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PUBLISHER: QYResearch | PRODUCT CODE: 1871973

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PUBLISHER: QYResearch | PRODUCT CODE: 1871973

Augmented and Virtual Reality (AR VR) - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

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The global market for Augmented and Virtual Reality (AR VR) was estimated to be worth US$ 3821 million in 2024 and is forecast to a readjusted size of US$ 7356 million by 2031 with a CAGR of 9.8% during the forecast period 2025-2031.

This report provides a comprehensive assessment of recent tariff adjustments and international strategic countermeasures on Augmented and Virtual Reality (AR VR) cross-border industrial footprints, capital allocation patterns, regional economic interdependencies, and supply chain reconfigurations.

Augmented reality (AR) is a technology that enhances the real world by overlaying digital information (such as images, videos, sounds, or other data) onto real-world environments in real time. While VR immerses users in a completely virtual environment, AR integrates digital elements into the user's existing surroundings, creating an enhanced experience that allows users to interact with both the real and virtual worlds simultaneously.

This report focuses primarily on augmented reality (AR) and virtual reality (VR) hardware.

VR places users in a virtual or replicated world (such as a game, movie, or flight simulator) or simulates the real world (such as watching a live sporting event).

The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 40% market share.

The main drivers of the augmented reality (AR) and virtual reality (VR) markets include:

1. Technological Breakthroughs and Product Innovation

  • 1.1 Display Technology Upgrades

MicroLED and Micro-OLED: AR/VR devices use high-resolution MicroLED and Micro-OLED displays to improve brightness and color performance (for example, the Apple Vision Pro's Micro-OLED screen boasts a brightness of 2000 nits).

Expanded Field of View (FOV): Using reflective waveguide technology, AR glasses achieve a FOV exceeding 50°, approaching the natural field of view of the human eye.

  • 1.2 Innovations in Interaction Technology

Eye Tracking and Gesture Recognition: Devices such as the Meta Quest Pro integrate eye tracking for more natural interaction; Ray-Ban Meta smart glasses support gesture control.

AI Integration: Apple Vision Pro's "Persona" feature uses AI to scan facial expressions and restore details in FaceTime calls; Google Translate leverages AI to overlay real-time text translations. 1.3 Lightweight and Wireless Hardware

Lightweight Design: AR glasses are being reduced to less than 80 grams (e.g., Ray-Ban Meta), providing a wearing experience similar to that of regular glasses.

Wireless Power and 5G-A Networks: Support for wireless power and 5G-A low-latency transmission enables wireless, intelligent, and scenario-based devices.

2. Evolving Consumer Demands

  • 2.1 Demand for Immersive Experiences

Games and Entertainment: VR platforms offer a rich gaming ecosystem. Games like "Fortnite" and "Roblox" demonstrate the potential of virtual worlds; the AR game "Pokemon GO" validates market demand.

Social Media and Avatars: Platforms like Meta Horizon Worlds allow users to create avatars and engage in social interaction.

  • 2.2 Expanding Practical Functionality

First-Person Photography and AI Interaction: Ray-Ban Meta smart glasses support first-person photography and AI translation, with an average daily usage of over two hours.

Health Monitoring and Management: AR glasses integrate heart rate and motion data monitoring, and are collaborating with medical institutions to develop diagnostic tools (e.g., VR neurosurgery training systems). 2.3 Cost-Effectiveness and Fashionability

Price Drops: Consumer AR glasses are now priced between $300 and $500 (e.g., Xreal Air), driving their widespread adoption.

Appearance Design: Cosmetic AR contact lenses (e.g., Mojo Lens) meet aesthetic needs and support customizable colors and housings.

3. Expanding Industry Applications

  • 3.1 Industrial and Manufacturing

Remote Collaboration and Training: Microsoft HoloLens 2 has reduced aircraft assembly errors by 40% at companies like Boeing and Lockheed Martin; Baotong Technology's digital twin smart mining system has reduced equipment failure rates by 25%.

Digital Twins and Prototyping: Huawei and Lenovo New Vision have collaborated to launch a VR prototyping tool, shortening R&D cycles by 40%.

  • 3.2 Healthcare and Health

Surgical Simulation and Rehabilitation Training: The Keck School of Medicine of the University of Southern California's VR neurosurgery training system has increased surgical success rates by 18%; VR psychotherapy in Germany has achieved an efficacy rate of 70%.

Telemedicine and Diagnosis: AR glasses support remote surgical navigation and real-time patient monitoring (e.g., 5G telerobotic surgery at Johns Hopkins Hospital). 3.3 Education and Training

Immersive Learning: Tencent and Stanford University collaborated to launch a VR anatomy course, increasing knowledge retention by 75%; Google Glass for Education allows real-time access to class notes.

Vocational Skills Training: VR is used for simulation training in high-risk industries such as firefighting and aviation, reducing training costs and risks.

  • 3.4 Retail and E-commerce

Virtual Fitting and Test Drives: AR virtual fitting rooms are becoming increasingly popular in retail and e-commerce; auto brands are offering virtual test drive experiences through VR.

AR Navigation and Marketing: Hangzhou's West Lake AR navigation and Amazon AR shopping enhance user experience and conversion rates.

4. Policy Support and Investment Growth

  • 4.1 National Policies

China's 14th Five-Year Plan lists VR/AR as a key digital economy priority. The Ministry of Industry and Information Technology and five other ministries jointly issued the "Action Plan for the Integrated Development of Virtual Reality and Industry Applications," aiming for an industry scale exceeding 350 billion yuan by 2026.

Local Subsidies and Special Programs: Many provinces and cities have included AR/VR in digital product consumer subsidies, supporting the research and development of core technologies such as optical waveguides and Micro-LEDs. 4.2 Venture Capital and Giant Investment

Startup Financing: Mojo Vision secured over $100 million in funding, focusing on AR contact lenses; companies like Squint and Excurio attracted investment through technological innovation.

Technology Giant Investment: Meta's Oculus products dominate the consumer VR market; Apple's Vision Pro integrates multiple advanced technologies; Google develops multiple AR/VR products and strengthens its position through technical collaborations.

  • 4.3 Industry Standards and Ecosystem Development

Technical Standard Harmonization: Industry alliances promote the unification of AR/VR technical standards, reducing development costs and compatibility issues.

Ecosystem Alliances and Collaboration: ByteDance collaborates with Tencent and Huawei to jointly establish industry standards; development engines such as Unity and Unreal Engine dominate the market, supporting cross-platform AR content development.

5. Social Trends and Digitalization

  • 5.1 Metaverse and Remote Work

Demand for Immersive Interaction: AR/VR, as more personalized devices, aligns with future trends in digital living and is driving the implementation of the metaverse concept. Remote Collaboration and Virtual Meetings: VR platforms support virtual meetings and remote guidance, improving work efficiency (e.g., Microsoft HoloLens 2 achieves a 30% increase in assembly efficiency in the automotive manufacturing sector).

  • 5.2 Increased Health Awareness

Health Management Demand: AR glasses with integrated health monitoring features attract users with health management needs; they also provide support for the visually impaired and elderly, improving quality of life.

  • 5.3 Popularization of 5G and the Internet of Things

High-Speed Transmission and Low Latency: 5G-Advanced networks support real-time data exchange and cloud computing, driving the adoption of AR/VR applications.

IoT Convergence: Integration with smart homes and wearable devices creates a full-scenario ecosystem (e.g., Apple's "hardware + software + services" closed-loop ecosystem).

6. Competition and Ecosystem Development

  • 6.1 Competition Between Giants and SMEs

Giant Strategies: Apple, Meta, and Microsoft dominate the market (with a combined market share exceeding 60%) by collaboratively building ecosystems across hardware, software, and content.

Differentiated Innovation: SMEs focus on niche scenarios (e.g., healthcare and industry), creating differentiated competition (e.g., Varjo focuses on high-end VR/AR headsets, and Manheng Digital develops an industrial metaverse platform). 6.2 Ecosystem Development

Hardware-Software-Content Synergy: Hardware manufacturers are accelerating the growth of the content ecosystem by subsidizing content developers and establishing revenue-sharing mechanisms (e.g., Meta's 70% profit-sharing plan).

Cross-Platform Ecosystem Integration: VR hardware is interconnected with PCs, mobile phones, smart home devices, and other devices, forming a cross-scenario ecosystem (e.g., Huawei's Hetu platform empowers city-level AR navigation).

The rapid development of the augmented reality (AR) and virtual reality (VR) markets is driven by six core factors: technological breakthroughs, evolving consumer demand, expanding industry applications, policy support, social trends, and ecosystem competition. In the future, with the maturity of technologies like MicroLED and eye tracking, and their deep penetration into healthcare and education scenarios, the AR/VR market is poised for explosive growth, becoming a core direction for the next generation of smart devices.

This report aims to provide a comprehensive presentation of the global market for Augmented and Virtual Reality (AR VR), focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Augmented and Virtual Reality (AR VR) by region & country, by Type, and by Application.

The Augmented and Virtual Reality (AR VR) market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented and Virtual Reality (AR VR).

Market Segmentation

By Company

  • Microsoft
  • Sony
  • Google
  • Oculus (Meta)
  • Magic Leap
  • HTC Corporation
  • Optinvent
  • MAD Gaze
  • Epson
  • Lenovo
  • DPVR
  • Vuzix Corporation

Segment by Type

  • AR Device
  • VR Device

Segment by Application

  • Manufacturing
  • Maintenance
  • Medical
  • Remote-guidance
  • Retail
  • Game
  • Metaverse
  • Others

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size (value, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Augmented and Virtual Reality (AR VR) manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Sales, revenue of Augmented and Virtual Reality (AR VR) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Sales, revenue of Augmented and Virtual Reality (AR VR) in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Augmented and Virtual Reality (AR VR) Product Introduction
  • 1.2 Global Augmented and Virtual Reality (AR VR) Market Size Forecast
    • 1.2.1 Global Augmented and Virtual Reality (AR VR) Sales Value (2020-2031)
    • 1.2.2 Global Augmented and Virtual Reality (AR VR) Sales Volume (2020-2031)
    • 1.2.3 Global Augmented and Virtual Reality (AR VR) Sales Price (2020-2031)
  • 1.3 Augmented and Virtual Reality (AR VR) Market Trends & Drivers
    • 1.3.1 Augmented and Virtual Reality (AR VR) Industry Trends
    • 1.3.2 Augmented and Virtual Reality (AR VR) Market Drivers & Opportunity
    • 1.3.3 Augmented and Virtual Reality (AR VR) Market Challenges
    • 1.3.4 Augmented and Virtual Reality (AR VR) Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Augmented and Virtual Reality (AR VR) Players Revenue Ranking (2024)
  • 2.2 Global Augmented and Virtual Reality (AR VR) Revenue by Company (2020-2025)
  • 2.3 Global Augmented and Virtual Reality (AR VR) Players Sales Volume Ranking (2024)
  • 2.4 Global Augmented and Virtual Reality (AR VR) Sales Volume by Company Players (2020-2025)
  • 2.5 Global Augmented and Virtual Reality (AR VR) Average Price by Company (2020-2025)
  • 2.6 Key Manufacturers Augmented and Virtual Reality (AR VR) Manufacturing Base and Headquarters
  • 2.7 Key Manufacturers Augmented and Virtual Reality (AR VR) Product Offered
  • 2.8 Key Manufacturers Time to Begin Mass Production of Augmented and Virtual Reality (AR VR)
  • 2.9 Augmented and Virtual Reality (AR VR) Market Competitive Analysis
    • 2.9.1 Augmented and Virtual Reality (AR VR) Market Concentration Rate (2020-2025)
    • 2.9.2 Global 5 and 10 Largest Manufacturers by Augmented and Virtual Reality (AR VR) Revenue in 2024
    • 2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented and Virtual Reality (AR VR) as of 2024)
  • 2.10 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 AR Device
    • 3.1.2 VR Device
  • 3.2 Global Augmented and Virtual Reality (AR VR) Sales Value by Type
    • 3.2.1 Global Augmented and Virtual Reality (AR VR) Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Augmented and Virtual Reality (AR VR) Sales Value, by Type (2020-2031)
    • 3.2.3 Global Augmented and Virtual Reality (AR VR) Sales Value, by Type (%) (2020-2031)
  • 3.3 Global Augmented and Virtual Reality (AR VR) Sales Volume by Type
    • 3.3.1 Global Augmented and Virtual Reality (AR VR) Sales Volume by Type (2020 VS 2024 VS 2031)
    • 3.3.2 Global Augmented and Virtual Reality (AR VR) Sales Volume, by Type (2020-2031)
    • 3.3.3 Global Augmented and Virtual Reality (AR VR) Sales Volume, by Type (%) (2020-2031)
  • 3.4 Global Augmented and Virtual Reality (AR VR) Average Price by Type (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Manufacturing
    • 4.1.2 Maintenance
    • 4.1.3 Medical
    • 4.1.4 Remote-guidance
    • 4.1.5 Retail
    • 4.1.6 Game
    • 4.1.7 Metaverse
    • 4.1.8 Others
  • 4.2 Global Augmented and Virtual Reality (AR VR) Sales Value by Application
    • 4.2.1 Global Augmented and Virtual Reality (AR VR) Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Augmented and Virtual Reality (AR VR) Sales Value, by Application (2020-2031)
    • 4.2.3 Global Augmented and Virtual Reality (AR VR) Sales Value, by Application (%) (2020-2031)
  • 4.3 Global Augmented and Virtual Reality (AR VR) Sales Volume by Application
    • 4.3.1 Global Augmented and Virtual Reality (AR VR) Sales Volume by Application (2020 VS 2024 VS 2031)
    • 4.3.2 Global Augmented and Virtual Reality (AR VR) Sales Volume, by Application (2020-2031)
    • 4.3.3 Global Augmented and Virtual Reality (AR VR) Sales Volume, by Application (%) (2020-2031)
  • 4.4 Global Augmented and Virtual Reality (AR VR) Average Price by Application (2020-2031)

5 Segmentation by Region

  • 5.1 Global Augmented and Virtual Reality (AR VR) Sales Value by Region
    • 5.1.1 Global Augmented and Virtual Reality (AR VR) Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2020-2025)
    • 5.1.3 Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2026-2031)
    • 5.1.4 Global Augmented and Virtual Reality (AR VR) Sales Value by Region (%), (2020-2031)
  • 5.2 Global Augmented and Virtual Reality (AR VR) Sales Volume by Region
    • 5.2.1 Global Augmented and Virtual Reality (AR VR) Sales Volume by Region: 2020 VS 2024 VS 2031
    • 5.2.2 Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2020-2025)
    • 5.2.3 Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2026-2031)
    • 5.2.4 Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (%), (2020-2031)
  • 5.3 Global Augmented and Virtual Reality (AR VR) Average Price by Region (2020-2031)
  • 5.4 North America
    • 5.4.1 North America Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 5.4.2 North America Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • 5.5 Europe
    • 5.5.1 Europe Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 5.5.2 Europe Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • 5.6 Asia Pacific
    • 5.6.1 Asia Pacific Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 5.6.2 Asia Pacific Augmented and Virtual Reality (AR VR) Sales Value by Region (%), 2024 VS 2031
  • 5.7 South America
    • 5.7.1 South America Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 5.7.2 South America Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • 5.8 Middle East & Africa
    • 5.8.1 Middle East & Africa Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 5.8.2 Middle East & Africa Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value and Sales Volume
    • 6.2.1 Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.2.2 Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Volume, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.3.2 United States Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.4.2 Europe Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.5.2 China Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.6.2 Japan Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.7.2 South Korea Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Augmented and Virtual Reality (AR VR) Sales Value, 2020-2031
    • 6.9.2 India Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Augmented and Virtual Reality (AR VR) Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Microsoft
    • 7.1.1 Microsoft Company Information
    • 7.1.2 Microsoft Introduction and Business Overview
    • 7.1.3 Microsoft Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.1.4 Microsoft Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.1.5 Microsoft Recent Development
  • 7.2 Sony
    • 7.2.1 Sony Company Information
    • 7.2.2 Sony Introduction and Business Overview
    • 7.2.3 Sony Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.2.4 Sony Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.2.5 Sony Recent Development
  • 7.3 Google
    • 7.3.1 Google Company Information
    • 7.3.2 Google Introduction and Business Overview
    • 7.3.3 Google Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.3.4 Google Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.3.5 Google Recent Development
  • 7.4 Oculus (Meta)
    • 7.4.1 Oculus (Meta) Company Information
    • 7.4.2 Oculus (Meta) Introduction and Business Overview
    • 7.4.3 Oculus (Meta) Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.4.4 Oculus (Meta) Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.4.5 Oculus (Meta) Recent Development
  • 7.5 Magic Leap
    • 7.5.1 Magic Leap Company Information
    • 7.5.2 Magic Leap Introduction and Business Overview
    • 7.5.3 Magic Leap Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.5.4 Magic Leap Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.5.5 Magic Leap Recent Development
  • 7.6 HTC Corporation
    • 7.6.1 HTC Corporation Company Information
    • 7.6.2 HTC Corporation Introduction and Business Overview
    • 7.6.3 HTC Corporation Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.6.4 HTC Corporation Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.6.5 HTC Corporation Recent Development
  • 7.7 Optinvent
    • 7.7.1 Optinvent Company Information
    • 7.7.2 Optinvent Introduction and Business Overview
    • 7.7.3 Optinvent Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.7.4 Optinvent Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.7.5 Optinvent Recent Development
  • 7.8 MAD Gaze
    • 7.8.1 MAD Gaze Company Information
    • 7.8.2 MAD Gaze Introduction and Business Overview
    • 7.8.3 MAD Gaze Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.8.4 MAD Gaze Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.8.5 MAD Gaze Recent Development
  • 7.9 Epson
    • 7.9.1 Epson Company Information
    • 7.9.2 Epson Introduction and Business Overview
    • 7.9.3 Epson Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.9.4 Epson Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.9.5 Epson Recent Development
  • 7.10 Lenovo
    • 7.10.1 Lenovo Company Information
    • 7.10.2 Lenovo Introduction and Business Overview
    • 7.10.3 Lenovo Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.10.4 Lenovo Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.10.5 Lenovo Recent Development
  • 7.11 DPVR
    • 7.11.1 DPVR Company Information
    • 7.11.2 DPVR Introduction and Business Overview
    • 7.11.3 DPVR Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.11.4 DPVR Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.11.5 DPVR Recent Development
  • 7.12 Vuzix Corporation
    • 7.12.1 Vuzix Corporation Company Information
    • 7.12.2 Vuzix Corporation Introduction and Business Overview
    • 7.12.3 Vuzix Corporation Augmented and Virtual Reality (AR VR) Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.12.4 Vuzix Corporation Augmented and Virtual Reality (AR VR) Product Offerings
    • 7.12.5 Vuzix Corporation Recent Development

8 Industry Chain Analysis

  • 8.1 Augmented and Virtual Reality (AR VR) Industrial Chain
  • 8.2 Augmented and Virtual Reality (AR VR) Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Augmented and Virtual Reality (AR VR) Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Augmented and Virtual Reality (AR VR) Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer

List of Tables

  • Table 1. Augmented and Virtual Reality (AR VR) Market Trends
  • Table 2. Augmented and Virtual Reality (AR VR) Market Drivers & Opportunity
  • Table 3. Augmented and Virtual Reality (AR VR) Market Challenges
  • Table 4. Augmented and Virtual Reality (AR VR) Market Restraints
  • Table 5. Global Augmented and Virtual Reality (AR VR) Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Company (2020-2025)
  • Table 7. Global Augmented and Virtual Reality (AR VR) Sales Volume by Company (2020-2025) & (K Units)
  • Table 8. Global Augmented and Virtual Reality (AR VR) Sales Volume Market Share by Company (2020-2025)
  • Table 9. Global Market Augmented and Virtual Reality (AR VR) Price by Company (2020-2025) & (US$/Units)
  • Table 10. Key Manufacturers Augmented and Virtual Reality (AR VR) Manufacturing Base and Headquarters
  • Table 11. Key Manufacturers Augmented and Virtual Reality (AR VR) Product Type
  • Table 12. Key Manufacturers Time to Begin Mass Production of Augmented and Virtual Reality (AR VR)
  • Table 13. Global Augmented and Virtual Reality (AR VR) Manufacturers Market Concentration Ratio (CR5 and HHI)
  • Table 14. Global Top Manufacturers Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented and Virtual Reality (AR VR) as of 2024)
  • Table 15. Mergers & Acquisitions, Expansion Plans
  • Table 16. Global Augmented and Virtual Reality (AR VR) Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 17. Global Augmented and Virtual Reality (AR VR) Sales Value by Type (2020-2025) & (US$ Million)
  • Table 18. Global Augmented and Virtual Reality (AR VR) Sales Value by Type (2026-2031) & (US$ Million)
  • Table 19. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Value by Type (2020-2025)
  • Table 20. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Value by Type (2026-2031)
  • Table 21. Global Augmented and Virtual Reality (AR VR) Sales Volume by Type: 2020 VS 2024 VS 2031 (K Units)
  • Table 22. Global Augmented and Virtual Reality (AR VR) Sales Volume by Type (2020-2025) & (K Units)
  • Table 23. Global Augmented and Virtual Reality (AR VR) Sales Volume by Type (2026-2031) & (K Units)
  • Table 24. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Volume by Type (2020-2025)
  • Table 25. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Volume by Type (2026-2031)
  • Table 26. Global Augmented and Virtual Reality (AR VR) Price by Type (2020-2025) & (US$/Units)
  • Table 27. Global Augmented and Virtual Reality (AR VR) Price by Type (2026-2031) & (US$/Units)
  • Table 28. Global Augmented and Virtual Reality (AR VR) Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 29. Global Augmented and Virtual Reality (AR VR) Sales Value by Application (2020-2025) & (US$ Million)
  • Table 30. Global Augmented and Virtual Reality (AR VR) Sales Value by Application (2026-2031) & (US$ Million)
  • Table 31. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Value by Application (2020-2025)
  • Table 32. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Value by Application (2026-2031)
  • Table 33. Global Augmented and Virtual Reality (AR VR) Sales Volume by Application: 2020 VS 2024 VS 2031 (K Units)
  • Table 34. Global Augmented and Virtual Reality (AR VR) Sales Volume by Application (2020-2025) & (K Units)
  • Table 35. Global Augmented and Virtual Reality (AR VR) Sales Volume by Application (2026-2031) & (K Units)
  • Table 36. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Volume by Application (2020-2025)
  • Table 37. Global Augmented and Virtual Reality (AR VR) Sales Market Share in Volume by Application (2026-2031)
  • Table 38. Global Augmented and Virtual Reality (AR VR) Price by Application (2020-2025) & (US$/Units)
  • Table 39. Global Augmented and Virtual Reality (AR VR) Price by Application (2026-2031) & (US$/Units)
  • Table 40. Global Augmented and Virtual Reality (AR VR) Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 41. Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2020-2025) & (US$ Million)
  • Table 42. Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2026-2031) & (US$ Million)
  • Table 43. Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2020-2025) & (%)
  • Table 44. Global Augmented and Virtual Reality (AR VR) Sales Value by Region (2026-2031) & (%)
  • Table 45. Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (K Units): 2020 VS 2024 VS 2031
  • Table 46. Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2020-2025) & (K Units)
  • Table 47. Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2026-2031) & (K Units)
  • Table 48. Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2020-2025) & (%)
  • Table 49. Global Augmented and Virtual Reality (AR VR) Sales Volume by Region (2026-2031) & (%)
  • Table 50. Global Augmented and Virtual Reality (AR VR) Average Price by Region (2020-2025) & (US$/Units)
  • Table 51. Global Augmented and Virtual Reality (AR VR) Average Price by Region (2026-2031) & (US$/Units)
  • Table 52. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 53. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value, (2020-2025) & (US$ Million)
  • Table 54. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value, (2026-2031) & (US$ Million)
  • Table 55. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Volume, (2020-2025) & (K Units)
  • Table 56. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Volume, (2026-2031) & (K Units)
  • Table 57. Microsoft Company Information
  • Table 58. Microsoft Introduction and Business Overview
  • Table 59. Microsoft Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 60. Microsoft Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 61. Microsoft Recent Development
  • Table 62. Sony Company Information
  • Table 63. Sony Introduction and Business Overview
  • Table 64. Sony Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 65. Sony Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 66. Sony Recent Development
  • Table 67. Google Company Information
  • Table 68. Google Introduction and Business Overview
  • Table 69. Google Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 70. Google Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 71. Google Recent Development
  • Table 72. Oculus (Meta) Company Information
  • Table 73. Oculus (Meta) Introduction and Business Overview
  • Table 74. Oculus (Meta) Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 75. Oculus (Meta) Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 76. Oculus (Meta) Recent Development
  • Table 77. Magic Leap Company Information
  • Table 78. Magic Leap Introduction and Business Overview
  • Table 79. Magic Leap Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 80. Magic Leap Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 81. Magic Leap Recent Development
  • Table 82. HTC Corporation Company Information
  • Table 83. HTC Corporation Introduction and Business Overview
  • Table 84. HTC Corporation Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 85. HTC Corporation Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 86. HTC Corporation Recent Development
  • Table 87. Optinvent Company Information
  • Table 88. Optinvent Introduction and Business Overview
  • Table 89. Optinvent Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 90. Optinvent Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 91. Optinvent Recent Development
  • Table 92. MAD Gaze Company Information
  • Table 93. MAD Gaze Introduction and Business Overview
  • Table 94. MAD Gaze Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 95. MAD Gaze Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 96. MAD Gaze Recent Development
  • Table 97. Epson Company Information
  • Table 98. Epson Introduction and Business Overview
  • Table 99. Epson Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 100. Epson Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 101. Epson Recent Development
  • Table 102. Lenovo Company Information
  • Table 103. Lenovo Introduction and Business Overview
  • Table 104. Lenovo Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 105. Lenovo Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 106. Lenovo Recent Development
  • Table 107. DPVR Company Information
  • Table 108. DPVR Introduction and Business Overview
  • Table 109. DPVR Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 110. DPVR Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 111. DPVR Recent Development
  • Table 112. Vuzix Corporation Company Information
  • Table 113. Vuzix Corporation Introduction and Business Overview
  • Table 114. Vuzix Corporation Augmented and Virtual Reality (AR VR) Sales (K Units), Revenue (US$ Million), Price (US$/Units) and Gross Margin (2020-2025)
  • Table 115. Vuzix Corporation Augmented and Virtual Reality (AR VR) Product Offerings
  • Table 116. Vuzix Corporation Recent Development
  • Table 117. Key Raw Materials Lists
  • Table 118. Raw Materials Key Suppliers Lists
  • Table 119. Augmented and Virtual Reality (AR VR) Downstream Customers
  • Table 120. Augmented and Virtual Reality (AR VR) Distributors List
  • Table 121. Research Programs/Design for This Report
  • Table 122. Key Data Information from Secondary Sources
  • Table 123. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Augmented and Virtual Reality (AR VR) Product Picture
  • Figure 2. Global Augmented and Virtual Reality (AR VR) Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Augmented and Virtual Reality (AR VR) Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Global Augmented and Virtual Reality (AR VR) Sales Volume (2020-2031) & (K Units)
  • Figure 5. Global Augmented and Virtual Reality (AR VR) Sales Price (2020-2031) & (US$/Units)
  • Figure 6. Augmented and Virtual Reality (AR VR) Report Years Considered
  • Figure 7. Global Augmented and Virtual Reality (AR VR) Players Revenue Ranking (2024) & (US$ Million)
  • Figure 8. Global Augmented and Virtual Reality (AR VR) Players Sales Volume Ranking (2024) & (K Units)
  • Figure 9. The 5 and 10 Largest Manufacturers in the World: Market Share by Augmented and Virtual Reality (AR VR) Revenue in 2024
  • Figure 10. Augmented and Virtual Reality (AR VR) Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 11. AR Device Picture
  • Figure 12. VR Device Picture
  • Figure 13. Global Augmented and Virtual Reality (AR VR) Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 14. Global Augmented and Virtual Reality (AR VR) Sales Value Market Share by Type, 2024 & 2031
  • Figure 15. Global Augmented and Virtual Reality (AR VR) Sales Volume by Type (2020 VS 2024 VS 2031) & (K Units)
  • Figure 16. Global Augmented and Virtual Reality (AR VR) Sales Volume Market Share by Type, 2024 & 2031
  • Figure 17. Global Augmented and Virtual Reality (AR VR) Price by Type (2020-2031) & (US$/Units)
  • Figure 18. Product Picture of Manufacturing
  • Figure 19. Product Picture of Maintenance
  • Figure 20. Product Picture of Medical
  • Figure 21. Product Picture of Remote-guidance
  • Figure 22. Product Picture of Retail
  • Figure 23. Product Picture of Game
  • Figure 24. Product Picture of Metaverse
  • Figure 25. Product Picture of Others
  • Figure 26. Global Augmented and Virtual Reality (AR VR) Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 27. Global Augmented and Virtual Reality (AR VR) Sales Value Market Share by Application, 2024 & 2031
  • Figure 28. Global Augmented and Virtual Reality (AR VR) Sales Volume by Application (2020 VS 2024 VS 2031) & (K Units)
  • Figure 29. Global Augmented and Virtual Reality (AR VR) Sales Volume Market Share by Application, 2024 & 2031
  • Figure 30. Global Augmented and Virtual Reality (AR VR) Price by Application (2020-2031) & (US$/Units)
  • Figure 31. North America Augmented and Virtual Reality (AR VR) Sales Value (2020-2031) & (US$ Million)
  • Figure 32. North America Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 33. Europe Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 34. Europe Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 35. Asia Pacific Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 36. Asia Pacific Augmented and Virtual Reality (AR VR) Sales Value by Region (%), 2024 VS 2031
  • Figure 37. South America Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 38. South America Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 39. Middle East & Africa Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 40. Middle East & Africa Augmented and Virtual Reality (AR VR) Sales Value by Country (%), 2024 VS 2031
  • Figure 41. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Value (%), (2020-2031)
  • Figure 42. Key Countries/Regions Augmented and Virtual Reality (AR VR) Sales Volume (%), (2020-2031)
  • Figure 43. United States Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 44. United States Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 45. United States Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 46. Europe Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 47. Europe Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 48. Europe Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 49. China Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 50. China Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 51. China Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 52. Japan Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 53. Japan Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 54. Japan Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 55. South Korea Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 56. South Korea Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 57. South Korea Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 58. Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 59. Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 60. Southeast Asia Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 61. India Augmented and Virtual Reality (AR VR) Sales Value, (2020-2031) & (US$ Million)
  • Figure 62. India Augmented and Virtual Reality (AR VR) Sales Value by Type (%), 2024 VS 2031
  • Figure 63. India Augmented and Virtual Reality (AR VR) Sales Value by Application (%), 2024 VS 2031
  • Figure 64. Augmented and Virtual Reality (AR VR) Industrial Chain
  • Figure 65. Augmented and Virtual Reality (AR VR) Manufacturing Cost Structure
  • Figure 66. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 67. Bottom-up and Top-down Approaches for This Report
  • Figure 68. Data Triangulation
  • Figure 69. Key Executives Interviewed
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