Global AR, VR and MR Accessories Market Research Report 2024-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2030

Global AR, VR and MR Accessories Market Research Report 2024-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2030


Augmented reality (AR) is an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli and delivered via technology. Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Mixed reality (MR)—sometimes referred to as hybrid reality—is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. AR, VR and MR Accessories are devices that can make a VR, AR or MR experience more immersive, more practical or more suitable for completing a specific task.

Market Overview:

The latest research study on the global AR, VR and MR Accessories market finds that the global AR, VR and MR Accessories market reached a value of USD 3669.13 million in 2023. It’s expected that the market will achieve USD 6566.77 million by 2029, exhibiting a CAGR of 10.19% during the forecast period.

The application of AR, VR and MR in entertainment drives the development of the industry

At this stage, for individual users, AR, VR and MR are mainly used in leisure and entertainment, including but not limited to games, performances, fitness, film and television, etc. Enriching life content and improving life quality are the main needs of AR, VR and MR users at this stage. The most well-known application field of VR is the gaming sector. At this stage, VR games include FPS (first-person shooter), action, RPG (role playing), adventure, simulation, leisure, music, sports, decryption, racing and other types. Among them, in the FPS game world, players use the handle to control the game characters to shoot, and avoid bullets through body movement, allowing them to experience nearly real combat scenes. With its thrilling gaming experience, FPS games are currently the most popular VR game type among users. In addition, the further integration of virtual and reality has led to AR, VR and MR being actively used in the commercial sector. For enterprises, AR, VR and MR are used in industries with higher risk factors or serious stereotypes. Therefore, the application of AR, VR and MR in entertainment has driven up the market demand for AR, VR and MR Accessories, bringing more driving force to the development of the industry.

Relevant technological progress will further promote the development of AR, VR and MR industries

5G's high speed, wide connection and low latency directly improve the performance of AR, VR and MR equipment, improve user experience, and can promote the large-scale application of AR, VR and MR. The accelerated commercialization of 5G has ushered in a new wave of development in the AR, VR and MR industries, driving the application scope of AR, VR and MR from consumer entertainment fields such as live broadcasts and games to accelerating penetration into vertical fields such as industry, medical care, and education. Spatial computing is a transformative technology that seamlessly intertwines our physical reality with the digital sphere, forging a new and profound connection. This cutting-edge approach is founded on the crucial concept of spatial awareness, granting computers the capacity to interact with the world in a manner more akin to human intuition. With its ability to bridge the physical and digital worlds, spatial computing presents many opportunities for businesses, industries, and individuals. Many companies have already embraced spatial computing technologies and are actively using them in various applications. For example, Microsoft has been a major player in the spatial computing space with its HoloLens and Windows Mixed Reality platform. HoloLens is an advanced AR headset that overlays digital holograms onto the user's physical environment, enabling applications in fields like industrial design, training, and remote collaboration. Google, on the other hand, made significant strides in spatial computing with its ARCore platform. ARCore is an innovative platform that brings augmented reality experiences to Android devices, empowering developers to create compelling and interactive AR applications for a vast user base. The device's camera, motion sensors, and computing power enable ARCore to accurately map the environment to seamlessly interact with the real world, enriching users' everyday experiences with an array of imaginative and practical applications.Therefore, related technological progress will further promote the development of the AR, VR and MR industry, thereby promoting the development of the AR, VR and MR Accessories industry.

Region Overview:

In 2022, the share of the AR, VR and MR Accessories market in United States stood at 37.89%.

Company Overview:

The major players operating in the AR, VR and MR Accessories market include Meta, Pico, HTC Vive, Microsoft, Valve, etc. Among which, Meta ranked top in terms of sales and revenue in 2023.

Meta Platforms Inc (Meta), formerly Facebook Inc, is a provider of social networking, advertising, and business insight solutions. Through its major products Facebook, Instagram, Oculus, Messenger, and WhatsApp, the company connects people with their friends, and families, and co-workers across the world, and helps them discover new products and services from local and global businesses. It enables people to share their opinions, ideas, photos and videos, and other activities through mobile devices and personal computers with audiences ranging from their closest friends to public.

Segmentation Overview:

By type, Headsets and HMDs (Head-Mounted Displays) segment accounted for the largest share of market in 2022.

Application Overview:

By application, the VR segment occupied the biggest share from 2018 to 2022.

Key Companies in the global AR, VR and MR Accessories market covered in Chapter 3:

Valve
Meta
Pico
Sony
Epson
Microsoft
Vuzix
XREAL
HTC Vive

In Chapter 4 and Chapter 14.2, on the basis of types, the AR, VR and MR Accessories market from 2019 to 2030 is primarily split into:

Headsets and HMDs (Head-Mounted Displays)
Controllers and Input Devices
Tracking Systems
Haptic Feedback Devices
Cables and Wireless Adapters

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the AR, VR and MR Accessories market from 2019 to 2030 covers:

AR
VR
MR

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2019-2030) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global AR, VR and MR Accessories Market Segmented by Type
Chapter 5 Global AR, VR and MR Accessories Market Segmented by Downstream Industry
Chapter 6 AR, VR and MR Accessories Industry Chain Analysis
Chapter 7 The Development and Dynamics of AR, VR and MR Accessories Market
Chapter 8 Global AR, VR and MR Accessories Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global AR, VR and MR Accessories Market Forecast by Geography, Type, and Downstream Industry 2024-2030
Chapter 15 Appendix

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