Augmented Reality (AR) Shopping Market

Augmented Reality (AR) Shopping Market by Device Type (HMD, Smart Mirror, Handheld Device), Application (Try-on Solution, Planning & Designing, Information System), Market Type (Apparel, Jewelry, Groceries), Offering and Region - Global Forecast to 2028

Report Code: SE 8723 Jul, 2023, by marketsandmarkets.com

[220 Pages Report] The Augmented Reality (AR) shopping market is projected to reach USD 11.6 billion by 2028 from USD 3.4 billion in 2023 at a CAGR of 28.0% during the forecast period. Growing adoption of online shopping and e-commerce platforms, rising competition in market driving the need for brand differentiation, growing demand for personalized shopping experience are some of the major factors driving the market growth globally.

Augmented Reality (AR) Shopping Market

Augmented Reality (AR) Shopping Market

Augmented Reality (AR) Shopping Market Forecast to 2028

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Augmented Reality (AR) Shopping Market Dynamics

Driver: Growing demand for personalized shopping experience

Augmented reality (AR) is revolutionizing the shopping experience by offering personalized interactions. Unlike traditional online shopping, AR allows us to use our phones or devices to preview products in our own homes before making a purchase. This reduces the chances of disappointment and returns, enabling better decision-making. Retailers from various industries are utilizing AR to enhance personalization. Furniture stores like IKEA provide AR experiences to visualize furniture in our homes. Makeup brands such as NYX Professional Makeup and Sally Hansen offer virtual makeup try-ons. Nike even utilizes AR to measure our feet accurately for the right shoe size. Moreover, AR significantly impacts purchase behavior. Products with AR content have a higher chance of being bought compared to those without AR. When we can digitally interact and virtually try on products, we gain confidence in our purchases and reduce the likelihood of returns. AR creates a sense of being present in the store, making shopping enjoyable and leading to smarter choices.

Restraint: High cost of AR technology

AR technology requires specialized hardware, such as advanced cameras, sensors, and processors, to deliver immersive and interactive experiences. These hardware components can be expensive, making it challenging for retailers and brands to adopt AR shopping solutions on a large scale. In addition, developing AR applications and content requires specialized skills and expertise, which can also be costly. Businesses need to invest in hiring or training professionals who are proficient in AR development, adding to the overall cost.

The implementation costs associated with integrating AR infrastructure into existing e-commerce platforms or developing dedicated AR shopping apps can be a significant barrier. This encompasses the development of backend systems, ongoing maintenance, and continuous updates to ensure a seamless and high-quality AR shopping experience. Additionally, the high cost of AR hardware, such as headsets and smart glasses, presents a challenge for consumer adoption, as the investment required may deter potential users.

Opportunity: Lower costs of storage and efficient inventory management

The lower cost of storage and efficient inventory management present significant opportunities for the AR shopping market. Augmented reality technology enables virtual shopping experiences, allowing consumers to explore and interact with virtual products in a realistic way. By integrating AR into the shopping experience, retailers can overcome traditional limitations of physical store space and inventory management.

The lower cost of storage becomes an opportunity as AR shopping eliminates the need for retailers to stock large quantities of physical inventory. Instead, retailers can maintain a virtual inventory of products, reducing the costs associated with warehousing, logistics, and physical store space. AR allows customers to virtually try on or test products, browse through virtual shelves, and make purchase decisions without the need for physical stock on hand. This streamlined approach to inventory management lowers costs and increases efficiency for retailers.

Challenge: Consumer Acceptance

Consumer acceptance poses a significant challenge for the AR shopping market. While augmented reality (AR) technology holds immense potential for enhancing shopping experiences, it relies on consumer adoption and acceptance to achieve widespread success. There are several factors which contribute to the challenge of gaining consumer acceptance.

Firstly, AR shopping requires users to embrace and adopt new technology. Not all consumers are familiar with AR or comfortable using it in their shopping routines. There may be a learning curve associated with understanding how to interact with AR interfaces and navigate virtual shopping experiences. This lack of familiarity can create a barrier to entry, hindering the adoption of AR shopping platforms.

Augmented Reality (AR) Shopping Market Ecosystem

The major players in the Augmented Reality (AR) shopping market with a significant global presence include PTC (US), Alphabet Inc., (US), Microsoft (US), Apple (US), Meta (US). These companies not only boast a comprehensive product portfolio but also have a strong geographic footprint.

Augmented Reality (AR) Shopping Market by Ecosystem

Information System to register highest CAGR during the forecast period

The integration of information systems in AR Shopping apps and devices enhances transparency and empowers customers with relevant and accurate information. For instance, a customer using an AR Shopping app on their smartphone can scan a product's barcode and instantly retrieve detailed information about it, including specifications, pricing, and customer reviews. This allows customers to evaluate the product's features and quality, compare prices, and make well-informed decisions. Additionally, the app can provide real-time data on product availability, allowing customers to check if the item is in stock at nearby stores or online retailers is expected to drive the growth of AR shopping market.

AR Smart Mirror to account for the largest share of Augmented Reality (AR) shopping market during the forecast period

AR smart mirrors also benefit retailers by streamlining the fitting room process, reducing wait times, and enabling personalized recommendations. Beyond retail, AR smart mirrors have found applications in other industries, such as sports stadiums, where they provide fans with interactive experiences and opportunities to capture memorable moments. The increasing integration of AR technology in smart mirrors demonstrates its potential to revolutionize the way we shop and engage with our surroundings. Renowned brands like Ralph Lauren and H&M have successfully implemented smart mirrors in their stores, providing customers with convenient and customized try-on experiences. These are the major factor driving the growth of AR smart mirrors.

Software to account for the largest share of Augmented Reality (AR) shopping market during the forecast period

The software segment of augmented reality (AR) encompasses key components essential for AR development, visualization, and management. It includes Software Development Kits (SDKs) that provide developers with tools, libraries, and APIs to access AR functionalities like object tracking and spatial mapping. AR Visualization Software utilizes computer vision techniques and graphics rendering to seamlessly overlay virtual content onto the real-world environment, ensuring immersive experiences. AR Content Management Systems enable the organization, storage, and delivery of AR assets, allowing content creators to manage 3D models, animations, and videos. This comprehensive software ecosystem empowers developers and content creators to build and deploy engaging AR applications across different platforms and devices is expected to drive the growth of AR shopping market.

Asia Pacific to register the highest growth during the forecast period

Asia Pacific is expected to register the highest CAGR in the Augmented Reality (AR) shopping market from 2023 to 2028. The AR shopping market in Asia Pacific has witnessed numerous new developments and innovations. Companies like YouCam Makeup have pioneered such AR solutions in the region. Prominent retailers across the Asia Pacific region have embraced AR technology to enhance customer engagement and drive sales. For instance, Alibaba's e-commerce platform Taobao utilizes AR to enable virtual try-ons for cosmetic products, while JD.com has implemented AR features to visualize furniture and home decor items in customers' homes. These retailers provide immersive and interactive experiences, enhancing the shopping journey. The growth of the AR market in Asia Pacific can also be attributed to  factors such as increasing usage of internet-based platforms, the continued rollout of high-speed 5G networks, and and advancements in technology.

Augmented Reality (AR) Shopping Market by Region

Augmented Reality (AR) Shopping Market by Region

To know about the assumptions considered for the study, download the pdf brochure

Key Market Players

The major players in the Augmented Reality (AR) shopping companies with a significant global presence include PTC (US), Alphabet Inc., (US), Microsoft (US), Apple (US), Meta (US). These players have adopted various organic and inorganic growth strategies such as product launches and developments, partnerships, collaborations, acquisitions, and joint ventures to strengthen their position in the Augmented Reality (AR) shopping market.

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Scope of the Report

Report Metric

Details

Market size available for years

2018–2028

Base year considered

2022

Forecast period

2023–2028

Forecast units

Value (USD Million/Billion)

Segments covered

By End Use, AR Technology, Offering, Device Type, Application, Market Type, and Region

Geographies covered

North America, Europe, Asia Pacific, and Rest of World

Companies covered

The key players in the Augmented Reality (AR) shopping market with a significant global presence include PTC (US), Alphabet Inc., (US), Microsoft (US), Apple (US), Meta (US), Seiko Epson Corporation (Japan), Wikitude GmbH (Austria), Magic Leap, Inc. (US), 3D Cloud by Marxent (US), Vuzix (US), Blippar (UK).

Augmented Reality (AR) Shopping Market Highlights

The study segments the Augmented Reality (AR) shopping market based on end use, AR technology, offering, device type, application, and market type at the regional and global level.

Segment

Subsegment

By End Use

  • Retail / In-Store
  • E-Commerce / Out of Store

By AR Technology

  • Marker-based AR
    • Passive Marker
    • Active Marker
  • Markerless AR
    • Markerless AR, by Technology,
      • Model-based Tracking
      • Image-based Tracking
    • Markerless AR, by Type
      • Projection-based AR
      • Superimposition-based AR
      • Location-based AR

By Offering

  • Hardware
    • Displays and Projectors
    • Cameras
    • Sensors
      • Accelerometer
      • Gyroscope
      • Magnetometer
      • Proximity Sensor
    • Others
  • Software
    • Software Development Kit
    • AR Visualization Software
    • AR Content Management System
    • Others
  • Services

By Device Type

  • AR Head-Mounted Displays (HMD)
  • Smart AR Mirror
  • Handheld Devices

By Application

  • Try-on Solutions
  • Planning & Designing
  • Advertising & Marketing
  • Information Systems

By Market Type

  • Apparel
  • Furniture & Lighting
  • Jewelry
  • Beauty & Cosmetics
  • Footwear
  • Groceries
  • Others

By Region

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Recent Developments

  • In November 2022, Google released new AR shopping features for finding the perfect foundation match and trying on sneakers in AR, providing a realistic and immersive online shopping experience.
  • In March 2021, PTC has launched Vuforia Engine Area Targets, the first offering in the market that supports the creation of immersive AR experiences for spaces up to 300,000 square feet. With the use of Area Targets, industrial organizations can create AR interfaces within their facilities.
  • In March 2021, Seiko Epson announced the enhancement of the AR glasses – Moverio BT-40 and BT – 40S by using Si-OLED technology to expand the field of view with full HD 1080p display resolution, improved connectivity, and comfort.
  • In September 2020, Microsoft partnershiped with Avatar Dimension, and selected it as the exclusive licensee for its volumetric capture technology in the Washington, D.C. area. Microsoft Mixed Reality Capture Studios certified the new studio after a rigorous testing process. The studio captures volumetric digital humans for business and governments, essential for powerful new virtual experiences across all categories.
  • In October 2020, Meta launched Oculus Quest 2, which can run as both a standalone headset with the internal android-based operating system and with Oculus compatible VR software running on desktop computers.
  • In March 2020, Apple released ARKi 3.5, which is an updated version of ARKi. The upgraded version has a new Scene Geometry application program interface (API) that uses the LiDAR scanner to create a 3D map of the space, differentiating between floors, walls, ceilings, windows, doors, and seats.

Frequently Asked Questions (FAQ):

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TABLE OF CONTENTS
 
1 INTRODUCTION  
    1.1. Study Objectives 
    1.2. Market Definition and Scope 
           1.2.1. Inclusion and Exclusion
    1.3. Scope  
           1.3.1. Markets Covered
           1.3.2. Years Considered
    1.4. Currency 
    1.5. Market Stakeholders 
    1.6. Limitations 
    1.7. Summary of Changes 
           1.7.1. Recession Impact on Augmented Reality (AR) Shopping Market
 
2 RESEARCH METHODOLOGY 
    2.1. Research Data 
           2.1.1. Secondary Data
                    2.1.1.1. List of key secondary sources
                    2.1.1.2. Key data from secondary sources
           2.1.2. Primary Data
                    2.1.2.1. Key participants in primary process across the value chain of AR shopping market
                    2.1.2.2. Breakdown of primaries
                    2.1.2.3. Key data from primary sources
    2.2. Factor Analysis 
    2.3. Market Size Estimation 
           2.3.1. Bottom-Up Approach
           2.3.2. Top-Down Approach
    2.4. Market Breakdown and Data Triangulation 
    2.5. Growth Forecast Assumptions  
    2.6. Recession Impact 
    2.7. Research Assumptions  
    2.8. Risk Assessment 
 
3 EXECUTIVE SUMMARY  
 
4 PREMIUM INSIGHTS  
 
5 MARKET OVERVIEW  
    5.1. Introduction 
    5.2. Market Dynamics 
           5.2.1. Drivers
           5.2.2. Restraints        
           5.2.3. Opportunities
           5.2.4. Challenges
    5.3. Value Chain Analysis 
    5.4. Ecosystem Analysis 
    5.5. Pricing Analysis 
           5.5.1. Average Selling Price of Key Players, by Device Type
           5.5.2. Average Selling Price Trend
    5.6. Trends/Disruptions Impacting Customer’s Business  
    5.7. Technology Analysis 
    5.8. Porter’s Five Forces Model 
           5.8.1. Intensity of Competitive Rivalry
           5.8.2. Bargaining Power of Suppliers
           5.8.3. Bargaining Power of Buyers
           5.8.4. Threat of Substitutes
           5.8.5. Threat of New Entrants
    5.9. Key Stakeholders & Buying Criteria 
    5.10. Case Study Analysis 
    5.11. Trade Analysis 
           5.11.1. Import Scenario
           5.11.2. Export Scenario
    5.12. Patent Analysis 
    5.13. Key Conferences and Events in 2022-2023 
    5.14. Tariff and Regulations 
           5.14.1.  Regulatory Bodies, Government Agencies & Other Organizations
 
6 AUGMENTED REALITY (AR) SHOPPING MARKET, BY END USE 
    6.1. Introduction 
    6.2. Retail / In-Store 
    6.3. E-Commerce / Out of Store 
 
7 AUGMENTED REALITY (AR) MARKET, BY AR TECHNOLOGY  
    7.1. Introduction 
    7.2. Marker-based AR 
           7.2.1. Passive Marker
           7.2.2. Active Marker
    7.3. Markerless AR 
           7.3.1. Markerless AR, by Technology,
                    7.3.1.1. Model-based Tracking 
                    7.3.1.2. Image-based Tracking
           7.3.2. Markerless AR, by Type
                    7.3.2.1. Projection-based AR
                    7.3.2.2. Superimposition-based AR
                    7.3.2.3. Location-based AR
 
8 AUGMENTED REALITY (AR) SHOPPING MARKET, BY OFFERING 
    8.1. Introduction  
    8.2. Hardware 
           8.2.1. Displays and Projectors
           8.2.2. Cameras
           8.2.3. Sensors
                    8.2.3.1. Accelerometer
                    8.2.3.2. Gyroscope
                    8.2.3.3. Magnetometer
                    8.2.3.4. Proximity Sensor
           8.2.4. Others
    8.3. Software 
           8.3.1. Software Development Kit
           8.3.2. AR Visualization Software
           8.3.3. AR Content Management System
           8.3.4. Others 
    8.4. Services 
 
9 AUGMENTED REALITY (AR) MARKET, BY DEVICE TYPE 
    9.1. Introduction 
    9.2. AR Head-Mounted Displays (HMD) 
    9.3. Smart AR Mirror 
    9.4. Handheld Devices 
 
10 AUGMENTED REALITY (AR) MARKET, BY APPLICATION 
     10.1. Introduction 
     10.2. Try-on Solutions 
     10.3. Planning & Designing  
     10.4. Advertising & Marketing 
     10.5. Information Systems 
 
11 AUGMENTED REALITY (AR) MARKET, BY MARKET TYPE 
     11.1. Introduction  
     11.2. Apparel  
     11.3. Furniture & Lighting 
     11.4. Jewelry 
     11.5. Beauty & Cosmetics  
     11.6. Footwear 
     11.7. Groceries 
     11.8. Others 
 
12 AUGMENTED REALITY (AR) MARKET, BY REGION 
     12.1. Introduction 
     12.2. North America 
             12.2.1. Recession Impact
             12.2.2. US
             12.2.3. Canada
             12.2.4. Mexico
     12.3. Europe 
             12.3.1.  Recession Impact 
             12.3.2.  Germany
             12.3.3.  UK
             12.3.4.  France
             12.3.5.  Rest of Europe
     12.4. Asia Pacific 
             12.4.1.  Recession Impact  
             12.4.2.  China
             12.4.3.  Japan
             12.4.4.  South Korea
             12.4.5.  India
             12.4.6.  Rest of Asia Pacific
     12.5. Rest of the World 
             12.5.1. Recession Impact  
             12.5.2. South America
             12.5.3. Middle East & Africa
 
13 COMPETITIVE LANDSCAPE 
     13.1. Introduction  
     13.2. Key Players Strategies/Right to Win   
     13.3. Market Share Analysis (Top 5 Players) 
     13.4. Historical Revenue Analysis 
     13.5. Company Evaluation Quadrant, 2022 
             13.5.1.  Stars
             13.5.2.  Emerging Leaders
             13.5.3.  Pervasive
             13.5.4.  Participants
     13.6. Start-up/SME Evaluation Quadrant, 2022 
             13.6.1. Progressive Companies
             13.6.2.  Responsive Companies
             13.6.3.  Dynamic Companies
             13.6.4.  Starting Blocks
             13.6.5.  Competitive Benchmarking
     13.7. Company Footprints 
     13.8. Competitive Scenario and Trends 
             13.8.1.  Product Launches
             13.8.2.  Deals
             13.8.3.  Others 
 
14 COMPANY PROFILES 
     14.1. Introduction 
     14.2. Key Players 
 (Business Overview, Products Offered, Recent Developments, and MnM View (Top 5 Players))
             14.2.1.  PTC
             14.2.2.  Google
             14.2.3.  Microsoft
             14.2.4.  Apple Inc.
             14.2.5.  Meta
             14.2.6.  Wikitude
             14.2.7.  Magic Leap
             14.2.8.  3D Cloud by Marxent
             14.2.9.  Vuzix
             14.2.10. Blippar
     14.3. Other Players 
             14.3.1. Augment
             14.3.2. ViewAR GmbH
             14.3.3. Zugara, Inc
             14.3.4. Groove Jones
             14.3.5. ScienceSoft USA Corporation
             14.3.6. 8th Wall Inc. (Niantic)
             14.3.7. SketchFab, Inc
             14.3.8. Magic Mirror
             14.3.9. Holition Ltd.
             14.3.10. Overly
             14.3.11. Zappar Ltd.
             14.3.12. Fingent
             14.3.13. Kudan
             14.3.14. Inde
             14.3.15. Obsses
Note: The list of companies may change as we proceed with the research.  
 
15 APPENDIX  
     15.1. Discussion Guide 
     15.2. Knowledge Store: MarketsandMarkets’ Subscription Portal 
     15.3. Available Customizations 
     15.4. Related Reports 
     15.5. Author Details 

The research study involved 4 major activities in estimating the size of the Augmented Reality (AR) shopping market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the value chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In secondary research, various secondary sources have been referred to for obtaining the information that was needed for the study. Various secondary sources that were used for the research include, corporate filings such as annual reports, press releases, investor presentations, and financial statements, trade, business, and professional associations, whitepapers, journals, certified publications, and articles from recognized authors and databases.

In the AR Shopping Market report, the top-down as well as the bottom-up approaches have been used for the estimation of the global market size, along with several other dependent submarkets. The major players in the market were identified with the help of extensive secondary research and their presence in the market was determined using secondary and primary research. All the percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.

Primary Research

Extensive primary research has been conducted after understanding the Augmented Reality (AR) shopping market scenario through secondary research. Several primary interviews have been conducted with key opinion leaders from both demand- and supply-side vendors across 4 major regions— North America, Europe, Asia Pacific, and the Rest of the World. Approximately 25% of the primary interviews have been conducted with the demand-side vendors and 75% with the supply-side vendors. Primary data has been collected mainly through telephonic interviews, which consist of 80% of the total primary interviews; questionnaires and emails have also been used to collect the data.

After successful interaction with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings of our primary research. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the report.

Augmented Reality (AR) Shopping Market Size, and Share

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

In the market engineering process, both top-down and bottom-up approaches along with data triangulation methods have been used to estimate and validate the size of the Augmented Reality (AR) shopping market and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

  • Initially, the focus was on top line investments and spending in the ecosystem. Further the segment level splits and major developments in the market have been considered.
  • Identifying different stakeholders in the Augmented Reality (AR) shopping market that influence the entire market, along with participants across the supply chain
  • Analyzing major manufacturers and solution provider of AR as well as studying their product portfolios
  • Analyzing trends related to the adoption of AR devices
  • Tracking the recent and upcoming developments in the market that include investments, R&D activities, product launches, collaborations, mergers & acquisitions, and partnerships, as well as forecasting the market size based on these developments and other critical parameters
  • Carrying out multiple discussions with key opinion leaders to identify the adoption trends of AR in the shopping market
  • Segmenting the overall market into various other market segments
  • Validating the estimates at every level through discussions with key opinion leaders, such as chief executives (CXOs), directors, and operation managers, and finally with the domain experts at MarketsandMarkets

Market Size Estimation Methodology-Bottom-Up Approach

Augmented Reality (AR) Shopping Market Size, and Bottom-Up Approach

Data Triangulation

After arriving at the overall market size through the market size estimation process explained in the earlier section, the overall Augmented Reality (AR) shopping market has been divided into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments, the data triangulation and market breakdown procedures have been used, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply side perspectives. Along with data triangulation and market breakdown, the market has been validated by top-down and bottom-up approaches

Market Definition

AR shopping, also referred to as augmented reality shopping, revolutionizes the shopping experience by merging virtual elements with the physical retail environment. Through the utilization of smartphones or AR glasses, individuals can experiment with clothing, position furniture in their living spaces, and even visualize how a new vehicle would complement their driveway. An appealing aspect of AR shopping is its virtual try-on feature, especially sought-after within the fashion and beauty sectors. Users have the opportunity to virtually try on apparel or experiment with various makeup looks without the need for physical trials. This not only enhances convenience but also diminishes the necessity for product returns or exchanges.

Key Stakeholders

  • Raw Material Suppliers
  • AR Device Manufacturers
  • AR Software Providers
  • AR Service Providers
  • Retailers
  • E-Commerce Service Providers
  • Research Organizations
  • Industry Associations
  • Technology Investors
  • Governments
  • Financial Institutions

The main objectives of this study are as follows:

  • To define, analyze, and forecast the Augmented Reality (AR) shopping market size, by end use, offering, device type, application, market type, and region in terms of value
  • To define, analyze, and forecast the Augmented Reality (AR) shopping market size, by device type, in terms of volume
  • To forecast the market size for various segments with respect to four main regions, namely, North America, Europe, Asia Pacific, and Rest of the World
  • To provide detailed information regarding the major drivers, restraints, opportunities, and challenges influencing the growth of the Augmented Reality (AR) shopping market
  • To study the complete value chain and related industry segments for the Augmented Reality (AR) shopping market
  • To strategically analyze the micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
  • To analyze trends and disruptions; pricing trends; patents and innovations; trade data (export and import data); regulatory environment; Porter’s five forces analysis; case studies; key stakeholders & buying criteria; technology trends; the market ecosystem; and key conferences and events related to the Augmented Reality (AR) shopping market
  • To analyze opportunities in the market for various stakeholders by identifying the high-growth segments of the market
  • To strategically profile the key players and comprehensively analyze their market position in terms of ranking and core competencies2, along with detailing the competitive landscape for the market leaders
  • To analyze competitive developments such as product launches/developments, expansions, acquisitions, partnerships, collaborations, agreements, and research and development (R&D) activities carried out by players in the Augmented Reality (AR) shopping market

Available Customizations

With the given market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:

Country-wise Information:

  • Country-wise breakdown for North America, Europe, Asia Pacific, and Rest of the World

Company Information

  • Detailed analysis and profiling of additional market players (up to five)
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Report Code
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Published ON
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