Global Augmented Reality and Virtual Reality Apps Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Augmented Reality and Virtual Reality Apps Market 2024 by Company, Regions, Type and Application, Forecast to 2030


According to our (Global Info Research) latest study, the global Augmented Reality and Virtual Reality Apps market size was valued at USD 10160 million in 2023 and is forecast to a readjusted size of USD 37420 million by 2030 with a CAGR of 20.5% during review period.

When technology is used to augment a user's experience of the real world it is termed as Augmented Reality (AR). When technology is used to completely immerse the user in a virtually simulated world, it is termed as Virtual Reality (VR). These two technologies are finding more and more potential applications every day.

The Global Info Research report includes an overview of the development of the Augmented Reality and Virtual Reality Apps industry chain, the market status of Education and training (For Non-Immersive Systems, For Semi-Immersive Projection Systems), Video Game (For Non-Immersive Systems, For Semi-Immersive Projection Systems), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Augmented Reality and Virtual Reality Apps.

Regionally, the report analyzes the Augmented Reality and Virtual Reality Apps markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Augmented Reality and Virtual Reality Apps market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the Augmented Reality and Virtual Reality Apps market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Augmented Reality and Virtual Reality Apps industry.

The report involves analyzing the market at a macro level:

Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., For Non-Immersive Systems, For Semi-Immersive Projection Systems).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Augmented Reality and Virtual Reality Apps market.

Regional Analysis: The report involves examining the Augmented Reality and Virtual Reality Apps market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Augmented Reality and Virtual Reality Apps market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Augmented Reality and Virtual Reality Apps:

Company Analysis: Report covers individual Augmented Reality and Virtual Reality Apps players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Augmented Reality and Virtual Reality Apps This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Education and training, Video Game).

Technology Analysis: Report covers specific technologies relevant to Augmented Reality and Virtual Reality Apps. It assesses the current state, advancements, and potential future developments in Augmented Reality and Virtual Reality Apps areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Augmented Reality and Virtual Reality Apps market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation

Augmented Reality and Virtual Reality Apps market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
For Non-Immersive Systems
For Semi-Immersive Projection Systems
For Fully Immersive Head-Mounted Systems

Market segment by Application
Education and training
Video Game
Media
Tourism
Social Media
Others

Market segment by players, this report covers
Augmented Pixels
Aurasma
Blippar
Catchoom
DAQRI
Wikitude
AR Circuits
SkyView
Anatomy 4D
Blippar
BuildAR.com
Virtals
EON Reality Inc.
Google
Zappar
Wikitude
Reza Moh

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe Augmented Reality and Virtual Reality Apps product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Augmented Reality and Virtual Reality Apps, with revenue, gross margin and global market share of Augmented Reality and Virtual Reality Apps from 2019 to 2024.

Chapter 3, the Augmented Reality and Virtual Reality Apps competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Augmented Reality and Virtual Reality Apps market forecast, by regions, type and application, with consumption value, from 2025 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of Augmented Reality and Virtual Reality Apps.

Chapter 13, to describe Augmented Reality and Virtual Reality Apps research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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