REPORT OUTLOOK
Market Size | CAGR | Dominating Region |
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USD 70.65 billion by 2030 | 10.6% | North America |
by Type | by Application |
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SCOPE OF THE REPORT
Market Overview
The global augmented reality (AR) glasses in B2C market size is projected to grow from USD 34.90 billion in 2023 to USD 70.65 billion by 2030, exhibiting a CAGR of 10.6% during the forecast period.
In the business-to-consumer (B2C) environment, augmented reality (AR) glasses are wearable devices that contain AR technology and are intended for consumer usage. These glasses incorporate digital information and virtual features into the user’s physical environment, improving perception and engagement with their surroundings. AR glasses are used in a variety of B2C industries, including retail, e-commerce, entertainment, and others. AR glasses may be used by consumers to experience immersive features such as putting on virtual apparel or accessories before making online purchases, viewing real-time product information in actual stores, and engaging in interactive gaming experiences. Essentially, AR glasses in the B2C industry seek to enhance customer experiences by combining the physical and digital domains, providing a unique and interesting method for people to engage with products and information in their daily lives.
Augmented Reality (AR) Glasses are important in the B2C market because they have the potential to change and improve consumer experiences. These inventive technologies transform how people engage with products, services, and brands. In the retail and e-commerce industries, AR glasses enable customers to digitally try on things before making online purchases, solving fit and style problems. This engaging try-before-you-buy experience boosts consumer confidence while simultaneously reducing the risk of returns. Furthermore, in physical retail spaces, AR glasses enhance the shopping experience by offering real-time information, tailored suggestions, and interactive aspects. Customers may browse extensive product information, user reviews, and deals, resulting in a more educated and enjoyable purchasing experience. Beyond retail, AR glasses give up new opportunities in entertainment, gaming, and navigation, allowing users to seamlessly integrate digital information with their real-world environment. This immersive technology has the ability to change the way customers interact with material and make decisions, establishing a stronger connection between people and the products or services they use. AR glasses in the B2C area bridge the gap between the real and digital worlds, catering to not only the changing demands of tech-savvy customers but also providing businesses with a valuable tool to differentiate themselves in a competitive market. As AR technology advances, the value of AR glasses in the B2C sector is projected to expand, influencing future customer experiences and interactions.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) (Thousand Units) |
Segmentation | By Type, Application and Region |
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Augmented Reality (AR) Glasses in B2C Market Segmentation Analysis
The global augmented reality (AR) glasses in B2C market is bifurcated three segments, by type, application and region. By type, the market is bifurcated into monocular AR glasses, binocular AR glasses. By application, the market is bifurcated online, offline and region.
The augmented reality (AR) glasses industry is classified into two types: monocular AR glasses and binocular AR glasses. These categories are based on the number of display units or optical components included in the AR glasses. Monocular AR glasses, as the name indicates, have a single display unit or optical element. This design usually includes a visual overlay of digital information on one lens, allowing users to see augmented material while preserving a clear view of their natural environment through the other lens. Monocular AR glasses are popular because to their sleek and lightweight design, making them an ideal choice for applications that require a less conspicuous form factor. In contrast, binocular AR glasses include two display units or optical components, one for each eye. This setup provides a more immersive and stereoscopic viewing experience by presenting the digital material individually to each eye, providing a sensation of depth and realism. Binocular AR glasses are preferred for applications requiring a higher level of immersion, such as gaming, industrial training, and some professional use cases. The decision between monocular and binocular AR glasses is determined by the individual needs of the intended application. Monocular devices may be chosen in situations where lightweight and discrete wear ability are critical, but binocular devices thrive in applications requiring a more immersive and detailed visual experience.
Augmented reality (AR) glasses stand out in the B2C (business-to-consumer) sector because they can be used both online and offline. In the B2C industry, AR glasses are used online by integrating augmented reality technology into e-commerce platforms and digital channels. Consumers may use augmented reality glasses to digitally try on things before making online purchases, seeing how apparel, accessories, and even furniture would appear on them or in their home surroundings. This improves the online purchasing experience by reducing doubts about fit and attractiveness. Offline AR glasses apps, on the other hand, are designed for in-person retail situations and physical establishments. In this scenario, AR glasses may present consumers with real-time information, product descriptions, and promotions while they peruse actual stores. AR glasses, for example, can overlay important product data, display user reviews, or offer special discounts, all of which contribute to a more dynamic and engaging shopping experience. Offline uses of AR glasses can also improve customer service by offering fast access to information, tailored suggestions, and navigation aid in actual retail settings. The segmentation of AR glasses by application in the B2C market shows the numerous ways in which this technology is exploited to improve customer interactions, whether in the virtual domain of online purchasing or within the physical constraints of traditional retail environments.
Augmented Reality (AR) Glasses in B2C Market Dynamics
Driver
AR glasses offer users a more immersive and interactive experience by overlaying digital information onto the real world.
Augmented Reality (AR) glasses transform user experiences by seamlessly integrating digital information with the actual world, resulting in an immersive and interactive environment. Unlike standard screens, AR glasses project computer-generated visuals, information, and interactive features onto the user’s real surroundings, improving their experience of the environment. This improved user experience is especially noticeable in the gaming and entertainment industries. AR glasses enhance the gaming experience by merging virtual components into the user’s actual environment. Virtual people, objects, or settings can be projected into the actual environment, resulting in a more immersive and realistic gameplay experience. This not only adds excitement to games, but also changes the way people engage with digital material. Furthermore, in the entertainment industry, AR glasses provide new opportunities for immersive storytelling and content consumption. Users may enjoy movies, concerts, and other types of entertainment as digital advancements are effortlessly blended into their environment. This can contain details about the performers, interactive features connected to the plot, or even virtual companions that share the viewing experience. The end effect is a more customized and engaging type of entertainment that transcends standard screens. The better user experience extends beyond games and entertainment into a variety of practical applications. For example, in navigation, AR glasses can give real-time instructions by superimposing arrows or route information right into the user’s field of view, making it simpler to traverse new settings.
Restraint
The high cost of adoption and the limited availability of compelling content and applications represent significant barriers.
The first challenge, the high cost of adoption, arises from the complex technology included into AR glasses. These gadgets often use complex hardware components such as sensors, CPUs, and high-quality screens, which contributes to their expensive price. Furthermore, the related ecosystem, which may include specialized apps, development tools, and services, increases the total cost of ownership. For many consumers, the cost barrier limits their decision to invest in AR glasses. Furthermore, the limited content and apps accessible for AR glasses reduces its appeal. Any technology’s success depends significantly on its ability to provide a diversified and interesting user experience. In the case of AR glasses, creating a strong ecosystem with a wide range of applications—from gaming and entertainment to productivity and education – is critical for generating user interest. However, because AR technology is still in its early stages, content production is moving more slowly than on more established platforms. The lack of content diversity, as well as the absence of must-have apps, reduces the perceived value proposition for potential consumers. Consumers are typically hesitant to invest in a technology that does not provide a diverse set of applications that meet their interests and demands. The restricted material has an impact on the entire usefulness of AR glasses, making it difficult for users to find continuous and meaningful interaction. To address these problems, industry players, including AR device makers and developers, must collaborate to reduce the cost of AR glasses while also investing in the production of appealing and diverse content. As the technology evolves and the ecosystem grows, overcoming these constraints will be critical to increasing consumer acceptance and establishing AR glasses as indispensable tools in everyday life.
Opportunities
The enhanced user experiences offered by Augmented Reality (AR) glasses open up a realm of opportunities, spanning diverse domains like gaming.
In the gaming industry, AR glasses have the potential to transform gameplay by seamlessly blending virtual aspects into the physical world. Users may participate in more immersive and participatory game experiences, where digital characters and things cohabit with their actual surroundings. Developers have the opportunity to design creative game mechanics that take advantage of AR glasses’ capabilities, offering players with unique and compelling experiences. In the world of entertainment, AR glasses can alter content consumption by superimposing digital upgrades onto the user’s surroundings. This might include interactive cinema experiences, augmented concerts, or immersive narrative that blurs the distinction between virtual and real worlds. The ability to reimagine how people interact with entertainment material is an appealing prospect for both content providers and AR developers. AR glasses transform social interaction by allowing users to share augmented experiences in real time. AR glasses, whether through collaborative games, shared virtual worlds, or interactive social media applications, have the potential to transform how people engage with one another. The availability of social AR experiences drives the creation of platforms that enable shared moments and build a sense of presence despite physical distances. Innovations in motion controls, haptic feedback, and spatial audio add to the variety of user experiences. Gesture controls allow users to engage with the digital world using natural gestures, adding an element of intuitiveness to the whole experience. Haptic feedback generates tactile sensations, which improves the feeling of touch in virtual interactions. Spatial audio enhances the immersive experience by mimicking sound sources in 3D space, resulting in a more realistic auditory environment.
Augmented Reality (AR) Glasses in B2C Market Trends
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In the B2C industry, AR glasses are increasingly being utilized to give customers with immersive and interactive purchasing experiences. Virtual try-ons for apparel and accessories, seeing furniture in one’s own house, and virtual beauty trials are all instances of how AR glasses improve the online shopping experience.
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Many firms have integrated augmented reality glasses with e-commerce systems, allowing customers to smoothly switch between virtual and real-world buying experiences. This integration allows for a more unified and engaging shopping experience.
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AR glasses have found use in the gaming and entertainment industries, offering consumers a more immersive and participatory experience. Gamification aspects, such as location-based AR games, are increasingly popular.
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Social media networks have started experimenting with AR glasses integration, allowing users to create and share AR-enhanced content. This movement has the potential to transform the way people share their experiences and interact with social media.
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Advances in AR technology, such as improved display quality, gesture recognition, and battery life, have had an impact on the B2C market’s adoption and acceptance of AR glasses.
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AR glasses have been utilized in health and wellness applications such as giving real-time fitness data, guided exercises, and augmenting outdoor activities with augmented information about the surroundings.
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Companies in the B2C industry are forging strategic alliances and collaborations to capitalize on the potential of AR glasses. Collaborations between digital businesses, fashion brands, and retail behemoths have proven noteworthy in this area.
Competitive Landscape
The competitive landscape of the augmented reality (AR) glasses in B2C market was dynamic, with several prominent companies competing to provide innovative and advanced augmented reality (AR) glasses in B2C.
- Apple Inc.
- Atheer, Inc.
- DAQRI LLC
- Epson America, Inc.
- Facebook Technologies, LLC
- Google LLC
- Kopin Corporation
- Lenovo Group Limited
- Magic Leap, Inc.
- Microsoft Corporation
- Nreal Corporation
- ODG (Osterhout Design Group)
- Qualcomm Incorporated
- Rokid Corporation Limited
- Samsung Electronics Co., Ltd
- Seiko Epson Corporation
- Sony Corporation
- ThirdEye Gen, Inc.
- Toshiba Corporation
- Vuzix Corporation
Recent Developments:
January 23, 2024 — Kopin Corporation a leading provider of application-specific optical solutions and high performance micro-displays for defense, enterprise, consumer and medical products, today announced it has received an initial production order for the CR3 wearable surgical monitor from HMDmd Inc (HMDmd).
January 9, 2023 – Qualcomm Technologies, Inc. and Robert Bosch GmbH today at CES 2024 introduced the automotive industry’s first central vehicle computer capable of running infotainment and advanced driver assistance system (ADAS) functionalities on one single system-on-chip (SoC).
Regional Analysis
North America has been a major participant in the AR sector, frequently leading in terms of market acceptance and innovation. The United States, in particular, has served as a crucial development and deployment base for augmented reality technologies. However, market dynamics may shift, and other areas may emerge as major players as a result of changing trends, consumer preferences, and company strategy.
It is important to remember that the AR industry environment is always changing, and new advancements may have occurred since my last update. For the most current and up-to-date information on the dominant region in the AR glasses B2C market, consult the most recent market research studies and industry analysis.
Target Audience for Augmented Reality (AR) Glasses in B2C Market
- Tech Enthusiasts
- Fashion and Lifestyle Consumers
- Early Adopters
- Gamers
- Online Shoppers
- Fitness and Wellness Enthusiasts
- Millennial and Gen Z Consumers
- Travel and Exploration Enthusiasts
- Social Media Influencers
- Professionals in Creative Industries
Segments Covered in the Augmented Reality (AR) Glasses in B2C Market Report
Augmented Reality (AR) Glasses in B2C Market by Type
- Monocular AR Glasses
- Binocular AR Glasses
Augmented Reality (AR) Glasses in B2C Market by Application
- Online
- Offline
Augmented Reality (AR) Glasses in B2C Market by Region
- North America
- Europe
- Asia Pacific
- South America
- Middle East and Africa
Key Question Answered
- What is the expected growth rate of the Augmented Reality (AR) Glasses in B2C Market over the next 7 years?
- Who are the key market participants Augmented Reality (AR) Glasses in B2C, and what are their market share?
- What are the end-user industries driving market demand and what is their outlook?
- What are the opportunities for growth in emerging markets such as Asia-Pacific, the Middle East, and Africa?
- How is the economic environment affecting the Augmented Reality (AR) Glasses in B2C Market, including factors such as interest rates, inflation, and exchange rates?
- What is the expected impact of government policies and regulations on the Augmented Reality (AR) Glasses in B2C Market?
- What is the current and forecasted size and growth rate of the global Augmented Reality (AR) Glasses in B2C Market?
- What are the key drivers of growth in the Augmented Reality (AR) Glasses in B2C Market?
- Who are the major players in the market and what is their market share?
- What are the distribution channels and supply chain dynamics in the Augmented Reality (AR) Glasses in B2C Market?
- What are the technological advancements and innovations in the Augmented Reality (AR) Glasses in B2C Market and their impact on product development and growth?
- What are the regulatory considerations and their impact on the market?
- What are the challenges faced by players in the Augmented Reality (AR) Glasses in B2C Market and how are they addressing these challenges?
- What are the opportunities for growth and expansion in the Augmented Reality (AR) Glasses in B2C Market?
- What are the product offerings and specifications of leading players in the market?
Table of Content
- INTRODUCTION
- MARKET DEFINITION
- MARKET SEGMENTATION
- RESEARCH TIMELINES
- ASSUMPTIONS AND LIMITATIONS
- RESEARCH METHODOLOGY
- DATA MINING
- SECONDARY RESEARCH
- PRIMARY RESEARCH
- SUBJECT-MATTER EXPERTS’ ADVICE
- QUALITY CHECKS
- FINAL REVIEW
- DATA TRIANGULATION
- BOTTOM-UP APPROACH
- TOP-DOWN APPROACH
- RESEARCH FLOW
- DATA SOURCES
- DATA MINING
- EXECUTIVE SUMMARY
- MARKET OVERVIEW
- AUGMENTED REALITY (AR) GLASSES IN B2C MARKET OUTLOOK
- MARKET DRIVERS
- MARKET RESTRAINTS
- MARKET OPPORTUNITIES
- IMPACT OF COVID-19 ON AUGMENTED REALITY (AR) GLASSES IN B2C MARKET
- PORTER’S FIVE FORCES MODEL
- THREAT FROM NEW ENTRANTS
- THREAT FROM SUBSTITUTES
- BARGAINING POWER OF SUPPLIERS
- BARGAINING POWER OF CUSTOMERS
- DEGREE OF COMPETITION
- INDUSTRY VALUE CHAIN ANALYSIS
- AUGMENTED REALITY (AR) GLASSES IN B2C MARKET OUTLOOK
- GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- MONOCULAR AR GLASSES
- BINOCULAR AR GLASSES
- GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- ONLINE
- OFFLINE
- GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY REGION, 2020-2030, (USD BILLION) (THOUSAND UNITS)
- NORTH AMERICA
- US
- CANADA
- MEXICO
- SOUTH AMERICA
- BRAZIL
- ARGENTINA
- COLOMBIA
- REST OF SOUTH AMERICA
- EUROPE
- GERMANY
- UK
- FRANCE
- ITALY
- SPAIN
- RUSSIA
- REST OF EUROPE
- ASIA PACIFIC
- INDIA
- CHINA
- JAPAN
- SOUTH KOREA
- AUSTRALIA
- SOUTH-EAST ASIA
- REST OF ASIA PACIFIC
- MIDDLE EAST AND AFRICA
- UAE
- SAUDI ARABIA
- SOUTH AFRICA
- REST OF MIDDLE EAST AND AFRICA
- NORTH AMERICA
- COMPANY PROFILES*
(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCTS OFFERED, RECENT DEVELOPMENTS)
- APPLE INC.
- ATHEER, INC.
- DAQRI LLC
- EPSON AMERICA, INC.
- FACEBOOK TECHNOLOGIES, LLC
- GOOGLE LLC
- KOPIN CORPORATION
- LENOVO GROUP LIMITED
- MAGIC LEAP, INC.
- MICROSOFT CORPORATION
- NREAL CORPORATION
- ODG (OSTERHOUT DESIGN GROUP)
- QUALCOMM INCORPORATED
- ROKID CORPORATION LIMITED
- SAMSUNG ELECTRONICS CO., LTD
- SEIKO EPSON CORPORATION
- SONY CORPORATION
- THIRDEYE GEN, INC.
- TOSHIBA CORPORATION
- VUZIX CORPORATIONÂ Â Â Â Â Â Â Â Â *THE COMPANY LIST IS INDICATIVE
LIST OF TABLES
TABLE 1 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 2 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 3 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 4 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 5 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY REGION (USD BILLION) 2020-2030
TABLE 6 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY REGION (THOUSAND UNITS) 2020-2030
TABLE 7 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 8 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 9 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 10 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 11 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 12 NORTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 13 US AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 14 US AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 15 US AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 16 US AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 17 CANADA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 18 CANADA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 19 CANADA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 20 CANADA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 21 MEXICO AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 22 MEXICO AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 23 MEXICO AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 24 MEXICO AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 25 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 26 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 27 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 28 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 29 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 30 SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 31 BRAZIL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 32 BRAZIL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 33 BRAZIL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 34 BRAZIL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 35 ARGENTINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 36 ARGENTINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 37 ARGENTINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 38 ARGENTINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 39 COLOMBIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 40 COLOMBIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 41 COLOMBIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 42 COLOMBIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 43 REST OF SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 44 REST OF SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 45 REST OF SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 46 REST OF SOUTH AMERICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 47 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 48 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 49 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 50 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 51 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 52 ASIA-PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 53 INDIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 54 INDIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 55 INDIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 56 INDIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 57 CHINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 58 CHINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 59 CHINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 60 CHINA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 61 JAPAN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 62 JAPAN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 63 JAPAN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 64 JAPAN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 65 SOUTH KOREA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 66 SOUTH KOREA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 67 SOUTH KOREA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 68 SOUTH KOREA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 69 AUSTRALIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 70 AUSTRALIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 71 AUSTRALIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 72 AUSTRALIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 73 SOUTH-EAST ASIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 74 SOUTH-EAST ASIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 75 SOUTH-EAST ASIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 76 SOUTH-EAST ASIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 77 REST OF ASIA PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 78 REST OF ASIA PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 79 REST OF ASIA PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 80 REST OF ASIA PACIFIC AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 81 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 82 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 83 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 84 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 85 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 86 EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 87 GERMANY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 88 GERMANY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 89 GERMANY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 90 GERMANY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 91 UK AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 92 UK AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 93 UK AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 94 UK AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 95 FRANCE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 96 FRANCE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 97 FRANCE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 98 FRANCE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 99 ITALY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 100 ITALY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 101 ITALY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 102 ITALY AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 103 SPAIN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 104 SPAIN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 105 SPAIN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 106 SPAIN AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 107 RUSSIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 108 RUSSIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 109 RUSSIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 110 RUSSIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 111 REST OF EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 112 REST OF EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 113 REST OF EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 114 REST OF EUROPE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 115 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 116 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY COUNTRY (THOUSAND UNITS) 2020-2030
TABLE 117 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 118 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 119 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 120 MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 121 UAE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 122 UAE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 123 UAE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 124 UAE AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 125 SAUDI ARABIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 126 SAUDI ARABIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 127 SAUDI ARABIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 128 SAUDI ARABIA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 129 SOUTH AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 130 SOUTH AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 131 SOUTH AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 132 SOUTH AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
TABLE 133 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 134 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE (THOUSAND UNITS) 2020-2030
TABLE 135 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 136 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION (THOUSAND UNITS) 2020-2030
 LIST OF FIGURES
FIGURE 1 MARKET DYNAMICS
FIGURE 2 MARKET SEGMENTATION
FIGURE 3 REPORT TIMELINES: YEARS CONSIDERED
FIGURE 4 DATA TRIANGULATION
FIGURE 5 BOTTOM-UP APPROACH
FIGURE 6 TOP-DOWN APPROACH
FIGURE 7 RESEARCH FLOW
FIGURE 8 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE USD BILLION, 2020-2030
FIGURE 9 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION, USD BILLION, 2020-2030
FIGURE 10 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY REGION, USD BILLION, 2020-2030
FIGURE 11 PORTER’S FIVE FORCES MODEL
FIGURE 12 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY TYPE, USD BILLION 2022
FIGURE 13 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY APPLICATION, USD BILLION 2022
FIGURE 14 GLOBAL AUGMENTED REALITY (AR) GLASSES IN B2C MARKET BY REGION, USD BILLION 2022
FIGURE 15 MARKET SHARE ANALYSIS
FIGURE 16 APPLE INC.: COMPANY SNAPSHOT
FIGURE 17 ATHEER, INC.: COMPANY SNAPSHOT
FIGURE 18 DAQRI LLC: COMPANY SNAPSHOT
FIGURE 19 EPSON AMERICA, INC.: COMPANY SNAPSHOT
FIGURE 20 FACEBOOK TECHNOLOGIES, LLC: COMPANY SNAPSHOT
FIGURE 21 GOOGLE LLC: COMPANY SNAPSHOT
FIGURE 22 KOPIN CORPORATION: COMPANY SNAPSHOT
FIGURE 23 LENOVO GROUP LIMITED: COMPANY SNAPSHOT
FIGURE 24 MAGIC LEAP, INC.: COMPANY SNAPSHOT
FIGURE 25 MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 26 NREAL CORPORATION: COMPANY SNAPSHOT
FIGURE 27 ODG (OSTERHOUT DESIGN GROUP): COMPANY SNAPSHOT
FIGURE 28 QUALCOMM INCORPORATED: COMPANY SNAPSHOT
FIGURE 29 ROKID CORPORATION LIMITED: COMPANY SNAPSHOT
FIGURE 30 SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
FIGURE 31 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
FIGURE 32 SONY CORPORATION: COMPANY SNAPSHOT
FIGURE 33 THIRDEYE GEN, INC.: COMPANY SNAPSHOT
FIGURE 34 TOSHIBA CORPORATION: COMPANY SNAPSHOT
FIGURE 35 VUZIX CORPORATION: COMPANY SNAPSHOT
FAQ
The global augmented reality (AR) glasses in B2C market size is projected to grow from USD 34.90 billion in 2023 to USD 70.65 billion by 2030, exhibiting a CAGR of 10.6% during the forecast period.
North America accounted for the largest market in the Augmented Reality (AR) Glasses in B2C Market.
- Apple Inc., Atheer, DAQRI LLC, Epson America, Inc., Facebook Technologies, Google LLC, Kopin Corporation, Lenovo Group Limited, Magic Leap, Microsoft Corporation, Nreal Corporation, ODG (Osterhout Design Group),Qualcomm Incorporated, Rokid Corporation Limited, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sony Corporation, ThirdEye Gen, Toshiba Corporation, Vuzix Corporation.
Price and accessibility have had a significant impact on the adoption of AR glasses in the B2C sector. Efforts to make AR glasses more inexpensive and user-friendly have been continuing, resulting in increased consumer acceptability.
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