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

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1 Market Overview

  • 1.1 Product Overview and Scope of Virtual and Augmented Reality
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Virtual and Augmented Reality by Type
    • 1.3.1 Overview: Global Virtual and Augmented Reality Market Size by Type: 2019 Versus 2023 Versus 2030
    • 1.3.2 Global Virtual and Augmented Reality Consumption Value Market Share by Type in 2023
    • 1.3.3 Hardware
    • 1.3.4 Software
    • 1.3.5 Service
  • 1.4 Global Virtual and Augmented Reality Market by Application
    • 1.4.1 Overview: Global Virtual and Augmented Reality Market Size by Application: 2019 Versus 2023 Versus 2030
    • 1.4.2 Healthcare
    • 1.4.3 Education
    • 1.4.4 Retail
    • 1.4.5 Gaming
    • 1.4.6 Construction
    • 1.4.7 Media and Entertainment
    • 1.4.8 Automotive
    • 1.4.9 Defense and Aerospace
    • 1.4.10 Manufacturing
  • 1.5 Global Virtual and Augmented Reality Market Size & Forecast
  • 1.6 Global Virtual and Augmented Reality Market Size and Forecast by Region
    • 1.6.1 Global Virtual and Augmented Reality Market Size by Region: 2019 VS 2023 VS 2030
    • 1.6.2 Global Virtual and Augmented Reality Market Size by Region, (2019-2030)
    • 1.6.3 North America Virtual and Augmented Reality Market Size and Prospect (2019-2030)
    • 1.6.4 Europe Virtual and Augmented Reality Market Size and Prospect (2019-2030)
    • 1.6.5 Asia-Pacific Virtual and Augmented Reality Market Size and Prospect (2019-2030)
    • 1.6.6 South America Virtual and Augmented Reality Market Size and Prospect (2019-2030)
    • 1.6.7 Middle East and Africa Virtual and Augmented Reality Market Size and Prospect (2019-2030)

2 Company Profiles

  • 2.1 Google
    • 2.1.1 Google Details
    • 2.1.2 Google Major Business
    • 2.1.3 Google Virtual and Augmented Reality Product and Solutions
    • 2.1.4 Google Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.1.5 Google Recent Developments and Future Plans
  • 2.2 Samsung Electronics
    • 2.2.1 Samsung Electronics Details
    • 2.2.2 Samsung Electronics Major Business
    • 2.2.3 Samsung Electronics Virtual and Augmented Reality Product and Solutions
    • 2.2.4 Samsung Electronics Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.2.5 Samsung Electronics Recent Developments and Future Plans
  • 2.3 Microsoft
    • 2.3.1 Microsoft Details
    • 2.3.2 Microsoft Major Business
    • 2.3.3 Microsoft Virtual and Augmented Reality Product and Solutions
    • 2.3.4 Microsoft Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.3.5 Microsoft Recent Developments and Future Plans
  • 2.4 Sony Interactive Entertainment
    • 2.4.1 Sony Interactive Entertainment Details
    • 2.4.2 Sony Interactive Entertainment Major Business
    • 2.4.3 Sony Interactive Entertainment Virtual and Augmented Reality Product and Solutions
    • 2.4.4 Sony Interactive Entertainment Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.4.5 Sony Interactive Entertainment Recent Developments and Future Plans
  • 2.5 Oculus VR
    • 2.5.1 Oculus VR Details
    • 2.5.2 Oculus VR Major Business
    • 2.5.3 Oculus VR Virtual and Augmented Reality Product and Solutions
    • 2.5.4 Oculus VR Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.5.5 Oculus VR Recent Developments and Future Plans
  • 2.6 HTC
    • 2.6.1 HTC Details
    • 2.6.2 HTC Major Business
    • 2.6.3 HTC Virtual and Augmented Reality Product and Solutions
    • 2.6.4 HTC Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.6.5 HTC Recent Developments and Future Plans
  • 2.7 ZeroLigh
    • 2.7.1 ZeroLigh Details
    • 2.7.2 ZeroLigh Major Business
    • 2.7.3 ZeroLigh Virtual and Augmented Reality Product and Solutions
    • 2.7.4 ZeroLigh Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.7.5 ZeroLigh Recent Developments and Future Plans
  • 2.8 EON Reality
    • 2.8.1 EON Reality Details
    • 2.8.2 EON Reality Major Business
    • 2.8.3 EON Reality Virtual and Augmented Reality Product and Solutions
    • 2.8.4 EON Reality Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.8.5 EON Reality Recent Developments and Future Plans
  • 2.9 Nokia
    • 2.9.1 Nokia Details
    • 2.9.2 Nokia Major Business
    • 2.9.3 Nokia Virtual and Augmented Reality Product and Solutions
    • 2.9.4 Nokia Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.9.5 Nokia Recent Developments and Future Plans
  • 2.10 Barco
    • 2.10.1 Barco Details
    • 2.10.2 Barco Major Business
    • 2.10.3 Barco Virtual and Augmented Reality Product and Solutions
    • 2.10.4 Barco Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.10.5 Barco Recent Developments and Future Plans
  • 2.11 Blippar
    • 2.11.1 Blippar Details
    • 2.11.2 Blippar Major Business
    • 2.11.3 Blippar Virtual and Augmented Reality Product and Solutions
    • 2.11.4 Blippar Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.11.5 Blippar Recent Developments and Future Plans
  • 2.12 Aurasma
    • 2.12.1 Aurasma Details
    • 2.12.2 Aurasma Major Business
    • 2.12.3 Aurasma Virtual and Augmented Reality Product and Solutions
    • 2.12.4 Aurasma Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.12.5 Aurasma Recent Developments and Future Plans
  • 2.13 MindMaze
    • 2.13.1 MindMaze Details
    • 2.13.2 MindMaze Major Business
    • 2.13.3 MindMaze Virtual and Augmented Reality Product and Solutions
    • 2.13.4 MindMaze Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.13.5 MindMaze Recent Developments and Future Plans
  • 2.14 Virtalis
    • 2.14.1 Virtalis Details
    • 2.14.2 Virtalis Major Business
    • 2.14.3 Virtalis Virtual and Augmented Reality Product and Solutions
    • 2.14.4 Virtalis Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.14.5 Virtalis Recent Developments and Future Plans
  • 2.15 Manus Machinae
    • 2.15.1 Manus Machinae Details
    • 2.15.2 Manus Machinae Major Business
    • 2.15.3 Manus Machinae Virtual and Augmented Reality Product and Solutions
    • 2.15.4 Manus Machinae Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.15.5 Manus Machinae Recent Developments and Future Plans
  • 2.16 Independiente Communications
    • 2.16.1 Independiente Communications Details
    • 2.16.2 Independiente Communications Major Business
    • 2.16.3 Independiente Communications Virtual and Augmented Reality Product and Solutions
    • 2.16.4 Independiente Communications Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.16.5 Independiente Communications Recent Developments and Future Plans
  • 2.17 VirZOOM
    • 2.17.1 VirZOOM Details
    • 2.17.2 VirZOOM Major Business
    • 2.17.3 VirZOOM Virtual and Augmented Reality Product and Solutions
    • 2.17.4 VirZOOM Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.17.5 VirZOOM Recent Developments and Future Plans
  • 2.18 NuFormer Projection
    • 2.18.1 NuFormer Projection Details
    • 2.18.2 NuFormer Projection Major Business
    • 2.18.3 NuFormer Projection Virtual and Augmented Reality Product and Solutions
    • 2.18.4 NuFormer Projection Virtual and Augmented Reality Revenue, Gross Margin and Market Share (2019-2024)
    • 2.18.5 NuFormer Projection Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Virtual and Augmented Reality Revenue and Share by Players (2019-2024)
  • 3.2 Market Share Analysis (2023)
    • 3.2.1 Market Share of Virtual and Augmented Reality by Company Revenue
    • 3.2.2 Top 3 Virtual and Augmented Reality Players Market Share in 2023
    • 3.2.3 Top 6 Virtual and Augmented Reality Players Market Share in 2023
  • 3.3 Virtual and Augmented Reality Market: Overall Company Footprint Analysis
    • 3.3.1 Virtual and Augmented Reality Market: Region Footprint
    • 3.3.2 Virtual and Augmented Reality Market: Company Product Type Footprint
    • 3.3.3 Virtual and Augmented Reality Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Virtual and Augmented Reality Consumption Value and Market Share by Type (2019-2024)
  • 4.2 Global Virtual and Augmented Reality Market Forecast by Type (2025-2030)

5 Market Size Segment by Application

  • 5.1 Global Virtual and Augmented Reality Consumption Value Market Share by Application (2019-2024)
  • 5.2 Global Virtual and Augmented Reality Market Forecast by Application (2025-2030)

6 North America

  • 6.1 North America Virtual and Augmented Reality Consumption Value by Type (2019-2030)
  • 6.2 North America Virtual and Augmented Reality Consumption Value by Application (2019-2030)
  • 6.3 North America Virtual and Augmented Reality Market Size by Country
    • 6.3.1 North America Virtual and Augmented Reality Consumption Value by Country (2019-2030)
    • 6.3.2 United States Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 6.3.3 Canada Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 6.3.4 Mexico Virtual and Augmented Reality Market Size and Forecast (2019-2030)

7 Europe

  • 7.1 Europe Virtual and Augmented Reality Consumption Value by Type (2019-2030)
  • 7.2 Europe Virtual and Augmented Reality Consumption Value by Application (2019-2030)
  • 7.3 Europe Virtual and Augmented Reality Market Size by Country
    • 7.3.1 Europe Virtual and Augmented Reality Consumption Value by Country (2019-2030)
    • 7.3.2 Germany Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 7.3.3 France Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 7.3.4 United Kingdom Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 7.3.5 Russia Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 7.3.6 Italy Virtual and Augmented Reality Market Size and Forecast (2019-2030)

8 Asia-Pacific

  • 8.1 Asia-Pacific Virtual and Augmented Reality Consumption Value by Type (2019-2030)
  • 8.2 Asia-Pacific Virtual and Augmented Reality Consumption Value by Application (2019-2030)
  • 8.3 Asia-Pacific Virtual and Augmented Reality Market Size by Region
    • 8.3.1 Asia-Pacific Virtual and Augmented Reality Consumption Value by Region (2019-2030)
    • 8.3.2 China Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 8.3.3 Japan Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 8.3.4 South Korea Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 8.3.5 India Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 8.3.6 Southeast Asia Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 8.3.7 Australia Virtual and Augmented Reality Market Size and Forecast (2019-2030)

9 South America

  • 9.1 South America Virtual and Augmented Reality Consumption Value by Type (2019-2030)
  • 9.2 South America Virtual and Augmented Reality Consumption Value by Application (2019-2030)
  • 9.3 South America Virtual and Augmented Reality Market Size by Country
    • 9.3.1 South America Virtual and Augmented Reality Consumption Value by Country (2019-2030)
    • 9.3.2 Brazil Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 9.3.3 Argentina Virtual and Augmented Reality Market Size and Forecast (2019-2030)

10 Middle East & Africa

  • 10.1 Middle East & Africa Virtual and Augmented Reality Consumption Value by Type (2019-2030)
  • 10.2 Middle East & Africa Virtual and Augmented Reality Consumption Value by Application (2019-2030)
  • 10.3 Middle East & Africa Virtual and Augmented Reality Market Size by Country
    • 10.3.1 Middle East & Africa Virtual and Augmented Reality Consumption Value by Country (2019-2030)
    • 10.3.2 Turkey Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 10.3.3 Saudi Arabia Virtual and Augmented Reality Market Size and Forecast (2019-2030)
    • 10.3.4 UAE Virtual and Augmented Reality Market Size and Forecast (2019-2030)

11 Market Dynamics

  • 11.1 Virtual and Augmented Reality Market Drivers
  • 11.2 Virtual and Augmented Reality Market Restraints
  • 11.3 Virtual and Augmented Reality Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Virtual and Augmented Reality Industry Chain
  • 12.2 Virtual and Augmented Reality Upstream Analysis
  • 12.3 Virtual and Augmented Reality Midstream Analysis
  • 12.4 Virtual and Augmented Reality Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global Virtual and Augmented Reality market size was valued at USD 2351.2 million in 2023 and is forecast to a readjusted size of USD 5154.5 million by 2030 with a CAGR of 11.9% during review period.
    VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.
    The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 43% market share.
    The Global Info Research report includes an overview of the development of the Virtual and Augmented Reality industry chain, the market status of Healthcare (Hardware, Software), Education (Hardware, Software), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Virtual and Augmented Reality.
    Regionally, the report analyzes the Virtual and Augmented Reality 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 Virtual and Augmented Reality market, with robust domestic demand, supportive policies, and a strong manufacturing base.
    Key Features:
    The report presents comprehensive understanding of the Virtual and Augmented Reality 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 Virtual and Augmented Reality 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., Hardware, Software).
    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 Virtual and Augmented Reality market.
    Regional Analysis: The report involves examining the Virtual and Augmented Reality 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 Virtual and Augmented Reality market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
    The report also involves a more granular approach to Virtual and Augmented Reality:
    Company Analysis: Report covers individual Virtual and Augmented Reality 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 Virtual and Augmented Reality This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Healthcare, Education).
    Technology Analysis: Report covers specific technologies relevant to Virtual and Augmented Reality. It assesses the current state, advancements, and potential future developments in Virtual and Augmented Reality areas.
    Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Virtual and Augmented Reality 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
    Virtual and Augmented Reality 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
    Hardware
    Software
    Service
    Market segment by Application
    Healthcare
    Education
    Retail
    Gaming
    Construction
    Media and Entertainment
    Automotive
    Defense and Aerospace
    Manufacturing
    Market segment by players, this report covers
    Google
    Samsung Electronics
    Microsoft
    Sony Interactive Entertainment
    Oculus VR
    HTC
    ZeroLigh
    EON Reality
    Nokia
    Barco
    Blippar
    Aurasma
    MindMaze
    Virtalis
    Manus Machinae
    Independiente Communications
    VirZOOM
    NuFormer Projection
    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 Virtual and Augmented Reality product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of Virtual and Augmented Reality, with revenue, gross margin and global market share of Virtual and Augmented Reality from 2019 to 2024.
    Chapter 3, the Virtual and Augmented Reality 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 Virtual and Augmented Reality 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 Virtual and Augmented Reality.
    Chapter 13, to describe Virtual and Augmented Reality research findings and conclusion.

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