

The global Consumer VR and AR Devices market size is projected to grow from US$ million in 2023 to US$ million in 2030; it is expected to grow at a CAGR of % from 2024 to 2030.
LP Information, Inc. (LPI) ' newest research report, the “Consumer VR and AR Devices Industry Forecast” looks at past sales and reviews total world Consumer VR and AR Devices sales in 2023, providing a comprehensive analysis by region and market sector of projected Consumer VR and AR Devices sales for 2024 through 2030. With Consumer VR and AR Devices sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Consumer VR and AR Devices industry.
This Insight Report provides a comprehensive analysis of the global Consumer VR and AR Devices landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Consumer VR and AR Devices portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Consumer VR and AR Devices market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Consumer VR and AR Devices and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Consumer VR and AR Devices.
United States market for Consumer VR and AR Devices is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
China market for Consumer VR and AR Devices is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
Europe market for Consumer VR and AR Devices is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
Global key Consumer VR and AR Devices players cover Meta, Pico, DPVR, Microsoft and Nreal, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2023.
This report presents a comprehensive overview, market shares, and growth opportunities of Consumer VR and AR Devices market by product type, application, key manufacturers and key regions and countries.
Segmentation by type
Consumer VR Device
Consumer AR Device
Segmentation by application
Electronic Games
Video Entertainment
Shopping
Social Entertainment
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Meta
Pico
DPVR
Microsoft
Nreal
Sony
Google
HTC
IQIYI
Lenovo
Rokid
TCL
RAYNEO
Epson
Key Questions Addressed in this Report
What is the 10-year outlook for the global Consumer VR and AR Devices market?
What factors are driving Consumer VR and AR Devices market growth, globally and by region?
Which technologies are poised for the fastest growth by market and region?
How do Consumer VR and AR Devices market opportunities vary by end market size?
How does Consumer VR and AR Devices break out type, application?
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Consumer VR and AR Devices Annual Sales 2019-2030
2.1.2 World Current & Future Analysis for Consumer VR and AR Devices by Geographic Region, 2019, 2023 & 2030
2.1.3 World Current & Future Analysis for Consumer VR and AR Devices by Country/Region, 2019, 2023 & 2030
2.2 Consumer VR and AR Devices Segment by Type
2.2.1 Consumer VR Device
2.2.2 Consumer AR Device
2.3 Consumer VR and AR Devices Sales by Type
2.3.1 Global Consumer VR and AR Devices Sales Market Share by Type (2019-2024)
2.3.2 Global Consumer VR and AR Devices Revenue and Market Share by Type (2019-2024)
2.3.3 Global Consumer VR and AR Devices Sale Price by Type (2019-2024)
2.4 Consumer VR and AR Devices Segment by Application
2.4.1 Electronic Games
2.4.2 Video Entertainment
2.4.3 Shopping
2.4.4 Social Entertainment
2.4.5 Others
2.5 Consumer VR and AR Devices Sales by Application
2.5.1 Global Consumer VR and AR Devices Sale Market Share by Application (2019-2024)
2.5.2 Global Consumer VR and AR Devices Revenue and Market Share by Application (2019-2024)
2.5.3 Global Consumer VR and AR Devices Sale Price by Application (2019-2024)
3 Global Consumer VR and AR Devices by Company
3.1 Global Consumer VR and AR Devices Breakdown Data by Company
3.1.1 Global Consumer VR and AR Devices Annual Sales by Company (2019-2024)
3.1.2 Global Consumer VR and AR Devices Sales Market Share by Company (2019-2024)
3.2 Global Consumer VR and AR Devices Annual Revenue by Company (2019-2024)
3.2.1 Global Consumer VR and AR Devices Revenue by Company (2019-2024)
3.2.2 Global Consumer VR and AR Devices Revenue Market Share by Company (2019-2024)
3.3 Global Consumer VR and AR Devices Sale Price by Company
3.4 Key Manufacturers Consumer VR and AR Devices Producing Area Distribution, Sales Area, Product Type
3.4.1 Key Manufacturers Consumer VR and AR Devices Product Location Distribution
3.4.2 Players Consumer VR and AR Devices Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2019-2024)
3.6 New Products and Potential Entrants
3.7 Mergers & Acquisitions, Expansion
4 World Historic Review for Consumer VR and AR Devices by Geographic Region
4.1 World Historic Consumer VR and AR Devices Market Size by Geographic Region (2019-2024)
4.1.1 Global Consumer VR and AR Devices Annual Sales by Geographic Region (2019-2024)
4.1.2 Global Consumer VR and AR Devices Annual Revenue by Geographic Region (2019-2024)
4.2 World Historic Consumer VR and AR Devices Market Size by Country/Region (2019-2024)
4.2.1 Global Consumer VR and AR Devices Annual Sales by Country/Region (2019-2024)
4.2.2 Global Consumer VR and AR Devices Annual Revenue by Country/Region (2019-2024)
4.3 Americas Consumer VR and AR Devices Sales Growth
4.4 APAC Consumer VR and AR Devices Sales Growth
4.5 Europe Consumer VR and AR Devices Sales Growth
4.6 Middle East & Africa Consumer VR and AR Devices Sales Growth
5 Americas
5.1 Americas Consumer VR and AR Devices Sales by Country
5.1.1 Americas Consumer VR and AR Devices Sales by Country (2019-2024)
5.1.2 Americas Consumer VR and AR Devices Revenue by Country (2019-2024)
5.2 Americas Consumer VR and AR Devices Sales by Type
5.3 Americas Consumer VR and AR Devices Sales by Application
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Consumer VR and AR Devices Sales by Region
6.1.1 APAC Consumer VR and AR Devices Sales by Region (2019-2024)
6.1.2 APAC Consumer VR and AR Devices Revenue by Region (2019-2024)
6.2 APAC Consumer VR and AR Devices Sales by Type
6.3 APAC Consumer VR and AR Devices Sales by Application
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 China Taiwan
7 Europe
7.1 Europe Consumer VR and AR Devices by Country
7.1.1 Europe Consumer VR and AR Devices Sales by Country (2019-2024)
7.1.2 Europe Consumer VR and AR Devices Revenue by Country (2019-2024)
7.2 Europe Consumer VR and AR Devices Sales by Type
7.3 Europe Consumer VR and AR Devices Sales by Application
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Consumer VR and AR Devices by Country
8.1.1 Middle East & Africa Consumer VR and AR Devices Sales by Country (2019-2024)
8.1.2 Middle East & Africa Consumer VR and AR Devices Revenue by Country (2019-2024)
8.2 Middle East & Africa Consumer VR and AR Devices Sales by Type
8.3 Middle East & Africa Consumer VR and AR Devices Sales by Application
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Manufacturing Cost Structure Analysis
10.1 Raw Material and Suppliers
10.2 Manufacturing Cost Structure Analysis of Consumer VR and AR Devices
10.3 Manufacturing Process Analysis of Consumer VR and AR Devices
10.4 Industry Chain Structure of Consumer VR and AR Devices
11 Marketing, Distributors and Customer
11.1 Sales Channel
11.1.1 Direct Channels
11.1.2 Indirect Channels
11.2 Consumer VR and AR Devices Distributors
11.3 Consumer VR and AR Devices Customer
12 World Forecast Review for Consumer VR and AR Devices by Geographic Region
12.1 Global Consumer VR and AR Devices Market Size Forecast by Region
12.1.1 Global Consumer VR and AR Devices Forecast by Region (2025-2030)
12.1.2 Global Consumer VR and AR Devices Annual Revenue Forecast by Region (2025-2030)
12.2 Americas Forecast by Country
12.3 APAC Forecast by Region
12.4 Europe Forecast by Country
12.5 Middle East & Africa Forecast by Country
12.6 Global Consumer VR and AR Devices Forecast by Type
12.7 Global Consumer VR and AR Devices Forecast by Application
13 Key Players Analysis
13.1 Meta
13.1.1 Meta Company Information
13.1.2 Meta Consumer VR and AR Devices Product Portfolios and Specifications
13.1.3 Meta Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.1.4 Meta Main Business Overview
13.1.5 Meta Latest Developments
13.2 Pico
13.2.1 Pico Company Information
13.2.2 Pico Consumer VR and AR Devices Product Portfolios and Specifications
13.2.3 Pico Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.2.4 Pico Main Business Overview
13.2.5 Pico Latest Developments
13.3 DPVR
13.3.1 DPVR Company Information
13.3.2 DPVR Consumer VR and AR Devices Product Portfolios and Specifications
13.3.3 DPVR Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.3.4 DPVR Main Business Overview
13.3.5 DPVR Latest Developments
13.4 Microsoft
13.4.1 Microsoft Company Information
13.4.2 Microsoft Consumer VR and AR Devices Product Portfolios and Specifications
13.4.3 Microsoft Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.4.4 Microsoft Main Business Overview
13.4.5 Microsoft Latest Developments
13.5 Nreal
13.5.1 Nreal Company Information
13.5.2 Nreal Consumer VR and AR Devices Product Portfolios and Specifications
13.5.3 Nreal Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.5.4 Nreal Main Business Overview
13.5.5 Nreal Latest Developments
13.6 Sony
13.6.1 Sony Company Information
13.6.2 Sony Consumer VR and AR Devices Product Portfolios and Specifications
13.6.3 Sony Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.6.4 Sony Main Business Overview
13.6.5 Sony Latest Developments
13.7 Google
13.7.1 Google Company Information
13.7.2 Google Consumer VR and AR Devices Product Portfolios and Specifications
13.7.3 Google Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.7.4 Google Main Business Overview
13.7.5 Google Latest Developments
13.8 HTC
13.8.1 HTC Company Information
13.8.2 HTC Consumer VR and AR Devices Product Portfolios and Specifications
13.8.3 HTC Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.8.4 HTC Main Business Overview
13.8.5 HTC Latest Developments
13.9 IQIYI
13.9.1 IQIYI Company Information
13.9.2 IQIYI Consumer VR and AR Devices Product Portfolios and Specifications
13.9.3 IQIYI Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.9.4 IQIYI Main Business Overview
13.9.5 IQIYI Latest Developments
13.10 Lenovo
13.10.1 Lenovo Company Information
13.10.2 Lenovo Consumer VR and AR Devices Product Portfolios and Specifications
13.10.3 Lenovo Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.10.4 Lenovo Main Business Overview
13.10.5 Lenovo Latest Developments
13.11 Rokid
13.11.1 Rokid Company Information
13.11.2 Rokid Consumer VR and AR Devices Product Portfolios and Specifications
13.11.3 Rokid Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.11.4 Rokid Main Business Overview
13.11.5 Rokid Latest Developments
13.12 TCL
13.12.1 TCL Company Information
13.12.2 TCL Consumer VR and AR Devices Product Portfolios and Specifications
13.12.3 TCL Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.12.4 TCL Main Business Overview
13.12.5 TCL Latest Developments
13.13 RAYNEO
13.13.1 RAYNEO Company Information
13.13.2 RAYNEO Consumer VR and AR Devices Product Portfolios and Specifications
13.13.3 RAYNEO Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.13.4 RAYNEO Main Business Overview
13.13.5 RAYNEO Latest Developments
13.14 Epson
13.14.1 Epson Company Information
13.14.2 Epson Consumer VR and AR Devices Product Portfolios and Specifications
13.14.3 Epson Consumer VR and AR Devices Sales, Revenue, Price and Gross Margin (2019-2024)
13.14.4 Epson Main Business Overview
13.14.5 Epson Latest Developments
14 Research Findings and Conclusion
*If Applicable.