The Augmented & Virtual Reality Market size was estimated at USD 36.08 billion in 2023 and expected to reach USD 42.52 billion in 2024, at a CAGR 17.92% to reach USD 114.46 billion by 2030.
Augmented & virtual reality (AR/VR) involves innovative technologies that merge digital content with the real-life environment of the user or generate an immersive, computer-simulated environment. These technologies utilize sensors, cameras, displays, and software to create an interactive experience beyond traditional 2D screens. Advancements in hardware components such as processors and graphics cards have enabled powerful computing capabilities for complex AR/VR applications. Additionally, increased internet connectivity worldwide has allowed a broader audience to access AR/VR services. However, prolonged AR/VR headset use may cause motion sickness, eye strain, or other physical discomforts to some users. Nevertheless, VR simulations are expected to aid doctors in practicing surgeries before actual operations, and students can engage in immersive learning experiences through AR-enhanced virtual field trips, which are expected to create potential opportunities for the augmented & virtual reality (AR/VR) market.
Regional Insights
The augmented & virtual reality market is evolving in the Americas owing to heavy investments in AR/VR research and new product development activities. The European Union (EU) countries witness substantial AR/VR adoption growth for training and knowledge-sharing purposes. In the Middle East and Africa region, the augmented & virtual reality market is developing with smart city initiatives, including incorporating AR into public services and deploying VR-based solutions in education, training, tourism, and oil & gas industries. The Asia-Pacific region represents a growing AR/VR technology landscape owing to its vast consumer base driving demand for immersive experiences across multiple sectors such as gaming, retail, education, and healthcare. Besides, technological advancements and research to expand AR/VR applications in diverse sectors are anticipated to propel their use in end-use sectors globally.
Market Insights
Market Dynamics
The market dynamics represent an ever-changing landscape of the Augmented & Virtual Reality Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
Market Drivers
Government initiatives promoting AR/VR and industry 4.0 activities
Increasing use of VR in aerospace & defense for training and simulation
Rising demand for AR in retail and e-commerce sectors
Market Restraints
Functionality and performance limitations of AR/VR devices and software
Market Opportunities
Technological advancements in AR/VR hardware and software
Expansion of the technology in the gaming and metaverse community
Market Challenges
Security and privacy issues associated with AR & VR
Market Segmentation Analysis
Technology: Proliferation of virtual reality to create realistic simulations
Product: Rising penetration of AR/VR software for content creation
Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies
Organization Size: Burgeoning adoption of AR/VR in large enterprises
Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes
Market Disruption Analysis
Porter’s Five Forces Analysis
Value Chain & Critical Path Analysis
Pricing Analysis
Technology Analysis
Patent Analysis
Trade Analysis
Regulatory Framework Analysis
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Augmented & Virtual Reality Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Augmented & Virtual Reality Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Google's AR Microscope Paves the Way for Early Cancer Detection
Google LLC by Alphabet Inc. is collaborating with the U.S. Department of Defense to develop an Augmented Reality Microscope (ARM) powered by artificial intelligence (AI) for cancer detection. The ARM aims to provide visual data, including arrows, contours, heatmaps, animations, object detection, quantification, and classification. The goal is to reduce the time and labor required for cancer detection.
Accenture, Microsoft Uses Metaverse to Unite Decision-Makers
Microsoft Corp. and Accenture PLC have joined forces with The World Economic Forum (WEF) to expand its Global Collaboration Village, an immersive virtual space that caters to international decision-makers. This metaverse service has been enhanced by including a Polar Tipping Points Hub, where stakeholders from businesses, governments, and academia can come together to address climate-related issues through virtual collaboration.
VR Owl Group Acquires MeetinVR in Company Shakeup
The VR Owl Group has acquired MeetinVR to enhance its business operations. With this acquisition, MeetinVR's services is planned to continue to be independently available to their valued customers.
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Augmented & Virtual Reality Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Augmented & Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Amazon Web Services, Inc., Apple Inc., Atheer, Inc., Blippar Group Limited, Capermint Technologies Pvt. Ltd., Cisco Systems, Inc., CyberGlove Systems Inc., EON Reality, Inc., Google LLC by Alphabet Inc., Hewlett-Packard Development Company, L.P., HTC Corporation, Inglobe Technologies Srl, Innovega Inc., Intel Corporation, International Business Machines Corporation, KT Corporation, Lenovo Group Limited, LG Corporation, Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc..
Market Segmentation & Coverage
This research report categorizes the Augmented & Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:
Technology
Augmented Reality
Marker-Based Augmented Reality
Active Marker
Passive Marker
Markerless Augmented Reality
Image-Based Processing
Model-Based Tracking
Virtual Reality
Nonimmersive Technology
Semi-Immersive & Fully Immersive Technology
Product
Hardware
Cameras
Displays & Projectors
Position Trackers
Semiconductor Component
Sensors
Software
3D Modeling
AR Remote Collaboration
Documentation
Navigation
Visualization
VR Content Creation
Workflow Optimization
Devices
Display Walls & Projectors
Gesture Tracking Devices
Head-Mounted Displays
Head-Up Displays
Organization Size
Large Enterprises
Small & Medium Enterprises
Application
Commercial & Industrial
Aerospace & Defense
Automotive & Transportation
Banking, Financial Services & Insurance
Building, Construction & Real Estate
Consumer Goods & Retail
Education
Energy & Utilities
Government & Public Sector
Healthcare & Life Sciences
Information Technology
Manufacturing
Media & Entertainment
Telecommunication
Travel & Hospitality
Personal
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom
Please Note: PDF & Excel + Online Access - 1 Year
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Government initiatives promoting AR/VR and industry 4.0 activities
5.1.1.2. Increasing use of VR in aerospace & defense for training and simulation
5.1.1.3. Rising demand for AR in retail and e-commerce sectors
5.1.2. Restraints
5.1.2.1. Functionality and performance limitations of AR/VR devices and software
5.1.3. Opportunities
5.1.3.1. Technological advancements in AR/VR hardware and software
5.1.3.2. Expansion of the technology in the gaming and metaverse community
5.1.4. Challenges
5.1.4.1. Security and privacy issues associated with AR & VR
5.2. Market Segmentation Analysis
5.2.1. Technology: Proliferation of virtual reality to create realistic simulations
5.2.2. Product: Rising penetration of AR/VR software for content creation
5.2.3. Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies
5.2.4. Organization Size: Burgeoning adoption of AR/VR in large enterprises
5.2.5. Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes
5.3. Market Trend Analysis
5.3.1. Established AR/VR startup ecosystem catering to different industries across Americas favored by private and public funding
5.3.2. Huge demand from the younger population and rising penetration of the global vendors to commercialize AR/VR products in APAC
5.3.3. Enhanced emphasis on technological innovations, strategic collaborations, and significant investments in Metaverse in EMEA
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework Analysis
6. Augmented & Virtual Reality Market, by Technology
6.1. Introduction
6.2. Augmented Reality
6.3. Virtual Reality
7. Augmented & Virtual Reality Market, by Product
7.1. Introduction
7.2. Hardware
7.3. Software
8. Augmented & Virtual Reality Market, by Devices
8.1. Introduction
8.2. Display Walls & Projectors
8.3. Gesture Tracking Devices
8.4. Head-Mounted Displays
8.5. Head-Up Displays
9. Augmented & Virtual Reality Market, by Organization Size
9.1. Introduction
9.2. Large Enterprises
9.3. Small & Medium Enterprises
10. Augmented & Virtual Reality Market, by Application