Europe augmented reality (AR) market was valued at $10 billion in 2022 and will grow by 36.8% annually over 2022-2032, driven by the increasing demand for immersive experiences, enhanced customer experience, and the growing use of AR in various business applications.
Highlighted with 38 tables and 66 figures, this 136-page report "Europe Augmented Reality (AR) Market 2022-2032 by Offering (Hardware, Software, Services), Technology (Marker-based, Markerless, Others), Device (HMD, HUD, Smart Glasses, Handheld), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire Europe augmented reality (AR) market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe augmented reality (AR) market in every aspect of the classification from perspectives of Offering, Technology, Device, Industry Vertical, End User, and Country.
Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services
Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Marker-based Augmented Reality
o Passive Marker
o Active Marker
• Markerless Augmented Reality
o Model-based Tracking
o Image-based Processing
• Other Technologies
By Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Head-Mounted Display (HMD)
• Head-Up Display (HUD)
• Smart Glasses
• Handheld Devices and Others
By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)
Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Device, and Industry Vertical over the forecast years are also included.
The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
Facebook Inc.
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 11
1.2.1 Overview of Market Research Methodology 11
1.2.2 Market Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 13
1.2.6 Market Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 Market Overview and Dynamics 19
2.1 Market Size and Forecast 19
2.1.1 Impact of COVID-19 on World Economy 20
2.1.2 Impact of COVID-19 on the Market 23
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 25
2.2 Major Growth Drivers 29
2.3 Market Restraints and Challenges 34
2.4 Emerging Opportunities and Market Trends 37
2.5 Porter's Fiver Forces Analysis 41
3 Segmentation of Europe Market by Offering 45
3.1 Market Overview by Offering 45
3.2 Hardware 47
3.2.1 Sensors 49
3.2.2 Semiconductor Component 50
3.2.3 Displays and Projectors 51
3.2.4 Position Trackers 52
3.2.5 Cameras 53
3.2.6 Other Hardware 54
3.3 Software 55
3.3.1 Software Developer Kits 56
3.3.2 Cloud-based Solutions 57
3.4 Services 58
4 Segmentation of Europe Market by Technology 59
4.1 Market Overview by Technology 59
4.2 Marker-based AR 61
4.2.1 Passive Marker 63
4.2.2 Active Marker 64
4.3 Markerless AR 65
4.3.1 Model-based Tracking 66
4.3.2 Image-based Processing 67
4.4 Other Technologies 68
5 Segmentation of Europe Market by Device 69
5.1 Market Overview by Device 69
5.2 Head-Mounted Display (HMD) 71
5.3 Head-Up Display (HUD) 72
5.4 Smart Glasses 73
5.5 Handheld Devices and Others 74
6 Segmentation of Europe Market by Industry Vertical 75
6.1 Market Overview by Industry Vertical 75
6.2 Gaming & Entertainment 77
6.3 Industrial & Manufacturing 78
6.4 Aerospace & Defense 79
6.5 Healthcare 80
6.6 Education 81
6.7 Automotive 82
6.8 Retail & Marketing 83
6.9 Other Verticals 84
7 Segmentation of Europe Market by End User 85
7.1 Market Overview by End User 85
7.2 Consumer 87
7.3 Enterprise 88
7.3.1 Large Enterprises 89
7.3.2 Small- & Medium-sized Enterprises (SMEs) 90
8 European Market 2022-2032 by Country 91
8.1 Overview of European Market 91
8.2 Germany 94
8.3 U.K. 96
8.4 France 98
8.5 Spain 100
8.6 Italy 102
8.7 Netherlands 104
8.8 Rest of European Market 106
9 Competitive Landscape 108
9.1 Overview of Key Vendors 108
9.2 New Product Launch, Partnership, Investment, and M&A 111
9.3 Company Profiles 112
Apple Inc. 112
Atheer, Inc. 114
Blippar Ltd. 115
Catchoom Technologies, S.L. 116
Facebook Inc. 117
Google, LLC 118
HP Development Co., L.P. 119
Intellectsoft LLC 120
Lumus Ltd. 121
Magic Leap, Inc 122
Microsoft Corp. 123
Niantic Inc. 124
Optinvent S.A. 125
Popar Co., Ltd. 126
Qualcomm Technologies Inc. 127
Samsung Co., Ltd. 128
Sony Corporation 129
Total Immersion 130
Universal mCloud Corp. (NGRAIN) 131
Vuzix Corp. 132
Wayray AG 133
Wikitude GmbH 134
Zugara, Inc. 135
RELATED REPORTS 136
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