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Augmented Reality Books for Kids Market - Global Forecast 2026-2032

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    Report

  • 181 Pages
  • January 2026
  • Region: Global
  • 360iResearch™
  • ID: 6078926
1h Free Analyst Time
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The Augmented Reality Books for Kids Market grew from USD 675.45 million in 2025 to USD 781.58 million in 2026. It is expected to continue growing at a CAGR of 17.15%, reaching USD 2.04 billion by 2032.

Augmented reality books for kids are evolving from novelty to learning infrastructure as publishers, educators, and families demand repeatable value

Augmented reality books for kids sit at the intersection of publishing, educational technology, and family entertainment, translating static pages into interactive scenes, guided narration, and inquiry-based learning moments. What began as novelty overlays has matured into a design discipline that blends illustration, pedagogy, and computer vision to create experiences that reward curiosity while reinforcing literacy and foundational STEM concepts. As classrooms and living rooms adopt more digital touchpoints, parents and educators are increasingly receptive to hybrid formats that keep the familiar ritual of reading while adding sensory reinforcement.

At the same time, this category is no longer defined only by the “wow” factor of animations popping off a page. Buyers now evaluate AR books through a more practical lens: age-appropriate learning progression, ease of setup, device compatibility, accessibility, and the ability to sustain engagement beyond a single read. Developers and publishers are responding by improving onboarding, adding adaptive prompts, integrating multilingual narration, and building companion apps that track progress without compromising child privacy.

Against this backdrop, the market’s core challenge is not whether AR can enrich reading, but how to deliver consistent educational value across diverse home and school environments. The executive lens therefore shifts to product strategy, content governance, distribution leverage, and compliance readiness-all while managing costs and supply-chain exposure in a shifting global trade environment.

The category is being reshaped by platform ecosystems, school-grade expectations, and privacy-first design that turns AR books into repeatable experiences

The landscape has undergone a shift from app-first AR experiments to content-first ecosystems where the book, the companion application, and the broader device environment work as a coordinated experience. Early offerings often relied on simple marker-based triggers and short-lived animations; today’s products increasingly use improved tracking, better lighting tolerance, and richer interactivity to support longer sessions and deeper comprehension. This is enabling publishers to think in series, learning pathways, and collectible libraries rather than one-off titles.

Another transformative shift is the rising influence of school procurement requirements and evidence-oriented adoption. Districts and schools increasingly expect clear alignment to curriculum objectives, teacher-friendly controls, and predictable classroom performance. As a result, more AR book experiences are being designed with classroom modes, offline considerations, and structured lesson extensions that help educators turn “engagement” into demonstrable learning outcomes.

Platform power has also reorganized the competitive field. Mobile operating systems, app-store policies, and device capabilities now meaningfully shape what AR books can do and how quickly features can be released. This has encouraged cross-platform development practices and more modular content pipelines so that publishers can update interactive elements without reprinting entire runs. In parallel, the rise of subscription behavior in digital entertainment is influencing expectations for continual content refresh, nudging providers toward episodic releases, seasonal updates, and bundled access models.

Finally, the category is being reshaped by trust. Parents and schools scrutinize data collection, advertising exposure, and content moderation more than ever, particularly where young children are involved. Developers are responding with privacy-by-design patterns, clearer consent flows, and minimized data retention, while brands with strong reputations in children’s publishing leverage that trust to reduce adoption friction. These forces collectively push AR books toward higher quality thresholds and more sustainable business models.

United States tariffs in 2025 are reshaping cost structures, packaging choices, and sourcing strategies across print-and-app AR book offerings for kids

The 2025 tariff environment in the United States introduces tangible pressure points for augmented reality books for kids because many offerings depend on globally sourced inputs. Physical books can be affected through paper, inks, specialty finishes, and printing capacity constraints, while AR-enabled bundles may include imported electronics such as low-cost viewers, styluses, or companion devices used in classroom kits. Even when the “AR” value is primarily software, the commercial package often relies on physical distribution and retail readiness, leaving it exposed to cost swings tied to cross-border trade.

One cumulative impact is the renewed focus on where value is manufactured and where it is captured. Publishers and edtech firms are reassessing print runs, exploring alternative print geographies, and negotiating longer-term contracts to stabilize costs. For products sold through school channels, where budgets and approval cycles are rigid, tariff-driven price volatility can derail purchasing decisions. This encourages suppliers to simplify SKUs, standardize formats, and reduce dependency on tariff-sensitive add-ons unless they clearly improve outcomes.

Tariffs can also indirectly influence innovation cadence. When landed costs rise, discretionary spending on experimental features may tighten, favoring enhancements that improve retention, reduce support burden, or enable premium pricing through demonstrable educational benefit. In practice, this can accelerate investments in software-driven differentiation-such as improved narration, adaptive questioning, and analytics dashboards-because these features scale without being as tightly linked to import exposure.

Over time, the category is likely to see more resilient packaging strategies, including print-only editions paired with app access codes, localized printing for U.S. demand, and tighter coordination between marketing calendars and inventory planning. Organizations that proactively model tariff scenarios, maintain supplier optionality, and design experiences that remain compelling without costly imported accessories will be better positioned to protect margins while preserving adoption momentum.

Segmentation insights show success depends on matching AR depth to age bands, buying channels, device realities, and content goals without overcomplicating play

Segmentation reveals that product strategy hinges on balancing physical formats with digital depth, and the winners are aligning experience design to real usage contexts rather than technical possibility. When comparing interactive picture books, early-reader titles, and chapter-based learning narratives, engagement mechanics differ substantially: younger audiences respond best to short, repeatable interactions anchored in characters and sound cues, while older children stay engaged when AR layers add problem-solving, discovery, and progression systems that feel like achievement rather than distraction.

Distinct purchasing behavior emerges across consumer and institutional demand. Family buyers often prioritize ease of setup, device compatibility, and perceived educational value, making onboarding and clear labeling decisive. School and library buyers, in contrast, evaluate durability, classroom manageability, content alignment, and predictable performance across mixed devices. These differences shape how publishers should package licenses, create teacher resources, and plan support.

Platform and delivery segmentation also clarifies where investment should concentrate. Experiences built for smartphones and tablets remain the most accessible, but expectations for cross-platform stability continue to rise as households mix operating systems and as classrooms deploy managed devices. Meanwhile, web-based AR and lightweight experiences can reduce friction in restricted environments, though they must still meet performance and safety standards. The most scalable approaches use a modular content pipeline that can support multiple delivery formats without rewriting core interactions.

Content segmentation highlights the importance of subject and theme. Literacy and storytelling titles tend to convert when the AR layer enhances comprehension-through vocabulary scaffolding, narration options, and contextual animations-rather than overwhelming the page. STEM and discovery themes perform best when AR is used for visualization, experimentation, and step-by-step guidance that children can repeat. Across genres, licensing and intellectual property considerations remain pivotal: recognizable characters can accelerate adoption, but original content can deliver better margins and longer-term differentiation if supported by consistent quality.

Finally, segmentation by age band, price tier, and distribution pathway indicates that retention and repeat purchase are driven by perceived series value. Bundling multiple titles, offering progression across levels, and maintaining consistent interaction logic reduces cognitive load for children and friction for adults. In turn, this supports stronger lifetime value than isolated standalone experiences, especially when updates and new content keep the library feeling alive.

Regional insights reveal adoption drivers vary by procurement models, localization depth, device access, and child-privacy expectations across major geographies

Regional dynamics are shaped by differences in school procurement, device penetration, language needs, and regulatory expectations, and these variables materially change what “good product-market fit” looks like. In the Americas, demand often centers on literacy support, at-home enrichment, and classroom readiness, with strong emphasis on privacy assurances for children and transparent value for money. Retail and e-commerce visibility can accelerate consumer adoption, while education channels reward products that include teacher support materials and predictable deployment across managed devices.

In Europe, the Middle East, and Africa, multilingual coverage and regulatory compliance can be decisive. Diverse curricula and language requirements favor adaptable narration and localization workflows that preserve cultural nuance. In many European markets, strict privacy standards and platform governance increase the importance of data minimization and clear consent design. Across parts of the Middle East and Africa, device access variability and connectivity constraints raise the value of offline-capable experiences and lightweight downloads, particularly for institutional programs.

In Asia-Pacific, high mobile engagement and strong appetite for edutainment can drive rapid adoption, but expectations for polish and novelty are also elevated. Localization extends beyond translation into typography, voice performance, and culturally relevant visuals, especially where early literacy approaches differ. Markets with advanced digital education initiatives may favor AR books that integrate with broader learning ecosystems, while others prioritize affordability and durability, encouraging streamlined packaging and efficient distribution.

Across all regions, partnership strategies are increasingly regionalized. Success often depends on local distributors, education resellers, or platform partners that understand procurement cycles and content standards. Organizations that treat regions as distinct operating environments-rather than simply translating packaging-tend to achieve more sustainable adoption and fewer compliance surprises.

Competitive advantage is defined by content credibility, classroom readiness, and flawless app performance as publishers, edtechs, and AR studios converge

Company strategies in augmented reality books for kids increasingly cluster into a few recognizable archetypes, each with distinct strengths and execution risks. Established children’s publishers typically lead with editorial credibility, illustration quality, and strong author relationships, using AR as a premium enhancement that protects the core reading experience. Their advantage lies in brand trust and distribution reach, although they can be constrained by longer production cycles and legacy rights structures that slow experimentation.

Edtech-oriented firms tend to differentiate through learning design, assessment-linked activities, and analytics capabilities that appeal to schools. These companies often invest in companion platforms, classroom management features, and content alignment frameworks. The tradeoff is that edtech buyers expect reliability and support, so these providers must maintain robust device testing, clear onboarding, and well-documented privacy practices to avoid churn.

AR studios and technology-first entrants emphasize interactivity, visual polish, and rapid prototyping. They can push the envelope with advanced tracking, gamified mechanics, and frequent updates, making them strong innovation partners. However, they may face challenges in scaling distribution, managing educational credibility, and sustaining content pipelines without a publishing backbone.

Toy and entertainment brands that expand into AR books often rely on character franchises and cross-media storytelling to accelerate interest. This approach can reduce customer acquisition friction, especially in consumer channels, but it must be balanced carefully so that the experience does not feel like a marketing wrapper. Products that connect entertainment to skill-building-such as vocabulary growth, science exploration, or social-emotional learning-are better positioned to win repeat engagement.

Across these archetypes, competitive advantage is increasingly defined by executional consistency: frictionless scanning, stable app performance, accessible design for diverse learners, and content that earns parental trust. Companies that operationalize QA across devices, invest in localization, and maintain a clear post-purchase engagement plan are emerging as the most resilient competitors.

Leaders can win by minimizing setup friction, proving learning value, hardening privacy practices, and designing tariff-resilient product systems

Industry leaders should start by treating AR books as a product system rather than a single artifact. That means aligning print design, app UX, content updates, and customer support into a unified lifecycle plan. Reducing first-use friction is the fastest lever for improving conversion and satisfaction, so organizations should prioritize clearer setup flows, robust lighting and camera guidance, and graceful fallbacks when tracking fails. In parallel, invest in accessibility features such as adjustable narration speed, subtitles, dyslexia-friendly typography options in the companion app, and non-audio cues for hearing-impaired learners.

Next, align differentiation to measurable outcomes and repeat engagement. For school-facing offerings, build teacher-facing resources that translate AR interactions into lesson objectives, discussion prompts, and extension activities. For consumer offerings, emphasize “re-read value” through collectible elements, progressive unlocks, and seasonal content refreshes that do not rely on excessive data collection. Where appropriate, consider a library model that bundles multiple titles with ongoing updates, but keep ownership options available to avoid excluding families who prefer one-time purchases.

Leaders should also de-risk the supply chain and tariff exposure by designing flexible packaging. Separate core value from tariff-sensitive components, avoid overreliance on imported accessories, and create print-plus-code configurations that can be fulfilled through localized printing. At the same time, strengthen vendor management for voice talent, localization, and app maintenance so that content expansion does not create unpredictable costs.

Finally, formalize privacy and compliance as a competitive feature. Implement data minimization, clear consent, transparent parental controls, and disciplined third-party SDK governance. Communicate these safeguards in plain language on packaging and in onboarding screens to increase trust. Organizations that combine trust-building with a disciplined product roadmap will be better positioned to expand across retail and institutional channels without sacrificing brand integrity.

A triangulated methodology combines secondary intelligence with stakeholder validation to reflect real-world design, adoption, and compliance constraints

The research methodology blends structured secondary research with targeted primary validation to ensure that insights reflect how augmented reality books for kids are actually designed, distributed, and adopted. The process begins with a comprehensive review of publicly available information, including company product documentation, developer guidance for AR frameworks, app-store policies affecting children’s products, education procurement requirements, and regulatory standards related to child privacy and digital safety. This foundation is used to map the category’s operating model from content creation through distribution and ongoing engagement.

Primary research is then used to validate assumptions and capture practitioner realities that are not visible in public materials. Interviews and consultations are conducted across relevant stakeholders such as publishers, AR development teams, education solution providers, channel partners, and procurement-informed educators. These conversations emphasize decision criteria, implementation barriers, content update practices, device compatibility challenges, and the operational implications of privacy requirements.

To ensure consistency, findings are triangulated across sources and tested for internal alignment. Apparent contradictions-such as differing views on optimal interactivity depth or the viability of classroom deployment-are reconciled by examining context: age band, device environment, buyer type, and distribution channel. The result is an executive-ready synthesis that highlights what is changing, why it matters, and how organizations can act.

Quality controls include source vetting, documentation of assumptions, and iterative peer review to reduce bias. The methodology also emphasizes timeliness by incorporating recent platform policy changes, evolving privacy expectations, and current trade considerations affecting physical product components and packaging choices.

The path forward favors trusted, curriculum-aware, and operationally resilient AR book experiences that sustain engagement beyond the first read

Augmented reality books for kids are transitioning into a more accountable and operationally sophisticated category where engagement alone is not sufficient. Products must reliably deliver educational or developmental value, work across diverse devices, and earn trust through privacy-first design. As buyers become more discerning, AR layers that clarify concepts, support re-reading, and enable guided discovery will outcompete experiences that merely animate pages.

Meanwhile, external pressures such as U.S. tariff dynamics in 2025 reinforce the need for resilient packaging and sourcing strategies. Organizations that decouple core value from cost-sensitive physical add-ons, localize intelligently, and manage app performance as a long-term commitment will be best positioned to sustain adoption.

Taken together, the category’s next phase favors disciplined execution: content pipelines built for updates, partnerships tailored to regional realities, and product decisions grounded in how families and schools actually use these tools. The opportunity is substantial for organizations that can combine storytelling excellence with trustworthy technology and scalable operations.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Definition
1.3. Market Segmentation & Coverage
1.4. Years Considered for the Study
1.5. Currency Considered for the Study
1.6. Language Considered for the Study
1.7. Key Stakeholders
2. Research Methodology
2.1. Introduction
2.2. Research Design
2.2.1. Primary Research
2.2.2. Secondary Research
2.3. Research Framework
2.3.1. Qualitative Analysis
2.3.2. Quantitative Analysis
2.4. Market Size Estimation
2.4.1. Top-Down Approach
2.4.2. Bottom-Up Approach
2.5. Data Triangulation
2.6. Research Outcomes
2.7. Research Assumptions
2.8. Research Limitations
3. Executive Summary
3.1. Introduction
3.2. CXO Perspective
3.3. Market Size & Growth Trends
3.4. Market Share Analysis, 2025
3.5. FPNV Positioning Matrix, 2025
3.6. New Revenue Opportunities
3.7. Next-Generation Business Models
3.8. Industry Roadmap
4. Market Overview
4.1. Introduction
4.2. Industry Ecosystem & Value Chain Analysis
4.2.1. Supply-Side Analysis
4.2.2. Demand-Side Analysis
4.2.3. Stakeholder Analysis
4.3. Porter’s Five Forces Analysis
4.4. PESTLE Analysis
4.5. Market Outlook
4.5.1. Near-Term Market Outlook (0-2 Years)
4.5.2. Medium-Term Market Outlook (3-5 Years)
4.5.3. Long-Term Market Outlook (5-10 Years)
4.6. Go-to-Market Strategy
5. Market Insights
5.1. Consumer Insights & End-User Perspective
5.2. Consumer Experience Benchmarking
5.3. Opportunity Mapping
5.4. Distribution Channel Analysis
5.5. Pricing Trend Analysis
5.6. Regulatory Compliance & Standards Framework
5.7. ESG & Sustainability Analysis
5.8. Disruption & Risk Scenarios
5.9. Return on Investment & Cost-Benefit Analysis
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Augmented Reality Books for Kids Market, by Device Type
8.1. Dedicated AR Devices
8.2. Smartphone
8.3. Tablet
9. Augmented Reality Books for Kids Market, by Content Format
9.1. Educational Games
9.1.1. Puzzle Games
9.1.2. Simulation Games
9.1.3. Strategy Games
9.2. Interactive Storybooks
9.3. Language Learning
9.3.1. Conversation Simulations
9.3.2. Vocabulary Drills
9.4. Puzzle Learning
9.4.1. Logic Puzzles
9.4.2. Math Puzzles
10. Augmented Reality Books for Kids Market, by Age Group
10.1. 3-5
10.2. 6-8
10.3. 9-12
11. Augmented Reality Books for Kids Market, by Region
11.1. Americas
11.1.1. North America
11.1.2. Latin America
11.2. Europe, Middle East & Africa
11.2.1. Europe
11.2.2. Middle East
11.2.3. Africa
11.3. Asia-Pacific
12. Augmented Reality Books for Kids Market, by Group
12.1. ASEAN
12.2. GCC
12.3. European Union
12.4. BRICS
12.5. G7
12.6. NATO
13. Augmented Reality Books for Kids Market, by Country
13.1. United States
13.2. Canada
13.3. Mexico
13.4. Brazil
13.5. United Kingdom
13.6. Germany
13.7. France
13.8. Russia
13.9. Italy
13.10. Spain
13.11. China
13.12. India
13.13. Japan
13.14. Australia
13.15. South Korea
14. United States Augmented Reality Books for Kids Market
15. China Augmented Reality Books for Kids Market
16. Competitive Landscape
16.1. Market Concentration Analysis, 2025
16.1.1. Concentration Ratio (CR)
16.1.2. Herfindahl Hirschman Index (HHI)
16.2. Recent Developments & Impact Analysis, 2025
16.3. Product Portfolio Analysis, 2025
16.4. Benchmarking Analysis, 2025
16.5. Arloon
16.6. Bookful Ltd.
16.7. Capstone
16.8. Carlton Books Limited
16.9. Disney Enterprises, Inc.
16.10. Hachette Livre
16.11. HarperCollins Publishers
16.12. Immersive VR Education Ltd.
16.13. LEGO Group
16.14. Macmillan Publishers
16.15. Magic EdTech
16.16. Mojang Studios
16.17. Octagon Studio
16.18. OR Books LLC
16.19. Penguin Random House LLC
16.20. Popar Toys Inc.
16.21. Quiver Vision LLC
16.22. Scholastic Corporation
16.23. Simon & Schuster, Inc.
16.24. Thames & Hudson Ltd.
List of Figures
FIGURE 1. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
FIGURE 2. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SHARE, BY KEY PLAYER, 2025
FIGURE 3. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET, FPNV POSITIONING MATRIX, 2025
FIGURE 4. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 5. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 6. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 7. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY REGION, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 8. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY GROUP, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 9. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2025 VS 2026 VS 2032 (USD MILLION)
FIGURE 10. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
FIGURE 11. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
List of Tables
TABLE 1. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
TABLE 2. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 3. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEDICATED AR DEVICES, BY REGION, 2018-2032 (USD MILLION)
TABLE 4. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEDICATED AR DEVICES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 5. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEDICATED AR DEVICES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 6. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2032 (USD MILLION)
TABLE 7. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SMARTPHONE, BY GROUP, 2018-2032 (USD MILLION)
TABLE 8. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SMARTPHONE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 9. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY TABLET, BY REGION, 2018-2032 (USD MILLION)
TABLE 10. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY TABLET, BY GROUP, 2018-2032 (USD MILLION)
TABLE 11. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY TABLET, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 12. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 13. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, BY REGION, 2018-2032 (USD MILLION)
TABLE 14. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 15. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 16. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 17. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE GAMES, BY REGION, 2018-2032 (USD MILLION)
TABLE 18. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE GAMES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 19. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE GAMES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 20. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SIMULATION GAMES, BY REGION, 2018-2032 (USD MILLION)
TABLE 21. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SIMULATION GAMES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 22. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SIMULATION GAMES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 23. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY STRATEGY GAMES, BY REGION, 2018-2032 (USD MILLION)
TABLE 24. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY STRATEGY GAMES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 25. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY STRATEGY GAMES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 26. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY INTERACTIVE STORYBOOKS, BY REGION, 2018-2032 (USD MILLION)
TABLE 27. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY INTERACTIVE STORYBOOKS, BY GROUP, 2018-2032 (USD MILLION)
TABLE 28. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY INTERACTIVE STORYBOOKS, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 29. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, BY REGION, 2018-2032 (USD MILLION)
TABLE 30. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, BY GROUP, 2018-2032 (USD MILLION)
TABLE 31. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 32. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 33. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONVERSATION SIMULATIONS, BY REGION, 2018-2032 (USD MILLION)
TABLE 34. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONVERSATION SIMULATIONS, BY GROUP, 2018-2032 (USD MILLION)
TABLE 35. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONVERSATION SIMULATIONS, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 36. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY VOCABULARY DRILLS, BY REGION, 2018-2032 (USD MILLION)
TABLE 37. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY VOCABULARY DRILLS, BY GROUP, 2018-2032 (USD MILLION)
TABLE 38. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY VOCABULARY DRILLS, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 39. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, BY REGION, 2018-2032 (USD MILLION)
TABLE 40. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, BY GROUP, 2018-2032 (USD MILLION)
TABLE 41. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 42. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 43. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LOGIC PUZZLES, BY REGION, 2018-2032 (USD MILLION)
TABLE 44. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LOGIC PUZZLES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 45. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LOGIC PUZZLES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 46. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY MATH PUZZLES, BY REGION, 2018-2032 (USD MILLION)
TABLE 47. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY MATH PUZZLES, BY GROUP, 2018-2032 (USD MILLION)
TABLE 48. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY MATH PUZZLES, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 49. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 50. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 3-5, BY REGION, 2018-2032 (USD MILLION)
TABLE 51. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 3-5, BY GROUP, 2018-2032 (USD MILLION)
TABLE 52. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 3-5, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 53. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 6-8, BY REGION, 2018-2032 (USD MILLION)
TABLE 54. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 6-8, BY GROUP, 2018-2032 (USD MILLION)
TABLE 55. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 6-8, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 56. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 9-12, BY REGION, 2018-2032 (USD MILLION)
TABLE 57. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 9-12, BY GROUP, 2018-2032 (USD MILLION)
TABLE 58. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY 9-12, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 59. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY REGION, 2018-2032 (USD MILLION)
TABLE 60. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SUBREGION, 2018-2032 (USD MILLION)
TABLE 61. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 62. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 63. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 64. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 65. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 66. AMERICAS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 67. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 68. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 69. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 70. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 71. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 72. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 73. NORTH AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 74. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 75. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 76. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 77. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 78. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 79. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 80. LATIN AMERICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 81. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY SUBREGION, 2018-2032 (USD MILLION)
TABLE 82. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 83. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 84. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 85. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 86. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 87. EUROPE, MIDDLE EAST & AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 88. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 89. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 90. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 91. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 92. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 93. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 94. EUROPE AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 95. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 96. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 97. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 98. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 99. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 100. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 101. MIDDLE EAST AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 102. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 103. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 104. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 105. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 106. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 107. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 108. AFRICA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 109. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 110. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 111. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 112. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 113. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 114. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 115. ASIA-PACIFIC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 116. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY GROUP, 2018-2032 (USD MILLION)
TABLE 117. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 118. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 119. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 120. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 121. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 122. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 123. ASEAN AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 124. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 125. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 126. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 127. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 128. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 129. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 130. GCC AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 131. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 132. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 133. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 134. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 135. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 136. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 137. EUROPEAN UNION AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 138. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 139. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 140. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 141. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 142. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 143. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 144. BRICS AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 145. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 146. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 147. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 148. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 149. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 150. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 151. G7 AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 152. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 153. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 154. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 155. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 156. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 157. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 158. NATO AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 159. GLOBAL AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY COUNTRY, 2018-2032 (USD MILLION)
TABLE 160. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
TABLE 161. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 162. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 163. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 164. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 165. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 166. UNITED STATES AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)
TABLE 167. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, 2018-2032 (USD MILLION)
TABLE 168. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY DEVICE TYPE, 2018-2032 (USD MILLION)
TABLE 169. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY CONTENT FORMAT, 2018-2032 (USD MILLION)
TABLE 170. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY EDUCATIONAL GAMES, 2018-2032 (USD MILLION)
TABLE 171. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY LANGUAGE LEARNING, 2018-2032 (USD MILLION)
TABLE 172. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY PUZZLE LEARNING, 2018-2032 (USD MILLION)
TABLE 173. CHINA AUGMENTED REALITY BOOKS FOR KIDS MARKET SIZE, BY AGE GROUP, 2018-2032 (USD MILLION)

Companies Mentioned

The key companies profiled in this Augmented Reality Books for Kids market report include:
  • Arloon
  • Bookful Ltd.
  • Capstone
  • Carlton Books Limited
  • Disney Enterprises, Inc.
  • Hachette Livre
  • HarperCollins Publishers
  • Immersive VR Education Ltd.
  • LEGO Group
  • Macmillan Publishers
  • Magic EdTech
  • Mojang Studios
  • Octagon Studio
  • OR Books LLC
  • Penguin Random House LLC
  • Popar Toys Inc.
  • Quiver Vision LLC
  • Scholastic Corporation
  • Simon & Schuster, Inc.
  • Thames & Hudson Ltd.

Table Information