
The global market for Augmented Reality and Virtual Reality (AR and VR) was estimated to be worth US$ 2285 million in 2023 and is forecast to a readjusted size of US$ 2858.9 million by 2030 with a CAGR of 3.3% during the forecast period 2024-2030
North American market for Augmented Reality and Virtual Reality (AR and VR) was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Augmented Reality and Virtual Reality (AR and VR) was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Augmented Reality and Virtual Reality (AR and VR) was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Augmented Reality and Virtual Reality (AR and VR) include Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH and Magic Leap, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented Reality and Virtual Reality (AR and VR), focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Augmented Reality and Virtual Reality (AR and VR) by region & country, by Type, and by Application.
The Augmented Reality and Virtual Reality (AR and VR) market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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 Reality and Virtual Reality (AR and VR).
Market Segmentation
By Company
Google
Microsoft
Oculus VR (Facebook)
Sony
Samsung Electronics
HTC
PTC
Wikitude GmbH
Magic Leap
Osterhout Design Group
Daqri
Blippar
Upskill
Continental
Visteon
Eon Reality
Vuzix
Zugara
MAXST
Infinity Augmented Reality
Apple
Intel
Segment by Type:
Hardware and Devices
Software and Services
Segment by Application
Consumer
Enterprise
Healthcare
Aerospace and Defense
Others
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. 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 Reality and Virtual Reality (AR and VR) manufacturers competitive landscape, 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: Revenue of Augmented Reality and Virtual Reality (AR and 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: Revenue of Augmented Reality and Virtual Reality (AR and 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 revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Augmented Reality and Virtual Reality (AR and VR) Product Introduction
1.2 Global Augmented Reality and Virtual Reality (AR and VR) Market Size Forecast
1.3 Augmented Reality and Virtual Reality (AR and VR) Market Trends & Drivers
1.3.1 Augmented Reality and Virtual Reality (AR and VR) Industry Trends
1.3.2 Augmented Reality and Virtual Reality (AR and VR) Market Drivers & Opportunity
1.3.3 Augmented Reality and Virtual Reality (AR and VR) Market Challenges
1.3.4 Augmented Reality and Virtual Reality (AR and 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 Reality and Virtual Reality (AR and VR) Players Revenue Ranking (2023)
2.2 Global Augmented Reality and Virtual Reality (AR and VR) Revenue by Company (2019-2024)
2.3 Key Companies Augmented Reality and Virtual Reality (AR and VR) Manufacturing Base Distribution and Headquarters
2.4 Key Companies Augmented Reality and Virtual Reality (AR and VR) Product Offered
2.5 Key Companies Time to Begin Mass Production of Augmented Reality and Virtual Reality (AR and VR)
2.6 Augmented Reality and Virtual Reality (AR and VR) Market Competitive Analysis
2.6.1 Augmented Reality and Virtual Reality (AR and VR) Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Augmented Reality and Virtual Reality (AR and VR) Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented Reality and Virtual Reality (AR and VR) as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Hardware and Devices
3.1.2 Software and Services
3.2 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type
3.2.1 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value, by Type (2019-2030)
3.2.3 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Consumer
4.1.2 Enterprise
4.1.3 Healthcare
4.1.4 Aerospace and Defense
4.1.5 Others
4.2 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application
4.2.1 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value, by Application (2019-2030)
4.2.3 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Region
5.1.1 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Region (2019-2024)
5.1.3 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Region (2025-2030)
5.1.4 Global Augmented Reality and Virtual Reality (AR and VR) Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
5.2.2 North America Augmented Reality and Virtual Reality (AR and VR) Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
5.3.2 Europe Augmented Reality and Virtual Reality (AR and VR) Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
5.4.2 Asia Pacific Augmented Reality and Virtual Reality (AR and VR) Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
5.5.2 South America Augmented Reality and Virtual Reality (AR and VR) Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
5.6.2 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Augmented Reality and Virtual Reality (AR and VR) Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Augmented Reality and Virtual Reality (AR and VR) Sales Value
6.3 United States
6.3.1 United States Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.3.2 United States Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.4.2 Europe Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.5.2 China Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.5.3 China Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.6.2 Japan Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.7.2 South Korea Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.8.2 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Augmented Reality and Virtual Reality (AR and VR) Sales Value, 2019-2030
6.9.2 India Augmented Reality and Virtual Reality (AR and VR) Sales Value by Type (%), 2023 VS 2030
6.9.3 India Augmented Reality and Virtual Reality (AR and VR) Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Google
7.1.1 Google Profile
7.1.2 Google Main Business
7.1.3 Google Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.1.4 Google Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.1.5 Google Recent Developments
7.2 Microsoft
7.2.1 Microsoft Profile
7.2.2 Microsoft Main Business
7.2.3 Microsoft Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.2.4 Microsoft Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.2.5 Microsoft Recent Developments
7.3 Oculus VR (Facebook)
7.3.1 Oculus VR (Facebook) Profile
7.3.2 Oculus VR (Facebook) Main Business
7.3.3 Oculus VR (Facebook) Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.3.4 Oculus VR (Facebook) Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.3.5 Sony Recent Developments
7.4 Sony
7.4.1 Sony Profile
7.4.2 Sony Main Business
7.4.3 Sony Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.4.4 Sony Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.4.5 Sony Recent Developments
7.5 Samsung Electronics
7.5.1 Samsung Electronics Profile
7.5.2 Samsung Electronics Main Business
7.5.3 Samsung Electronics Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.5.4 Samsung Electronics Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.5.5 Samsung Electronics Recent Developments
7.6 HTC
7.6.1 HTC Profile
7.6.2 HTC Main Business
7.6.3 HTC Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.6.4 HTC Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.6.5 HTC Recent Developments
7.7 PTC
7.7.1 PTC Profile
7.7.2 PTC Main Business
7.7.3 PTC Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.7.4 PTC Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.7.5 PTC Recent Developments
7.8 Wikitude GmbH
7.8.1 Wikitude GmbH Profile
7.8.2 Wikitude GmbH Main Business
7.8.3 Wikitude GmbH Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.8.4 Wikitude GmbH Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.8.5 Wikitude GmbH Recent Developments
7.9 Magic Leap
7.9.1 Magic Leap Profile
7.9.2 Magic Leap Main Business
7.9.3 Magic Leap Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.9.4 Magic Leap Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.9.5 Magic Leap Recent Developments
7.10 Osterhout Design Group
7.10.1 Osterhout Design Group Profile
7.10.2 Osterhout Design Group Main Business
7.10.3 Osterhout Design Group Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.10.4 Osterhout Design Group Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.10.5 Osterhout Design Group Recent Developments
7.11 Daqri
7.11.1 Daqri Profile
7.11.2 Daqri Main Business
7.11.3 Daqri Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.11.4 Daqri Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.11.5 Daqri Recent Developments
7.12 Blippar
7.12.1 Blippar Profile
7.12.2 Blippar Main Business
7.12.3 Blippar Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.12.4 Blippar Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.12.5 Blippar Recent Developments
7.13 Upskill
7.13.1 Upskill Profile
7.13.2 Upskill Main Business
7.13.3 Upskill Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.13.4 Upskill Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.13.5 Upskill Recent Developments
7.14 Continental
7.14.1 Continental Profile
7.14.2 Continental Main Business
7.14.3 Continental Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.14.4 Continental Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.14.5 Continental Recent Developments
7.15 Visteon
7.15.1 Visteon Profile
7.15.2 Visteon Main Business
7.15.3 Visteon Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.15.4 Visteon Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.15.5 Visteon Recent Developments
7.16 Eon Reality
7.16.1 Eon Reality Profile
7.16.2 Eon Reality Main Business
7.16.3 Eon Reality Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.16.4 Eon Reality Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.16.5 Eon Reality Recent Developments
7.17 Vuzix
7.17.1 Vuzix Profile
7.17.2 Vuzix Main Business
7.17.3 Vuzix Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.17.4 Vuzix Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.17.5 Vuzix Recent Developments
7.18 Zugara
7.18.1 Zugara Profile
7.18.2 Zugara Main Business
7.18.3 Zugara Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.18.4 Zugara Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.18.5 Zugara Recent Developments
7.19 MAXST
7.19.1 MAXST Profile
7.19.2 MAXST Main Business
7.19.3 MAXST Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.19.4 MAXST Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.19.5 MAXST Recent Developments
7.20 Infinity Augmented Reality
7.20.1 Infinity Augmented Reality Profile
7.20.2 Infinity Augmented Reality Main Business
7.20.3 Infinity Augmented Reality Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.20.4 Infinity Augmented Reality Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.20.5 Infinity Augmented Reality Recent Developments
7.21 Apple
7.21.1 Apple Profile
7.21.2 Apple Main Business
7.21.3 Apple Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.21.4 Apple Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.21.5 Apple Recent Developments
7.22 Intel
7.22.1 Intel Profile
7.22.2 Intel Main Business
7.22.3 Intel Augmented Reality and Virtual Reality (AR and VR) Products, Services and Solutions
7.22.4 Intel Augmented Reality and Virtual Reality (AR and VR) Revenue (US$ Million) & (2019-2024)
7.22.5 Intel Recent Developments
8 Industry Chain Analysis
8.1 Augmented Reality and Virtual Reality (AR and VR) Industrial Chain
8.2 Augmented Reality and Virtual Reality (AR and 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 Reality and Virtual Reality (AR and VR) Sales Model
8.5.2 Sales Channel
8.5.3 Augmented Reality and Virtual Reality (AR and VR) Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Google
Microsoft
Oculus VR (Facebook)
Sony
Samsung Electronics
HTC
PTC
Wikitude GmbH
Magic Leap
Osterhout Design Group
Daqri
Blippar
Upskill
Continental
Visteon
Eon Reality
Vuzix
Zugara
MAXST
Infinity Augmented Reality
Apple
Intel
Ìý
Ìý
*If Applicable.
