2026 Global: Augmented Reality And Virtual Reality In Aerospace Market-Competitive Review (2032) report
Description
The 2026 Global: Augmented Reality And Virtual Reality In Aerospace Market-Competitive Review (2031) report features the global market size and projected growth/decline data for the period 2021 through 2032. The report primarily provides an examination of the business strategies for the ten largest global companies in the market and how their strategies differ.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for augmented reality and virtual reality in aerospace market by geography and historical trend. The scope of the report extends to sizing of the augmented reality and virtual reality in aerospace market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Microsoft, Unity, and Boeing lead the Augmented Reality (AR) and Virtual Reality (VR) landscape in aerospace through enterprise-grade solutions for training, simulation, and design. Microsoft dominates with HoloLens 2, enabling immersive AR for aircraft maintenance, remote collaboration, and pilot training in high-stakes environments, powering digital twins and workflow optimization across defense and aviation sectors. Unity provides foundational VR/AR engines used by aerospace firms for prototyping aircraft components, virtual hangars, and mission rehearsals, supporting over half of AR/VR content including simulations for NASA and Boeing. Boeing leverages WorldViz VR tools for military training and immersive labs, creating group immersion scenarios for pilot coordination and system testing, enhancing safety and efficiency in complex aerospace operations.
Nvidia, HTC, and Accenture drive hardware and consulting innovations tailored to aerospace demands. Nvidia's GPUs underpin high-fidelity VR simulations for flight dynamics, digital twins, and AI-driven aerospace modeling, training humanoid robots for assembly lines and enabling real-time data visualization in cockpits. HTC Vive pioneers room-scale VR with modular tracking for aerospace training arenas, simulating zero-gravity maneuvers and maintenance procedures critical for space and aviation missions. Accenture offers consulting expertise in AR/VR deployment for aerospace, delivering impactful projects like virtual prototyping and employee development, partnering with firms for scalable immersive solutions in manufacturing and logistics.
Magic Leap, Apple, and Next/Now expand AR/VR applications in aerospace visualization and experiential design. Magic Leap 2 focuses on enterprise AR headsets for defense and manufacturing, providing spatial computing for complex data overlays in aircraft design and remote expert guidance during repairs. Apple's Vision Pro redefines premium spatial computing, integrating AR/VR for aerospace engineers to interact with 3D models and collaborative simulations, bridging consumer and industrial use cases. Next/Now crafts immersive XR for aviation leaders like United Airlines and Nissan, developing WebAR configurators and virtual showrooms for aircraft customization, streamlining sales and training workflows. These companies collectively advance aerospace by reducing costs, accelerating innovation, and minimizing risks through immersive technologies.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for augmented reality and virtual reality in aerospace market by geography and historical trend. The scope of the report extends to sizing of the augmented reality and virtual reality in aerospace market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Microsoft, Unity, and Boeing lead the Augmented Reality (AR) and Virtual Reality (VR) landscape in aerospace through enterprise-grade solutions for training, simulation, and design. Microsoft dominates with HoloLens 2, enabling immersive AR for aircraft maintenance, remote collaboration, and pilot training in high-stakes environments, powering digital twins and workflow optimization across defense and aviation sectors. Unity provides foundational VR/AR engines used by aerospace firms for prototyping aircraft components, virtual hangars, and mission rehearsals, supporting over half of AR/VR content including simulations for NASA and Boeing. Boeing leverages WorldViz VR tools for military training and immersive labs, creating group immersion scenarios for pilot coordination and system testing, enhancing safety and efficiency in complex aerospace operations.
Nvidia, HTC, and Accenture drive hardware and consulting innovations tailored to aerospace demands. Nvidia's GPUs underpin high-fidelity VR simulations for flight dynamics, digital twins, and AI-driven aerospace modeling, training humanoid robots for assembly lines and enabling real-time data visualization in cockpits. HTC Vive pioneers room-scale VR with modular tracking for aerospace training arenas, simulating zero-gravity maneuvers and maintenance procedures critical for space and aviation missions. Accenture offers consulting expertise in AR/VR deployment for aerospace, delivering impactful projects like virtual prototyping and employee development, partnering with firms for scalable immersive solutions in manufacturing and logistics.
Magic Leap, Apple, and Next/Now expand AR/VR applications in aerospace visualization and experiential design. Magic Leap 2 focuses on enterprise AR headsets for defense and manufacturing, providing spatial computing for complex data overlays in aircraft design and remote expert guidance during repairs. Apple's Vision Pro redefines premium spatial computing, integrating AR/VR for aerospace engineers to interact with 3D models and collaborative simulations, bridging consumer and industrial use cases. Next/Now crafts immersive XR for aviation leaders like United Airlines and Nissan, developing WebAR configurators and virtual showrooms for aircraft customization, streamlining sales and training workflows. These companies collectively advance aerospace by reducing costs, accelerating innovation, and minimizing risks through immersive technologies.
Table of Contents
32 Pages
- 1.0 Scope of Report and Methodology
- 2.0 Market SWOT Analysis and Players
- 2.1 Market Definition
- 2.2 Market Segments
- 2.3 Market Strengths
- 2.4 Market Weaknesses
- 2.5 Market Threats
- 2.6 Market Opportunities
- 2.7 Major Players
- 3.0 Competitive Analysis
- 3.1 Market Player 1
- 3.2 Market Player 2
- 3.3 Market Player 3
- 3.4 Market Player 4
- 3.5 Market Player 5
- 3.6 Market Player 6
- 3.7 Market Player 7
- 3.8 Market Player 8
- 3.9 Market Player 9
- 3.10 Market Player 10
- 4.0 Comparative Business Strategies
- 4.1 Comparative Business Strategies of Player 1 and 2
- 4.2 Comparative Business Strategies of Player 1 and 3
- 4.3 Comparative Business Strategies of Player 1 and 4
- 4.4 Comparative Business Strategies of Player 2 and 3
- 4.5 Comparative Business Strategies of Player 2 and 4
- 4.6 Comparative Business Strategies of Player 3 and 4
- 5.0 Appendix
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