
Augmented and Virtual Reality Market Report and Forecast 2025-2034
Description
The global augmented and virtual reality market size reached approximately USD 27.79 Billion in 2024. The market is further projected to grow at a CAGR of 24.60% between 2025 and 2034, reaching a value of USD 250.65 Billion by 2034.
Key Trends in the Market
Augmented reality is the technology that superimposes the computer-generated information on top of the real world. Virtual reality provides believable and real experiences in a virtual or synthetic manner. In virtual reality, the users are controlled by the system, whereas, in augmented reality the users control their presence in the real world.
The EMR’s report titled “Augmented and Virtual Reality Market Report and Forecast 2025-2034” offers a detailed analysis of the market based on the following segments:
Market Breakup by Technology
Virtual reality is expected to account for a significant augmented and virtual reality market share in the coming years. This growth can be attributed to the rising demand for virtual reality HMDs for industrial applications. The technology aids in reproduction of the architecture of the actual surroundings virtually, removing complexities in tasks. Additionally, utilisation of virtual reality in educational settings and classrooms aids educators in conducting motor and reasoning activities, supporting the market expansion.
Market Share by Region
The Asia Pacific is anticipated to witness significant growth over the forecast period owing to the expansion of the manufacturing, automotive, gaming, and retail sectors in the region. The prominent presence of low-cost hardware manufacturers and increased investments by the various key market players in the Asia Pacific are offering lucrative growth opportunities to the market. The increasing utilisation of virtual and augmented reality in factories due to the rising automation is boosting the augmented and virtual reality market demand.
Competitive Landscape
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global augmented and virtual reality market, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
Google LLC
Google LLC, headquartered in California, United States, is a multinational company that is involved in augmented and virtual reality, artificial intelligence, online advertising, search engine technology, and quantum computing, among others.
Microsoft Corporation
Microsoft Corporation, founded in 1975 is a software development company that is based in Washington, United States. The company specialises in virtual and augmented reality, educational software, and artificial intelligence, among others.
Apple Inc.
Apple Inc. is known for manufacturing, designing, and marketing personal computers, wearables and accessories, and smartphones, among others. The company develops computers that feature innovative graphical user interface and is headquartered in California, United States.
Other augmented and virtual reality market key players include Meta Platforms, Inc., Samsung Electronics Co., Ltd., Lenovo Group Ltd., Seiko Epson Corporation, HTC Corporation, Sony Corporation, and Magic Leap, Inc., among others.
Key Trends in the Market
Augmented reality is the technology that superimposes the computer-generated information on top of the real world. Virtual reality provides believable and real experiences in a virtual or synthetic manner. In virtual reality, the users are controlled by the system, whereas, in augmented reality the users control their presence in the real world.
- The augmented and virtual reality market growth is aided by the increased adoption by the healthcare sector due to the provision of enhanced patient experience, psychological treatment and relief, interactive patient information, and advanced risk assessment and diagnostics, among others.
- Rising utilisation by various e-commerce and online retail platforms to allow the customers to virtually try on products including jewellery, makeup, and clothes, among others is further boosting the market expansion. The provision of these technologies boosts consumer experience by allowing the customers to make an informed decision.
- The incorporation of augmented and virtual reality in manufacturing, aerospace and defence, and automotive sectors is increasing due to their ability to provide instructional training to defence personnels, mechanics, technicians, and pilots, among others by engaging them in a simulated environment.
The EMR’s report titled “Augmented and Virtual Reality Market Report and Forecast 2025-2034” offers a detailed analysis of the market based on the following segments:
Market Breakup by Technology
- Augmented Reality
- Virtual Reality
- Augmented Reality Devices
- Virtual Reality Devices
- Small and Medium Enterprises
- Large Enterprises
- Consumer
- Enterprises
- Gaming
- Entertainment and Sports
- Aerospace and Defence
- Healthcare
- Education
- Manufacturing
- Retail
- Automotive
- Others
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East and Africa
Virtual reality is expected to account for a significant augmented and virtual reality market share in the coming years. This growth can be attributed to the rising demand for virtual reality HMDs for industrial applications. The technology aids in reproduction of the architecture of the actual surroundings virtually, removing complexities in tasks. Additionally, utilisation of virtual reality in educational settings and classrooms aids educators in conducting motor and reasoning activities, supporting the market expansion.
Market Share by Region
The Asia Pacific is anticipated to witness significant growth over the forecast period owing to the expansion of the manufacturing, automotive, gaming, and retail sectors in the region. The prominent presence of low-cost hardware manufacturers and increased investments by the various key market players in the Asia Pacific are offering lucrative growth opportunities to the market. The increasing utilisation of virtual and augmented reality in factories due to the rising automation is boosting the augmented and virtual reality market demand.
Competitive Landscape
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global augmented and virtual reality market, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
Google LLC
Google LLC, headquartered in California, United States, is a multinational company that is involved in augmented and virtual reality, artificial intelligence, online advertising, search engine technology, and quantum computing, among others.
Microsoft Corporation
Microsoft Corporation, founded in 1975 is a software development company that is based in Washington, United States. The company specialises in virtual and augmented reality, educational software, and artificial intelligence, among others.
Apple Inc.
Apple Inc. is known for manufacturing, designing, and marketing personal computers, wearables and accessories, and smartphones, among others. The company develops computers that feature innovative graphical user interface and is headquartered in California, United States.
Other augmented and virtual reality market key players include Meta Platforms, Inc., Samsung Electronics Co., Ltd., Lenovo Group Ltd., Seiko Epson Corporation, HTC Corporation, Sony Corporation, and Magic Leap, Inc., among others.
Table of Contents
154 Pages
- 1 Executive Summary
- 1.1 Market Size 2024-2025
- 1.2 Market Growth 2025(F)-2034(F)
- 1.3 Key Demand Drivers
- 1.4 Key Players and Competitive Structure
- 1.5 Industry Best Practices
- 1.6 Recent Trends and Developments
- 1.7 Industry Outlook
- 2 Market Overview and Stakeholder Insights
- 2.1 Market Trends
- 2.2 Key Verticals
- 2.3 Key Regions
- 2.4 Supplier Power
- 2.5 Buyer Power
- 2.6 Key Market Opportunities and Risks
- 2.7 Key Initiatives by Stakeholders
- 3 Economic Summary
- 3.1 GDP Outlook
- 3.2 GDP Per Capita Growth
- 3.3 Inflation Trends
- 3.4 Democracy Index
- 3.5 Gross Public Debt Ratios
- 3.6 Balance of Payment (BoP) Position
- 3.7 Population Outlook
- 3.8 Urbanisation Trends
- 4 Country Risk Profiles
- 4.1 Country Risk
- 4.2 Business Climate
- 5 Global Augmented and Virtual Reality Market Analysis
- 5.1 Key Industry Highlights
- 5.2 Global Augmented and Virtual Reality Historical Market (2018-2024)
- 5.3 Global Augmented and Virtual Reality Market Forecast (2025-2034)
- 5.4 Global Augmented and Virtual Reality Market by Technology
- 5.4.1 Augmented Reality
- 5.4.1.1 Historical Trend (2018-2024)
- 5.4.1.2 Forecast Trend (2025-2034)
- 5.4.1.3 Breakup by Type
- 5.4.1.3.1 Marker-Based Augmented Reality
- 5.4.1.3.2 Marker-Less Augmented Reality
- 5.4.2 Virtual Reality
- 5.4.2.1 Historical Trend (2018-2024)
- 5.4.2.2 Forecast Trend (2025-2034)
- 5.4.2.3 Breakup by Type
- 5.4.2.3.1 Non-Immersive Systems
- 5.4.2.3.2 Semi-Immersive and Fully Immersive Technology
- 5.5 Global Augmented and Virtual Reality Market by Device Type
- 5.5.1 Augmented Reality Devices
- 5.5.1.1 Historical Trend (2018-2024)
- 5.5.1.2 Forecast Trend (2025-2034)
- 5.5.1.3 Breakup by Type
- 5.5.1.3.1 Head-Mounted Displays
- 5.5.1.3.2 Head-Up Displays
- 5.5.1.3.3 Handheld Devices
- 5.5.2 Virtual Reality Devices
- 5.5.2.1 Historical Trend (2018-2024)
- 5.5.2.2 Forecast Trend (2025-2034)
- 5.5.2.3 Breakup by Type
- 5.5.2.3.1 Head-Mounted Displays
- 5.5.2.3.2 Gesture-tracking Devices
- 5.5.2.3.3 Projector and Display Walls
- 5.6 Global Augmented and Virtual Reality Market by Enterprise Size
- 5.6.1 Small and Medium Enterprises
- 5.6.1.1 Historical Trend (2018-2024)
- 5.6.1.2 Forecast Trend (2025-2034)
- 5.6.2 Large Enterprises
- 5.6.2.1 Historical Trend (2018-2024)
- 5.6.2.2 Forecast Trend (2025-2034)
- 5.7 Global Augmented and Virtual Reality Market by Application
- 5.7.1 Consumer
- 5.7.1.1 Historical Trend (2018-2024)
- 5.7.1.2 Forecast Trend (2025-2034)
- 5.7.2 Enterprises
- 5.7.2.1 Historical Trend (2018-2024)
- 5.7.2.2 Forecast Trend (2025-2034)
- 5.8 Global Augmented and Virtual Reality Market by End Use
- 5.8.1 Gaming
- 5.8.1.1 Historical Trend (2018-2024)
- 5.8.1.2 Forecast Trend (2025-2034)
- 5.8.2 Entertainment and Sports
- 5.8.2.1 Historical Trend (2018-2024)
- 5.8.2.2 Forecast Trend (2025-2034)
- 5.8.3 Aerospace and Defence
- 5.8.3.1 Historical Trend (2018-2024)
- 5.8.3.2 Forecast Trend (2025-2034)
- 5.8.4 Healthcare
- 5.8.4.1 Historical Trend (2018-2024)
- 5.8.4.2 Forecast Trend (2025-2034)
- 5.8.5 Education
- 5.8.5.1 Historical Trend (2018-2024)
- 5.8.5.2 Forecast Trend (2025-2034)
- 5.8.6 Manufacturing
- 5.8.6.1 Historical Trend (2018-2024)
- 5.8.6.2 Forecast Trend (2025-2034)
- 5.8.7 Retail
- 5.8.7.1 Historical Trend (2018-2024)
- 5.8.7.2 Forecast Trend (2025-2034)
- 5.8.8 Automotive
- 5.8.8.1 Historical Trend (2018-2024)
- 5.8.8.2 Forecast Trend (2025-2034)
- 5.8.9 Others
- 5.9 Global Augmented and Virtual Reality Market by Region
- 5.9.1 North America
- 5.9.1.1 Historical Trend (2018-2024)
- 5.9.1.2 Forecast Trend (2025-2034)
- 5.9.2 Europe
- 5.9.2.1 Historical Trend (2018-2024)
- 5.9.2.2 Forecast Trend (2025-2034)
- 5.9.3 Asia Pacific
- 5.9.3.1 Historical Trend (2018-2024)
- 5.9.3.2 Forecast Trend (2025-2034)
- 5.9.4 Latin America
- 5.9.4.1 Historical Trend (2018-2024)
- 5.9.4.2 Forecast Trend (2025-2034)
- 5.9.5 Middle East and Africa
- 5.9.5.1 Historical Trend (2018-2024)
- 5.9.5.2 Forecast Trend (2025-2034)
- 6 North America Augmented and Virtual Reality Market Analysis
- 6.1 United States of America
- 6.1.1 Historical Trend (2018-2024)
- 6.1.2 Forecast Trend (2025-2034)
- 6.2 Canada
- 6.2.1 Historical Trend (2018-2024)
- 6.2.2 Forecast Trend (2025-2034)
- 7 Europe Augmented and Virtual Reality Market Analysis
- 7.1 United Kingdom
- 7.1.1 Historical Trend (2018-2024)
- 7.1.2 Forecast Trend (2025-2034)
- 7.2 Germany
- 7.2.1 Historical Trend (2018-2024)
- 7.2.2 Forecast Trend (2025-2034)
- 7.3 France
- 7.3.1 Historical Trend (2018-2024)
- 7.3.2 Forecast Trend (2025-2034)
- 7.4 Italy
- 7.4.1 Historical Trend (2018-2024)
- 7.4.2 Forecast Trend (2025-2034)
- 7.5 Others
- 8 Asia Pacific Augmented and Virtual Reality Market Analysis
- 8.1 China
- 8.1.1 Historical Trend (2018-2024)
- 8.1.2 Forecast Trend (2025-2034)
- 8.2 Japan
- 8.2.1 Historical Trend (2018-2024)
- 8.2.2 Forecast Trend (2025-2034)
- 8.3 India
- 8.3.1 Historical Trend (2018-2024)
- 8.3.2 Forecast Trend (2025-2034)
- 8.4 ASEAN
- 8.4.1 Historical Trend (2018-2024)
- 8.4.2 Forecast Trend (2025-2034)
- 8.5 Australia
- 8.5.1 Historical Trend (2018-2024)
- 8.5.2 Forecast Trend (2025-2034)
- 8.6 Others
- 9 Latin America Augmented and Virtual Reality Market Analysis
- 9.1 Brazil
- 9.1.1 Historical Trend (2018-2024)
- 9.1.2 Forecast Trend (2025-2034)
- 9.2 Argentina
- 9.2.1 Historical Trend (2018-2024)
- 9.2.2 Forecast Trend (2025-2034)
- 9.3 Mexico
- 9.3.1 Historical Trend (2018-2024)
- 9.3.2 Forecast Trend (2025-2034)
- 9.4 Others
- 10 Middle East and Africa Augmented and Virtual Reality Market Analysis
- 10.1 Saudi Arabia
- 10.1.1 Historical Trend (2018-2024)
- 10.1.2 Forecast Trend (2025-2034)
- 10.2 United Arab Emirates
- 10.2.1 Historical Trend (2018-2024)
- 10.2.2 Forecast Trend (2025-2034)
- 10.3 Nigeria
- 10.3.1 Historical Trend (2018-2024)
- 10.3.2 Forecast Trend (2025-2034)
- 10.4 South Africa
- 10.4.1 Historical Trend (2018-2024)
- 10.4.2 Forecast Trend (2025-2034)
- 10.5 Others
- 11 Market Dynamics
- 11.1 SWOT Analysis
- 11.1.1 Strengths
- 11.1.2 Weaknesses
- 11.1.3 Opportunities
- 11.1.4 Threats
- 11.2 Porter’s Five Forces Analysis
- 11.2.1 Supplier’s Power
- 11.2.2 Buyer’s Power
- 11.2.3 Threat of New Entrants
- 11.2.4 Degree of Rivalry
- 11.2.5 Threat of Substitutes
- 11.3 Key Indicators for Demand
- 11.4 Key Indicators for Price
- 12 Competitive Landscape
- 12.1 Supplier Selection
- 12.2 Key Global Players
- 12.3 Key Regional Players
- 12.4 Key Player Strategies
- 12.5 Company Profiles
- 12.5.1 Google LLC
- 12.5.1.1 Company Overview
- 12.5.1.2 Product Portfolio
- 12.5.1.3 Demographic Reach and Achievements
- 12.5.1.4 Certifications
- 12.5.2 Microsoft Corporation
- 12.5.2.1 Company Overview
- 12.5.2.2 Product Portfolio
- 12.5.2.3 Demographic Reach and Achievements
- 12.5.2.4 Certifications
- 12.5.3 Apple Inc.
- 12.5.3.1 Company Overview
- 12.5.3.2 Product Portfolio
- 12.5.3.3 Demographic Reach and Achievements
- 12.5.3.4 Certifications
- 12.5.4 Meta Platforms, Inc.
- 12.5.4.1 Company Overview
- 12.5.4.2 Product Portfolio
- 12.5.4.3 Demographic Reach and Achievements
- 12.5.4.4 Certifications
- 12.5.5 Samsung Electronics Co., Ltd.
- 12.5.5.1 Company Overview
- 12.5.5.2 Product Portfolio
- 12.5.5.3 Demographic Reach and Achievements
- 12.5.5.4 Certifications
- 12.5.6 Lenovo Group Ltd.
- 12.5.6.1 Company Overview
- 12.5.6.2 Product Portfolio
- 12.5.6.3 Demographic Reach and Achievements
- 12.5.6.4 Certifications
- 12.5.7 Seiko Epson Corporation
- 12.5.7.1 Company Overview
- 12.5.7.2 Product Portfolio
- 12.5.7.3 Demographic Reach and Achievements
- 12.5.7.4 Certifications
- 12.5.8 HTC Corporation
- 12.5.8.1 Company Overview
- 12.5.8.2 Product Portfolio
- 12.5.8.3 Demographic Reach and Achievements
- 12.5.8.4 Certifications
- 12.5.9 Sony Corporation
- 12.5.9.1 Company Overview
- 12.5.9.2 Product Portfolio
- 12.5.9.3 Demographic Reach and Achievements
- 12.5.9.4 Certifications
- 12.5.10 Magic Leap, Inc.
- 12.5.10.1 Company Overview
- 12.5.10.2 Product Portfolio
- 12.5.10.3 Demographic Reach and Achievements
- 12.5.10.4 Certifications
- 12.5.11 Others
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