
United States Augmented and Virtual Reality Market Report and Forecast 2025-2034
Description
The United States augmented and virtual reality market size reached a value of approximately USD 10.46 Billion in 2024. The market is further expected to grow at a CAGR of 27.60% between 2025 and 2034, reaching a value of around USD 119.68 Billion by 2034.
Key Trends in the Market
Augmented reality (AR) is a system that combines real and virtual environments, enabling real-time interaction, and accurate 3D representation of real and virtual elements. On the other hand, virtual reality (VR) uses computer technology to build an entirely simulated environment that provides consumers a realistic experience.
The EMR’s report titled “United States 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
The gaming segment witnessed significant growth in the United States augmented and virtual reality market, by industry vertical, supported by the expansion of the gaming industry and increase in number of gamers. Game creators can create more intricate and intriguing game worlds with AR and VR, giving players a more varied and engaging experience. The usage of AR and VR technologies also makes it possible for players to play games more conveniently and in different settings, thus increasing the demand for AR and VR in gaming.
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 United States augmented and virtual reality market, covering their competitive landscape and the latest developments like mergers, acquisitions, investments, and expansion plans.
Google LLC
Google LLC, founded in 1998 and headquartered in California in the United States, is an American global technology corporation. The focus of the company is on internet-related goods and services, such as online advertising technologies, cloud computing, software, and hardware.
Apple Inc.
Apple Inc., established in 1976 and based in California in the United States is an American multinational technology company. Well-known for its range of smartphones, tablets, and laptop computers, Apple creates, develops, and markets consumer goods, computer software, and internet services.
Other market players include Meta Platforms, Inc., Microsoft Corporation, HTC Corporation, OpenArc, iTechArt Group, Inc., Intel Corporation, Magic Leap, Inc., and Sony Corporation, among others.
Key Trends in the Market
Augmented reality (AR) is a system that combines real and virtual environments, enabling real-time interaction, and accurate 3D representation of real and virtual elements. On the other hand, virtual reality (VR) uses computer technology to build an entirely simulated environment that provides consumers a realistic experience.
- Increasing investments by tech giants in augmented and virtual reality technologies and rising adoption of AR and VR solutions in schools and colleges are expected to support the United States augmented and virtual reality market growth in the coming years.
- Rising applications of augmented and virtual reality in the healthcare sector, along with advanced devices for patient care management and medical training, are key trends driving the market growth. Augmented and virtual reality are increasingly being used for chronic pain management and mental health treatment.
- The growing use of smartphones and tablet computers is significantly boosting the augmented and virtual reality market expansion in the United States. Major companies across sectors such as architecture, interior design, e-commerce, and retail are quickly adopting tablet-and mobile-based AR and VR technologies.
The EMR’s report titled “United States 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
- New England
- Mideast
- Great Lakes
- Plains
- Southeast
- Southwest
- Rocky Mountain
- Far West
The gaming segment witnessed significant growth in the United States augmented and virtual reality market, by industry vertical, supported by the expansion of the gaming industry and increase in number of gamers. Game creators can create more intricate and intriguing game worlds with AR and VR, giving players a more varied and engaging experience. The usage of AR and VR technologies also makes it possible for players to play games more conveniently and in different settings, thus increasing the demand for AR and VR in gaming.
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 United States augmented and virtual reality market, covering their competitive landscape and the latest developments like mergers, acquisitions, investments, and expansion plans.
Google LLC
Google LLC, founded in 1998 and headquartered in California in the United States, is an American global technology corporation. The focus of the company is on internet-related goods and services, such as online advertising technologies, cloud computing, software, and hardware.
Apple Inc.
Apple Inc., established in 1976 and based in California in the United States is an American multinational technology company. Well-known for its range of smartphones, tablets, and laptop computers, Apple creates, develops, and markets consumer goods, computer software, and internet services.
Other market players include Meta Platforms, Inc., Microsoft Corporation, HTC Corporation, OpenArc, iTechArt Group, Inc., Intel Corporation, Magic Leap, Inc., and Sony Corporation, among others.
Table of Contents
115 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 Overview
- 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 Share by Region
- 5.4.1 North America
- 5.4.2 Europe
- 5.4.3 Asia Pacific
- 5.4.4 Latin America
- 5.4.5 Middle East and Africa
- 6 United States Augmented and Virtual Reality Market Overview
- 6.1 Key Industry Highlights
- 6.2 United States Augmented and Virtual Reality Historical Market (2018-2024)
- 6.3 United States Augmented and Virtual Reality Market Forecast (2025-2034)
- 7 United States Augmented and Virtual Reality Market by Technology
- 7.1 Augmented Reality
- 7.1.1 Historical Trend (2018-2024)
- 7.1.2 Forecast Trend (2025-2034)
- 7.1.3 Breakup by Type
- 7.1.3.1 Marker-Based Augmented Reality
- 7.1.3.2 Marker-Less Augmented Reality
- 7.2 Virtual Reality
- 7.2.1 Historical Trend (2018-2024)
- 7.2.2 Forecast Trend (2025-2034)
- 7.2.3 Breakup by Type
- 7.2.3.1 Non-Immersive Systems
- 7.2.3.2 Semi-Immersive and Fully Immersive Technology
- 8 United States Augmented and Virtual Reality Market by Device Type
- 8.1 Augmented Reality Devices
- 8.1.1 Historical Trend (2018-2024)
- 8.1.2 Forecast Trend (2025-2034)
- 8.1.3 Breakup by Type
- 8.1.3.1 Head-Mounted Displays
- 8.1.3.2 Head-Up Displays
- 8.1.3.3 Handheld Devices
- 8.2 Virtual Reality Devices
- 8.2.1 Historical Trend (2018-2024)
- 8.2.2 Forecast Trend (2025-2034)
- 8.2.3 Breakup by Type
- 8.2.3.1 Head-Mounted Displays
- 8.2.3.2 Gesture-tracking Devices
- 8.2.3.3 Projector and Display Walls
- 9 United States Augmented and Virtual Reality Market by Enterprise Size
- 9.1 Small and Medium Enterprises
- 9.1.1 Historical Trend (2018-2024)
- 9.1.2 Forecast Trend (2025-2034)
- 9.2 Large Enterprises
- 9.2.1 Historical Trend (2018-2024)
- 9.2.2 Forecast Trend (2025-2034)
- 10 United States Augmented and Virtual Reality Market by Application
- 10.1 Consumer
- 10.1.1 Historical Trend (2018-2024)
- 10.1.2 Forecast Trend (2025-2034)
- 10.2 Enterprises
- 10.2.1 Historical Trend (2018-2024)
- 10.2.2 Forecast Trend (2025-2034)
- 11 United States Augmented and Virtual Reality Market by Industry Vertical
- 11.1 Gaming
- 11.1.1 Historical Trend (2018-2024)
- 11.1.2 Forecast Trend (2025-2034)
- 11.2 Entertainment and Sports
- 11.2.1 Historical Trend (2018-2024)
- 11.2.2 Forecast Trend (2025-2034)
- 11.3 Aerospace and Defence
- 11.3.1 Historical Trend (2018-2024)
- 11.3.2 Forecast Trend (2025-2034)
- 11.4 Healthcare
- 11.4.1 Historical Trend (2018-2024)
- 11.4.2 Forecast Trend (2025-2034)
- 11.5 Education
- 11.5.1 Historical Trend (2018-2024)
- 11.5.2 Forecast Trend (2025-2034)
- 11.6 Manufacturing
- 11.6.1 Historical Trend (2018-2024)
- 11.6.2 Forecast Trend (2025-2034)
- 11.7 Retail
- 11.7.1 Historical Trend (2018-2024)
- 11.7.2 Forecast Trend (2025-2034)
- 11.8 Automotive
- 11.8.1 Historical Trend (2018-2024)
- 11.8.2 Forecast Trend (2025-2034)
- 11.9 Others
- 12 United States Augmented and Virtual Reality Market by Region
- 12.1 New England
- 12.1.1 Historical Trend (2018-2024)
- 12.1.2 Forecast Trend (2025-2034)
- 12.2 Mideast
- 12.2.1 Historical Trend (2018-2024)
- 12.2.2 Forecast Trend (2025-2034)
- 12.3 Great Lakes
- 12.3.1 Historical Trend (2018-2024)
- 12.3.2 Forecast Trend (2025-2034)
- 12.4 Plains
- 12.4.1 Historical Trend (2018-2024)
- 12.4.2 Forecast Trend (2025-2034)
- 12.5 Southeast
- 12.5.1 Historical Trend (2018-2024)
- 12.5.2 Forecast Trend (2025-2034)
- 12.6 Southwest
- 12.6.1 Historical Trend (2018-2024)
- 12.6.2 Forecast Trend (2025-2034)
- 12.7 Rocky Mountain
- 12.7.1 Historical Trend (2018-2024)
- 12.7.2 Forecast Trend (2025-2034)
- 12.8 Far West
- 12.8.1 Historical Trend (2018-2024)
- 12.8.2 Forecast Trend (2025-2034)
- 13 Market Dynamics
- 13.1 SWOT Analysis
- 13.1.1 Strengths
- 13.1.2 Weaknesses
- 13.1.3 Opportunities
- 13.1.4 Threats
- 13.2 Porter’s Five Forces Analysis
- 13.2.1 Supplier’s Power
- 13.2.2 Buyer’s Power
- 13.2.3 Threat of New Entrants
- 13.2.4 Degree of Rivalry
- 13.2.5 Threat of Substitutes
- 14 Competitive Landscape
- 14.1 Supplier Selection
- 14.2 Key Global Players
- 14.3 Key Regional Players
- 14.4 Key Player Strategies
- 14.5 Company Profiles
- 14.5.1 Google LLC
- 14.5.1.1 Company Overview
- 14.5.1.2 Product Portfolio
- 14.5.1.3 Demographic Reach and Achievements
- 14.5.1.4 Certifications
- 14.5.2 Apple Inc.
- 14.5.2.1 Company Overview
- 14.5.2.2 Product Portfolio
- 14.5.2.3 Demographic Reach and Achievements
- 14.5.2.4 Certifications
- 14.5.3 Meta Platforms, Inc.
- 14.5.3.1 Company Overview
- 14.5.3.2 Product Portfolio
- 14.5.3.3 Demographic Reach and Achievements
- 14.5.3.4 Certifications
- 14.5.4 Microsoft Corporation
- 14.5.4.1 Company Overview
- 14.5.4.2 Product Portfolio
- 14.5.4.3 Demographic Reach and Achievements
- 14.5.4.4 Certifications
- 14.5.5 HTC Corporation
- 14.5.5.1 Company Overview
- 14.5.5.2 Product Portfolio
- 14.5.5.3 Demographic Reach and Achievements
- 14.5.5.4 Certifications
- 14.5.6 OpenArc
- 14.5.6.1 Company Overview
- 14.5.6.2 Product Portfolio
- 14.5.6.3 Demographic Reach and Achievements
- 14.5.6.4 Certifications
- 14.5.7 iTechArt Group,Inc.
- 14.5.7.1 Company Overview
- 14.5.7.2 Product Portfolio
- 14.5.7.3 Demographic Reach and Achievements
- 14.5.7.4 Certifications
- 14.5.8 Intel Corporation
- 14.5.8.1 Company Overview
- 14.5.8.2 Product Portfolio
- 14.5.8.3 Demographic Reach and Achievements
- 14.5.8.4 Certifications
- 14.5.9 Magic Leap, Inc.
- 14.5.9.1 Company Overview
- 14.5.9.2 Product Portfolio
- 14.5.9.3 Demographic Reach and Achievements
- 14.5.9.4 Certifications
- 14.5.10 Sony Corporation
- 14.5.10.1 Company Overview
- 14.5.10.2 Product Portfolio
- 14.5.10.3 Demographic Reach and Achievements
- 14.5.10.4 Certifications
- 14.5.11 Others
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