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Global Augmented Reality in Retail Market (2023-2028) Competitive Analysis, Impact of Covid-19, Ansoff Analysis

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    Report

  • 210 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5397325
The Global Augmented Reality in Retail Market is estimated to be USD 3.32 Bn in 2023 and is expected to reach USD 10.06 Bn by 2028 growing at a CAGR of 24.84%.

Market Dynamics

The major factor driving the growth of global Augmented Reality in Retail market is rising demand for online shopping, quick & convenient shopping, and the e-commerce market's expansion. Other factors contributing to the market growth include lower storage costs, a lower inventory demand, and a more engaging user experience. Furthermore, the growing use of smart AR mirrors in the apparel sector has boosted the AR business in retail. As a try-before-you-buy alternative, smart mirrors are increasingly being used for virtual garment fitting. Customers can also virtually try on jewelry before they buy using try-on systems, which are becoming more popular in jewelry retailers leading to the growth of the global Augmented Reality in Retail market. In addition, the increasing use of augmented reality in retail for advertising and marketing, which improves consumer engagement, is creating more opportunities for market growth.

However, Lack of Skilled and trained personal, high initial cost, as well as growing security and privacy issues are restraining and creating challenges for the expansion of augmented reality in the retail industry.

Market Segmentation

  • The Global Augmented Reality in Retail Market is segmented further based on Device Type, Retail Type, Technology, Application, Offering, and Geography.
  • By Device Type, the market is classified as handheld devices, head-mounted displays, and smart AR mirrors. Amongst all, the handheld devices segment is estimated to hold the highest market share during the forecast period.
  • By Retail Type, the market is classified into apparel fitting, beauty & cosmetics, footwear, furniture & lighting, grocery shopping, jewellery, and others. Amongst all, the apparel fitting segment is estimated to hold the highest market share during the forecast period.
  • By Technology, the market is classified as marker-based augmented reality, marker-less augmented reality. Amongst the two, the marker-based augmented reality segment is estimated to hold the highest market share during the forecast period.
  • By Application, the market is classified as try-on solutions, planning & designing, advertising & marketing, information systems. Amongst all, the planning & designing segment is estimated to hold the highest market share during the forecast period.
  • By Offering, the market is classified as hardware and software & services. Amongst the two, the hardware segment is estimated to hold the highest market share during the forecast period.
  • By Geography, North America is projected to lead the market.

Recent Developments

1. Flipkart acquires augmented reality company Scapic for an undisclosed sum. - 17th November 2020
2. AWS Announces General Availability of Amazon Augmented Artificial Intelligence (A2I) - 24th April 2020

Company Profiles

Some of the companies covered in this report are Ads Reality Limited, Amazon.com, Inc, Apple Inc, Augment Corporation, Blippar, Flipkart, Google, LLC etc.

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global Augmented Reality in Retail Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth market analysis using Porter’s 5 forces model and the Ansoff Matrix. In addition, the impact of Covid-19 on the market is also featured in the report.
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Shareholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size and Segmentation
3.3 Market Outlook
4 Market Influencers
4.1 Drivers
4.1.1 Growing Online Shopping Interests Retailers in AR
4.1.2 Rising Adoption of Connected Devices
4.2 Restraints
4.2.1 Privacy and Security Concerns
4.3 Opportunities
4.3.1 Increasing Investments in Retail Sector
4.3.2 Forming Direct Connect with End Users
4.4 Challenges
4.4.1 Lack of Skills and Expertise
4.5 Trends
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter’s Five Forces Analysis
5.3 Impact of COVID-19
5.4 Ansoff Matrix Analysis
6 Global Augmented Reality in Retail Market, By Device Type
6.1 Introduction
6.2 Handheld Devices
6.3 Head-Mounted Displays
6.4 Smart AR Mirrors
7 Global Augmented Reality in Retail Market, By Retail Type
7.1 Introduction Apparel Fitting
7.2 Beauty & Cosmetics
7.3 Footwear
7.4 Furniture & Lighting
7.5 Grocery Shopping
7.6 Jewelry
7.7 Others
8 Global Augmented Reality in Retail Market, By Technology
8.1 Introduction
8.2 Marker-based Augmented Reality
8.2.1 Passive Marker
8.2.2 Active Marker
8.3 Marker-less Augmented Reality
8.3.1 Model-Based
8.3.2 Image Processing Based
9 Global Augmented Reality in Retail Market, By Application
9.1 Introduction
9.2 Try-On Solutions
9.3 Planning & Designing
9.4 Advertising & Marketing
9.5 Information Systems
10 Global Augmented Reality in Retail Market, By Offering
10.1 Introduction
10.2 Hardware
10.2.1 Displays and Projectors
10.2.2 Sensors
10.2.3 Semiconductor Components
10.2.4 Cameras
10.2.5 Others
10.3 Software & Services
10.3.1 Software Development Kits and Apps
10.3.2 Services
10.3.3 AR Software Functions
11 Global Augmented Reality in Retail Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 South America
11.3.1 Brazil
11.3.2 Argentina
11.3.3 Chile
11.3.4 Colombia
11.4 Europe
11.4.1 UK
11.4.2 France
11.4.3 Germany
11.4.4 Italy
11.4.5 Spain
11.4.6 Netherlands
11.4.7 Sweden
11.4.8 Russia
11.4.9 Rest of Europe
11.5 Asia-Pacific
11.5.1 China
11.5.2 Japan
11.5.3 India
11.5.4 Indonesia
11.5.5 Malaysia
11.5.6 South Korea
11.5.7 Australia
11.5.8 Sri Lanka
11.5.9 Thailand
11.5.10 Rest of APAC
11.6 Middle-East and Africa
11.6.1 Qatar
11.6.2 Saudi Arabia
11.6.3 South Africa
11.6.4 United Arab Emirates
12 Competitive Landscape
12.1 Competitive Quadrant
12.2 Market Share Analysis
12.3 Strategic Initiatives
12.3.1 M&A and Investments
12.3.2 Partnerships and Collaborations
12.3.3 Product Developments and Improvements
13 Company Profiles
13.1 ADS Reality Limited
13.2 Amazon.com, Inc
13.3 Apple Inc
13.4 Augment Corporation
13.5 Blippar
13.6 Flipkart
13.7 Google, LLC
13.8 Gravity Jack
13.9 Holition
13.10 IKEA
13.11 Imaginate Software Labs Pvt Ltd
13.12 INDE
13.13 Kudan Inc
13.14 Marxent Labs LLC
13.15 Microsoft Corporation
13.16 Obsess
13.17 PTC Inc
13.18 Sephora
13.19 Sotheby's
13.20 Total Immersion
13.21 ViewAR
13.22 Visionstar Information Technology (Shanghai) Co., Ltd
13.23 Wikitude
13.24 XZIMG
13.25 Zugara
14 Appendix

Companies Mentioned

  • ADS Reality Limited
  • Amazon.com, Inc
  • Apple Inc
  • Augment Corporation
  • Blippar
  • Flipkart
  • Google, LLC
  • Gravity Jack
  • Holition
  • IKEA
  • Imaginate Software Labs Pvt Ltd
  • INDE
  • Kudan Inc
  • Marxent Labs LLC
  • Microsoft Corporation
  • Obsess
  • PTC Inc
  • Sephora
  • Sotheby's
  • Total Immersion
  • ViewAR
  • Visionstar Information Technology (Shanghai) Co., Ltd
  • Wikitude
  • XZIMG
  • Zugara

Table Information