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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1770972

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1770972

Global Augmented and Virtual Reality Market Size Study & Forecast, by Application, Device Type, Technology, End Use, and Regional Forecasts 2025-2035

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The Global Augmented and Virtual Reality Market is valued at approximately USD 44.67 billion in 2024 and is poised to witness an exceptional compound annual growth rate (CAGR) of 18.90% over the forecast period 2025-2035. The emergence of immersive technologies like AR and VR has transcended novelty and entertainment, evolving into essential tools that redefine how businesses engage, operate, and innovate across diverse sectors. From transforming retail storefronts into digital experiences to facilitating real-time surgical simulations in healthcare, AR and VR solutions are being harnessed for their ability to create hyper-realistic and interactive digital overlays in the real world or simulate fully immersive environments.

This exponential growth is underpinned by escalating consumer expectations for personalized and engaging digital experiences, combined with surging enterprise investments in immersive technologies to enhance productivity, training, and visualization. Gaming continues to be a foundational driver, yet verticals such as healthcare, education, and real estate are rapidly scaling their adoption. The development of lightweight, ergonomic, and high-fidelity hardware-especially head-mounted displays and smart glasses-along with advancements in 5G connectivity, spatial computing, and artificial intelligence, has catalyzed a wave of next-gen AR/VR deployments. For instance, the integration of AR in medical diagnostics and virtual reality in therapy and rehabilitation programs is reshaping clinical workflows and patient outcomes.

Regionally, North America currently leads the global AR and VR market due to early technology adoption, a robust startup ecosystem, and aggressive R&D investments by tech giants such as Meta, Google, and Microsoft. The region's mature infrastructure and thriving gaming and entertainment industries have made it a testbed for immersive experiences. Meanwhile, Asia Pacific is forecasted to experience the fastest growth during the forecast period, driven by the digital transformation of economies like China, Japan, South Korea, and India. Government support for metaverse development, increasing smartphone penetration, and demand for remote collaboration tools are propelling the regional market. In Europe, industries such as automotive, education, and architecture are leveraging immersive tech to streamline design and training, with Germany and the UK at the forefront of innovation.

Major market player included in this report are:

  • Google LLC
  • Microsoft Corporation
  • Meta Platforms Inc.
  • Sony Corporation
  • Apple Inc.
  • Samsung Electronics Co. Ltd.
  • HTC Corporation
  • Lenovo Group Ltd.
  • Qualcomm Technologies Inc.
  • Magic Leap Inc.
  • PTC Inc.
  • Vuzix Corporation
  • Unity Technologies
  • Niantic Inc.
  • NVIDIA Corporation

Global Augmented and Virtual Reality Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analysts' working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. The report also provides detailed information about crucial aspects, such as driving factors and challenges, which will define the future growth of the market. Additionally, it incorporates potential opportunities in micro-markets for stakeholders to invest, along with a detailed analysis of the competitive landscape and product offerings of key players.

The detailed segments and sub-segments of the market are explained below:

By Application:

  • Gaming
  • Healthcare
  • Education
  • Retail
  • Real Estate

By Device Type:

  • Head-Mounted Displays
  • Smart Glasses
  • Handheld Devices
  • Projectors
  • Display Walls

By Technology:

  • Augmented Reality
  • Virtual Reality
  • Mixed Reality

By End Use:

  • Consumer
  • Commercial
  • Industrial

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Augmented and Virtual Reality Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. Key Findings

Chapter 3. Global Augmented and Virtual Reality Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Augmented and Virtual Reality Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. Rising Demand for Immersive and Personalized Digital Experiences
    • 3.2.2. Proliferation of AR/VR Applications in Healthcare, Education, and Retail
  • 3.3. Restraints
    • 3.3.1. High Cost of Advanced AR/VR Hardware
    • 3.3.2. Privacy and Data Security Concerns
  • 3.4. Opportunities
    • 3.4.1. Expansion of 5G Infrastructure Enabling Seamless XR Experiences
    • 3.4.2. Growing Enterprise Adoption for Training, Simulation, and Remote Collaboration

Chapter 4. Global Augmented and Virtual Reality Industry Analysis

  • 4.1. Porter's 5 Forces Model
    • 4.1.1. Bargaining Power of Buyer
    • 4.1.2. Bargaining Power of Supplier
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Forecast Model (2024-2035)
  • 4.3. PESTEL Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top Investment Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis and Trends 2025
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented and Virtual Reality Market Size & Forecasts by Application 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Augmented and Virtual Reality Market Performance - Potential Analysis (2025)
  • 5.3. Gaming
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market Size Analysis, by Region, 2025-2035
  • 5.4. Healthcare
    • 5.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.4.2. Market Size Analysis, by Region, 2025-2035
  • 5.5. Education
    • 5.5.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.5.2. Market Size Analysis, by Region, 2025-2035
  • 5.6. Retail
    • 5.6.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.6.2. Market Size Analysis, by Region, 2025-2035
  • 5.7. Real Estate
    • 5.7.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.7.2. Market Size Analysis, by Region, 2025-2035

Chapter 6. Global Augmented and Virtual Reality Market Size & Forecasts by Device Type 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Augmented and Virtual Reality Market Performance - Potential Analysis (2025)
  • 6.3. Head-Mounted Displays
  • 6.4. Smart Glasses
  • 6.5. Handheld Devices
  • 6.6. Projectors
  • 6.7. Display Walls

Chapter 7. Global Augmented and Virtual Reality Market Size & Forecasts by Technology 2025-2035

  • 7.1. Augmented Reality
  • 7.2. Virtual Reality
  • 7.3. Mixed Reality

Chapter 8. Global Augmented and Virtual Reality Market Size & Forecasts by End Use 2025-2035

  • 8.1. Consumer
  • 8.2. Commercial
  • 8.3. Industrial

Chapter 9. Global Augmented and Virtual Reality Market Size & Forecasts by Region 2025-2035

  • 9.1. North America Augmented and Virtual Reality Market
    • 9.1.1. U.S.
    • 9.1.2. Canada
  • 9.2. Europe Augmented and Virtual Reality Market
    • 9.2.1. UK
    • 9.2.2. Germany
    • 9.2.3. France
    • 9.2.4. Spain
    • 9.2.5. Italy
    • 9.2.6. Rest of Europe
  • 9.3. Asia Pacific Augmented and Virtual Reality Market
    • 9.3.1. China
    • 9.3.2. India
    • 9.3.3. Japan
    • 9.3.4. Australia
    • 9.3.5. South Korea
    • 9.3.6. Rest of Asia Pacific
  • 9.4. Latin America Augmented and Virtual Reality Market
    • 9.4.1. Brazil
    • 9.4.2. Mexico
  • 9.5. Middle East and Africa Augmented and Virtual Reality Market
    • 9.5.1. UAE
    • 9.5.2. Saudi Arabia
    • 9.5.3. South Africa
    • 9.5.4. Rest of Middle East & Africa

Chapter 10. Competitive Intelligence

  • 10.1. Top Market Strategies
  • 10.2. Google LLC
    • 10.2.1. Company Overview
    • 10.2.2. Key Executives
    • 10.2.3. Company Snapshot
    • 10.2.4. Financial Performance (Subject to Data Availability)
    • 10.2.5. Product/Services Port
    • 10.2.6. Recent Development
    • 10.2.7. Market Strategies
    • 10.2.8. SWOT Analysis
  • 10.3. Microsoft Corporation
  • 10.4. Meta Platforms Inc.
  • 10.5. Sony Corporation
  • 10.6. Apple Inc.
  • 10.7. Samsung Electronics Co. Ltd.
  • 10.8. HTC Corporation
  • 10.9. Lenovo Group Ltd.
  • 10.10. Qualcomm Technologies Inc.
  • 10.11. Magic Leap Inc.
  • 10.12. PTC Inc.
  • 10.13. Vuzix Corporation
  • 10.14. Unity Technologies
  • 10.15. Niantic Inc.
  • 10.16. NVIDIA Corporation
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