Augmented Reality Headsets Market Size, Share, Analysis 2031

Augmented Reality Headsets Market Size, Share, Analysis 2031

Segments - Augmented Reality Headsets Market by Applications (Consumer and Enterprise), Types (Tethered Headsets, Smartphone-enabled Headsets, and Standalone Headsets), and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023 – 2031

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Author : Raksha Sharma
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Fact-checked by : V. Chandola
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Editor : Shruti Bhat

Upcoming | Report ID :ICT-SE-3536 | 4.1 Rating | 85 Reviews | 176 Pages | Format : PDF Excel PPT

Report Description


The global augmented reality headsets market size was valued at USD 5.05 billion in 2022 and is projected to reach USD 734.53 billion by 2031, expanding at a CAGR of 73.9% during the forecast period. The growth of the market is attributed to the increasing use of enhanced graphical objects to improve consumer experience among enterprises.

Augmented reality (AR) headsets are head-worn devices that allow users or viewers to see images superimposed on the real world. In addition to this, AR headsets use cameras to help users understand real-time instances of objects in their surroundings. The tendency of experiencing 3D superimposing virtual objects and the need to experience the real-time objects around the environment are key factors that prompt several businesses to adopt augmented reality (AR) technology. Using 3D models, the headset allows the user to collaborate and interact with other users in different geographical locations. Using the HoloLens, the spatial room would allow for improved hand tracking, eye tracking, and interactive communication.

Augmented Reality Headsets Market Outlook

Imposition of emergency lockdown due to widespread of the COVID-19 pandemic had allowed to rise in the implementation of a work-from-home routine to meet the increasing requirement for virtual meetings, conferences, and training. National Association of Manufacturers, however, believed this pandemic has impacted the manufacturing industry due to disruption of the global supply chain operations. As a result, the global supply of AR devices has been halted or at least delayed due to the severe impact of the pandemic on the manufacturing industry.

  • Increase in investments in AR devices worldwide and wide adoption of the technology across several industries are major driving factors of the market.
  • Rise in demand for object detection and immersive technology among industries are key factors driving the market expansion.
  • Problems related to privacy and security issues associated with AR and high cost of the AR devices are key hurdles anticipated to hamper the market growth during the projected timeline.
  • High need for sophisticated infrastructure for supporting AR devices act as a major challenge that hinders market growth in the coming year.
  • Businesses are increasingly investing in edge computing frameworks and technology to improve their marketing and advertising as well as their training and development operations. These are major factors creating significant growth opportunities for the market.

Scope of the Report

The report on the global augmented reality headsets market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Augmented Reality Headsets Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2022

Historic Data

2016–2021

Forecast Period

2023–2031

Segmentation

Applications (Consumer and Enterprise) and Types (Tethered Headsets, Smartphone-enabled Headsets, and Standalone Headsets)

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered in the Report

VUZIX; Seiko Epson Corporation; RealWear, Inc.; Kopin Corporation; Sony Corporation; Google LLC; Magic Leap, Inc.; and Microsoft Corp.

 

Market Segment Insights

Enterprise application segment is expected to grow at a rapid pace

Based on applications, the augmented reality headsets market is bifurcated into consumer and enterprise. The enterprise segment is expected to grow at a rapid pace during the forecast period due to the rise in the usage of devices among businesses to improve their operations and customer experience. However, the consumer segment is anticipated to hold a key share of the market in the coming years owing to growing popularity of AR apps and smartphone users.

Augmented Reality Headsets Market Applications

Tethered headset segment is projected to expand at a considerable CAGR

On the basis of types, the market is segregated into tethered headsets, smartphone-enabled headsets, and standalone headsets. The tethered headset segment is projected to expand at a considerable CAGR during the forecast period due to the high performance of AR applications and immersive objects. On the other hand, the standalone segment is anticipated to account for a major market share during the forecast period as the product provides an immersive experience without any help of a smartphone.

North America is anticipated to constitute a key market share

In terms of regions, the augmented reality headsets market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. North America is expected to constitute a key share of the market during the projected period due to the rise in AR startups in the region. However, the market of the Asia Pacific is anticipated to expand at a rapid pace during the forecast period owing to a rise in AR headset shipments, rising AR investment, as well as the wide availability of AR apps among enterprises.

Augmented Reality Headsets Market Regions

Segments

The global augmented reality headsets market has been segmented on the basis of

Applications

  • Consumer
  • Enterprise
Types
  • Tethered Headsets
  • Smartphone-enabled Headsets
  • Standalone Headsets
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • VUZIX
  • Seiko Epson Corporation
  • RealWear, Inc.
  • Kopin Corporation
  • Sony Corporation
  • Google LLC
  • Magic Leap, Inc.
  • Microsoft Corp.

Competitive Landscape

Key players competing in the global augmented reality headsets market are VUZIX; Seiko Epson Corporation; RealWear, Inc.; Kopin Corporation; Sony Corporation; Google LLC; Magic Leap, Inc.; and Microsoft Corp.

The vendors have introduced several new products to expand their market positions and enhance their competitive capacity in the market. For example, Google LLC released the Google Enterprise Edition 2 in May 2019, which included the Qualcomm Snapdragon XR1 platform and improved camera performance over the previous version. The market is still in its infancy with high potential foe investments, prototype development, reference design, and limited shipments to developers and businesses. The presence of both large technology companies and startups present key aspect for the market expansion at significant growth rate.

Augmented Reality Headsets Market Key Players

Table Of Content

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Augmented Reality Headsets Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Augmented Reality Headsets Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Augmented Reality Headsets Market - Supply Chain
  4.5. Global Augmented Reality Headsets Market Forecast
     4.5.1. Augmented Reality Headsets Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Augmented Reality Headsets Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Augmented Reality Headsets Market Absolute $ Opportunity
5. Global Augmented Reality Headsets Market Analysis and Forecast by Types
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Types
     5.2.2. Y-o-Y Growth Projections by Types
  5.3. Augmented Reality Headsets Market Size and Volume Forecast by Types
     5.3.1. Tethered Headsets
     5.3.2. Smartphone-enabled Headsets
     5.3.3. Standalone Headsets
  5.4. Absolute $ Opportunity Assessment by Types
  5.5. Market Attractiveness/Growth Potential Analysis by Types
6. Global Augmented Reality Headsets Market Analysis and Forecast by Applications
  6.1. Market Trends
  6.2. Introduction
     6.2.1. Basis Point Share (BPS) Analysis by Applications
     6.2.2. Y-o-Y Growth Projections by Applications
  6.3. Augmented Reality Headsets Market Size and Volume Forecast by Applications
     6.3.1. Consumer
     6.3.2. Enterprise
  6.4. Absolute $ Opportunity Assessment by Applications
  6.5. Market Attractiveness/Growth Potential Analysis by Applications
7. Global Augmented Reality Headsets Market Analysis and Forecast by Region
  7.1. Market Trends
  7.2. Introduction
     7.2.1. Basis Point Share (BPS) Analysis by Region
     7.2.2. Y-o-Y Growth Projections by Region
  7.3. Augmented Reality Headsets Market Size and Volume Forecast by Region
     7.3.1. North America
     7.3.2. Latin America
     7.3.3. Europe
     7.3.4. Asia Pacific
     7.3.5. Middle East and Africa (MEA)
  7.4. Absolute $ Opportunity Assessment by Region
  7.5. Market Attractiveness/Growth Potential Analysis by Region
  7.6. Global Augmented Reality Headsets Demand Share Forecast, 2019-2026
8. North America Augmented Reality Headsets Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
  8.2. North America Augmented Reality Headsets Market Size and Volume Forecast by Country
     8.2.1. U.S.
     8.2.2. Canada
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. North America Augmented Reality Headsets Market Size and Volume Forecast by Types
     8.4.1. Tethered Headsets
     8.4.2. Smartphone-enabled Headsets
     8.4.3. Standalone Headsets
  8.5. Basis Point Share (BPS) Analysis by Types
  8.6. Y-o-Y Growth Projections by Types
  8.7. North America Augmented Reality Headsets Market Size and Volume Forecast by Applications
     8.7.1. Consumer
     8.7.2. Enterprise
  8.8. Basis Point Share (BPS) Analysis by Applications
  8.9. Y-o-Y Growth Projections by Applications
  8.10. Market Attractiveness/Growth Potential Analysis
     8.10.1. By Country
     8.10.2. By Product Type
     8.10.3. By Application
  8.11. North America Augmented Reality Headsets Demand Share Forecast, 2019-2026
9. Latin America Augmented Reality Headsets Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Latin America Average Pricing Analysis
  9.2. Latin America Augmented Reality Headsets Market Size and Volume Forecast by Country
      9.2.1. Brazil
      9.2.2. Mexico
      9.2.3. Rest of Latin America
   9.3. Absolute $ Opportunity Assessment by Country
  9.4. Latin America Augmented Reality Headsets Market Size and Volume Forecast by Types
     9.4.1. Tethered Headsets
     9.4.2. Smartphone-enabled Headsets
     9.4.3. Standalone Headsets
  9.5. Basis Point Share (BPS) Analysis by Types
  9.6. Y-o-Y Growth Projections by Types
  9.7. Latin America Augmented Reality Headsets Market Size and Volume Forecast by Applications
     9.7.1. Consumer
     9.7.2. Enterprise
  9.8. Basis Point Share (BPS) Analysis by Applications
  9.9. Y-o-Y Growth Projections by Applications
  9.10. Market Attractiveness/Growth Potential Analysis
     9.10.1. By Country
     9.10.2. By Product Type
     9.10.3. By Application
  9.11. Latin America Augmented Reality Headsets Demand Share Forecast, 2019-2026
10. Europe Augmented Reality Headsets Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Europe Average Pricing Analysis
  10.2. Europe Augmented Reality Headsets Market Size and Volume Forecast by Country
     10.2.1. Germany
     10.2.2. France
     10.2.3. Italy
     10.2.4. U.K.
     10.2.5. Spain
     10.2.6. Russia
     10.2.7. Rest of Europe
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Europe Augmented Reality Headsets Market Size and Volume Forecast by Types
     10.4.1. Tethered Headsets
     10.4.2. Smartphone-enabled Headsets
     10.4.3. Standalone Headsets
  10.5. Basis Point Share (BPS) Analysis by Types
  10.6. Y-o-Y Growth Projections by Types
  10.7. Europe Augmented Reality Headsets Market Size and Volume Forecast by Applications
     10.7.1. Consumer
     10.7.2. Enterprise
  10.8. Basis Point Share (BPS) Analysis by Applications
  10.9. Y-o-Y Growth Projections by Applications
  10.10. Market Attractiveness/Growth Potential Analysis
     10.10.1. By Country
     10.10.2. By Product Type
     10.10.3. By Application
  10.11. Europe Augmented Reality Headsets Demand Share Forecast, 2019-2026
11. Asia Pacific Augmented Reality Headsets Market Analysis and Forecast
  11.1. Introduction
     11.1.1. Basis Point Share (BPS) Analysis by Country
     11.1.2. Y-o-Y Growth Projections by Country
     11.1.3. Asia Pacific Average Pricing Analysis
  11.2. Asia Pacific Augmented Reality Headsets Market Size and Volume Forecast by Country
     11.2.1. China
     11.2.2. Japan
     11.2.3. South Korea
     11.2.4. India
     11.2.5. Australia
     11.2.6. Rest of Asia Pacific (APAC)
  11.3. Absolute $ Opportunity Assessment by Country
  11.4. Asia Pacific Augmented Reality Headsets Market Size and Volume Forecast by Types
     11.4.1. Tethered Headsets
     11.4.2. Smartphone-enabled Headsets
     11.4.3. Standalone Headsets
  11.5. Basis Point Share (BPS) Analysis by Types
  11.6. Y-o-Y Growth Projections by Types
  11.7. Asia Pacific Augmented Reality Headsets Market Size and Volume Forecast by Applications
     11.7.1. Consumer
     11.7.2. Enterprise
  11.8. Basis Point Share (BPS) Analysis by Applications
  11.9. Y-o-Y Growth Projections by Applications
  11.10. Market Attractiveness/Growth Potential Analysis
     11.10.1. By Country
     11.10.2. By Product Type
     11.10.3. By Application
  11.11. Asia Pacific Augmented Reality Headsets Demand Share Forecast, 2019-2026
12. Middle East & Africa Augmented Reality Headsets Market Analysis and Forecast
  12.1. Introduction
     12.1.1. Basis Point Share (BPS) Analysis by Country
     12.1.2. Y-o-Y Growth Projections by Country
     12.1.3. Middle East & Africa Average Pricing Analysis
  12.2. Middle East & Africa Augmented Reality Headsets Market Size and Volume Forecast by Country
     12.2.1. Saudi Arabia
     12.2.2. South Africa
     12.2.3. UAE
     12.2.4. Rest of Middle East & Africa (MEA)
  12.3. Absolute $ Opportunity Assessment by Country
  12.4. Middle East & Africa Augmented Reality Headsets Market Size and Volume Forecast by Types
     12.4.1. Tethered Headsets
     12.4.2. Smartphone-enabled Headsets
     12.4.3. Standalone Headsets
  12.5. Basis Point Share (BPS) Analysis by Types
  12.6. Y-o-Y Growth Projections by Types
  12.7. Middle East & Africa Augmented Reality Headsets Market Size and Volume Forecast by Applications
     12.7.1. Consumer
     12.7.2. Enterprise
  12.8. Basis Point Share (BPS) Analysis by Applications
  12.9. Y-o-Y Growth Projections by Applications
  12.10. Market Attractiveness/Growth Potential Analysis
     12.10.1. By Country
     12.10.2. By Product Type
     12.10.3. By Application
  12.11. Middle East & Africa Augmented Reality Headsets Demand Share Forecast, 2019-2026
13. Competition Landscape
  13.1. Global Augmented Reality Headsets Market: Market Share Analysis
  13.2. Augmented Reality Headsets Distributors and Customers
  13.3. Augmented Reality Headsets Market: Competitive Dashboard
  13.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     13.4.1. VUZIX
     13.4.2. Seiko Epson Corporation
     13.4.3. RealWear, Inc.
     13.4.4. Kopin Corporation
     13.4.5. Sony Corporation
     13.4.6. Google LLC
     13.4.7. Magic Leap, Inc.
     13.4.8. Microsoft Corp.

Methodology

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