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    Augmented Virtual Reality Hardware Market Size

    ID: MRFR/ICT/9481-CR
    110 Pages
    Aarti Dhapte
    April 2023

    AR/VR Hardware Market Research Report Information By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others), By Application (Head Mounted Display, Head Up Display, and Handheld Devices), By Industry Vertical (Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others), and By Region (North Americ...

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    Augmented Virtual Reality Hardware Size

    Augmented Virtual Reality Hardware Market Growth Projections and Opportunities

    The augmented and virtual reality (AR/VR) hardware market is impacted by a huge number of market factors that add to its development and development. One of the essential variables molding this market is the rising demand for vivid and intuitive encounters across different ventures. AR/VR devices are being utilized by companies, educational institutions, healthcare providers and entertainment industry to create live reproductions of training modules as well as games. This need comes from the desire to improve customer satisfaction, better learning outcomes and provide new experiences that blur boundaries between physical world.

    In addition, the advances in display and sensor technologies play a critical role in shaping AR/VR hardware market. The rise of high-resolution displays, high amusement optics and precise motion following sensors has substantially enhanced the visual capabilities of AR/VR devices. These disruptive breakthroughs have resulted in cost-effective, immersive and aesthetically pleasing AR/VR experiences which are driving the adoption of AR/VR hardware on both consumer as well as enterprise applications.

    Additionally, the emerging focus on remote collaboration, telepresence and virtual meetings is influencing AR/VR hardware demand. The growth of homework and the need for remote correspondence, audit devices are going to AR/VR solutions that will help in cooperating with virtual gatherings. The companies that supply AR/VR hardware are advancing to provide solutions allowing realistic virtual interactions, spatial audio and immersive settings for remote collaboration needs.

    Additionally, the increasing compatibility of AR/VR technology in medical sector as well as education and training is an important market driver that increases within demand for hardware. The AR/VR hardware is used by the medical professionals for clinical assessments, simulated operations and patient education, whereas teachers bring their usage to life in mind-opening experiencesand virtual tours. This combination of AR/VR hardware in non-deflection zones is analogous to the growing acceptance that its efficacy can enhance learning outcomes, improve performance make significant training experiences.

    Also, the increasing adoption of 5G technologies is influencing the capabilities and applications of AR/VR hardware. The high bandwidth, low latency and uninterrupted quality of 5G networks enable smooth AR/VR experiences that are opening up use cases in gaming, live events, telemedicine remote aid as well industrial applications. Along with the progressing expansion of 5G organizations, demand for AR/VR gadgets that can exploit 5G availability to its maximum point is expected and consequently improvement of superior VR hardware arrangements.

    In addition, the influence of Covid-19 pandemic has accelerated acceptance for AR/VR hardware in teleworking space as well as virtual events and immersive entertainment environments. The requirement for virtual arrangements that empower far off cooperation, virtual preparation, and connecting with diversion content has prompted expanded interest in AR/VR hardware as a way to connect the actual distance and convey convincing virtual encounters.

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    How much is the AR/VR Hardware market?

    USD 29,984.6 Million in 2022

    What is the market size for 2030, for the AR/VR Hardware Market?

    USD 389,066.4 Million in 2030

    What is the growth rate of the AR/VR Hardware market?

    37.5%

    Which region held the largest market share in the AR/VR Hardware market?

    Asia-Pacific

    Who are the prominent players in the AR/VR Hardware market?

    Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others.

    Market Summary

    As per Market Research Future Analysis, the AR/VR Hardware Market was valued at USD 29,984.6 million in 2022 and is projected to grow from USD 41,832.3 million in 2023 to USD 389,066.4 million by 2030, with a CAGR of 37.5% during the forecast period. The growth is driven by high demand across various industries including gaming, entertainment, aerospace, and healthcare. The COVID-19 pandemic has disrupted supply chains, particularly in China, leading to a decline in production capacity and component shipments. Despite these challenges, the market is witnessing opportunities through the increasing use of smartphones and tablets for AR/VR applications, enhanced by 5G technology and WebVR. The sensor segment is expected to maintain its dominance in hardware types, while the gaming and entertainment sector leads in industry verticals.

    Key Market Trends & Highlights

    Key trends influencing the AR/VR Hardware Market include technological advancements and industry adoption.

    • AR/VR Hardware Market Size in 2022: USD 29,984.6 million.
    • Projected Market Size by 2030: USD 389,066.4 million.
    • CAGR during 2023-2030: 37.5%.
    • Asia Pacific held 40.9% market share in 2022.

    Market Size & Forecast

    2022 Market Size USD 29,984.6 million
    2023 Market Size USD 41,832.3 million
    2030 Market Size USD 389,066.4 million
    CAGR (2023-2030) 37.5%.

    Major Players

    Major players include Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, and NXP Semiconductor.

    Market Trends

    Augmented Virtual Reality Hardware Market Market Drivers

    Market Segment Insights

    AR/VR Hardware Type Insights

    Based on Hardware Type, the AR/VR Hardware Market is segmented into Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others. The sensor segment captured the biggest market share by solution in 2022 and is likely to maintain its dominance in the future years. Sensors are extensively used in the augmented reality and virtual reality hardware market, the sensors support the AR/VR system and are majorly focused on audio and video interface, motion tracking, and voice recognition. Modern-day AR/VR headsets rely on one or more types of sensors utilizing vertical-cavity surface structured-light sensors and a Lidar detection system for depth sensing.

    Processors provide AR/VR devices with the instruction and processing power they need to perform the task. For instance, processing the video into AR/VR format while utilizing a combination of GPU processors, display processors, and machine learning.

    October 2021 Bosch Sesortec GmbH launched new sensors that have reduced time lag which is very essential during head movements, time lag can be a factor in motion sickness while using AR/VR devices. The company states its new sensors have high stability and low latency enabling the sensors to be used in a wide range of applications including VR gaming.

    March 2018 Bosch Sensortec GmbH launched BM1085 motion sensor chips for AR/VR application, navigation, body motion, tracking, and gaming. The sensor is filled with features, combining a low-drift gyroscope with a low-noise accelerometer to significantly reduce the unpleasant motion sickness effect.

    AR/VR HARDWARE MARKET SIZE (USD MILLION) by hardware type (2018-2030)AR VR HARDWARE MARKET SIZE (USD MILLION) by hardware type (2018-2030)

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    AR/VR Hardware Enterprise Size Insights

    Based on Application, the AR/VR Hardware Market is segmented into Head Mounted Display, Head Up Display, and Handheld Devices. The Head Mounted Display segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.

    Head-mounted displays are display headsets that are worn on the head, head-mounted displays are equipped with display optics that are placed exactly in front of each eye, these head-mounted displays are combined with inertial measurement units, enabling users to see projected scenes. Head-mounted displays are used in a wide range of applications including aviation, engineering, medicine, and gaming.

    AR/VR Hardware Industry Vertical Insights

    Based on Industry Vertical, the AR/VR Hardware Market is segmented into Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others. The Gaming & Entertainment segment captured the biggest market share by solution in 2021 and is likely to maintain its dominance in the future years.

    There is a rapid rise in the adoption of augmented and virtual reality in the gaming and entertainment industry, augmented and virtual reality allows the users to experience digital games and movies in a real-world environment. With the rapid advancement in AR/VR technology, the demand is increasing in this vertical.

    Virtual reality gaming combines augmented reality gaming and virtual reality gaming. Augmented reality gaming is a combination of audio and visual content in real-time. Virtual reality gaming is a 3D application for creating virtual artificial environment in computer games. AR games are mostly played on smartphones, tablets, and portable gaming systems. Augmented reality gaming uses the existing environment and generates a gaming field within itself. VR gaming control may involve keyboard and mouse, game controllers or motion capture methods. Mixed reality games are mostly played on head-mounted displays.

    Acer’s mixed reality headset, Microsoft HoloLens, Samsung Odyssey, Lenovo Explorer, and Dell Visor are some examples of devices on which users can play reality video games.

    AR/VR HARDWARE MARKET SIZE (USD MILLION) by industry vertical (2018-2030)AR VR HARDWARE MARKET SIZE (USD MILLION) by industry vertical (2018-2030)

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Regional Insights

    By Region, the study segments the market into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. Asia Pacific dominated the AR/VR Hardware Market with a share of 40.9% of the total market in 2022. Growing spending on augmented reality and virtual reality (AR/VR) technologies coupled with rise in penetration of the wireless-first strategy amongst enterprises, industries, and public sector organizations drives the AR/VR market in the Asia-Pacific region. Vendors will advance VR headsets, AR for smart glasses and phones, and disrupt augmented audio technologies, providing the consumer market with excellent growth prospects.

    The demand from businesses for a new immersive experience in how they conduct business and connect with customers and workers is what's fueling the phenomenal market growth for AR/VR technologies. Vendors must, however, respond to consumer AR/VR applications as well if they want to take advantage of opportunities with rapid growth over the coming few years. The highest expenditure sectors over the projection period will be professional services, discrete manufacturing, healthcare, education, and healthcare.

    The North American market for augmented reality and virtual reality hardware is divided into countries namely US and Canada. Growing development in AR and VR technologies coupled with large number of AR and VR technologies players in North America is expected o garner high CAGR during the forecast period.

    For instance, In order to give students access to learning options in the metaverse, several educational institutions plan to launch digital twin campuses, according to VictoryXR, a provider of augmented and virtual reality (AR/VR) content for schools and educational institutions, which has announced the launch of ten "Metaversities" in the US this fall. Growing adoption of immersive technologies in this region owing to its benefits is a major factor expected to drive the growth of the market. 

    Moreover, on-going demand of immersive technologies especially integrate hardware devices in healthcare industry is further expected to garner significant revenue in the coming 10 years. For instance, May 25, 2022, LONDON At a special event for the XR community, ARuVR, the virtual and augmented reality learning company, will announce a partnership with a prominent XR and EdTech supporter to revolutionize medical education. Professor Manish Chand, of the UCL Hospital NHS Foundation Trust, will test out ARuVR's technology to instruct medical students as part of the agreement.

    The invitation-only event will be held at the grade II-listed BT Tower, which is home to BT, which joins Coca-Cola, Rio Tinto, PwC, and NEOM on the long list of international clients for ARuVR.

    Further, the countries considered in the scope of the AR/VR Hardware market are the US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, Chile, and others.

    AR/VR HARDWARE MARKET SIZE (USD MILLION) by region (2018-2030)AR VR HARDWARE MARKET SIZE (USD MILLION) BY REGION (2018-2030)

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Key Players and Competitive Insights

    Major market players are spending a lot of money on R&D to increase their product lines, which will help the AR/VR Hardware market grow even more. Market participants are also taking a range of strategic initiatives to grow their worldwide footprint, including new product launches, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations. Competitors in the AR/VR Hardware industry must offer cost-effective services and solutions to expand and survive in an increasingly competitive and rising market environment.

    Various AR/VR Hardwares market leaders are introducing new technologies for various industries in order to improve security and eliminate communication gaps between employees and businesses. Oculus VR launched Rift S headset with additional features such as hand gesture controls, the company launched the new VR headset for a price of USD 399, the new VR headset is primarily designed for gaming. NXP Semiconductors is developing accessories and hardware for the gaming markets including AR/VR headsets and wireless gamepads to keep up with the rising market demand and market innovation.

    Industry Developments

    October 2020 Samsung partnered with Stanford University for the development of an AR/VR display that is capable of packing more than 10,000 pixels per inch for use in VR/AR headsets and future contact lenses. The major aim of this partnership is to reduce the perception of the dreaded “screen door effect” in VR displays.

    May 2021 HTC Corporation partnered with Agora a VR company, the partnership aims to develop future VR technologies and experiences, and the partnership will bring HTCs hardware expertise and Agora software expertise for future development in VR technologies.

    Intended Audience

      • Sensor Industry

      • Semiconductor Industry

      • Factories And Manufacturing Facilities

      • Technology Investors

      • Regulatory Industries

      • Government Bodies

      • Augmented and Virtual Reality Industries

    Market Segmentation

    AR/VR Hardware Type Outlook

    • Sensors
    • Processors
    • Controllers
    • Cameras
    • Headphones
    • Display Monitors
    • Others

    AR/VR Hardware Regional Outlook

    North America
    • US
    • Canada
    • Mexico

    AR/VR Hardware Application Outlook

    • Head Mounted Display
    • Head Up Display
    • Handheld Devices

    AR/VR Hardware Industry Vertical Outlook

    • Aerospace & Defense
    • Gaming & Entertainment
    • Education & Training
    • Healthcare
    • Automotive
    • Others

    Report Scope

    Report Attribute/Metric Details
    Market Size 2022 USD 29,984.6 million
    Market Size 2023 USD 41,832.3 million
    Market Size 2030 USD 389,066.4 million
    Compound Annual Growth Rate (CAGR) 37.5% (2023-2030)
    Base Year 2022
    Forecast Period 2023-2030
    Historical Data 2018-2021
    Forecast Units Value (USD Million)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Segments Covered Hardware Type, Application, Industry Vertical, and Region
    Geographies Covered North America, Europe, Asia Pacific, Middle East & Africa, and South America
    Countries Covered The US, Canada, Mexico, UK, Germany, France, Italy, Spain, Switzerland, Austria, Belgium, Denmark, Finland, Greece, Hungary, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Slovakia, Sweden, Romania, Ireland, China, Japan, Singapore, Malaysia, Indonesia, Philippines, South Korea, Hong Kong, Macau, Singapore, Brunei, India, Australia & New Zealand, South Africa, Egypt, Nigeria, Saudi Arabia, Qatar, United Arab Emirates, Bahrain, Kuwait, and Oman, Brazil, Argentina, and Chile
    Key Companies Profiled Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others
    Key Market Opportunities Growing use of smartphones and tablets for AR & VR
    Key Market Driver Consumer and commercial rising interest Evolution of silicon technologies

    Market Highlights

    Author

    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in market research and business consulting, working under the spectrum of information communication technology, telecommunications and semiconductor domains. aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    John Doe
    john@example.com

    This is a great article! Really helped me understand the topic better.

    Posted on July 23, 2025, 10:15 AM
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    jane@domain.com

    Thanks for sharing this. I’ve bookmarked it for later reference.

    Posted on July 22, 2025, 7:45 PM

    FAQs

    How much is the AR/VR Hardware market?

    USD 29,984.6 Million in 2022

    What is the market size for 2030, for the AR/VR Hardware Market?

    USD 389,066.4 Million in 2030

    What is the growth rate of the AR/VR Hardware market?

    37.5%

    Which region held the largest market share in the AR/VR Hardware market?

    Asia-Pacific

    Who are the prominent players in the AR/VR Hardware market?

    Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technologyc, DPVR, Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, Leke VR, and others.

    1. Executive Summary 19
      1. MARKET ATTRACTIVENESS
      2. ANALYSIS 20
    2. Market Introduction 21
      1. Definition 21
      2. Scope
      3. of the Study 21
      4. Research Objective 21
      5. Market Structure 22
      6. 3
      7. Research Methodology 23
    3. Market Dynamics 30
      1. INTRODUCTION 30
        1. Consumer and Commercial Rising Interest 31
        2. Evolution
        3. DRIVERS IMPACT ANALYSIS 32
      2. 4.2
      3. drivers 31
      4. of Silicon Technologies 31
      5. restraints
        1. Limited Processing Power, Storage and Memory in Mobile Phones 32
      6. 32
      7. Opportunities 33
        1. Growing Use of Smartphones and Tablets for AR&
        2. Rising Usage of VR Beyond Gaming 33
      8. VR 33
      9. Impact Analysis of
        1. Impact on Semiconductor Manufacturers 34
        2. Impact
        3. Impact on Device Manufacturers 35
      10. COVID-19 34
      11. on ComponentManufacturers 34
      12. 4.5.4
      13. COVID-19 Impact on Supply Chain 35
    4. MARKET FACTOR ANALYSIS 36
      1. Supply
        1. hardware/components manufacturers 36
        2. Technology
        3. End-Users 37
      2. Chain Analysis 36
      3. Integrators 36
      4. Porter’s Five Forces Model
        1. Threat of New Entrants 38
        2. Bargaining Power of Suppliers
        3. Threat of Substitutes 38
        4. Bargaining Power of Buyers 38
        5. Intensity of Rivalry 38
      5. 37
      6. 38
    5. GLOBAL Augmented Reality and Virtual Reality
      1. Hardware MARKET,
      2. BY Hardware Type 39
      3. OVERVIEW 39
        1. Global
    6. Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
      1. (USD MILLION) 40
      2. Sensors 40
      3. Processors 40
      4. Controllers
      5. 40
      6. Cameras 40
      7. Headphones 41
      8. Display Monitors 41
      9. 6.8
      10. Others 41
    7. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
      1. BY Application 42
      2. OVERVIEW 42
        1. Global Augmented Reality and
    8. Virtual Reality Hardware market, BY Application,
      1. 43
      2. Head Mounted Display 43
      3. Head Up Display 43
      4. Handheld
      5. Devices 43
    9. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
      1. BY Industry Vertical 44
      2. OVERVIEW 44
        1. Global Augmented Reality
    10. and Virtual Reality Hardware market, BY Industry Vertical,
      1. (USD MILLION) 45
      2. Aerospace & Defense 45
      3. Gaming & Entertainment
      4. 45
      5. Education & Training 46
      6. Healthcare 46
      7. Automotive
      8. 46
      9. Others 46
    11. Global Augmented Reality and Virtual Reality Hardware
      1. MARKET,
      2. BY Region 47
      3. OVERVIEW 47
        1. Global Augmented Reality
    12. and Virtual Reality Hardware market, by Region, 2021 VS 2030
      1. (USD MILLION)
      2. 48
      3. (USD MILLION) 48
    13. Global Augmented Reality and Virtual Reality Hardware market, BY Region,
      1. North america 49
        1. North
    14. america: Augmented Reality and Virtual Reality Hardware market, BY Country,
    15. North America Augmented Reality and
    16. Virtual Reality Hardware market, BY Hardware Type,
      1. 51
      2. BY Application,
    17. North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    18. North America
    19. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
      1. Vertical,
    20. US 54
    21. US AUGMENTED REALITY
    22. AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. MILLION) 54
      2. BY Application, 2018–2030
      3. (USD MILLION) 54
    23. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    24. US AUGMENTED
    25. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. (USD MILLION) 55
    26. CANADA 55
    27. CANADA AUGMENTED REALITY AND
    28. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. 55
      2. Application,
    29. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    30. CANADA AUGMENTED
    31. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. (USD MILLION) 56
      2. Europe 57
        1. Europe: Augmented Reality and Virtual
    32. Reality Hardware market, BY Country, 2018–2030
      1. (USD MILLION) 58
      2. 9.3.2
    33. Europe Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    34. Europe AUGMENTED REALITY AND VIRTUAL
    35. REALITY HARDWARE market, BY Application, 2018–2030
      1. (USD MILLION) 60
      2. Vertical,
    36. Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    37. UK 62
    38. UK
    39. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type, 2018–2030
      1. (USD MILLION) 62
    40. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    41. market, BY Application, 2018–2030
      1. (USD MILLION) 62
    42. UK AUGMENTED
    43. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. (USD MILLION) 63
    44. GERMANY 63
    45. GERMANY AUGMENTED REALITY AND
    46. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. 63
      2. Application,
    47. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    48. GERMANY AUGMENTED
    49. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. (USD MILLION) 64
    50. FRANCE 65
    51. FRANCE AUGMENTED REALITY AND
    52. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. 65
      2. Application,
    53. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    54. FRANCE AUGMENTED
    55. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. (USD MILLION) 66
    56. ITALY 66
    57. ITALY AUGMENTED REALITY AND VIRTUAL
    58. REALITY HARDWARE market, BY Hardware Type,
    59. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    60. ITALY AUGMENTED REALITY AND
    61. VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
      1. MILLION) 67
    62. REST OF EUROPE 68
    63. REST OF EUROPE AUGMENTED REALITY
    64. AND VIRTUAL REALITY HARDWARE market, BY Hardware
      1. Type, 2018–2030 (USD
      2. MILLION) 68
      3. market,
      4. BY Application, 2018–2030 (USD MILLION) 68
    65. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    66. REST
    67. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
      1. Vertical, 2018–2030 (USD MILLION) 69
      2. Asia-Pacific 70
      3. 9.4.1
    68. Asia-Pacific: Augmented Reality and Virtual Reality Hardware market, BY Country,
    69. Asia-Pacific Augmented Reality
    70. and Virtual Reality Hardware market, BY Hardware Type,
      1. MILLION) 72
    71. Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    72. market, BY Application,
    73. Asia-Pacific
    74. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    75. CHINA 75
    76. CHINA AUGMENTED
    77. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. (USD MILLION) 75
    78. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    79. market, BY Application,
    80. CHINA
    81. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    82. JAPAN 76
    83. JAPAN AUGMENTED
    84. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. (USD MILLION) 76
    85. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    86. market, BY Application,
    87. JAPAN
    88. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    89. INDIA 78
    90. INDIA AUGMENTED
    91. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
      1. (USD MILLION) 78
    92. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    93. market, BY Application, 2018–2030
      1. (USD MILLION) 78
    94. INDIA
    95. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    96. SOUTH KOREA 79
    97. SOUTH
    98. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
      1. Type,
    99. SOUTH KOREA AUGMENTED REALITY AND
    100. VIRTUAL REALITY HARDWARE market, BY Application,
      1. 80
      2. BY Industry
      3. Vertical, 2018–2030 (USD MILLION) 80
      4. ASIA-PACIFIC 81
      5. REALITY HARDWARE market,
      6. BY Hardware Type, 2018–2030 (USD MILLION) 81
      7. BY Application, 2018–2030 (USD MILLION) 81
      8. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
      9. BY Industry Vertical,
      10. 9.5.1
      11. Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
      12. BY Hardware Type, 2018–2030 (USD MILLION) 83
      13. AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
      14. BY Application,
      15. AND VIRTUAL REALITY HARDWARE market,
      16. BY Industry Vertical, 2018–2030
      17. (USD MILLION) 85
    101. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    102. REST OF
    103. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
    104. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    105. REST OF ASIA-PACIFIC
      1. Middle East & Africa 82
        1. Middle East &
        2. Middle East & AfricaAUGMENTED REALITY
      2. Latin America 86
        1. Latin AmericaAugmented Reality
    106. and Virtual Reality Hardware market, BY Hardware
      1. Type, 2018–2030 (USD
      2. MILLION) 87
    107. Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    108. market, BY Application,
    109. Latin
    110. AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
      1. Vertical,
    111. COMPETITIVE LANDSCAPE 90
      1. Competitive
      2. benchmarking 91
      3. Vendor share analysis 92
      4. recent developments
        1. Partnerships/Agreements/contracts/Collaborations 92
        2. Business
        3. Product Launches/developments 93
      5. 92
      6. Expansions/AcquisItions 93
      7. 11
      8. Company Profiles 95
      9. oculus vr (meta) 95
        1. COMPANY OVERVIEW 95
        2. FINANCIAL OVERVIEW 96
        3. Products/Solutions/Services OFFERed 96
        4. KEY DEVELOPMENTS 97
        5. SWOT ANALYSIS 97
        6. KEY STRATEGIES
      10. 97
      11. samsung electronics co., ltd 98
        1. COMPANY OVERVIEW 98
        2. FINANCIAL OVERVIEW 99
        3. Products/Solutions/Services Offered 99
        4. KEY DEVELOPMENTS 100
        5. SWOT ANALYSIS 100
        6. KEY STRATEGIES
      12. 100
      13. WORLDVIZ 101
        1. COMPANY OVERVIEW 101
        2. Products/Solutions/Services Offered 101
      14. 11.3.2
      15. FINANCIAL OVERVIEW 101
      16. 11.3.4
      17. KEY DEVELOPMENTS 101
      18. nxp semiconductor n.v 102
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 103
        3. Products/Solutions/Services Offered
        4. KEY DEVELOPMENTS 104
        5. SWOT ANALYSIS 104
        6. KEY
      19. 102
      20. 103
      21. STRATEGIES 104
      22. bosch sensortec gmbh (bosch group) 105
        1. COMPANY
        2. FINANCIAL OVERVIEW 106
        3. Products/Solutions/Services
        4. KEY DEVELOPMENTS 107
        5. SWOT ANALYSIS 107
      23. OVERVIEW 105
      24. Offered 106
      25. 11.5.6
      26. KEY STRATEGIES 108
      27. inertial labs 109
        1. COMPANY OVERVIEW 109
        2. FINANCIAL OVERVIEW 109
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 109
      28. 109
      29. sony corporation 110
        1. FINANCIAL OVERVIEW 111
        2. Products/Solutions/Services
        3. KEY DEVELOPMENTS 112
        4. SWOT ANALYSIS 112
      30. 11.7.1
      31. COMPANY OVERVIEW 110
      32. OFFERed 112
      33. 11.7.6
      34. KEY STRATEGIES 113
      35. valve corporation 114
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 114
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 114
      36. 114
      37. 114
      38. htc corproation 115
        1. COMPANY OVERVIEW 115
        2. FINANCIAL OVERVIEW 115
        3. Products/Solutions/Services
        4. KEY DEVELOPMENTS 116
        5. SWOT ANALYSIS 117
      39. OFFERed 116
      40. 11.9.6
      41. KEY STRATEGIES 117
      42. tcl technology 118
        1. COMPANY OVERVIEW 118
        2. FINANCIAL OVERVIEW 119
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 120
        5. SWOT ANALYSIS 120
      43. 119
      44. 11.10.6
      45. KEY STRATEGIES 120
      46. dpvr. 121
        1. COMPANY OVERVIEW 121
        2. Products/Solutions/Services OFFERed 121
      47. 11.11.2
      48. FINANCIAL OVERVIEW 121
      49. 11.11.4
      50. KEY DEVELOPMENTS 121
      51. VUZIX 122
        1. COMPANY OVERVIEW 122
        2. Products/Solutions/Services OFFERed 123
        3. SWOT ANALYSIS 124
        4. KEY STRATEGIES
      52. 11.12.2
      53. FINANCIAL OVERVIEW 123
      54. 11.12.4
      55. KEY DEVELOPMENTS 124
      56. 124
      57. qualcomm technologies inc. 125
        1. COMPANY OVERVIEW 125
        2. FINANCIAL OVERVIEW 126
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 127
        5. SWOT ANALYSIS 127
      58. 126
      59. 11.13.6
      60. KEY STRATEGIES 127
      61. sieko epson corporation 128
        1. FINANCIAL OVERVIEW 128
        2. Products/Solutions/Services
        3. KEY DEVELOPMENTS 129
        4. SWOT ANALYSIS 129
        5. KEY STRATEGIES 130
      62. 11.14.1
      63. COMPANY OVERVIEW 128
      64. OFFERed 129
      65. penumbra, inc. 131
        1. COMPANY
        2. FINANCIAL OVERVIEW 131
        3. Products/Solutions/Services
        4. KEY DEVELOPMENTS 132
        5. SWOT ANALYSIS 132
        6. KEY STRATEGIES 133
      66. OVERVIEW 131
      67. OFFERed 132
      68. Arm Limited 134
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 134
        3. Products/Solutions/Services
        4. KEY DEVELOPMENTS 134
      69. 134
      70. OFFERed 134
      71. LEKE VR 135
        1. FINANCIAL OVERVIEW 135
        2. Products/Solutions/Services
        3. KEY DEVELOPMENTS 135
      72. 11.17.1
      73. COMPANY OVERVIEW 135
      74. OFFERed 135
      75. google llc 136
        1. FINANCIAL OVERVIEW 137
        2. Products/Solutions/Services
        3. KEY DEVELOPMENTS 138
        4. SWOT ANALYSIS 138
        5. KEY STRATEGIES 138
      76. 11.18.1
      77. COMPANY OVERVIEW 136
      78. OFFERed 137
    112. LIST OF TABLES
    113. MARKET
      1. SYNOPSIS 20
    114. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 40
    115. GLOBAL AUGMENTED
    116. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
      1. MILLION) 43
    117. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY INDUSTRY VERTICAL, 2018–2030
      2. (USD MILLION) 45
    118. GLOBAL
    119. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030
      1. (USD MILLION) 48
    120. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
    121. HARDWARE MARKET, BY COUNTRY, 2018–2030
      1. (USD MILLION) 50
      2. TABLE 7
    122. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
      1. TYPE, 2018–2030
      2. (USD MILLION) 51
    123. NORTH AMERICA AUGMENTED
    124. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
      1. (USD MILLION) 52
    125. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY
    126. HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD MILLION) 53
    127. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
      1. TYPE, 2018–2030 (USD MILLION) 54
    128. US AUGMENTED REALITY AND VIRTUAL
    129. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 54
      1. TABLE
    130. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    131. CANADA AUGMENTED REALITY AND VIRTUAL
    132. REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD MILLION) 55
    133. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    134. CANADA AUGMENTED REALITY AND VIRTUAL
    135. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD MILLION)
      2. 56
    136. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
      1. COUNTRY, 2018–2030 (USD MILLION) 58
    137. EUROPE AUGMENTED REALITY
    138. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)
      1. 59
    139. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
      1. APPLICATION, 2019–2030 (USD MILLION) 60
    140. EUROPE AUGMENTED REALITY
    141. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD
      2. MILLION) 61
    142. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 62
    143. UK AUGMENTED REALITY
    144. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
      1. 62
    145. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
      1. VERTICAL, 2018–2030 (USD MILLION) 63
    146. GERMANY AUGMENTED REALITY
    147. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD
      2. MILLION) 63
    148. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    149. MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 64
    150. GERMANY AUGMENTED
    151. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD MILLION) 64
    152. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY
    153. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 65
      1. TABLE 27
    154. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
      1. (USD MILLION) 65
    155. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    156. MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD MILLION) 66
      2. TABLE
    157. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
    158. ITALY AUGMENTED REALITY AND VIRTUAL
    159. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 67
      1. TABLE
    160. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    161. REST OF EUROPE AUGMENTED REALITY
    162. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD
      2. MILLION) 68
    163. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    164. MARKET, BY APPLICATION, 2018–2030
      1. (USD MILLION) 68
    165. REST
    166. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
      1. (USD MILLION) 69
    167. ASIA-PACIFIC AUGMENTED REALITY
    168. AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 71
    169. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
      1. HARDWARE TYPE, 2018–2030
      2. (USD MILLION) 72
    170. ASIA-PACIFIC
    171. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
      1. (USD MILLION) 73
    172. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
    173. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD MILLION)
      2. 74
    174. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
      1. HARDWARE TYPE, 2018–2030 (USD MILLION) 75
    175. CHINA AUGMENTED REALITY
    176. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
      1. 75
    177. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY
      1. INDUSTRY VERTICAL, 2018–2030
      2. (USD MILLION) 76
    178. JAPAN AUGMENTED
    179. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD
      1. MILLION) 76
    180. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY APPLICATION, 2018–2030 (USD MILLION) 77
    181. JAPAN AUGMENTED REALITY
    182. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD
      2. MILLION) 77
    183. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 78
    184. INDIA AUGMENTED
    185. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
      1. MILLION) 78
    186. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY INDUSTRY VERTICAL, 2018–2030
      2. (USD MILLION) 79
    187. SOUTH
    188. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD MILLION) 79
    189. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY
    190. HARDWARE MARKET, BY APPLICATION, 2018–2030
      1. (USD MILLION) 80
      2. TABLE
    191. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
      1. VERTICAL, 2018–2030
      2. (USD MILLION) 80
    192. REST OF ASIA-PACIFIC
    193. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD MILLION) 81
    194. REST OF ASIA-PACIFIC AUGMENTED REALITY AND
    195. VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
      1. (USD MILLION)
      2. 81
    196. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    197. MARKET, BY INDUSTRY VERTICAL,
      1. TABLE
    198. MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY HARDWARE TYPE, 2018–2030
      2. (USD MILLION) 83
    199. MIDDLE EAST
    200. & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
      1. (USD MILLION) 84
    201. MIDDLE EAST & AFRICAAUGMENTED
    202. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
      1. (USD MILLION) 85
    203. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
    204. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
      1. (USD MILLION) 87
      2. TABLE
    205. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
      1. (USD MILLION) 88
    206. LATIN AMERICA AUGMENTED REALITY
    207. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
      1. (USD
      2. MILLION) 89
    208. PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
    209. BUSINESS EXPANSIONS/ACQUISITIONS 93
    210. PRODUCT LAUNCHES/DEVELOPMENTS
      1. 93
    211. OCULUS VR (META): PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
      1. TABLE
    212. OCULUS VR (META): KEY DEVELOPMENTS 97
    213. SAMSUNG ELECTRONICS CO.,
      1. LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
    214. SAMSUNG ELECTRONICS CO.,
      1. LTD: KEY DEVELOPMENTS 100
    215. WORLDVIZ: PRODUCTS/SOLUTIONS/SERVICES OFFERED
      1. 101
    216. NXP SEMICONDUCTORS N.V: PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
    217. NXP SEMICONDUCTORS N.V: KEY DEVELOPMENTS 104
    218. BOSCH SENSORTEC
      1. GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
    219. BOSCH
      1. SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
    220. INERTIAL LABS:
      1. PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
    221. INERTIAL LABS: KEY DEVELOPMENTS
      1. 109
    222. SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
      1. TABLE
    223. SONY CORPORATION: KEY DEVELOPMENTS 112
    224. VALVE CORPORATION: PRODUCTS/SOLUTIONS/SERVICES
      1. OFFERED 114
    225. VALVE CORPORATION: KEY DEVELOPMENTS 114
      1. TABLE 78
      2. HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
    226. HTC CORPORATION:
      1. KEY DEVELOPMENTS 116
    227. TCL TECHNOLOGY: PRODUCTS/SOLUTIONS/SERVICES OFFERED
      1. 119
    228. TCL TECHNOLOGY: KEY DEVELOPMENTS 120
    229. DPVR.: PRODUCTS/SOLUTIONS/SERVICES
      1. OFFERED 121
    230. VUZIX: PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
      1. TABLE
    231. VUZIX: KEY DEVELOPMENTS 124
    232. QUALCOM TECHNOLOGIES INC.: PRODUCTS/SOLUTIONS/SERVICES
      1. OFFERED 126
    233. QUALCOM TECHNOLOGIES INC.: KEY DEVELOPMENTS 127
      1. TABLE
    234. SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
      1. TABLE 88
      2. SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
    235. PENUMBRA, INC: PRODUCTS/SOLUTIONS/SERVICES
      1. OFFERED 132
    236. PENUMBRA, INC: KEY DEVELOPMENTS 132
    237. ARM
      1. LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
    238. LEKE VR: PRODUCTS/SOLUTIONS/SERVICES
      1. OFFERED 135
    239. GOOGLE LLC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
    240. GOOGLE LLC: KEY DEVELOPMENTS 138
    241. LIST OF FIGURES
    242. MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL
      1. REALITY HARDWARE MARKET 20
    243. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
      1. HARDWARE MARKET: MARKET STRUCTURE 22
    244. BOTTOM-UP AND TOP-DOWN APPROACHES
      1. 27
    245. MARKET DYNAMICS: ANALYSIS OF THE GLOBAL AUGMENTED REALITY AND VIRTUAL
      1. REALITY HARDWARE MARKET 30
    246. DRIVERS IMPACT ANALYSIS: GLOBAL AUGMENTED
      1. REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
    247. RESTRAINTS IMPACT ANALYSIS:
      1. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
    248. SUPPLY
      1. CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
    249. PORTER'S FIVE FORCES ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY
      1. HARDWARE MARKET 37
    250. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    251. MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
    252. GLOBAL AUGMENTED REALITY
    253. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030
      1. (USD MILLION)
      2. 39
    254. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY APPLICATION, 2021 (% SHARE) 42
    255. GLOBAL AUGMENTED REALITY AND VIRTUAL
    256. REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
      1. FIGURE
    257. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    258. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    259. MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030
      1. (USD MILLION) 44
      2. FIGURE 15
    260. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (%
      1. SHARE) 47
    261. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY REGION, 2021 VS 2030 (USD MILLION) 48
    262. NORTH AMERICA AUGMENTED
    263. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
      1. FIGURE
    264. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,
      1. (USD MILLION) 50
    265. NORTH AMERICA AUGMENTED REALITY
    266. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
      1. (USD MILLION)
      2. 51
    267. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
      1. BY APPLICATION, 2018-2030
      2. (USD MILLION) 52
    268. NORTH AMERICA AUGMENTED
    269. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
      1. (USD MILLION) 53
    270. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    271. MARKET, BY COUNTRY, 2021 (% SHARE) 57
    272. EUROPE AUGMENTED REALITY AND
    273. VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
      1. FIGURE
    274. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
    275. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY
    276. HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
    277. EUROPE
    278. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
      1. (USD MILLION) 61
    279. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
    280. REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
    281. ASIA-PACIFIC
    282. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030
      1. (USD MILLION) 71
    283. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY
    284. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
      1. (USD MILLION) 72
      2. FIGURE
    285. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    286. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
    287. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
      1. (USD MILLION) 74
    288. MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    289. MARKET, BY HARDWARE TYPE, 2018-2030
      1. (USD MILLION) 83
    290. MIDDLE
    291. EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
      1. (USD MILLION) 84
    292. MIDDLE EAST & AFRICAAUGMENTED
    293. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
      1. (USD MILLION) 85
    294. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY
    295. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
      1. (USD MILLION) 87
      2. FIGURE
    296. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
      1. (USD MILLION) 88
    297. LATIN AMERICAAUGMENTED REALITY AND
    298. VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
      1. 89
    299. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING
      1. 91
    300. VENDOR SHARE ANALYSIS, 2021 (%) 92
    301. OCULUS VR (META):
      1. FINANCIAL OVERVIEW SNAPSHOT 96
    302. OCULUS VR (META): SWOT ANALYSIS 97
    303. SAMSUNG ELECTRONICS CO., LTD: FINANCIAL OVERVIEW SNAPSHOT 99
      1. FIGURE
    304. SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
    305. NXP SEMICONDUCTORS
      1. N.V: FINANCIAL OVERVIEW SNAPSHOT 103
    306. NXP SEMICONDUCTORS N.V: SWOT
      1. ANALYSIS 104
    307. BOSCH SENSORTEC GMBH (BOSCH GROUP): FINANCIAL OVERVIEW
      1. SNAPSHOT 106
    308. BOSCH SENSORTEC GMBH (BOSCH GROUP): SWOT ANALYSIS 107
    309. SONY CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 111
    310. SONY
      1. CORPORATION: SWOT ANALYSIS 112
    311. HTC CORPORATION: FINANCIAL OVERVIEW
      1. SNAPSHOT 115
    312. HTC CORPORATION: SWOT ANALYSIS 117
    313. TCL
      1. TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
    314. TCL TECHNOLOGY: SWOT
      1. ANALYSIS 120
    315. VUZIX: FINANCIAL OVERVIEW SNAPSHOT 123
      1. FIGURE 55
      2. VUZIX: SWOT ANALYSIS 124
    316. QUALCOM TECHNOLOGIES INC.: FINANCIAL OVERVIEW
      1. SNAPSHOT 126
    317. QUALCOM TECHNOLOGIES INC.: SWOT ANALYSIS 127
      1. FIGURE
    318. SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
    319. SEIKO
      1. EPSON CORPORATION: SWOT ANALYSIS 129
    320. PENUMBRA, INC: FINANCIAL OVERVIEW
      1. SNAPSHOT 131
    321. PENUMBRA, INC: SWOT ANALYSIS 132
    322. GOOGLE
      1. LLC: FINANCIAL OVERVIEW SNAPSHOT 137
    323. GOOGLE LLC: SWOT ANALYSIS 138

    AR/VR Hardware Market Segmentation

    • Global AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others
    • Global AR/VR Hardware, By Application (USD Million, 2018-2030)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices
    • Global AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others

    Global AR/VR Hardware Regional Outlook (USD Million, 2018-2030)

    • North America Outlook (USD Million, 2018-2030)

      • North America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • North America AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • North America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
        • US Outlook (USD Million, 2018-2030)

        • US AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • US AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • US AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • Canada Outlook (USD Million, 2018-2030)

        • Canada AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Canada AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Canada AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • Mexico Outlook (USD Million, 2018-2030)

        • Mexico AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Mexico AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Mexico AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
    • Europe Outlook (USD Million, 2018-2030)

      • Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Europe AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
        • Germany Outlook (USD Million, 2018-2030)

        • Germany AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Germany AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Germany AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • France Outlook (USD Million, 2018-2030)

        • France AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • France AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • France AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • UK Outlook (USD Million, 2018-2030)

        • UK AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • UK AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • UK AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • Rest of Europe Outlook (USD Million, 2018-2030)

        • Rest of Europe AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Rest of Europe AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Rest of Europe AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
    • Asia-Pacific Outlook (USD Million, 2018-2030)

      • Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
        • China Outlook (USD Million, 2018-2030)

        • China AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • China AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • China AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • India Outlook (USD Million, 2018-2030)

        • India AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • India AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • India AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • Japan Outlook (USD Million, 2018-2030)

        • Japan AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Japan AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Japan AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
        • Rest of Asia-Pacific Outlook (USD Million, 2018-2030)

        • Rest of Asia-Pacific AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

          • Sensors
          • Processors
          • Controllers
          • Cameras
          • Headphones
          • Display Monitors
          • Others
        • Rest of Asia-Pacific AR/VR Hardware, By Application (USD Million, 2018-2030)

          • Head Mounted Display
          • Head Up Display
          • Handheld Devices
        • Rest of Asia-Pacific AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

          • Aerospace & Defense
          • Gaming & Entertainment
          • Education & Training
          • Healthcare
          • Automotive
          • Others
    • Rest of the World Outlook (USD Million, 2018-2030)

      • Rest of the World AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Rest of the World AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Rest of the World AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
      • Middle East & Africa Outlook (USD Million, 2018-2030)

      • Middle East & Africa AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • Middle East & Africa AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • Middle East & Africa AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
    • South America Outlook (USD Million, 2018-2030)

      • South America AR/VR Hardware, By Hardware Type Outlook (USD Million, 2018-2030)

        • Sensors
        • Processors
        • Controllers
        • Cameras
        • Headphones
        • Display Monitors
        • Others
      • South America AR/VR Hardware, By Application (USD Million, 2018-2030)

        • Head Mounted Display
        • Head Up Display
        • Handheld Devices
      • South America AR/VR Hardware, By Industry Vertical Outlook (USD Million, 2018-2030)

        • Aerospace & Defense
        • Gaming & Entertainment
        • Education & Training
        • Healthcare
        • Automotive
        • Others
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