format.
  • Gaming & Immersive EntertainmentTo create dynamic and immersive experiences, the gaming and entertainment sectors have embraced AR and MR. This covers mixed reality narrative, virtual reality (VR), and augmented reality games.
  • Investments in AR and MR StartupsInnovation and the creation of new applications have benefited from the growing interest of investors and venture capital firms in AR and MR startups. This monetary assistance has stimulated the field’s study and development.
  • Integration with 5G NetworksProviding high-quality AR and MR experiences requires quicker and more dependable connectivity, which 5G network rollout offers. It is anticipated that the incorporation of these technologies with 5G will accelerate their uptake.
  • Government Initiatives and SupportThrough financing, research grants, and regulatory frameworks, certain governments are actively promoting the creation and uptake of AR and MR technology. Support like this can spur market expansion and innovation.

Global Augmented Reality and Mixed Reality Market Restraints

Several factors can act as restraints or challenges for the Augmented Reality and Mixed Reality Market. These may include

  • High Initial CostsThe initial expenses related to putting AR and MR solutions into practice can be high and include things like software development, hardware, and training. This may hinder the growth of adoption and serve as a hurdle for smaller enterprises.
  • Complexity of IntegrationIt might be difficult to integrate AR and MR technology into current workflows and systems. Companies may find it difficult to integrate new technologies into their operations smoothly, particularly in sectors with outdated systems.
  • Limited information AvailabilityThe availability of pertinent and high-quality information is frequently a determining factor in the success of AR and MR applications. Restricted content, particularly in apps that are aimed at consumers, might impede user engagement and delay the adoption of new technologies.
  • Privacy and Security IssuesPrivacy issues are brought up by the gathering and use of personal data in AR and MR applications. User trust may be impacted by the difficulty of maintaining user information security and compliance with data protection laws.
  • Absence of Industry StandardsInteroperability problems may arise from the lack of industry-standard frameworks and protocols for the creation of AR and MR. Developing devices and apps that are interoperable with all platforms is difficult for developers due to the absence of standardized protocols.
  • Technological RestrictionsDespite developments, there are still certain technical restrictions with AR and MR technologies. These limitations include limitations with regard to battery life, range of view, and display resolution. Reaching broader adoption will require overcoming these obstacles.
  • Regulatory ChallengesThe regulatory environment surrounding MR and AR technologies is still developing, and adhering to current laws can be difficult. Regulations that are unclear or onerous may impede the advancement and implementation of AR and MR technologies.
  • Restricted Use Cases in Certain IndustriesAlthough AR and MR have applications across a number of industries, there are some where the real-world uses are less clear. Businesses in these sectors can find it difficult to come up with strong arguments for investing in new technologies.
  • Health and Safety ConcernsConcerns regarding possible health problems, such as eye strain and pain, may influence user adoption and acceptability in specific applications, such as prolonged usage of AR and MR equipment.

Global Augmented Reality and Mixed Reality Market Segmentation Analysis

The Global Augmented Reality and Mixed Reality Market is Segmented on the basis of Technology, Application, End-User Industry, and Geography.

Augmented Reality and Mixed Reality Market, By Technology

  • Marker-Based ARUtilizes visual markers or codes to trigger augmented content.
  • Markerless ARDoes not require markers, relying on object recognition or geolocation.

Augmented Reality and Mixed Reality Market, By Application

  • Enterprise and Industrial ApplicationsIncluding training, maintenance, and remote assistance.
  • Consumer ApplicationsSuch as gaming, entertainment, and retail experiences.

Augmented Reality and Mixed Reality Market, By End-User Industry

  • HealthcareMedical imaging, surgery planning, and patient care.
  • ManufacturingAssembly line support, maintenance, and quality control.

Augmented Reality and Mixed Reality Market, By Geography

  • North AmericaMarket conditions and demand in the United States, Canada, and Mexico.
  • EuropeAnalysis of the Augmented Reality and Mixed Reality Market in European countries.
  • Asia-PacificFocusing on countries like China, India, Japan, South Korea, and others.
  • Middle East and AfricaExamining market dynamics in the Middle East and African regions.
  • Latin AmericaCovering market trends and developments in countries across Latin America.

Key Players

The major players in the Augmented Reality and Mixed Reality Market are

  • Google LLC (Alphabet Inc.)
  • Microsoft Corporation
  • Apple Inc.
  • Meta Platforms Inc. (formerly Facebook)
  • Sony Interactive Entertainment LLC
  • Qualcomm Technologies Inc.
  • Magic Leap Inc.
  • Niantic Inc

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2020-2030

BASE YEAR

2023

FORECAST PERIOD

2024-2030

HISTORICAL PERIOD

2020-2022

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Google LLC (Alphabet Inc.), Microsoft Corporation, Apple Inc., Meta Platforms Inc. (formerly Facebook), Sony Interactive Entertainment LLC, Qualcomm Technologies Inc., Magic Leap Inc., Niantic Inc

SEGMENTS COVERED

By Technology, By Application, By End-User Industry, and By Geography

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