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The global augmented and virtual reality market size reached approximately USD 27.79 billion in 2023. The market is further projected to grow at a CAGR of 24.6% between 2024 and 2032, reaching a value of USD 201.13 billion by 2032.
Augmented reality is the technology that superimposes the computer-generated information on top of the real world. Virtual reality provides believable and real experiences in a virtual or synthetic manner. In virtual reality, the users are controlled by the system, whereas, in augmented reality the users control their presence in the real world.
On the basis of technology, the market is bifurcated into augmented reality and virtual reality, with augmented reality sub-divided by type into market-based augmented reality and market-less augmented reality and virtual reality sub-divided by type into non-immersive systems and semi-immersive and fully immersive technology.
Based on device type, the market is categorised into augmented reality devices and virtual reality devices, with augmented reality devices sub-divided by type into head-mounted displays, head-up displays, and handheld devices and virtual reality devices sub-divided by type into head-mounted displays, gesture-tracking devices, and projector and display walls.
On the basis of enterprise size, the augmented and virtual reality market segmentation includes small and medium enterprises and large enterprises. Based on application, the market is classified into consumer and enterprises. On the basis of end use, the market is segregated into gaming, entertainment and sports, aerospace and defence, healthcare, education, manufacturing, retail, and automotive, among others. Based on region, the market is divided into North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global augmented and virtual reality market, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
Virtual reality is expected to account for a significant augmented and virtual reality market share in the coming years. This growth can be attributed to the rising demand for virtual reality HMDs for industrial applications. The technology aids in reproduction of the architecture of the actual surroundings virtually, removing complexities in tasks. Additionally, utilisation of virtual reality in educational settings and classrooms aids educators in conducting motor and reasoning activities, supporting the market expansion.
The Asia Pacific is anticipated to witness significant growth over the forecast period owing to the expansion of the manufacturing, automotive, gaming, and retail sectors in the region. The prominent presence of low-cost hardware manufacturers and increased investments by the various key market players in the Asia Pacific are offering lucrative growth opportunities to the market. The increasing utilisation of virtual and augmented reality in factories due to the rising automation is boosting the augmented and virtual reality market demand.
Google LLC, headquartered in California, United States, is a multinational company that is involved in augmented and virtual reality, artificial intelligence, online advertising, search engine technology, and quantum computing, among others.
Microsoft Corporation, founded in 1975 is a software development company that is based in Washington, United States. The company specialises in virtual and augmented reality, educational software, and artificial intelligence, among others.
Apple Inc. is known for manufacturing, designing, and marketing personal computers, wearables and accessories, and smartphones, among others. The company develops computers that feature innovative graphical user interface and is headquartered in California, United States.
Other augmented and virtual reality market key players include Meta Platforms, Inc., Samsung Electronics Co., Ltd., Lenovo Group Ltd., Seiko Epson Corporation, HTC Corporation, Sony Corporation, and Magic Leap, Inc., among others.
REPORT FEATURES | DETAILS |
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Technology |
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Breakup by Device Type |
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Breakup by Enterprise Size |
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Breakup by Application |
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Breakup by End Use |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Augmented and Virtual Reality Market Analysis
8.1 Key Industry Highlights
8.2 Global Augmented and Virtual Reality Historical Market (2018-2023)
8.3 Global Augmented and Virtual Reality Market Forecast (2024-2032)
8.4 Global Augmented and Virtual Reality Market by Technology
8.4.1 Augmented Reality
8.4.1.1 Historical Trend (2018-2023)
8.4.1.2 Forecast Trend (2024-2032)
8.4.1.3 Breakup by Type
8.4.1.3.1 Marker-Based Augmented Reality
8.4.1.3.2 Marker-Less Augmented Reality
8.4.2 Virtual Reality
8.4.2.1 Historical Trend (2018-2023)
8.4.2.2 Forecast Trend (2024-2032)
8.4.2.3 Breakup by Type
8.4.2.3.1 Non-Immersive Systems
8.4.2.3.2 Semi-Immersive and Fully Immersive Technology
8.5 Global Augmented and Virtual Reality Market by Device Type
8.5.1 Augmented Reality Devices
8.5.1.1 Historical Trend (2018-2023)
8.5.1.2 Forecast Trend (2024-2032)
8.5.1.3 Breakup by Type
8.5.1.3.1 Head-Mounted Displays
8.5.1.3.2 Head-Up Displays
8.5.1.3.3 Handheld Devices
8.5.2 Virtual Reality Devices
8.5.2.1 Historical Trend (2018-2023)
8.5.2.2 Forecast Trend (2024-2032)
8.5.2.3 Breakup by Type
8.5.2.3.1 Head-Mounted Displays
8.5.2.3.2 Gesture-tracking Devices
8.5.2.3.3 Projector and Display Walls
8.6 Global Augmented and Virtual Reality Market by Enterprise Size
8.6.1 Small and Medium Enterprises
8.6.1.1 Historical Trend (2018-2023)
8.6.1.2 Forecast Trend (2024-2032)
8.6.2 Large Enterprises
8.6.2.1 Historical Trend (2018-2023)
8.6.2.2 Forecast Trend (2024-2032)
8.7 Global Augmented and Virtual Reality Market by Application
8.7.1 Consumer
8.7.1.1 Historical Trend (2018-2023)
8.7.1.2 Forecast Trend (2024-2032)
8.7.2 Enterprises
8.7.2.1 Historical Trend (2018-2023)
8.7.2.2 Forecast Trend (2024-2032)
8.8 Global Augmented and Virtual Reality Market by End Use
8.8.1 Gaming
8.8.1.1 Historical Trend (2018-2023)
8.8.1.2 Forecast Trend (2024-2032)
8.8.2 Entertainment and Sports
8.8.2.1 Historical Trend (2018-2023)
8.8.2.2 Forecast Trend (2024-2032)
8.8.3 Aerospace and Defence
8.8.3.1 Historical Trend (2018-2023)
8.8.3.2 Forecast Trend (2024-2032)
8.8.4 Healthcare
8.8.4.1 Historical Trend (2018-2023)
8.8.4.2 Forecast Trend (2024-2032)
8.8.5 Education
8.8.5.1 Historical Trend (2018-2023)
8.8.5.2 Forecast Trend (2024-2032)
8.8.6 Manufacturing
8.8.6.1 Historical Trend (2018-2023)
8.8.6.2 Forecast Trend (2024-2032)
8.8.7 Retail
8.8.7.1 Historical Trend (2018-2023)
8.8.7.2 Forecast Trend (2024-2032)
8.8.8 Automotive
8.8.8.1 Historical Trend (2018-2023)
8.8.8.2 Forecast Trend (2024-2032)
8.8.9 Others
8.9 Global Augmented and Virtual Reality Market by Region
8.9.1 North America
8.9.1.1 Historical Trend (2018-2023)
8.9.1.2 Forecast Trend (2024-2032)
8.9.2 Europe
8.9.2.1 Historical Trend (2018-2023)
8.9.2.2 Forecast Trend (2024-2032)
8.9.3 Asia Pacific
8.9.3.1 Historical Trend (2018-2023)
8.9.3.2 Forecast Trend (2024-2032)
8.9.4 Latin America
8.9.4.1 Historical Trend (2018-2023)
8.9.4.2 Forecast Trend (2024-2032)
8.9.5 Middle East and Africa
8.9.5.1 Historical Trend (2018-2023)
8.9.5.2 Forecast Trend (2024-2032)
9 North America Augmented and Virtual Reality Market Analysis
9.1 United States of America
9.1.1 Historical Trend (2018-2023)
9.1.2 Forecast Trend (2024-2032)
9.2 Canada
9.2.1 Historical Trend (2018-2023)
9.2.2 Forecast Trend (2024-2032)
10 Europe Augmented and Virtual Reality Market Analysis
10.1 United Kingdom
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 Germany
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 France
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
10.4 Italy
10.4.1 Historical Trend (2018-2023)
10.4.2 Forecast Trend (2024-2032)
10.5 Others
11 Asia Pacific Augmented and Virtual Reality Market Analysis
11.1 China
11.1.1 Historical Trend (2018-2023)
11.1.2 Forecast Trend (2024-2032)
11.2 Japan
11.2.1 Historical Trend (2018-2023)
11.2.2 Forecast Trend (2024-2032)
11.3 India
11.3.1 Historical Trend (2018-2023)
11.3.2 Forecast Trend (2024-2032)
11.4 ASEAN
11.4.1 Historical Trend (2018-2023)
11.4.2 Forecast Trend (2024-2032)
11.5 Australia
11.5.1 Historical Trend (2018-2023)
11.5.2 Forecast Trend (2024-2032)
11.6 Others
12 Latin America Augmented and Virtual Reality Market Analysis
12.1 Brazil
12.1.1 Historical Trend (2018-2023)
12.1.2 Forecast Trend (2024-2032)
12.2 Argentina
12.2.1 Historical Trend (2018-2023)
12.2.2 Forecast Trend (2024-2032)
12.3 Mexico
12.3.1 Historical Trend (2018-2023)
12.3.2 Forecast Trend (2024-2032)
12.4 Others
13 Middle East and Africa Augmented and Virtual Reality Market Analysis
13.1 Saudi Arabia
13.1.1 Historical Trend (2018-2023)
13.1.2 Forecast Trend (2024-2032)
13.2 United Arab Emirates
13.2.1 Historical Trend (2018-2023)
13.2.2 Forecast Trend (2024-2032)
13.3 Nigeria
13.3.1 Historical Trend (2018-2023)
13.3.2 Forecast Trend (2024-2032)
13.4 South Africa
13.4.1 Historical Trend (2018-2023)
13.4.2 Forecast Trend (2024-2032)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Google LLC
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 Microsoft Corporation
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 Apple Inc.
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 Meta Platforms, Inc.
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 Samsung Electronics Co., Ltd.
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 Lenovo Group Ltd.
15.2.6.1 Company Overview
15.2.6.2 Product Portfolio
15.2.6.3 Demographic Reach and Achievements
15.2.6.4 Certifications
15.2.7 Seiko Epson Corporation
15.2.7.1 Company Overview
15.2.7.2 Product Portfolio
15.2.7.3 Demographic Reach and Achievements
15.2.7.4 Certifications
15.2.8 HTC Corporation
15.2.8.1 Company Overview
15.2.8.2 Product Portfolio
15.2.8.3 Demographic Reach and Achievements
15.2.8.4 Certifications
15.2.9 Sony Corporation
15.2.9.1 Company Overview
15.2.9.2 Product Portfolio
15.2.9.3 Demographic Reach and Achievements
15.2.9.4 Certifications
15.2.10 Magic Leap, Inc.
15.2.10.1 Company Overview
15.2.10.2 Product Portfolio
15.2.10.3 Demographic Reach and Achievements
15.2.10.4 Certifications
15.2.11 Other
16 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global Augmented and Virtual Reality Market: Key Industry Highlights, 2018 and 2032
2. Global Augmented and Virtual Reality Historical Market: Breakup by Technology (USD Billion), 2018-2023
3. Global Augmented and Virtual Reality Market Forecast: Breakup by Technology (USD Billion), 2024-2032
4. Global Augmented and Virtual Reality Historical Market: Breakup by Device Type (USD Billion), 2018-2023
5. Global Augmented and Virtual Reality Market Forecast: Breakup by Device Type (USD Billion), 2024-2032
6. Global Augmented and Virtual Reality Historical Market: Breakup by Enterprise Size (USD Billion), 2018-2023
7. Global Augmented and Virtual Reality Market Forecast: Breakup by Enterprise Size (USD Billion), 2024-2032
8. Global Augmented and Virtual Reality Historical Market: Breakup by Application (USD Billion), 2018-2023
9. Global Augmented and Virtual Reality Market Forecast: Breakup by Application (USD Billion), 2024-2032
10. Global Augmented and Virtual Reality Historical Market: Breakup by End Use (USD Billion), 2018-2023
11. Global Augmented and Virtual Reality Market Forecast: Breakup by End Use (USD Billion), 2024-2032
12. Global Augmented and Virtual Reality Historical Market: Breakup by Region (USD Billion), 2018-2023
13. Global Augmented and Virtual Reality Market Forecast: Breakup by Region (USD Billion), 2024-2032
14. North America Augmented and Virtual Reality Historical Market: Breakup by Country (USD Billion), 2018-2023
15. North America Augmented and Virtual Reality Market Forecast: Breakup by Country (USD Billion), 2024-2032
16. Europe Augmented and Virtual Reality Historical Market: Breakup by Country (USD Billion), 2018-2023
17. Europe Augmented and Virtual Reality Market Forecast: Breakup by Country (USD Billion), 2024-2032
18. Asia Pacific Augmented and Virtual Reality Historical Market: Breakup by Country (USD Billion), 2018-2023
19. Asia Pacific Augmented and Virtual Reality Market Forecast: Breakup by Country (USD Billion), 2024-2032
20. Latin America Augmented and Virtual Reality Historical Market: Breakup by Country (USD Billion), 2018-2023
21. Latin America Augmented and Virtual Reality Market Forecast: Breakup by Country (USD Billion), 2024-2032
22. Middle East and Africa Augmented and Virtual Reality Historical Market: Breakup by Country (USD Billion), 2018-2023
23. Middle East and Africa Augmented and Virtual Reality Market Forecast: Breakup by Country (USD Billion), 2024-2032
24. Global Augmented and Virtual Reality Market Structure
The market reached a value of approximately USD 27.79 billion in 2023.
The market is projected to grow at a CAGR of 24.6% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 201.13 billion by 2032.
The major market drivers include increased incorporation by aerospace and defence sector and bolstering utilisation of augmented and virtual reality in commercial sector due to rising adoption of handheld and mobile devices.
The key trends fuelling the growth of the market include increased adoption by the healthcare sector due to provision of enhanced patient experience and rising utilisation of augmented and virtual reality by various e-commerce and online retail platforms to boost consumer experience.
The major regions in the market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The end uses of augmented and virtual reality include gaming, entertainment and sports, aerospace and defence, healthcare, education, manufacturing, retail, and automotive, among others.
The key players in the market are Google LLC, Microsoft Corporation, Apple Inc., Meta Platforms, Inc., Samsung Electronics Co., Ltd., Lenovo Group Ltd., Seiko Epson Corporation, HTC Corporation, Sony Corporation, and Magic Leap, Inc., among others.
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