Dublin, Feb. 15, 2022 (GLOBE NEWSWIRE) -- The "Augmented and Mixed Reality Market by Technology, Infrastructure, Devices, Solutions, Apps and Services in Industry Verticals 2022 - 2027" report has been added to ResearchAndMarkets.com's offering.
This mixed reality market report assesses AR, MR, and other immersive technology components, the AR/MR ecosystem, and competitive landscape.
The report evaluates market opportunities for hardware, software, and services. Analysis takes into consideration market drivers and constraints such as potential regulatory implications. The report provides detailed qualitative and quantitative analysis including forecasts for AR/MR by major hardware components, software, services, semiconductor components, and more.
Assisted or augmented reality (AR) represents a live (direct or indirect) view of a physical, real-world environment in which certain elements are augmented by computer-generated sensory input. In addition to a visual overlay, AR may also provide audio and tactile inputs to the user, and rely upon presence and positioning technologies to present location-specific sensory inputs and information to the user. In this manner, AR is part of the Mixed Reality market and represents a blending of information technology and media within a real-world environment for the benefit of the consumer, business, and industrial users.
The term mixed reality (MR) pertains to a form of hybrid reality in which physical and digital objects co-exist and interact in real-time. With MR, either virtual objects are digitally mixed into reality or real-world objects are merged into virtual worlds. The latter case is sometimes referred to as augmented virtuality (AV), and is one step closer to virtual reality (VR), as real-world objects in a virtual world take on a sense of permanency with real objects, appearing to actually exist within the virtual world.
Adding to this sense of permanency, real-world objects in a virtual world may be digitally controlled. Conversely, MR may also support the manipulation of virtual objects permanently placed in the real-world. In either scenario, MR will be an important aspect of teleoperation and telerobotics.
The primary goal of AR is to enrich the user's perception of the real-world, providing information and insights that otherwise would not be obtainable. AR use cases have grown substantially across many industry verticals within the last two years, providing significant market momentum, and indicating great promise to transform communications, content, and commerce across a wide range of sectors. The goals of MR are broad, yet directionally focused on a true merging of real and virtual worlds, which the publisher believes will be a major catalyst for wide-spread acceptance and usage of VR across all major industry sectors.
The growing demand of the augmented reality market in the entertainment, retail, and defense sector is encouraging manufacturers to expand their business. Both traditional advertisers and digital media companies need to get ready for increased altered reality. Advertisers are looking at using augmented reality as part of a marketing drive in order to attract new customers as well as retentive existing ones.
The AR smart glasses market is picking up pace as it inches away from being a niche product to becoming an industrial and enterprise problem solver. Mass consumer adoption is elusive, if not years away, but the market is building its ecosystem, refining hardware, and taking a more realistic approach for the long-run ramp-up of smart AR glasses.
Select Report Findings:
- Hardware is the largest market segment with HUD the largest component
- The overall market is anticipated to grow at a CAGR of 62.7% and reach $502 billion
- Consumer electronics is the largest industry vertical whereas the military segment is expected to have the highest growth potential
- Latin America is expected to have the highest growth with a CAGR of 69.0%. Brazil and Argentina are the major countries within the region
- China, India, and Japan are leading countries in Asia Pac while South Africa, UAE, and South Africa are the major countries in the MEA region
- North America is the largest region, followed by Europe. USA is the largest country in North America, while Germany, France, UK are in Europe
Market Dynamics
Market Drivers
- Increasing Demand of AR Devices in Healthcare
- Growing Demand of AR Devices in Retail & E-Commerce
- Increasing Application of AR in the Gaming Industry
Challenges
- High Set-up Cost
- Reconfiguration of Applications for Various Platforms
- Limited Content
Augmented Reality Ecosystem
- AR Hardware vs. Software
- Mobile AR vs. Dedicated Hardware
- Marker Based Reality vs. Marker Less Reality
- Mixed Reality and Reconfigurable Workforce
- AR Application Landscape
- Regulatory Landscape
- Competitive Landscape
Augmented and Mixed Reality Market Drivers and Opportunities
- Consumer Awareness and Acceptance
- Compelling Applications
- Business-to-Business Apps and Services
- Teleoperation and Tele-robotics
Conclusions and Recommendations
- Advertisers and Media Companies
- Artificial Intelligence Providers
- Automotive Companies
- Broadband Infrastructure Providers
- Communication Service Providers
- Computing Companies
- Data Analytics Providers
- Equipment Providers
- IoT Suppliers and Service Providers
- Semiconductor Companies
- Smart City Systems Integrators
- Social Media Companies
- Software Developers
Company Analysis
- Apple Inc.
- Atheer Inc.
- Blippar
- Catchoom Technologies
- EON Reality Inc.
- Facebook Corporation
- Google Inc.
- HTC Corporation
- Infinity Augmented Reality Inc.
- Inglobe Technologies
- Intel Corporation
- Magic Leap
- Marxent Labs LLC
- Meta Company
- Microsoft Corporation
- Niantic Inc.
- Osterhout Design Group
- Prologue Immersive
- PTC Corporation
- Qualcomm Inc.
- Recon Instruments
- Samsung Electronics Co. Ltd.
- ScopeAR
- Seiko Epson Corp.
- Sony Corporation
- Ubimax GmbH
- Upskill
- Wikitude GmbH
- Zugara Inc.
For more information about this report visit https://www.researchandmarkets.com/r/wc65hg