Augmented Reality Market Size - Growth, Trends, and Forecasts (2020 - 2025)

The global augmented reality market is segmented by type (hardware, software), end-user vertical (gaming, education, healthcare, retail and advertising, and military and defense) and Geography.

Market Snapshot

Study Period:


Base Year:


Fastest Growing Market:

Asia Pacific

Largest Market:

North America


151.93 %

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Market Overview

The global augmented reality market was valued at USD 0.882 billion in 2019 and is expected to register a CAGR of 151.93% over the forecast period. Augmented Reality is likely to present a completely new way to engage and expand the abilities of retailers. The possibilities of augmented reality are endless, especially when combined with the ever-evolving wireless technology, which enables the integration of mobile devices and home appliances, in order to provide an enhanced connected experience for the end users. Huge potential opportunities in biotechnology and healthcare are expected to drive the growth of the augmented reality market over the forecast period. 

  • Augmented reality (AR) achieved product realization slowly, owing to the complex nature of the technology. Microsoft Hololens project started in 2010, took six years for development and launched the developers' edition in the first quarter of 2016. Magicleap, the secret AR startup, which raised over USD 1.9 billion, is launching a product after seven years of development.
  • The increasing adoption and availability of cloud have been a major driver for the market studied, as it provides the platform and infrastructure to address the scalability limitation of on-premise AR experiences.
  • The current market scenario has observed a greater focus on creating content and tools with more smartphone compatibility. This is expected to be driven by Photorealistic AR-enabled by the combination of software and hardware advances, one of the most significant launches of dedicated AR frameworks in the smartphone operating systems.

Scope of the Report

Augmented reality is the future of mobile devices. It will allow consumers to experience a new dimension, based on user preferences. About 22.8 million AR glasses are expected to be shipped by 2020. The user base for AR technologies is also expected to grow beyond 1 billion by 2020.

By Type
End-user Vetical
Military and Defense
Retail and Marketing
Other End-user Verticals
North America
United States
United Kingdon
Rest of Europe
Asia Pacific
South Korea
Rest of World
Latin America
Middle-East & Africa

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Key Market Trends

Hardware to Exhibit Higher Growth

Most of the companies, like Daqri, Meta, ODG, Vuzix, Optivent, etc., made AR headsets with a focus on enterprise applications for their devices. However, Social media giant, Snapchat, which introduced AR to mobile phones through its social media platform, also launched its first version of AR glasses, V1 in 2016 was only able to sell about 150,000 pairs and registered a USD 40 million write-off on the hardware business after ordering 800,00 pairs from a Chinese supplier.
AR devices available currently in the market have controlling systems embedded in the head-mounted devices or as a separate accessory, however notable developments in the AR glasses, like gesture-controlled and voice Assistant-controlled AR devices have been launched in 2017      
Lucyd created by an IP investment firm, Tekcapital, that is developing ergonomic AR glasses based on 13 disruptive AR patents. The Lucyd Lens smart glasses are built on an in-house decentralized blockchain called Lucyd Lab AR, that is powered by the LCD token, which organically drives content creation.
Through this design, the company aims to use community-driven content development to create the AR-driven blockchain with mass appeal. The company plans to introduce the blockchain-based AR smartglasses named Lucyd Lens in Q1 2019.
Going forward, such innovations in the hardware in terms of ergonomics, i.e., reduced size and weight, and making headsets look more, as the traditional eye-wear, would increase the acceptance of AR devices by consumers, in addition to the enterprise users.

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Geographic Trends

The North American segment of the market studied is expected to grow significantly over the forecast period, owing to the presence of large number of vendors, who are also investing hugely in market innovation, coupled with the dominance of the United States in the global software market. Globally, the United States is expected to be one of the highly innovative AR markets. Most of the companies advancing in this technology are based in the United States. About 64% of the consumers from the country believe in the positive changes by the adoption of AR in the workplace. Leading players, like Magic Leap and Microsoft, are actively working on this technology.

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Competitive Landscape

The augmented reality market is gaining competitiveness. Many of the companies are increasing their market presence by securing new contracts and by tapping new marketsCompanies, like Vuzix, Meta, among others, have partnered with fortune 500 companies and other large technology giants, like Caterpillar, Porsche, SAP, among others, to increase the sales of their AR smart glasses. Companies, like Vuzix, Meta, among others, have partnered with fortune 500 companies and other large technology giants, like Caterpillar, Porsche, SAP, among others, to increase the sales of their AR smart glasses.

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Table Of Contents


    1. 1.1 Scope of the Study

    2. 1.2 Study Assumptions

    3. 1.3 Study Deliverables




    1. 4.1 Market Overview

    2. 4.2 Industry Value Chain Analysis

    3. 4.3 Industry Attractiveness – Porter’s Five Force Analysis

      1. 4.3.1 Bargaining Power of Suppliers

      2. 4.3.2 Bargaining Power of Consumers

      3. 4.3.3 Threat of New Entrants

      4. 4.3.4 Threat of Substitute Products and Services

      5. 4.3.5 Competitive Rivalry within the Industry

    4. 4.4 Introduction to Market Drivers and Restraints

    5. 4.5 Market Drivers

      1. 4.5.1 Increasing Applications Of Augmented Reality

      2. 4.5.2 Demand For Mobile-based Augmented Reality

    6. 4.6 Market Restraints

      1. 4.6.1 Technical And Regulatory Issues


    1. 5.1 By Type

      1. 5.1.1 Hardware

      2. 5.1.2 Software

    2. 5.2 End-user Vetical

      1. 5.2.1 Gaming

      2. 5.2.2 Education

      3. 5.2.3 Healthcare

      4. 5.2.4 Military and Defense

      5. 5.2.5 Automotive

      6. 5.2.6 Retail and Marketing

      7. 5.2.7 Other End-user Verticals

    3. 5.3 Geography

      1. 5.3.1 North America

        1. United States

        2. Canada

      2. 5.3.2 Europe

        1. Germany

        2. United Kingdon

        3. France

        4. Rest of Europe

      3. 5.3.3 Asia Pacific

        1. China

        2. Japan

        3. South Korea

        4. India

      4. 5.3.4 Rest of World

        1. Latin America

        2. Middle-East & Africa


    1. 6.1 Company Profiles

      1. 6.1.1 Google LLC (ALPHABET INC.)

      2. 6.1.2 Seiko Epson Corporation

      3. 6.1.3 Vuzix Corporation

      4. 6.1.4 Osterhout Design Group (ODG)

      5. 6.1.5 Realwear Inc.

      6. 6.1.6 Toshiba Corporation

      7. 6.1.7 Daqri

      8. 6.1.8 Meta

      9. 6.1.9 Optinvent

      10. 6.1.10 Atheer, Inc.

      11. 6.1.11 Limited

      12. 6.1.12 Vuforia (PTC, Inc.)

      13. 6.1.13 Leap Motion, Inc.

      14. 6.1.14 Wikitude GmbH

      15. 6.1.15 Infinity Augmented Reality, Inc.

      16. 6.1.16 *List Not Exhaustive

  7. *List Not Exhaustive


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