Report cover image

United States Augmented and Virtual Reality Market Report and Forecast 2025-2034

Published Jul 28, 2025
Length 115 Pages
SKU # EMAR20317941

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.
  • 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.
Market Segmentation

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
Market Breakup by Device Type
  • Augmented Reality Devices
  • Virtual Reality Devices
Market Breakup by Enterprise Size
  • Small and Medium Enterprises
  • Large Enterprises
Market Breakup by Application
  • Consumer
  • Enterprises
Market Breakup by Industry Vertical
  • Gaming
  • Entertainment and Sports
  • Aerospace and Defence
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Automotive
  • Others
Market Breakup by Region
  • New England
  • Mideast
  • Great Lakes
  • Plains
  • Southeast
  • Southwest
  • Rocky Mountain
  • Far West
Market Share by Industry Vertical

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
How Do Licenses Work?
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.