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PUBLISHER: Verified Market Research | PRODUCT CODE: 1845873

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PUBLISHER: Verified Market Research | PRODUCT CODE: 1845873

Global Augmented Reality And Virtual Reality Market Size By Offering (Hardware, Software), By Device Type (AR Technology, VR Technology), By End User Industry (Aerospace And Defense, Consumer), By Geographic Scope And Forecast

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Augmented Reality And Virtual Reality Market Size And Forecast

Augmented Reality And Virtual Reality Market size was valued at USD 25.42 Billion in 2024 and is projected to reach USD 174.16 Billion by 2032, growing at a CAGR of 30% from 2026 to 2032.

The Augmented Reality And Virtual Reality Market is a sector of the technology industry that encompasses the hardware, software, and services related to creating and interacting with immersive digital experiences. This market is a key component of the broader "Extended Reality" (XR) market, which also includes Mixed Reality (MR).

Here's a breakdown of the key elements that define this market:

Virtual Reality (VR): VR creates a completely simulated, computer generated environment that replaces the user's real world view. The user is immersed in a virtual world, typically through the use of a head mounted display (HMD) and controllers. The goal is to create a sensory experience that tricks the brain into believing it's in a different reality.

Examples: VR gaming, virtual tours, and flight simulators.

Augmented Reality (AR): AR overlays digital content such as images, videos, and 3D models onto the user's view of the real world. Unlike VR, AR enhances or "augments" the physical environment rather than replacing it. AR experiences are often accessed through smartphones, tablets, or smart glasses.

Examples: The game Pokemon Go, social media filters, and apps that let you visualize furniture in your home before buying it.

Global Augmented Reality And Virtual Reality Market Drivers

The Augmented Reality And Virtual Reality Market is experiencing unprecedented growth, driven by a confluence of technological advancements and expanding applications across diverse sectors. These immersive technologies are no longer confined to the realm of science fiction; they are actively reshaping how we interact with digital content, learn, work, and even shop. Understanding the core drivers behind this surge provides crucial insights into the future landscape of innovation.

Rising Adoption of Immersive Technologies in Gaming and Entertainment Enhancing User Experiences: The gaming and entertainment industries have long been pioneers in embracing cutting edge technology, and AR/VR are no exception. The allure of hyper realistic virtual worlds and interactive digital overlays has captivated consumers, leading to a significant increase in the adoption of AR/VR devices and content. Gamers are now demanding deeper immersion, facilitated by advanced VR headsets that transport them into expansive virtual environments, offering unparalleled sensory experiences. Similarly, AR powered games seamlessly blend digital elements with the real world, transforming everyday surroundings into dynamic playfields. This drive for enhanced user experiences in entertainment, from blockbuster VR games to interactive AR filters, is a primary catalyst, pushing developers to innovate and hardware manufacturers to deliver more sophisticated and accessible devices. The continuous pursuit of more engaging and realistic digital escapism firmly positions the entertainment sector as a central pillar of AR/VR market growth.

Increasing Use of AR and VR in Education and Training for Interactive and Practical Learning Solutions: Beyond entertainment, the transformative power of AR and VR is revolutionizing education and professional training. Traditional learning methods are increasingly being augmented by interactive and practical immersive solutions that offer unparalleled engagement and knowledge retention. Imagine medical students performing complex surgeries in a VR operating room, engineers inspecting virtual prototypes before physical production, or history students walking through ancient civilizations in an AR overlay. These technologies provide safe, cost effective, and highly effective platforms for hands on learning, allowing individuals to practice skills in realistic simulated environments without real world risks or resource constraints. This shift towards experiential learning, driven by the demand for more effective and engaging pedagogical tools, positions the education and training sector as a crucial growth engine for the AR/VR market, promising a future of dynamic and accessible learning opportunities.

Growing Applications in Healthcare for Surgical Simulations, Patient Care, and Therapy: The healthcare industry is witnessing a profound transformation through the integration of AR and VR, unlocking new possibilities in surgical precision, enhanced patient care, and innovative therapeutic interventions. Surgeons are utilizing VR for incredibly realistic training simulations, honing their skills on virtual patients before operating on real ones, significantly reducing risks and improving outcomes. AR empowers medical professionals with real time data overlays during complex procedures, enhancing accuracy and efficiency. Furthermore, VR is proving invaluable in patient care and therapy, offering immersive experiences for pain management, anxiety reduction, and even rehabilitation exercises. For instance, VR environments can distract burn victims from discomfort or help patients with phobias gradually confront their fears in a controlled setting. This expansion of AR/VR applications across diagnostics, treatment, and recovery positions healthcare as a rapidly expanding and high impact segment within the immersive technologies market.

Expansion of AR and VR in Retail and E commerce to Improve Virtual Try ons and Shopping Experiences: The retail and e commerce sectors are leveraging AR and VR to fundamentally redefine the customer shopping journey, creating more engaging, personalized, and efficient experiences. Virtual try on applications, powered by AR, allow consumers to realistically visualize how clothing, accessories, or even makeup will look on them without physically trying them on. This not only enhances convenience but also significantly reduces return rates, a major challenge in online retail. VR showrooms and virtual stores offer immersive browsing experiences, enabling customers to explore products in 3D environments, from furniture in their own living room using AR, to experiencing a luxury car's interior from the comfort of their home. This drive to bridge the gap between online and in store shopping, combined with the desire for greater customer engagement and reduced logistical complexities, makes retail and e commerce a fertile ground for AR/VR innovation and a key driver of market expansion.

Advancements in Hardware Such as Headsets, Sensors, and Motion Tracking Improving Performance: At the core of the AR and VR market's explosive growth are the relentless advancements in hardware technology. Continuous innovation in headsets, sensors, and motion tracking systems is directly translating into more immersive, comfortable, and accessible user experiences. Modern VR headsets boast higher resolution displays, wider fields of view, and reduced latency, minimizing motion sickness and enhancing realism. The development of lighter, sleeker smart glasses for AR is making augmented reality more practical for everyday use. Crucially, sophisticated sensors and precise motion tracking technologies allow for natural and intuitive interactions within virtual and augmented environments, bridging the gap between the physical and digital. These ongoing hardware improvements, encompassing everything from haptic feedback gloves to advanced eye tracking capabilities, are not just enhancing performance but are also driving down costs, making AR/VR more attainable for a broader audience and consistently pushing the boundaries of what these immersive technologies can achieve.

Global Augmented Reality And Virtual Reality Market Restraints

The promise of augmented reality (AR) and virtual reality (VR) is immense, offering transformative experiences across industries from entertainment and education to healthcare and manufacturing. However, despite the excitement, the AR/VR market faces several significant hurdles that are impeding its widespread adoption and growth. Understanding these restraints is crucial for developers, investors, and consumers alike as the industry strives to overcome them.

High Cost of Advanced AR and VR Hardware Devices Limiting Mass Adoption: One of the most prominent barriers to entry for many potential users is the prohibitive cost of advanced AR and VR hardware. High end VR headsets like the Meta Quest Pro or HTC Vive Pro 2, and specialized AR devices such as Microsoft's HoloLens 2, often come with price tags ranging from hundreds to several thousands of dollars. This significant upfront investment deters the average consumer, who may view it as an unnecessary luxury rather than a must have device. For businesses, while the return on investment can be substantial, the initial capital outlay for deploying solutions across an entire workforce can be a major budgetary constraint. This cost factor creates a vicious cycle: lower adoption means less demand, which can slow down economies of scale that would otherwise drive prices down. Until these devices become more affordable and accessible, true mass market penetration will remain a challenge.

Limited Content Availability and Lack of Standardized Development Platforms: Beyond the hardware, the AR/VR market is grappling with a dearth of compelling and diverse content, coupled with a fragmented development ecosystem. While some blockbuster VR games exist, and a growing number of enterprise applications are emerging, the sheer volume and variety of experiences do not yet rival traditional entertainment or software markets. This "chicken and egg" problem means that without enough users, developers are less incentivized to create content, and without enough engaging content, consumers are less inclined to invest in hardware. Furthermore, the absence of standardized development platforms and universal APIs complicates matters for creators. Developers often have to tailor their content for specific hardware and operating systems, increasing development costs and time. This fragmentation hinders cross platform compatibility and slows down innovation, making it difficult for the industry to achieve a cohesive and expansive content library that appeals to a broad audience.

Technical Challenges such as Latency, Motion Sickness, and Limited Battery Life in Devices: The immersive nature of AR/VR also brings forth several inherent technical challenges that impact user experience and device practicality. Latency, even milliseconds of delay between a user's movement and the visual response in a headset, can break immersion and lead to discomfort. Closely related is motion sickness (cybersickness), a common complaint among VR users, often triggered by inconsistent visual and vestibular cues. This physiological reaction can severely limit session duration and discourage repeated use. Additionally, the need for powerful processors, high resolution displays, and sophisticated tracking systems often translates into limited battery life for untethered AR/VR devices. Users frequently find themselves needing to recharge after only a few hours of use, interrupting workflows and entertainment. Addressing these fundamental technical limitations through advancements in display technology, processing power, optimization algorithms, and energy efficiency is paramount for improving user comfort and device utility.

Privacy and Security Concerns with Data Collection and Real Time Tracking: As AR/VR devices become more sophisticated, integrating cameras, microphones, and advanced sensors to track user movements, gaze, and even physiological responses, privacy and security concerns are escalating. These devices are capable of collecting vast amounts of highly personal data, including detailed information about a user's environment, social interactions, and biometric data. The potential for this data to be misused, accessed by unauthorized parties, or exploited for targeted advertising raises significant ethical and security questions. Users are increasingly wary of sharing such intimate data, and high profile data breaches in other sectors only exacerbate these fears. Without robust data encryption, transparent privacy policies, and stringent security protocols, widespread trust and adoption will be difficult to achieve. Regulatory bodies are also beginning to take notice, and future legislation may impose stricter requirements on AR/VR companies regarding how they collect, store, and utilize user data.

Global Augmented Reality And Virtual Reality Market Segmentation Analysis

The Global Augmented Reality And Virtual Reality Market is segmented based on Offering, Device Type, End User Industry, and Geography.

Augmented Reality And Virtual Reality Market, By Offering

Hardware

Software

Based on Offering, the Augmented Reality And Virtual Reality Market is segmented into Hardware, Software. At VMR, we observe that the Hardware segment currently holds a dominant position, accounting for a significant majority of the market share, with some reports citing a share exceeding 60% in 2024. This dominance is primarily driven by the high cost of advanced AR/VR devices, which include headsets, sensors, and motion tracking systems. The constant innovation in this space, such as the launch of high fidelity devices like the Apple Vision Pro and Meta Quest, continues to fuel revenue as both consumers and enterprises invest in the foundational technology required for immersive experiences. The consumer segment, particularly in North America and Asia Pacific, has a strong demand for premium gaming and entertainment hardware, while enterprises in healthcare and manufacturing are investing in specialized headsets and smart glasses for training and remote assistance.

Following closely, the Software segment is the second most dominant and is projected to exhibit the fastest growth over the forecast period. This growth is a direct result of the increasing proliferation of hardware devices, which is creating a fertile ground for content development. Key drivers include the rising demand for interactive applications, development platforms, and 3D modeling tools across various industries. The software segment's rapid expansion is fueled by the need for customized solutions in enterprise applications like surgical simulations in healthcare and virtual try ons in retail. The development of standardized platforms and the integration of AI are further enhancing software capabilities, making it the most dynamic component of the market. The software segment's high CAGR is expected to close the revenue gap with hardware over the next several years, reflecting the market's maturation from a hardware first to a content driven ecosystem.

Augmented Reality And Virtual Reality Market, By Device Type

AR Technology

VR Technology

Based on Device Type, the Augmented Reality And Virtual Reality Market is segmented into AR Technology and VR Technology. At VMR, we observe that the VR Technology segment currently dominates the market, capturing a substantial market share, with reports indicating it held over 75% of the AR and VR headsets market in 2024. This dominance is largely fueled by the consumer gaming and entertainment sectors. The consistent consumer demand for immersive, high quality gaming experiences has driven significant investment from major players like Meta and Sony, which have created robust ecosystems around their VR headsets like the Meta Quest and PlayStation VR. Furthermore, the relatively mature VR content library, combined with declining hardware costs for standalone headsets, has made the technology more accessible to the mass consumer market, particularly in high spending regions such as North America. The enterprise sector is also increasingly relying on VR for highly realistic training simulations in areas like healthcare (surgical training) and aerospace.

Following closely behind, the AR Technology segment is the second most dominant, but is projected to exhibit a much higher compound annual growth rate (CAGR) over the forecast period. AR's growth is primarily driven by its widespread accessibility through smartphones and tablets, which act as a gateway for millions of users to experience applications like social media filters, virtual try ons in retail, and interactive games. The enterprise sector is a major growth driver for AR, with industries like manufacturing and logistics adopting smart glasses and handheld AR devices for remote assistance, hands free work instructions, and real time data visualization. The rise of new, lightweight AR smart glasses from companies like XREAL and the integration of advanced AI capabilities are key trends accelerating this segment's growth, with Asia Pacific showing particularly strong adoption due to a high rate of mobile technology usage. While VR holds the current market lead, the broad utility and rapidly improving hardware of AR position it as the future growth engine of the immersive technology market.

Augmented Reality And Virtual Reality Market, By End User Industry

Aerospace And Defense

Consumer

Commercial

Enterprise

Gaming And Entertainment

Healthcare

Based on End User Industry, the Augmented Reality And Virtual Reality Market is segmented into Aerospace And Defense, Consumer, Commercial, Enterprise, Gaming And Entertainment, Healthcare. At VMR, we identify that the Gaming And Entertainment segment stands as the dominant force, a position it has held for several years, driven by the strong consumer demand for immersive and interactive digital experiences. The sheer volume of VR headsets and mobile AR applications purchased for gaming and social entertainment purposes far outweighs other sectors' investments. The global popularity of titles like Beat Saber and the widespread use of AR filters on social media platforms demonstrate a clear and powerful consumer led market. This dominance is particularly pronounced in North America and Asia Pacific, where a robust gaming culture and high disposable income support continuous spending on hardware and content. With gaming generating a significant portion of the total AR/VR market revenue, its role as the primary driver of adoption and technological innovation in the consumer space is undisputed. The segment's market share is further bolstered by the continuous release of new hardware and software from industry giants like Meta, Sony, and Valve.

The Healthcare segment, while smaller in terms of current market share, is rapidly emerging as the second most influential end user industry and is projected to exhibit a high compound annual growth rate (CAGR). This growth is propelled by the critical need for advanced, risk free solutions for surgical simulations, medical training, and patient care. AR/VR technologies are fundamentally transforming how medical professionals are educated, enabling them to practice complex procedures in a controlled virtual environment. Furthermore, their applications in patient therapy, pain management, and remote consultations are gaining traction. This growth is driven by digitalization trends in healthcare, increasing government and institutional support for technological integration, and the undeniable efficiency and safety benefits of these solutions. The adoption of AR/VR in healthcare is particularly strong in North America due to significant R&D investments and a well established healthcare infrastructure.

The remaining segments, including Aerospace And Defense, Commercial, and Enterprise, play a crucial, albeit smaller, role. These industries leverage AR/VR for highly specialized applications such as maintenance and repair, workforce training, virtual product showcases in commercial settings, and enhanced collaboration tools in the enterprise space. While their current adoption is more niche and less revenue intensive than gaming or healthcare, their potential for future growth remains immense as companies increasingly seek to optimize operations, reduce costs, and improve efficiency through immersive technology.

Augmented Reality And Virtual Reality Market, By Geography

North America

Europe

Asia Pacific

Latin America

Middle East and Africa

The global Augmented Reality And Virtual Reality Market is characterized by significant regional disparities in adoption, investment, and market maturity. While key players operate on a global scale, the specific drivers, trends, and growth patterns vary considerably by geography, influenced by factors such as technological infrastructure, consumer behavior, and government initiatives. A detailed analysis of each major region reveals a complex and dynamic landscape of market development.

United States Augmented Reality And Virtual Reality Market

The United States stands as a dominant force in the global AR and VR market, particularly in terms of revenue and innovation. This is primarily due to a robust ecosystem of technology giants like Meta, Apple, Google, and Microsoft, who are heavily investing in both hardware and software. North America held a significant market share, with the U.S. being the largest contributor, driven by a strong consumer appetite for high end gaming and entertainment. The enterprise sector is also a major driver, with widespread adoption in healthcare for surgical training and patient rehabilitation, as well as in the aerospace and defense sectors for simulation and training. The presence of a large number of startups, coupled with high levels of venture capital funding and early stage adoption in corporate environments, solidifies the U.S. as a leader in this space.

Europe Augmented Reality And Virtual Reality Market

The European AR and VR market is experiencing steady and promising growth, distinguished by a strong focus on enterprise and B2B applications. While the consumer segment, particularly in gaming, is significant, European countries are leading in the adoption of AR/VR for industrial, medical, and educational purposes. The market is fueled by the digitalization of industries, with a particular emphasis on using AR for remote assistance, training, and maintenance in manufacturing and automotive sectors. Governments and private institutions are increasingly supporting R&D, and the region benefits from a skilled workforce of developers. Trends such as the integration of AR into smart city initiatives and the application of VR in cultural heritage preservation and tourism further highlight the region's diverse and sophisticated use of the technology.

Asia Pacific Augmented Reality And Virtual Reality Market

Asia Pacific is poised to be the fastest growing region in the AR and VR market, driven by a large consumer base, rapid technological adoption, and the presence of major hardware manufacturers. Countries like China, Japan, and South Korea are at the forefront of this growth. China dominates the market with its massive consumer base and manufacturing capabilities for low cost hardware. Japan and South Korea, on the other hand, are leaders in technological innovation, with strong gaming cultures and significant investments in AR/VR for industrial and smart city applications. The widespread penetration of smartphones and 5G networks across the region makes mobile AR a key growth driver, with applications in retail, e commerce, and entertainment gaining massive traction.

Latin America Augmented Reality And Virtual Reality Market

The Latin American AR and VR market is still in a nascent stage but shows immense potential for growth. The market is primarily driven by consumer centric applications in gaming and entertainment, which are gaining popularity as smartphone penetration and internet access improve. The region's gaming market is expanding rapidly, providing a strong foundation for VR hardware sales and content. In the enterprise sector, adoption is more concentrated in niche areas such as the use of AR in the mining and construction industries for safety training and remote operations. Governments and private institutions are beginning to invest in these technologies for education and healthcare, signaling a shift towards more diverse applications.

Middle East & Africa Augmented Reality And Virtual Reality Market

The Middle East and Africa (MEA) region is emerging as a high growth market for AR and VR, propelled by ambitious government led digitalization initiatives and investments in the tourism and entertainment sectors. Countries in the Gulf Cooperation Council (GCC), particularly Saudi Arabia and the UAE, are major contributors, leveraging these technologies to diversify their economies and enhance visitor experiences. A key trend in the region is the use of AR/VR for large scale projects like smart cities and mega events, as well as for defense and security training. Furthermore, a young, tech savvy population and a growing gaming and esports community are driving consumer adoption. While the market is smaller in scale compared to North America or Asia Pacific, the substantial investments in infrastructure and technology position the MEA as a significant future player.

Key Players

  • The "Augmented Reality And Virtual Reality Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Google LLC, Microsoft Corporation, Facebook Inc. (Meta Platforms Inc.), Samsung Electronics Co. Ltd., Sony Corporation, HTC Corporation, PTC Inc., Magic Leap Inc., Qualcomm Technologies Inc., Unity Technologies, Nvidia Corporation, and Daqri.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above mentioned players globally.

Product Code: 9496

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 MARKET DEFINITION
  • 1.2 MARKET SEGMENTATION
  • 1.3 RESEARCH TIMELINES
  • 1.4 ASSUMPTIONS
  • 1.5 LIMITATIONS

2 RESEARCH METHODOLOGY

  • 2.1 DATA MINING
  • 2.2 SECONDARY RESEARCH
  • 2.3 PRIMARY RESEARCH
  • 2.4 SUBJECT MATTER EXPERT ADVICE
  • 2.5 QUALITY CHECK
  • 2.6 FINAL REVIEW
  • 2.7 DATA TRIANGULATION
  • 2.8 BOTTOM-UP APPROACH
  • 2.9 TOP-DOWN APPROACH
  • 2.10 RESEARCH FLOW
  • 2.11 DATA TYPES

3 EXECUTIVE SUMMARY

  • 3.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW
  • 3.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES AND FORECAST (USD BILLION)
  • 3.3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ECOLOGY MAPPING
  • 3.4 COMPETITIVE ANALYSIS: FUNNEL DIAGRAM
  • 3.5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ABSOLUTE MARKET OPPORTUNITY
  • 3.6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ATTRACTIVENESS ANALYSIS, BY REGION
  • 3.7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ATTRACTIVENESS ANALYSIS, BY OFFERING
  • 3.8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ATTRACTIVENESS ANALYSIS, BY DEVICE TYPE
  • 3.9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ATTRACTIVENESS ANALYSIS, BY END USER INDUSTRY
  • 3.10 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET GEOGRAPHICAL ANALYSIS (CAGR %)
  • 3.11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • 3.12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • 3.13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • 3.14 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY (USD BILLION)
  • 3.15 FUTURE MARKET OPPORTUNITIES

4 MARKET OUTLOOK

  • 4.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET EVOLUTION
  • 4.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET OUTLOOK
  • 4.3 MARKET DRIVERS
  • 4.4 MARKET RESTRAINTS
  • 4.5 MARKET TRENDS
  • 4.6 MARKET OPPORTUNITY
  • 4.7 PORTER'S FIVE FORCES ANALYSIS
    • 4.7.1 THREAT OF NEW ENTRANTS
    • 4.7.2 BARGAINING POWER OF SUPPLIERS
    • 4.7.3 BARGAINING POWER OF BUYERS
    • 4.7.4 THREAT OF SUBSTITUTE END USER INDUSTRY S
    • 4.7.5 COMPETITIVE RIVALRY OF EXISTING COMPETITORS
  • 4.8 VALUE CHAIN ANALYSIS
  • 4.9 PRICING ANALYSIS
  • 4.10 MACROECONOMIC ANALYSIS

5 MARKET, BY OFFERING

  • 5.1 OVERVIEW
  • 5.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: BASIS POINT SHARE (BPS) ANALYSIS, BY OFFERING
  • 5.3 HARDWARE
  • 5.4 SOFTWARE

6 MARKET, BY DEVICE TYPE

  • 6.1 OVERVIEW
  • 6.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: BASIS POINT SHARE (BPS) ANALYSIS, BY DEVICE TYPE
  • 6.3 AR TECHNOLOGY
  • 6.4 VR TECHNOLOGY

7 MARKET, BY END USER INDUSTRY

  • 7.1 OVERVIEW
  • 7.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: BASIS POINT SHARE (BPS) ANALYSIS, BY END USER INDUSTRY
  • 7.3 AEROSPACE AND DEFENSE
  • 7.4 CONSUMER
  • 7.5 COMMERCIAL
  • 7.6 ENTERPRISE
  • 7.7 GAMING AND ENTERTAINMENT
  • 7.8 HEALTHCARE

8 MARKET, BY GEOGRAPHY

  • 8.1 OVERVIEW
  • 8.2 NORTH AMERICA
    • 8.2.1 U.S.
    • 8.2.2 CANADA
    • 8.2.3 MEXICO
  • 8.3 EUROPE
    • 8.3.1 GERMANY
    • 8.3.2 U.K.
    • 8.3.3 FRANCE
    • 8.3.4 ITALY
    • 8.3.5 SPAIN
    • 8.3.6 REST OF EUROPE
  • 8.4 ASIA PACIFIC
    • 8.4.1 CHINA
    • 8.4.2 JAPAN
    • 8.4.3 INDIA
    • 8.4.4 REST OF ASIA PACIFIC
  • 8.5 LATIN AMERICA
    • 8.5.1 BRAZIL
    • 8.5.2 ARGENTINA
    • 8.5.3 REST OF LATIN AMERICA
  • 8.6 MIDDLE EAST AND AFRICA
    • 8.6.1 UAE
    • 8.6.2 SAUDI ARABIA
    • 8.6.3 SOUTH AFRICA
    • 8.6.4 REST OF MIDDLE EAST AND AFRICA

9 COMPETITIVE LANDSCAPE

  • 9.1 OVERVIEW
  • 9.3 KEY DEVELOPMENT STRATEGIES
  • 9.4 COMPANY REGIONAL FOOTPRINT
  • 9.5 ACE MATRIX
    • 9.5.1 ACTIVE
    • 9.5.2 CUTTING EDGE
    • 9.5.3 EMERGING
    • 9.5.4 INNOVATORS

10 COMPANY PROFILES

  • 10.1 OVERVIEW
  • 10.2 GOOGLE LLC
  • 10.3 MICROSOFT CORPORATION
  • 10.4 FACEBOOK INC. (META PLATFORMS INC.)
  • 10.5 SAMSUNG ELECTRONICS CO. LTD.
  • 10.6 SONY CORPORATION
  • 10.7 HTC CORPORATION
  • 10.8 PTC INC.
  • 10.9 MAGIC LEAP INC.
  • 10.10 QUALCOMM TECHNOLOGIES INC.
  • 10.11 UNITY TECHNOLOGIES
  • 10.12 NVIDIA CORPORATION
  • 10.13 DAQRI
Product Code: 9496

LIST OF TABLES AND FIGURES

  • TABLE 1 PROJECTED REAL GDP GROWTH (ANNUAL PERCENTAGE CHANGE) OF KEY COUNTRIES
  • TABLE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY (USD BILLION)
  • TABLE 6 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (USD BILLION)
  • TABLE 7 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 8 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 9 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 10 U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 11 U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 12 U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 13 CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 14 CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 15 CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 16 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 17 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 18 MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 19 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (USD BILLION)
  • TABLE 20 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 21 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 22 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 23 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 24 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 25 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 26 U.K. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 27 U.K. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 28 U.K. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 29 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 30 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 31 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 32 ITALY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 33 ITALY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 34 ITALY AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 35 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 36 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 37 SPAIN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 38 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 39 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 40 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 41 ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (USD BILLION)
  • TABLE 42 ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 43 ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 44 ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 45 CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 46 CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 47 CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 48 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 49 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 50 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 51 INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 52 INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 53 INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 54 REST OF APAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 55 REST OF APAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 56 REST OF APAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 57 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (USD BILLION)
  • TABLE 58 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 59 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 60 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 61 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 62 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 63 BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 64 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 65 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 66 ARGENTINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 67 REST OF LATAM AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 68 REST OF LATAM AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 69 REST OF LATAM AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 70 MIDDLE EAST AND AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (USD BILLION)
  • TABLE 71 MIDDLE EAST AND AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 72 MIDDLE EAST AND AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 73 MIDDLE EAST AND AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 74 UAE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 75 UAE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 76 UAE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 77 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 78 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 79 SAUDI ARABIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 80 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 81 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 82 SOUTH AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 83 REST OF MEA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (USD BILLION)
  • TABLE 84 REST OF MEA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (USD BILLION)
  • TABLE 85 REST OF MEA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END USER INDUSTRY (USD BILLION)
  • TABLE 86 COMPANY REGIONAL FOOTPRINT
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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