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Home > Sport >  Augmented Reality (AR) in Sport – Thematic Research

Augmented Reality (AR) in Sport – Thematic Research

The augmented reality market was valued at $7 billion in 2020 and is expected to grow at a CAGR of more than 30% during 2020-2030. AR is evolving into a utility in specific consumer and enterprise applications. On the consumer front, AR is primarily used in social media, gaming, and ecommerce.

In a GlobalData survey conducted in Q2 2021, respondents perceived AR as the most disruptive technology, ahead of artificial intelligence. COVID-19 has fueled enterprise adoption of AR across sectors such as healthcare, law enforcement, and manufacturing, mainly for remote collaboration. Businesses will continue to adopt AR in the coming years, but the high cost of headsets and smart glasses will be a barrier to widespread adoption in the short term. Many sports organizations have begun to recognize that AR can be used effectively to increase fan engagement, monitor athlete health, and help marketing operations, among other things.

Overview of augmented reality in sport

Overview of augmented reality in sport

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What are the market dynamics of augmented reality in sport?

AR is still a nascent technology but has been touted as the next major computing platform by tech leaders. Driven by such endorsements, all large technology companies and several enterprises are investing in AR. The COVID-19 pandemic has fueled the adoption of AR amongst enterprises and consumers.

One main area that the sports industry is using AR for is improving the at-home viewing experience for fans at home. This has become even important in recent years, as younger sports fans are more likely to watch at home than older ones, while the COVID-19 pandemic meant that for a long period fans were unable to attend games in person. Marketing is another area that has benefited from the implementation of AR in sports.

Technology companies of all sizes are battling for a share of the AR market. While the AR software market is significantly larger than the AR hardware market, most of that revenue comes from games. Tech giants are focusing on the development of AR smart glasses and AR headsets, which could potentially replace smartphones to become the next major computing device.

What are the key market segments in augmented reality?

In terms of end-users, the AR market is segmented into enterprise AR and consumer AR. The consumer AR segment accounted for more than 80% of total AR revenue in 2020. However, by 2030 the enterprise segment will be dominant, accounting for nearly two-thirds of total revenue.

In terms of platform, the AR market is segmented into AR software and AR hardware. AR software accounted for more than 90% of the total global AR market in 2020, with the remaining coming from the sale of hardware such as smart glasses and headsets. With the launch of new AR smart glasses and headsets, AR hardware’s revenue share will increase exponentially by 2030.

AR market, by platform

AR market, by platform

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Who are the leading players in the sports AR market?

Key companies in the sports AR market include Alibaba, Alphabet (parent company of Google), Amazon, Apple, ByteDance, Facebook, Magic Leap, Microsoft, Niantic, and Qualcomm.

Augmented reality in sport, key companies

Augmented reality in sport, key companies

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Market report scope

Market size (Year – 2020) $7 billion
Growth rate CAGR of >30% from 2020 to 2030
Base year for estimation 2020
Forecast period 2020-2030
Key Companies Alibaba, Alphabet (parent company of Google), Amazon, Apple, ByteDance, Facebook, Magic Leap, Microsoft, Niantic, and Qualcomm
Key Segments by the end-user Enterprise AR & Consumer AR
Key Segments by platform AR software and AR hardware
Key Value Chain segments Semiconductors, Components, Devices, Platforms, and Applications and Content

Scope

This report is a thematic analysis of augmented reality in sport. It provides:

  • An overview of the recent history of the AR industry, and how sports have begun to delve into the industry in various ways.
  • The current trends dominating the AR conversation are identified, and drivers, trendsetters, and leaders in the industry are all discussed.
  • A detailed analysis of the potential future development of AR, and the challenges facing its development, as well as projections on how substantially the industry will grow in the coming years.
  • An in-depth look at the value chain for AR, and how different areas of the sector generates revenue and business.

Reasons to Buy

  • Access to in-depth analysis of how AR has developed, and how it has intersected with the world of sports, as well as the challenges facing this partnership.
  • Details of the current performance of many of the dominant tech giants that have stepped into the world of AR development, as well as the leaders and challengers in the sector.

Companies Mentioned

Olympic Games, NBA, NFL, Apple, Amazon, Alphabet, Facebook, Qualcomm, Samsung, Microsoft, Tencent, Vuzix

Table of Contents

1. Executive Summary

2. Players

3. Technology briefing

4. Trends

5. Industry analysis

6. Value chain

7. Companies

8. Glossary

9. Further reading

10. About GlobalData

11. Contact us

Frequently Asked Questions

The total augmented reality market value was $7 billion in 2020.

 

 

The augmented reality market is expected to grow at a CAGR of more than 30% during 2020-2030.

In terms of end-users, the AR market is segmented into enterprise AR and consumer AR. In terms of platform, the AR market is segmented into AR software and AR hardware.

Major companies in the sports AR market include Alibaba, Alphabet (parent company of Google), Amazon, Apple, ByteDance, Facebook, Magic Leap, Microsoft, Niantic, and Qualcomm.

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