
Highlights
The global Augmented Reality and Virtual Reality (AR and VR) market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Augmented Reality and Virtual Reality (AR and VR) is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Augmented Reality and Virtual Reality (AR and VR) is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Augmented Reality and Virtual Reality (AR and VR) in Consumer is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global 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 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented Reality and Virtual Reality (AR and 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 Reality and Virtual Reality (AR and VR).
The Augmented Reality and Virtual Reality (AR and VR) market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Augmented Reality and Virtual Reality (AR and 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 Reality and Virtual Reality (AR and VR) companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
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
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by 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: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Augmented Reality and Virtual Reality (AR and VR) companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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 capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: 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 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Hardware and Devices
1.2.3 Software and Services
1.3 Market by Application
1.3.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Consumer
1.3.3 Enterprise
1.3.4 Healthcare
1.3.5 Aerospace and Defense
1.3.6 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Perspective (2018-2029)
2.2 Augmented Reality and Virtual Reality (AR and VR) Growth Trends by Region
2.2.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Augmented Reality and Virtual Reality (AR and VR) Historic Market Size by Region (2018-2023)
2.2.3 Augmented Reality and Virtual Reality (AR and VR) Forecasted Market Size by Region (2024-2029)
2.3 Augmented Reality and Virtual Reality (AR and VR) Market Dynamics
2.3.1 Augmented Reality and Virtual Reality (AR and VR) Industry Trends
2.3.2 Augmented Reality and Virtual Reality (AR and VR) Market Drivers
2.3.3 Augmented Reality and Virtual Reality (AR and VR) Market Challenges
2.3.4 Augmented Reality and Virtual Reality (AR and VR) Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Augmented Reality and Virtual Reality (AR and VR) Players by Revenue
3.1.1 Global Top Augmented Reality and Virtual Reality (AR and VR) Players by Revenue (2018-2023)
3.1.2 Global Augmented Reality and Virtual Reality (AR and VR) Revenue Market Share by Players (2018-2023)
3.2 Global Augmented Reality and Virtual Reality (AR and VR) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Augmented Reality and Virtual Reality (AR and VR) Revenue
3.4 Global Augmented Reality and Virtual Reality (AR and VR) Market Concentration Ratio
3.4.1 Global Augmented Reality and Virtual Reality (AR and VR) Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented Reality and Virtual Reality (AR and VR) Revenue in 2022
3.5 Augmented Reality and Virtual Reality (AR and VR) Key Players Head office and Area Served
3.6 Key Players Augmented Reality and Virtual Reality (AR and VR) Product Solution and Service
3.7 Date of Enter into Augmented Reality and Virtual Reality (AR and VR) Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented Reality and Virtual Reality (AR and VR) Breakdown Data by Type
4.1 Global Augmented Reality and Virtual Reality (AR and VR) Historic Market Size by Type (2018-2023)
4.2 Global Augmented Reality and Virtual Reality (AR and VR) Forecasted Market Size by Type (2024-2029)
5 Augmented Reality and Virtual Reality (AR and VR) Breakdown Data by Application
5.1 Global Augmented Reality and Virtual Reality (AR and VR) Historic Market Size by Application (2018-2023)
5.2 Global Augmented Reality and Virtual Reality (AR and VR) Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Augmented Reality and Virtual Reality (AR and VR) Market Size (2018-2029)
6.2 North America Augmented Reality and Virtual Reality (AR and VR) Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2018-2023)
6.4 North America Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size (2018-2029)
7.2 Europe Augmented Reality and Virtual Reality (AR and VR) Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2018-2023)
7.4 Europe Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Augmented Reality and Virtual Reality (AR and VR) Market Size (2018-2029)
8.2 Asia-Pacific Augmented Reality and Virtual Reality (AR and VR) Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Augmented Reality and Virtual Reality (AR and VR) Market Size by Region (2018-2023)
8.4 Asia-Pacific Augmented Reality and Virtual Reality (AR and VR) Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Augmented Reality and Virtual Reality (AR and VR) Market Size (2018-2029)
9.2 Latin America Augmented Reality and Virtual Reality (AR and VR) Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2018-2023)
9.4 Latin America Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Market Size (2018-2029)
10.2 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2018-2023)
10.4 Middle East & Africa Augmented Reality and Virtual Reality (AR and VR) Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Google
11.1.1 Google Company Detail
11.1.2 Google Business Overview
11.1.3 Google Augmented Reality and Virtual Reality (AR and VR) Introduction
11.1.4 Google Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.1.5 Google Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Detail
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Augmented Reality and Virtual Reality (AR and VR) Introduction
11.2.4 Microsoft Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.2.5 Microsoft Recent Development
11.3 Oculus VR (Facebook)
11.3.1 Oculus VR (Facebook) Company Detail
11.3.2 Oculus VR (Facebook) Business Overview
11.3.3 Oculus VR (Facebook) Augmented Reality and Virtual Reality (AR and VR) Introduction
11.3.4 Oculus VR (Facebook) Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.3.5 Oculus VR (Facebook) Recent Development
11.4 Sony
11.4.1 Sony Company Detail
11.4.2 Sony Business Overview
11.4.3 Sony Augmented Reality and Virtual Reality (AR and VR) Introduction
11.4.4 Sony Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.4.5 Sony Recent Development
11.5 Samsung Electronics
11.5.1 Samsung Electronics Company Detail
11.5.2 Samsung Electronics Business Overview
11.5.3 Samsung Electronics Augmented Reality and Virtual Reality (AR and VR) Introduction
11.5.4 Samsung Electronics Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.5.5 Samsung Electronics Recent Development
11.6 HTC
11.6.1 HTC Company Detail
11.6.2 HTC Business Overview
11.6.3 HTC Augmented Reality and Virtual Reality (AR and VR) Introduction
11.6.4 HTC Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.6.5 HTC Recent Development
11.7 PTC
11.7.1 PTC Company Detail
11.7.2 PTC Business Overview
11.7.3 PTC Augmented Reality and Virtual Reality (AR and VR) Introduction
11.7.4 PTC Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.7.5 PTC Recent Development
11.8 Wikitude GmbH
11.8.1 Wikitude GmbH Company Detail
11.8.2 Wikitude GmbH Business Overview
11.8.3 Wikitude GmbH Augmented Reality and Virtual Reality (AR and VR) Introduction
11.8.4 Wikitude GmbH Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.8.5 Wikitude GmbH Recent Development
11.9 Magic Leap
11.9.1 Magic Leap Company Detail
11.9.2 Magic Leap Business Overview
11.9.3 Magic Leap Augmented Reality and Virtual Reality (AR and VR) Introduction
11.9.4 Magic Leap Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.9.5 Magic Leap Recent Development
11.10 Osterhout Design Group
11.10.1 Osterhout Design Group Company Detail
11.10.2 Osterhout Design Group Business Overview
11.10.3 Osterhout Design Group Augmented Reality and Virtual Reality (AR and VR) Introduction
11.10.4 Osterhout Design Group Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.10.5 Osterhout Design Group Recent Development
11.11 Daqri
11.11.1 Daqri Company Detail
11.11.2 Daqri Business Overview
11.11.3 Daqri Augmented Reality and Virtual Reality (AR and VR) Introduction
11.11.4 Daqri Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.11.5 Daqri Recent Development
11.12 Blippar
11.12.1 Blippar Company Detail
11.12.2 Blippar Business Overview
11.12.3 Blippar Augmented Reality and Virtual Reality (AR and VR) Introduction
11.12.4 Blippar Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.12.5 Blippar Recent Development
11.13 Upskill
11.13.1 Upskill Company Detail
11.13.2 Upskill Business Overview
11.13.3 Upskill Augmented Reality and Virtual Reality (AR and VR) Introduction
11.13.4 Upskill Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.13.5 Upskill Recent Development
11.14 Continental
11.14.1 Continental Company Detail
11.14.2 Continental Business Overview
11.14.3 Continental Augmented Reality and Virtual Reality (AR and VR) Introduction
11.14.4 Continental Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.14.5 Continental Recent Development
11.15 Visteon
11.15.1 Visteon Company Detail
11.15.2 Visteon Business Overview
11.15.3 Visteon Augmented Reality and Virtual Reality (AR and VR) Introduction
11.15.4 Visteon Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.15.5 Visteon Recent Development
11.16 Eon Reality
11.16.1 Eon Reality Company Detail
11.16.2 Eon Reality Business Overview
11.16.3 Eon Reality Augmented Reality and Virtual Reality (AR and VR) Introduction
11.16.4 Eon Reality Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.16.5 Eon Reality Recent Development
11.17 Vuzix
11.17.1 Vuzix Company Detail
11.17.2 Vuzix Business Overview
11.17.3 Vuzix Augmented Reality and Virtual Reality (AR and VR) Introduction
11.17.4 Vuzix Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.17.5 Vuzix Recent Development
11.18 Zugara
11.18.1 Zugara Company Detail
11.18.2 Zugara Business Overview
11.18.3 Zugara Augmented Reality and Virtual Reality (AR and VR) Introduction
11.18.4 Zugara Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.18.5 Zugara Recent Development
11.19 MAXST
11.19.1 MAXST Company Detail
11.19.2 MAXST Business Overview
11.19.3 MAXST Augmented Reality and Virtual Reality (AR and VR) Introduction
11.19.4 MAXST Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.19.5 MAXST Recent Development
11.20 Infinity Augmented Reality
11.20.1 Infinity Augmented Reality Company Detail
11.20.2 Infinity Augmented Reality Business Overview
11.20.3 Infinity Augmented Reality Augmented Reality and Virtual Reality (AR and VR) Introduction
11.20.4 Infinity Augmented Reality Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.20.5 Infinity Augmented Reality Recent Development
11.21 Apple
11.21.1 Apple Company Detail
11.21.2 Apple Business Overview
11.21.3 Apple Augmented Reality and Virtual Reality (AR and VR) Introduction
11.21.4 Apple Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.21.5 Apple Recent Development
11.22 Intel
11.22.1 Intel Company Detail
11.22.2 Intel Business Overview
11.22.3 Intel Augmented Reality and Virtual Reality (AR and VR) Introduction
11.22.4 Intel Revenue in Augmented Reality and Virtual Reality (AR and VR) Business (2018-2023)
11.22.5 Intel Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
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.
