

The global market for Augmented and Virtual Reality (AR VR) was valued at US$ 4176 million in the year 2024 and is projected to reach a revised size of US$ 46510 million by 2031, growing at a CAGR of 41.7% during the forecast period.
VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.
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.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented and Virtual Reality (AR VR), 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).
The Augmented and Virtual Reality (AR VR) market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Augmented and Virtual Reality (AR VR) market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Augmented and Virtual Reality (AR VR) manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
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
Consumption by Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Europe
Germany
France
U.K.
Italy
Russia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East and Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
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: Sales, revenue of Augmented and Virtual Reality (AR VR) in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: 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 5: 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 6: 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 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces 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 9: The main points and conclusions of the report. 
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Augmented and Virtual Reality (AR VR) Market Overview
1.1 Product Definition
1.2 Augmented and Virtual Reality (AR VR) by Type
1.2.1 Global Augmented and Virtual Reality (AR VR) Market Value Comparison by Type (2024 VS 2031)
1.2.2 AR Device
1.2.3 VR Device
1.3 Augmented and Virtual Reality (AR VR) by Application
1.3.1 Global Augmented and Virtual Reality (AR VR) Market Value by Application (2024 VS 2031)
1.3.2 Manufacturing
1.3.3 Maintenance
1.3.4 Medical
1.3.5 Remote-guidance
1.3.6 Retail
1.3.7 Game
1.3.8 Metaverse
1.3.9 Others
1.4 Global Augmented and Virtual Reality (AR VR) Market Size Estimates and Forecasts
1.4.1 Global Augmented and Virtual Reality (AR VR) Revenue 2020-2031
1.4.2 Global Augmented and Virtual Reality (AR VR) Sales 2020-2031
1.4.3 Global Augmented and Virtual Reality (AR VR) Market Average Price (2020-2031)
1.5 Assumptions and Limitations
2 Augmented and Virtual Reality (AR VR) Market Competition by Manufacturers
2.1 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Manufacturers (2020-2025)
2.2 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Manufacturers (2020-2025)
2.3 Global Augmented and Virtual Reality (AR VR) Average Price by Manufacturers (2020-2025)
2.4 Global Key Players of Augmented and Virtual Reality (AR VR), Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Augmented and Virtual Reality (AR VR), Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Augmented and Virtual Reality (AR VR), Product Type & Application
2.7 Global Key Manufacturers of Augmented and Virtual Reality (AR VR), Date of Enter into This Industry
2.8 Global Augmented and Virtual Reality (AR VR) Market Competitive Situation and Trends
2.8.1 Global Augmented and Virtual Reality (AR VR) Market Concentration Rate
2.8.2 The Global 5 and 10 Largest Augmented and Virtual Reality (AR VR) Players Market Share by Revenue
2.8.3 Global Augmented and Virtual Reality (AR VR) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global Augmented and Virtual Reality (AR VR) Market Scenario by Region
3.1 Global Augmented and Virtual Reality (AR VR) Market Size by Region: 2020 Versus 2024 Versus 2031
3.2 Global Augmented and Virtual Reality (AR VR) Sales by Region: 2020-2031
3.2.1 Global Augmented and Virtual Reality (AR VR) Sales by Region: 2020-2025
3.2.2 Global Augmented and Virtual Reality (AR VR) Sales by Region: 2026-2031
3.3 Global Augmented and Virtual Reality (AR VR) Revenue by Region: 2020-2031
3.3.1 Global Augmented and Virtual Reality (AR VR) Revenue by Region: 2020-2025
3.3.2 Global Augmented and Virtual Reality (AR VR) Revenue by Region: 2026-2031
3.4 North America Augmented and Virtual Reality (AR VR) Market Facts & Figures by Country
3.4.1 North America Augmented and Virtual Reality (AR VR) Market Size by Country: 2020 VS 2024 VS 2031
3.4.2 North America Augmented and Virtual Reality (AR VR) Sales by Country (2020-2031)
3.4.3 North America Augmented and Virtual Reality (AR VR) Revenue by Country (2020-2031)
3.4.4 United States
3.4.5 Canada
3.5 Europe Augmented and Virtual Reality (AR VR) Market Facts & Figures by Country
3.5.1 Europe Augmented and Virtual Reality (AR VR) Market Size by Country: 2020 VS 2024 VS 2031
3.5.2 Europe Augmented and Virtual Reality (AR VR) Sales by Country (2020-2031)
3.5.3 Europe Augmented and Virtual Reality (AR VR) Revenue by Country (2020-2031)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Augmented and Virtual Reality (AR VR) Market Facts & Figures by Region
3.6.1 Asia Pacific Augmented and Virtual Reality (AR VR) Market Size by Region: 2020 VS 2024 VS 2031
3.6.2 Asia Pacific Augmented and Virtual Reality (AR VR) Sales by Region (2020-2031)
3.6.3 Asia Pacific Augmented and Virtual Reality (AR VR) Revenue by Region (2020-2031)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America Augmented and Virtual Reality (AR VR) Market Facts & Figures by Country
3.7.1 Latin America Augmented and Virtual Reality (AR VR) Market Size by Country: 2020 VS 2024 VS 2031
3.7.2 Latin America Augmented and Virtual Reality (AR VR) Sales by Country (2020-2031)
3.7.3 Latin America Augmented and Virtual Reality (AR VR) Revenue by Country (2020-2031)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa Augmented and Virtual Reality (AR VR) Market Facts & Figures by Country
3.8.1 Middle East and Africa Augmented and Virtual Reality (AR VR) Market Size by Country: 2020 VS 2024 VS 2031
3.8.2 Middle East and Africa Augmented and Virtual Reality (AR VR) Sales by Country (2020-2031)
3.8.3 Middle East and Africa Augmented and Virtual Reality (AR VR) Revenue by Country (2020-2031)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Augmented and Virtual Reality (AR VR) Sales by Type (2020-2031)
4.1.1 Global Augmented and Virtual Reality (AR VR) Sales by Type (2020-2025)
4.1.2 Global Augmented and Virtual Reality (AR VR) Sales by Type (2026-2031)
4.1.3 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Type (2020-2031)
4.2 Global Augmented and Virtual Reality (AR VR) Revenue by Type (2020-2031)
4.2.1 Global Augmented and Virtual Reality (AR VR) Revenue by Type (2020-2025)
4.2.2 Global Augmented and Virtual Reality (AR VR) Revenue by Type (2026-2031)
4.2.3 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Type (2020-2031)
4.3 Global Augmented and Virtual Reality (AR VR) Price by Type (2020-2031)
5 Segment by Application
5.1 Global Augmented and Virtual Reality (AR VR) Sales by Application (2020-2031)
5.1.1 Global Augmented and Virtual Reality (AR VR) Sales by Application (2020-2025)
5.1.2 Global Augmented and Virtual Reality (AR VR) Sales by Application (2026-2031)
5.1.3 Global Augmented and Virtual Reality (AR VR) Sales Market Share by Application (2020-2031)
5.2 Global Augmented and Virtual Reality (AR VR) Revenue by Application (2020-2031)
5.2.1 Global Augmented and Virtual Reality (AR VR) Revenue by Application (2020-2025)
5.2.2 Global Augmented and Virtual Reality (AR VR) Revenue by Application (2026-2031)
5.2.3 Global Augmented and Virtual Reality (AR VR) Revenue Market Share by Application (2020-2031)
5.3 Global Augmented and Virtual Reality (AR VR) Price by Application (2020-2031)
6 Key Companies Profiled
6.1 Microsoft
6.1.1 Microsoft Company Information
6.1.2 Microsoft Description and Business Overview
6.1.3 Microsoft Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.1.4 Microsoft Augmented and Virtual Reality (AR VR) Product Portfolio
6.1.5 Microsoft Recent Developments/Updates
6.2 Sony
6.2.1 Sony Company Information
6.2.2 Sony Description and Business Overview
6.2.3 Sony Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.2.4 Sony Augmented and Virtual Reality (AR VR) Product Portfolio
6.2.5 Sony Recent Developments/Updates
6.3 Google
6.3.1 Google Company Information
6.3.2 Google Description and Business Overview
6.3.3 Google Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.3.4 Google Augmented and Virtual Reality (AR VR) Product Portfolio
6.3.5 Google Recent Developments/Updates
6.4 Oculus (Meta)
6.4.1 Oculus (Meta) Company Information
6.4.2 Oculus (Meta) Description and Business Overview
6.4.3 Oculus (Meta) Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.4.4 Oculus (Meta) Augmented and Virtual Reality (AR VR) Product Portfolio
6.4.5 Oculus (Meta) Recent Developments/Updates
6.5 Magic Leap
6.5.1 Magic Leap Company Information
6.5.2 Magic Leap Description and Business Overview
6.5.3 Magic Leap Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.5.4 Magic Leap Augmented and Virtual Reality (AR VR) Product Portfolio
6.5.5 Magic Leap Recent Developments/Updates
6.6 HTC Corporation
6.6.1 HTC Corporation Company Information
6.6.2 HTC Corporation Description and Business Overview
6.6.3 HTC Corporation Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.6.4 HTC Corporation Augmented and Virtual Reality (AR VR) Product Portfolio
6.6.5 HTC Corporation Recent Developments/Updates
6.7 Optinvent
6.7.1 Optinvent Company Information
6.7.2 Optinvent Description and Business Overview
6.7.3 Optinvent Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.7.4 Optinvent Augmented and Virtual Reality (AR VR) Product Portfolio
6.7.5 Optinvent Recent Developments/Updates
6.8 MAD Gaze
6.8.1 MAD Gaze Company Information
6.8.2 MAD Gaze Description and Business Overview
6.8.3 MAD Gaze Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.8.4 MAD Gaze Augmented and Virtual Reality (AR VR) Product Portfolio
6.8.5 MAD Gaze Recent Developments/Updates
6.9 Epson
6.9.1 Epson Company Information
6.9.2 Epson Description and Business Overview
6.9.3 Epson Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.9.4 Epson Augmented and Virtual Reality (AR VR) Product Portfolio
6.9.5 Epson Recent Developments/Updates
6.10 Lenovo
6.10.1 Lenovo Company Information
6.10.2 Lenovo Description and Business Overview
6.10.3 Lenovo Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.10.4 Lenovo Augmented and Virtual Reality (AR VR) Product Portfolio
6.10.5 Lenovo Recent Developments/Updates
6.11 DPVR
6.11.1 DPVR Company Information
6.11.2 DPVR Description and Business Overview
6.11.3 DPVR Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.11.4 DPVR Augmented and Virtual Reality (AR VR) Product Portfolio
6.11.5 DPVR Recent Developments/Updates
6.12 Vuzix Corporation
6.12.1 Vuzix Corporation Company Information
6.12.2 Vuzix Corporation Description and Business Overview
6.12.3 Vuzix Corporation Augmented and Virtual Reality (AR VR) Sales, Revenue and Gross Margin (2020-2025)
6.12.4 Vuzix Corporation Augmented and Virtual Reality (AR VR) Product Portfolio
6.12.5 Vuzix Corporation Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Augmented and Virtual Reality (AR VR) Industry Chain Analysis
7.2 Augmented and Virtual Reality (AR VR) Raw Material Supply Analysis
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Augmented and Virtual Reality (AR VR) Production Mode & Process Analysis
7.4 Augmented and Virtual Reality (AR VR) Sales and Marketing
7.4.1 Augmented and Virtual Reality (AR VR) Sales Channels
7.4.2 Augmented and Virtual Reality (AR VR) Distributors
7.5 Augmented and Virtual Reality (AR VR) Customer Analysis
8 Augmented and Virtual Reality (AR VR) Market Dynamics
8.1 Augmented and Virtual Reality (AR VR) Industry Trends
8.2 Augmented and Virtual Reality (AR VR) Market Drivers
8.3 Augmented and Virtual Reality (AR VR) Market Challenges
8.4 Augmented and Virtual Reality (AR VR) Market Restraints
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
Microsoft
Sony
Google
Oculus (Meta)
Magic Leap
HTC Corporation
Optinvent
MAD Gaze
Epson
Lenovo
DPVR
Vuzix Corporation
Ìý
Ìý
*If Applicable.