Global Augmented and Virtual Reality Market Growth, Share, Size, Trends and Forecast (2025 - 2031)

By Enterprise;

Small Enterprises, Medium Enterprises, and Large Enterprises.

By Technology;

Augmented Reality Technology and Virtual Reality Technology.

By Offering;

Hardware, Sensors, Semiconductor Components, Displays & Projectors, Position Tracker, Cameras, Others, and Software.

By Device Type;

Augmented Reality Devices, Head-Mounted Displays, Head-Up Displays, Virtual Reality Devices, Head-Mounted Displays, Gesture Tracking Devices, and Projectors & Displays Walls.

By Application;

Augmented Reality Application, Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense, Energy, Automotive, Other Augmented Reality Applications, Virtual Reality Application, Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense, and Other Virtual Reality Applications.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2021 - 2031).
Report ID: Rn846425928 Published Date: March, 2025 Updated Date: April, 2025

Introduction

Global Augmented and Virtual Reality Market (USD Million), 2021 - 2031

In the year 2023, the Global Augmented and Virtual Reality Market was valued at USD 55,519.78 million. The size of this market is expected to increase to USD 627,470.96 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 41.4%.

The global augmented and virtual reality (AR/VR) market has emerged as a transformative force reshaping numerous industries, from entertainment and gaming to healthcare, education, and beyond. Augmented reality overlays digital information onto the real world, enhancing users' perceptions and interactions, while virtual reality immerses users into entirely digital environments.

Driven by advancements in technology, including improved hardware, software, and networking infrastructure, the AR/VR market has witnessed exponential growth in recent years. Key factors fueling this expansion include the increasing adoption of AR/VR in enterprise applications for training, simulation, and visualization, as well as the growing consumer interest in immersive experiences.

The COVID-19 pandemic has accelerated the uptake of AR/VR solutions, as businesses and individuals seek innovative ways to collaborate, communicate, and entertain in a socially distanced world. From virtual meetings and remote collaboration tools to virtual events and immersive entertainment experiences, AR/VR technologies have demonstrated their potential to bridge physical distances and deliver compelling experiences.

As the market continues to evolve, fueled by ongoing technological advancements and expanding use cases, stakeholders across industries are exploring new opportunities to leverage AR/VR for enhanced productivity, engagement, and innovation. With investments pouring into research and development, as well as market expansion initiatives, the future of augmented and virtual reality appears promising, poised to redefine how we perceive and interact with the digital and physical worlds.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Enterprise
    2. Market Snapshot, By Technology
    3. Market Snapshot, By Offering
    4. Market Snapshot, By Device Type
    5. Market Snapshot, By Application
    6. Market Snapshot, By Region
  4. Global Augmented and Virtual Reality Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Increasing Adoption Across Industries

        2. Growing Demand for AR/VR in Entertainment and Gaming

        3. Rising Investments and Funding

      2. Restraints
        1. Cost of Implementation

        2. Technical Limitations

        3. Health and Safety Concerns

      3. Opportunities
        1. Expanding Applications

        2. Enterprise Adoption

        3. Healthcare Innovation

    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Augmented and Virtual Reality Market, By Enterprise, 2021 - 2031 (USD Million)
      1. Small Enterprises
      2. Medium Enterprises
      3. Large Enterprises
    2. Global Augmented and Virtual Reality Market, By Technology, 2021 - 2031 (USD Million)
      1. Augmented Reality Technology
      2. Virtual Reality Technology
    3. Global Augmented and Virtual Reality Market, By Offering, 2021 - 2031 (USD Million)
      1. Hardware
        1. Sensors
        2. Semiconductor Components
        3. Displays & Projectors
        4. Position Tracker
        5. Cameras
        6. Others
      2. Software
    4. Global Augmented and Virtual Reality Market, By Device Type, 2021 - 2031 (USD Million)
      1. Augmented Reality Devices
        1. Head-mounted Displays
        2. Head-up Displays
      2. Virtual Reality Devices
        1. Head-mounted Displays
        2. Gesture Tracking Devices
        3. Projectors & Displays Walls
    5. Global Augmented and Virtual Reality Market, By Application, 2021 - 2031 (USD Million)
      1. Augmented Reality Application
        1. Consumer
        2. Commercial
        3. Enterprise
        4. Healthcare
        5. Aerospace & Defense
        6. Energy
        7. Automotive
        8. Other Augmented Reality Applications
      2. Virtual Reality Application
        1. Consumer
        2. Commercial
        3. Enterprise
        4. Healthcare
        5. Aerospace & Defense
    6. Global Augmented and Virtual Reality Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Google (US)
      2. Microsoft (US)
      3. Sony Group Corporation (Japan)
      4. META (US)
      5. SAMSUNG (South Korea)
      6. HTC Corporation (Taiwan)
      7. Apple Inc. (US)
  7. Analyst Views
  8. Future Outlook of the Market