Asia Pacific Augmented Reality Navigation Market

Asia Pacific Augmented Reality Navigation Market Size, Share & Trends Analysis Report By Type (Outdoor Navigation and Indoor Navigation), By Component (Hardware, Software, and Services), By End Use, By Country and Growth Forecast, 2024 - 2031

Report Id: KBV-26935 Publication Date: February-2025 Number of Pages: 108
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Analysis of Market Size & Trends

The Asia Pacific Augmented Reality Navigation Market would witness market growth of 39.2% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Augmented Reality Navigation Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $1,218.5 million by 2031. The Japan market is expected to witness a CAGR of 38.4% during (2024 - 2031). Additionally, The India market would register a CAGR of 40.1% during (2024 - 2031).

Asia Pacific Augmented Reality Navigation Market

AR navigation transforms how tourists explore new destinations in the tourism and travel industry. Applications can directly overlay historical information, interesting facts, or cultural context about landmarks onto the user’s view. Using mobile devices or AR glasses, tourists can enjoy interactive experiences at monuments, museums, or cities, where they can view contextual data about nearby points of interest or heritage sites.

The adoption of augmented reality navigation technology is rapidly increasing across various industries. Initially, AR was limited to gaming and entertainment, but over time, it has evolved to serve more practical applications. The development of AR hardware, such as AR glasses, HUDs, and smartphones with advanced sensors, has been one of the primary enablers of the market. Companies like Microsoft, Apple, and Google have made significant strides in building devices supporting AR experiences. The emergence of lightweight and affordable AR glasses like Magic Leap and HoloLens is helping to bring this technology to mainstream use.

India’s gaming industry is projected to grow at a 33% compound annual growth rate (CAGR), reaching INR 25,300 Cr by FY27. Furthermore, online gaming is expected to expand from $1.6 billion in 2022 to $2.8 billion by 2025, reflecting a 34% growth. This rapid expansion is fueled by increased smartphone penetration, affordable internet, and a growing population of tech-savvy users. AR navigation is becoming a critical component of India’s gaming ecosystem, enabling players to engage with interactive virtual worlds and enhancing the overall gaming experience. For instance, AR navigation tools allow gamers to explore real-world environments as part of gameplay, seamlessly merging virtual and physical spaces. This not only attracts a broader audience but also fosters the development of innovative gaming formats, including location-based AR games and multiplayer AR experiences, further driving market growth. Therefore, the rising EdTech sector in China and the burgeoning gaming industry in India are significantly contributing to the growth of the market.

Free Valuable Insights: The Global Augmented Reality Navigation Market is Predict to reach USD 14.37 Billion by 2031, at a CAGR of 38.5%

Based on Type, the market is segmented into Outdoor Navigation and Indoor Navigation. Based on Component, the market is segmented into Hardware, Software, and Services. Based on End Use, the market is segmented into Industrial & Manufacturing, E-Commerce & Retail, Gaming & Entertainment, Healthcare, Aerospace & Defense, Education, Military & Defense, and Other End Use. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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List of Key Companies Profiled

  • Google LLC (Alphabet Inc.)
  • Apple, Inc.
  • Microsoft Corporation
  • WayRay AG
  • Fujitsu Limited
  • IndoorAtlas Ltd.
  • Niantic, Inc.
  • Mapbox, Inc.
  • HERE Global B.V.
  • Sygic a.s.

Asia Pacific Augmented Reality Navigation Market Report Segmentation

By Type

  • Outdoor Navigation
  • Indoor Navigation

By Component

  • Hardware
  • Software
  • Services

By End Use

  • Industrial & Manufacturing
  • E-Commerce & Retail
  • Gaming & Entertainment
  • Healthcare
  • Aerospace & Defense
  • Education
  • Military & Defense
  • Other End Use

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
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