Augmented Reality and Virtual Reality Market Demand

Virtual Reality (VR) creates a digital environment that replaces the user’s real-world environment. VR is primarily used in gaming and entertainment applications. Augmented Reality (AR) overlays digitally-created content into a user’s real-world environment. For instance, AR can be used to project sales and inventory data onto products on store shelves.

In recent times, AR and VR market coming together to impact businesses and enterprises. Most of the businesses, nowadays, have transformed into digital Augmented Reality and Virtual reality, customers find it convenient to use digitized products. Reciprocating to this rise in digitalization and more customers getting engaged in online activities, retailers are looking for ways to leverage their digital presence.

A personalized experience allows customers to feel that they are important. Also, when customers spend more time in-store, they allow store owners to collect more data about them (customers). Store owners can, thus, provide a more personalized experience to their customers during subsequent visits to increase the loyalty of these customers. AR and VR helping owners develop marketing strategies in domains ranging from real estate and automotive to consumer goods and retail.

Implicit learning and development is one of the domains where Augmented Reality and Virtual Reality enabled products and services which are gaining traction among the user segments. Other industries that will experience traction in the AR and VR space are aerospace, oil and gas and heavy machinery, where on-the-job training is conventionally difficult or dangerous but can be transformed to an easier version through augmented reality and virtual reality solutions.

The advent of 4G and high speed data communications have become key drivers for the adoption of AR and VR. Growing demand for Augmented Reality and Virtual Reality gear among smartphone users, advent of entry-level VR headsets in the market and marketing push by smartphone manufacturers have boosted the AR and VR market across the globe.

This report on Augmented Reality and Virtual Reality Market provides in-depth analysis of the AR and VR gaming market. The Augmented Reality and Virtual Reality gaming market currently is working on offering gamers with an immersive gaming experience by embedding digital information, such as audio, video, and data, into the real-world environment in real time. The report talks about segmentation of the AR and VR based on types, devices, technology, technology adopters and regions.

With the information offered, key stakeholders will get to know about the major trends, drivers, investments, vertical players’ initiatives and companies’ interest in the Augmented Reality and Virtual Reality technology. Further, the report provides details about the major challenges impacting market growth. The report also covers the profiles of the major companies of the Augmented Reality and Virtual Reality.

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Augmented Reality and Virtual Reality Market: Forecast

The global Augmented Reality and Virtual Reality market was valued at US$ 5,176 Million in 2016 and is expected to expand at a CAGR of 42.2% during the forecast period (2017 to 2025). Demand for AR and VR solutions is expected to be driven by increasing adoption of AR and VR technology in gaming, which is an important factor driving the growth of the Augmented Reality and Virtual Reality market.

The technology has been segmented into Augmented Reality and Virtual Reality. The VR segment registered highest market share and was valued at US$ 3,498 Million in 2016 globally. Further, adoption rate of AR and VR in gaming is increasing rapidly and this increasing adoption rate is responsible for the growth of the segment in the overall market. However, the Virtual Reality segment is expected to register a stable CAGR of 40.5% during the forecast period in the AR and VR market.

The devices is segmented in the Augmented Reality and Virtual Reality: head mounted display, handheld devices, head-up display, smart-glass and others. The head mounted display segment accounted a CAGR of 44% during the forecast period. Head mounted display segment also accounted for highest market share AR and VR in 2016 and was valued at US$ 4,156 Million in 2016 in the overall devices segment of the augmented reality and virtual reality market.

Augmented Reality and Virtual Reality Market

The end-user is segmented: consumer and commercial. Commercial segment accounted a CAGR of 46% during the forecast period of the AR and VR. In 2016, the consumer segment has accounted the highest market share represents valuation of US$ 3,099 Million within the end user segment of the augmented reality and virtual reality market.

The application is segmented into gaming, media & entertainment, real estate, retail, education, engineering, healthcare and others Augmented Reality and Virtual Reality. Gaming segment accounted a CAGR of 45% during the forecast period. Gaming segment holds the largest market share in 2016 and was valued at US$ 1,997 Million in 2016 of the augmented reality and virtual reality market.

The report, Augmented Reality and Virtual Reality covers trends driving each segment and offers analysis and insights regarding the potential of Augmented Reality and Virtual Reality market in regions including North America, Latin America, Europe, Asia Pacific, and Middle East and Africa. Among these regions, North America accounted for the largest market share in 2016 owing to the increasing adoption of AR and VR in gaming in countries such as the United States and Canada.

The countries such as Gulf Cooperation Council Countries, China and Japan in Asia Pacific region are having a greater potential to drive the Augmented Reality and Virtual Reality market growth in the forecast period. Middle East & Africa and Asia pacific region is expected to register a healthy CAGR during the forecast period of the augmented reality and virtual reality market.

The report, AR and VR covers trends driving each segment and offers analysis and insights registered the potential of largest market share in regions including North America, Latin America, Europe, Asia Pacific, and Middle East and Africa. Among these regions, North America accounted for the largest share in the market in 2016 owing to increasing adoption of AR and VR market in gaming in countries, such as the United States and Canada.

Countries, such as Gulf Cooperation Council Countries, China and Japan, in Asia Pacific region AR and VR showing great potential and will drive the market growth during the forecast period. Middle East & Africa and Asia pacific region is expected to register healthy CAGR during the forecast period in the AR and VR market.

Among the regions, North America was the largest market for augmented reality and virtual reality market accounted for over 26.1% of the market share in 2016. Also, demand for augmented reality and virtual reality solutions is increasing in the markets in Gulf Cooperation Council Countries, China and Japan, for consumer application such as gaming.

Augmented Reality and Virtual Reality Market: Competition Analysis

Some of the top companies identified across the augmented reality and virtual reality value chain are: Vuzix Corporation, Samsung Electronics Co. Ltd, Microsoft Corporation, Google Inc., EON. Reality Inc., Oculus VR, LLC, Magic Leap, Inc., DAQRI LLC, Blippar.Com Limited and Osterhout Design Group, Inc. (ODG) in the Augmented Reality and Virtual Reality market.

These companies are continually evolving their portfolios with newer technological developments and upgrades. For instance, Intel Corporation recently entered into a partnership with Sony Pictures in order create to create fully immersive experiences of Virtual Reality game Spider-Man: Homecoming in the Augmented Reality and Virtual Reality.

In December 2017, SEGA Entertainment, which is one of the leading interactive company and StarVR, a Augmented Reality and Virtual Reality solutions provider entered into a collaboration to bring StarVR arcade experiences to existing SEGA Game Center locations throughout Japan.

Companies in the immersive Augmented Reality and Virtual Reality technology market are diverse ranging from technology players such as Nokia and Sony to start-ups such as Immersive AR and VR One. Manufacturers are constantly innovating and enhancing the technology and focus on integrating it with consumer devices such as smartphones and tablets and other devices in the Augmented Reality and Virtual Reality.

In September 2016, Sony Pictures entered into partnership with Reality One, which is an immersive media content studio in order to produce and finance a slate of AR and VR content.

In October 2017, WITHIN, which is AR and VR entertainment and technology Company entered into collaboration with Universal Music Group, which is a music-based entertainment announced with an objective to create multiple immersive experiences that will be distributed on WITHIN’s app of the Augmented Reality and Virtual reality.

Sudip Saha
Sudip Saha

Principal Consultant

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Key Segments Covered in the AR and VR Market are :

By Technology Type:

  • Augmented Reality (AR)
  • Virtual Reality (VR)

By End-user Type:

  • Commercial
  • Consumer

By application:

  • Gaming
  • Media & Entertainment
  • Real Estate
  • Education
  • Retail
  • Healthcare
  • Engineering
  • Others

By Device:

  • Head Mounted Display
  • Handheld Devices
  • Head-up display
  • Smartglasses
  • Others

By Component:

  • Hardware
    • Display
    • Processor
    • Sensors
    • User interface ICs
    • Power Management ICs
    • Others
  • Software
  • Services

Key Regions covered:

  • North America AR and VR Market
    • United States
    • Canada
  • Latin America AR and VR Market
    • Mexico
    • Brazil
    • Rest of Latin America
  • Asia Pacific AR and VR Market
    • China
    • India
    • ASEAN
    • Australia & New Zealand
    • Rest of Asia Pacific
  • Europe AR and VR Market
    • Germany
    • France
    • United Kingdom
    • Spain
    • Italy
    • Nordic
    • Benelux
    • Russia
    • Poland
    • Rest of Europe
  • Middle East & Africa AR and VR Market
    • North Africa
    • South Africa
    • Gulf Cooperation Council Countries
    • Rest of Africa

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Frequently Asked Questions

What is the Growth Outlook for the Augmented Reality and Virtual Reality Market?

The augmented reality and virtual reality market is likely to secure a CAGR of 40% through 2032.

By 2032, how much can the Augmented Reality and Virtual Reality Market Grow?

The augmented reality and virtual reality market size is estimated to cross US$ 601.07 Bn by 2032.

What is the Current Valuation of the Augmented Reality and Virtual Reality Market?

The augmented reality and virtual reality market is likely to record a value of US$ 20.78 Bn in 2022.

Which Region is likely to Lead the Augmented Reality and Virtual Reality Market?

Asia Pacific is likely to lead the augmented reality and virtual reality market.

Table of Content
1. Global Market - Executive Summary
2. Research Methodology
3. Assumptions and Acronyms Used
4. Global Market Overview
    4.1. Introduction
        4.1.1. Market Definition
        4.1.2. Market Taxonomy
    4.2. Market Dynamics
        4.2.1. Drivers
        4.2.2. Restraints
        4.2.3. Opportunities
    4.3. Value Chain Analysis
    4.4. Global Market Forecast, 2017-2025
        4.4.1. Market Size (Value) Forecast
            4.4.1.1. Y-o-Y Growth
            4.4.1.2. Absolute $ Opportunity
        4.4.2. Global Snapshot (2017)
            4.4.2.1. Market Overview by Technology
            4.4.2.2. Market Overview by Component
            4.4.2.3. Market Overview by End-user
            4.4.2.4. Market Overview by Device
            4.4.2.5. Market Overview by Application
            4.4.2.6. Market Overview by Region
5. Global Market Analysis, By Technology
    5.1. Introduction
        5.1.1. Y-o-Y Growth Comparison, By Technology
        5.1.2. Basis Point Share (BPS) Analysis, By Technology
    5.2. Market Size and Forecast By Technology
        5.2.1. Augmented Reality
            5.2.1.1. Absolute $ Opportunity
            5.2.1.2. Market Value Forecast, By Technology 
        5.2.2. Virtual Reality
            5.2.2.1. Absolute $ Opportunity
            5.2.2.2. Market Value Forecast, By Technology
        5.2.3. Market Attractiveness Analysis, By Technology
6. Global Market Analysis, By Component 
    6.1. Introduction
        6.1.1. Y-o-Y Growth Comparison, By Component 
        6.1.2. Basis Point Share (BPS) Analysis, By Component 
    6.2. Market Size and Forecast By Component
        6.2.1. Hardware
            6.2.1.1. Absolute $ Opportunity
            6.2.1.2. Market Value Forecast, By Component 
        6.2.2. Software
            6.2.2.1. Absolute $ Opportunity
            6.2.2.2. Market Value Forecast, By Component
        6.2.3. Services
            6.2.3.1. Absolute $ Opportunity
            6.2.3.2. Market Value Forecast, By Component
        6.2.4. Market Attractiveness Analysis, By Component 
7. Global Market Analysis, By End-user 
    7.1. Introduction
        7.1.1. Y-o-Y Growth Comparison, By End-user 
        7.1.2. Basis Point Share (BPS) Analysis, By End-user 
    7.2. Market Size and Forecast By End-user
        7.2.1. Consumer
            7.2.1.1. Absolute $ Opportunity
            7.2.1.2. Market Value Forecast, By End-user 
        7.2.2. Commercial/Enterprise
            7.2.2.1. Absolute $ Opportunity
            7.2.2.2. Market Value Forecast, By End-user
        7.2.3. Market Attractiveness Analysis, By Device
8. Global Market Analysis, By Device 
    8.1. Introduction
        8.1.1. Y-o-Y Growth Comparison, By Device
        8.1.2. Basis Point Share (BPS) Analysis, By Device 
    8.2. Market Size and Forecast By Device
        8.2.1. Head Mounted Display
            8.2.1.1. Absolute $ Opportunity
            8.2.1.2. Market Value Forecast, By Device 
        8.2.2. Handheld Device
            8.2.2.1. Absolute $ Opportunity
            8.2.2.2. Market Value Forecast, By Device
        8.2.3. Head-up Display
            8.2.3.1. Absolute $ Opportunity
            8.2.3.2. Market Value Forecast, By Device 
        8.2.4. Smart Glasses
            8.2.4.1. Absolute $ Opportunity
            8.2.4.2. Market Value Forecast, By Device
        8.2.5. Others
            8.2.5.1. Absolute $ Opportunity
            8.2.5.2. Market Value Forecast, By Device
        8.2.6. Market Attractiveness Analysis, By Device
9. Global Market Analysis, By Application 
    9.1. Introduction
        9.1.1. Y-o-Y Growth Comparison, By Application
        9.1.2. Basis Point Share (BPS) Analysis, By Application 
    9.2. Market Size and Forecast By Application
        9.2.1. Gaming
            9.2.1.1. Absolute $ Opportunity
            9.2.1.2. Market Value Forecast, By Application 
        9.2.2. Media and Entertainment
            9.2.2.1. Absolute $ Opportunity
            9.2.2.2. Market Value Forecast, By Application
        9.2.3. Real Estate
            9.2.3.1. Absolute $ Opportunity
            9.2.3.2. Market Value Forecast, By Application 
        9.2.4. Retail
            9.2.4.1. Absolute $ Opportunity
            9.2.4.2. Market Value Forecast, By Application
        9.2.5. Education
            9.2.5.1. Absolute $ Opportunity
            9.2.5.2. Market Value Forecast, By Application
        9.2.6. Healthcare
            9.2.6.1. Absolute $ Opportunity
            9.2.6.2. Market Value Forecast, By Application 
        9.2.7. Engineering
            9.2.7.1. Absolute $ Opportunity
            9.2.7.2. Market Value Forecast, By Application
        9.2.8. Others
            9.2.8.1. Absolute $ Opportunity
            9.2.8.2. Market Value Forecast, By Application
        9.2.9. Market Attractiveness Analysis, By Application
10. Global Market Analysis and Forecast, By Region 
    10.1. Introduction
        10.1.1. Basis Point Share (BPS) Analysis By Region
        10.1.2. Y-o-Y Growth Projections By Region
    10.2. Market Size and Forecast By Region
        10.2.1. North America 
        10.2.2. Europe 
        10.2.3. APAC
        10.2.4. Latin America 
        10.2.5. Middle East & Africa 
    10.3. Market Attractiveness Analysis By Region 
11. North America Market Analysis and Forecast
    11.1. Introduction
        11.1.1. Basis Point Share (BPS) Analysis By Country
        11.1.2. Y-o-Y Growth Projections By Country
    11.2. Market Size and Forecast By Country
        11.2.1. S. Absolute $ Opportunity
        11.2.2. Canada Absolute $ Opportunity
    11.3. Market Size and Forecast By Technology
        11.3.1. Augmented Reality
        11.3.2. Virtual Reality 
    11.4. Market Size and Forecast By Component
        11.4.1. Hardware
            11.4.1.1. Display
            11.4.1.2. Processor
            11.4.1.3. Sensor
            11.4.1.4. User Interface ICs
            11.4.1.5. Power Management ICs
            11.4.1.6. Others
        11.4.2. Software 
        11.4.3. Services 
    11.5. Market Size and Forecast By End-user
        11.5.1. Consumer
        11.5.2. Commercial/Enterprise 
    11.6. Market Size and Forecast By Device
        11.6.1. Head Mounted Display
        11.6.2. Handheld Device
        11.6.3. Head-up Display
        11.6.4. Smart Glasses
        11.6.5. Others 
    11.7. Market Size and Forecast By Application
        11.7.1. Gaming
        11.7.2. Media and Entertainment
        11.7.3. Real Estate
        11.7.4. Retail
        11.7.5. Education
        11.7.6. Healthcare
        11.7.7. Engineering
        11.7.8. Others 
    11.8. Market Attractiveness Analysis
        11.8.1. By Country
        11.8.2. By Technology
        11.8.3. By Component
        11.8.4. By End-user
        11.8.5. By Device 
        11.8.6. By Application 
    11.9. Prominent Trends
12. Latin America Market Analysis and Forecast
    12.1. Introduction
        12.1.1. Basis Point Share (BPS) Analysis By Country
        12.1.2. Y-o-Y Growth Projections By Country
    12.2. Market Size and Forecast By Country
        12.2.1. Brazil
        12.2.2. Mexico
        12.2.3. Rest of Latin America
    12.3. Market Size and Forecast By Technology
        12.3.1. Augmented Reality
        12.3.2. Virtual Reality 
    12.4. Market Size and Forecast By Component
        12.4.1. Hardware
            12.4.1.1. Display
            12.4.1.2. Processor
            12.4.1.3. Sensor
            12.4.1.4. User Interface ICs
            12.4.1.5. Power Management ICs
            12.4.1.6. Others
        12.4.2. Software 
        12.4.3. Services 
    12.5. Market Size and Forecast By End-user
        12.5.1. Consumer
        12.5.2. Commercial/Enterprise 
    12.6. Market Size and Forecast By Device
        12.6.1. Head Mounted Display
        12.6.2. Handheld Device
        12.6.3. Head-up Display
        12.6.4. Smart Glasses
        12.6.5. Others 
    12.7. Market Size and Forecast By Application
        12.7.1. Gaming
        12.7.2. Media and Entertainment
        12.7.3. Real Estate
        12.7.4. Retail
        12.7.5. Education
        12.7.6. Healthcare
        12.7.7. Engineering
        12.7.8. Others 
    12.8. Market Attractiveness Analysis
        12.8.1. By Country
        12.8.2. By Technology
        12.8.3. By Component
        12.8.4. By End-user
        12.8.5. By Device 
        12.8.6. By Application 
    12.9. Prominent Trends
13. Europe Market Analysis and Forecast
    13.1. Introduction
        13.1.1. Basis Point Share (BPS) Analysis By Country
        13.1.2. Y-o-Y Growth Projections By Country
    13.2. Market Size and Forecast By Country
        13.2.1. Germany
        13.2.2. France
        13.2.3. Italy
        13.2.4. Spain
        13.2.5. K.
        13.2.6. Nordic 
        13.2.7. Russia 
        13.2.8. Poland
        13.2.9. BENELUX
        13.2.10. Rest of Europe
    13.3. Market Size and Forecast By Technology
        13.3.1. Augmented Reality
        13.3.2. Virtual Reality 
    13.4. Market Size and Forecast By Component
        13.4.1. Hardware
            13.4.1.1. Display
            13.4.1.2. Processor
            13.4.1.3. Sensor
            13.4.1.4. User Interface ICs
            13.4.1.5. Power Management ICs
            13.4.1.6. Others
        13.4.2. Software 
        13.4.3. Services 
    13.5. Market Size and Forecast By End-user
        13.5.1. Consumer
        13.5.2. Commercial/Enterprise 
    13.6. Market Size and Forecast By Device
        13.6.1. Head Mounted Display
        13.6.2. Handheld Device
        13.6.3. Head-up Display
        13.6.4. Smart Glasses
        13.6.5. Others 
    13.7. Market Size and Forecast By Application
        13.7.1. Gaming
        13.7.2. Media and Entertainment
        13.7.3. Real Estate
        13.7.4. Retail
        13.7.5. Education
        13.7.6. Healthcare
        13.7.7. Engineering
        13.7.8. Others 
    13.8. Market Attractiveness Analysis
        13.8.1. By Country
        13.8.2. By Technology
        13.8.3. By Component
        13.8.4. By End-user
        13.8.5. By Device 
        13.8.6. By Application 
    13.9. Prominent Trends
14. APAC Market Analysis and Forecast
    14.1. Introduction
        14.1.1. Basis Point Share (BPS) Analysis By Country
        14.1.2. Y-o-Y Growth Projections By Country
    14.2. Market Size and Forecast By Country
        14.2.1. China
        14.2.2. India
        14.2.3. Japan 
        14.2.4. ASEAN
        14.2.5. Australia and New Zealand
        14.2.6. Rest of APAC 
    14.3. Market Size and Forecast By Technology
        14.3.1. Augmented Reality
        14.3.2. Virtual Reality 
    14.4. Market Size and Forecast By Component
        14.4.1. Hardware
            14.4.1.1. Display
            14.4.1.2. Processor
            14.4.1.3. Sensor
            14.4.1.4. User Interface ICs
            14.4.1.5. Power Management ICs
            14.4.1.6. Others
        14.4.2. Software 
        14.4.3. Services 
    14.5. Market Size and Forecast By End-user
        14.5.1. Consumer
        14.5.2. Commercial/Enterprise 
    14.6. Market Size and Forecast By Device
        14.6.1. Head Mounted Display
        14.6.2. Handheld Device
        14.6.3. Head-up Display
        14.6.4. Smart Glasses
        14.6.5. Others 
    14.7. Market Size and Forecast By Application
        14.7.1. Gaming
        14.7.2. Media and Entertainment
        14.7.3. Real Estate
        14.7.4. Retail
        14.7.5. Education
        14.7.6. Healthcare
        14.7.7. Engineering
        14.7.8. Others 
    14.8. Market Attractiveness Analysis
        14.8.1. By Country
        14.8.2. By Technology
        14.8.3. By Component
        14.8.4. By End-user
        14.8.5. By Device 
        14.8.6. By Application 
    14.9. Prominent Trends
15. Middle East & Africa Market Analysis and Forecast
    15.1. Introduction
        15.1.1. Basis Point Share (BPS) Analysis By Country
        15.1.2. Y-o-Y Growth Projections By Country
    15.2. Market Size and Forecast By Country
        15.2.1. GCC
        15.2.2. North Africa
        15.2.3. South Africa 
        15.2.4. Rest of MEA
    15.3. Market Size and Forecast By Technology
        15.3.1. Augmented Reality
        15.3.2. Virtual Reality 
    15.4. Market Size and Forecast By Component
        15.4.1. Hardware
            15.4.1.1. Display
            15.4.1.2. Processor
            15.4.1.3. Sensor
            15.4.1.4. User Interface ICs
            15.4.1.5. Power Management ICs
            15.4.1.6. Others
        15.4.2. Software 
        15.4.3. Services 
    15.5. Market Size and Forecast By End-user
        15.5.1. Consumer
        15.5.2. Commercial/Enterprise 
    15.6. Market Size and Forecast By Device
        15.6.1. Head Mounted Display
        15.6.2. Handheld Device
        15.6.3. Head-up Display
        15.6.4. Smart Glasses
        15.6.5. Others 
    15.7. Market Size and Forecast By Application
        15.7.1. Gaming
        15.7.2. Media and Entertainment
        15.7.3. Real Estate
        15.7.4. Retail
        15.7.5. Education
        15.7.6. Healthcare
        15.7.7. Engineering
        15.7.8. Others 
    15.8. Market Attractiveness Analysis
        15.8.1. By Country
        15.8.2. By Technology
        15.8.3. By Component
        15.8.4. By End-user
        15.8.5. By Device 
        15.8.6. By Application 
    15.9. Prominent Trends
16. Competition Landscape
    16.1. Competition Dashboard
    16.2. Competition Trend
    16.3. Latest Acquisitions in AR & VR Market
    16.4. Emerging Companies in AR & VR Market
    16.5. Market Structure 
    16.6. Company Profiles (Details-Overview, Financials, Products, Strategy, Recent Developments)
        16.6.1. Google Inc.
        16.6.2. Samsung Electronics Co. Ltd
        16.6.3. Microsoft Corporation
        16.6.4. Oculus VR, LLC
        16.6.5. Osterhout Design Group, Inc.
        16.6.6. Magic Leap, Inc.
        16.6.7. Com Limited
        16.6.8. DAQRI LLC
        16.6.9. EON Reality Inc.
        16.6.10. Vuzix Corporation
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