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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 America, Europe, Asia-Pacific, Middle East & Africa, and South America) - Forecast till 2035

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Augmented Virtual Reality Hardware Market Infographic
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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.

Augmented Virtual Reality Hardware Market Size Graph
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 MRFR analysis, the Augmented Virtual Reality Hardware Market Size was estimated at 57519.41 USD Million in 2024. The Augmented Virtual Reality Hardware industry is projected to grow from 79089.19 in 2025 to 1910487.15 by 2035, exhibiting a compound annual growth rate (CAGR) of 37.5 during the forecast period 2025 - 2035.

Key Market Trends & Highlights

The Augmented Virtual Reality Hardware Market is experiencing robust growth driven by technological advancements and increasing applications across various sectors.

  • North America remains the largest market for augmented virtual reality hardware, driven by high consumer demand and technological innovation.
  • The Asia-Pacific region is emerging as the fastest-growing market, fueled by increasing investments in immersive technologies and expanding consumer bases.
  • The gaming segment continues to dominate the market, while the education segment is witnessing the fastest growth due to rising adoption in learning environments.
  • Key market drivers include the rising demand for immersive experiences and significant technological advancements in hardware, particularly in healthcare applications.

Market Size & Forecast

2024 Market Size 57519.41 (USD Million)
2035 Market Size 1910487.15 (USD Million)
CAGR (2025 - 2035) 37.5%
Largest Regional Market Share in 2024 North America

Major Players

<p>Meta Platforms (US), Microsoft (US), Apple (US), Sony (JP), Google (US), HTC (TW), NVIDIA (US), Samsung (KR), Magic Leap (US)</p>

Market Trends

The Augmented Virtual Reality Hardware Market is currently experiencing a transformative phase, characterized by rapid advancements in technology and increasing consumer interest. This market encompasses a diverse range of devices, including headsets, sensors, and other peripherals that enhance user experiences by blending digital content with the physical world. As industries such as gaming, education, and healthcare adopt these technologies, the demand for innovative hardware solutions continues to rise. Companies are investing heavily in research and development to create more immersive and user-friendly products, which may lead to a broader acceptance of augmented and virtual reality applications across various sectors. Moreover, the competitive landscape of the Augmented Virtual Reality Hardware Market is evolving, with numerous players striving to differentiate their offerings. Collaborations between technology firms and content creators are becoming increasingly common, as they seek to deliver compelling experiences that captivate users. This trend suggests a potential shift towards more integrated solutions that combine hardware and software seamlessly. As the market matures, it appears that consumer preferences will play a crucial role in shaping future developments, driving manufacturers to focus on enhancing usability and accessibility in their products.

Increased Adoption in Education

The integration of augmented and virtual reality technologies in educational settings is gaining traction. Institutions are exploring these tools to create immersive learning experiences that enhance student engagement and understanding. This trend indicates a growing recognition of the potential benefits of experiential learning.

Advancements in Hardware Technology

Ongoing innovations in hardware design and functionality are reshaping the Augmented Virtual Reality Hardware Market. Manufacturers are focusing on improving performance, reducing weight, and enhancing comfort, which may lead to wider consumer acceptance and usage.

Expansion into Healthcare Applications

The application of augmented and virtual reality in healthcare is expanding, with devices being utilized for training, surgical simulations, and patient treatment. This trend suggests a significant opportunity for growth as healthcare professionals increasingly recognize the value of these technologies in improving outcomes.

Augmented Virtual Reality Hardware Market Market Drivers

Market Segment Insights

By Application: Gaming (Largest) vs. Education (Fastest-Growing)

<p>In the Augmented Virtual Reality (AR) Hardware Market, the application segment showcases a dynamic distribution among its main values: Gaming, Education, Healthcare, Military, and Retail. Gaming remains the largest segment, driven by the increasing popularity of immersive gaming experiences. Education follows closely, benefiting from the rising adoption of AR technologies in learning environments. Healthcare, Military, and Retail are also gaining traction, contributing to a diversified application landscape.</p>

<p>Gaming (Dominant) vs. Education (Emerging)</p>

<p>Gaming stands out as the dominant segment in the AR hardware market, characterized by its robust user base and constant innovation in game development. It draws significant investments and interest from both consumers and developers, enhancing engagement through sophisticated graphics and interactivity. In contrast, Education is the emerging segment, rapidly leveraging AR to transform learning experiences. Institutions are increasingly incorporating AR tools to facilitate interactive learning and practical training. This segment benefits from the growing demand for innovative methods in educational delivery, positioning itself for substantial growth as technology advances and educational paradigms shift.</p>

By End Use: Consumer Electronics (Largest) vs. Healthcare (Fastest-Growing)

<p>In the Augmented Virtual Reality Hardware Market, the consumer electronics segment holds the largest share, driven by the growing adoption of AR devices in gaming, entertainment, and personal use. This segment's dominance is attributed to the rising consumer interest in immersive experiences and advancements in smartphone technology that enhance AR applications. Meanwhile, sectors like commercial and industrial also contribute to the market, albeit at a smaller scale compared to consumer electronics.</p>

<p>Consumer Electronics: Dominant vs. Healthcare: Emerging</p>

<p>The Consumer Electronics segment is characterized by a wide array of AR applications, including gaming, mobile apps, and smart glasses, appealing to tech-savvy consumers seeking immersive experiences. This segment benefits from continuous innovation and strong marketing strategies, solidifying its dominant position. Conversely, the Healthcare segment is emerging rapidly as it integrates AR technology for training, surgical procedures, and rehabilitation. The growth of this segment is fueled by increasing investments in healthcare technology, a growing focus on patient care, and the need for innovative solutions that enhance medical training and improve patient outcomes.</p>

By Technology: Virtual Reality (Largest) vs. Augmented Reality (Fastest-Growing)

<p>In the Augmented Virtual Reality Hardware Market, Virtual Reality (VR) holds the largest market share, largely due to its immersive gaming and entertainment applications. This segment has continued to attract significant investment from both consumers and companies, creating a robust market environment. Augmented Reality (AR), on the other hand, represents the fastest-growing segment, driven by increasing adoption in areas such as retail, healthcare, and training. This growth is fueled by the expanding capabilities of mobile devices and the integration of AR in everyday applications.</p>

<p>Technology: Virtual Reality (Dominant) vs. Augmented Reality (Emerging)</p>

<p>Virtual Reality (VR) dominates the Augmented Virtual Reality Hardware Market with its immersive experiences that transport users into virtual environments, chiefly in gaming and entertainment. Its established presence attracts substantial investment and innovation, advancing hardware capabilities such as headsets with high-resolution displays and improved tracking systems. Conversely, Augmented Reality (AR) is an emerging segment that overlays digital information in the real world, which has seen remarkable growth across various industries including retail, education, and remote work. The increased development of applications that utilize AR technology and its integration with smartphones and smart glasses reinforce its rising prominence in the market.</p>

Get more detailed insights about Augmented and Virtual Reality Hardware Market Research Report—Global Forecast till 2035

Regional Insights

North America : Innovation and Market Leadership

North America continues to lead the Augmented Virtual Reality Hardware Market, holding a significant market share of 28759.71. The region's growth is driven by rapid technological advancements, increasing investments in AR applications, and a strong consumer base. Regulatory support for tech innovation further fuels demand, making it a hotbed for AR development. The presence of major tech companies accelerates market expansion, with a focus on enhancing user experiences and integrating AR into various sectors. The competitive landscape in North America is robust, featuring key players like Meta Platforms, Microsoft, and Apple. These companies are at the forefront of AR innovation, continuously launching new products and solutions. The U.S. remains the leading country, with substantial contributions from Canada and Mexico. The market is characterized by strategic partnerships and collaborations aimed at enhancing AR capabilities, ensuring that North America maintains its leadership position in The Augmented Virtual Reality Hardware.

Europe : Emerging Market with Growth Potential

Europe is witnessing a significant rise in the Augmented Virtual Reality Hardware Market, with a market size of 17275.0. The region benefits from a strong emphasis on research and development, supported by government initiatives aimed at fostering innovation. Increasing adoption of AR in sectors like education, healthcare, and entertainment is driving demand. Regulatory frameworks are evolving to support AR technologies, enhancing market growth prospects across various European nations. Leading countries in Europe include Germany, the UK, and France, which are home to several key players in the AR space. Companies like Sony and HTC are actively investing in AR technologies, contributing to a competitive landscape. The European market is characterized by a mix of established firms and startups, fostering innovation and collaboration. As the region continues to embrace AR, it is poised for substantial growth in the coming years.

Asia-Pacific : Rapid Growth and Adoption

The Asia-Pacific region is emerging as a significant player in the Augmented Virtual Reality Hardware Market, with a market size of 10000.0. The growth is driven by increasing consumer demand for immersive experiences, particularly in gaming and entertainment. Countries like China, Japan, and South Korea are leading the charge, supported by favorable government policies and investments in technology. The region's diverse market dynamics are fostering innovation and adoption of AR technologies across various sectors. China stands out as a key player, with major companies like Huawei and Xiaomi investing heavily in AR hardware. Japan and South Korea also contribute significantly, with established firms like Sony and Samsung enhancing their AR offerings. The competitive landscape is vibrant, with a mix of local and international players vying for market share. As the region continues to embrace AR, it is set for rapid growth and expansion in the coming years.

Middle East and Africa : Emerging Market with Untapped Potential

The Middle East and Africa (MEA) region is in the early stages of developing its Augmented Virtual Reality Hardware Market, currently valued at 1484.7. The growth potential is significant, driven by increasing interest in AR applications across various sectors, including education, healthcare, and tourism. Government initiatives aimed at promoting technology adoption are creating a conducive environment for market growth. As awareness of AR benefits increases, demand is expected to rise steadily in the coming years. Countries like the UAE and South Africa are leading the way in AR adoption, with several initiatives aimed at integrating AR into public services and entertainment. The competitive landscape is still developing, with a mix of local startups and international players exploring opportunities. As the region invests in technology infrastructure, the AR market is poised for growth, presenting numerous opportunities for stakeholders.

Key Players and Competitive Insights

The Augmented Virtual Reality Hardware Market is currently characterized by a dynamic competitive landscape, driven by rapid technological advancements and increasing consumer demand for immersive experiences. Major players such as Meta Platforms (US), Microsoft (US), and Apple (US) are at the forefront, each adopting distinct strategies to enhance their market positioning. Meta Platforms (US) continues to focus on innovation, particularly in social VR applications, while Microsoft (US) emphasizes enterprise solutions through its HoloLens technology. Apple (US), on the other hand, appears to be leveraging its extensive ecosystem to integrate augmented reality features across its devices, thereby enhancing user engagement. Collectively, these strategies contribute to a competitive environment that is increasingly centered around technological differentiation and user experience enhancement.

Key business tactics within the market include localizing manufacturing and optimizing supply chains to reduce costs and improve efficiency. The competitive structure of the Augmented Virtual Reality Hardware Market is moderately fragmented, with several key players exerting influence over various segments. This fragmentation allows for a diverse range of products and innovations, although it also intensifies competition among established and emerging companies alike.

In November 2025, Meta Platforms (US) announced the launch of its latest VR headset, which integrates advanced AI capabilities to enhance user interaction and personalization. This strategic move is significant as it not only reinforces Meta's commitment to leading the VR space but also positions the company to capitalize on the growing trend of AI integration in consumer technology. By enhancing user experience through AI, Meta aims to differentiate its offerings in a crowded market.

In October 2025, Microsoft (US) expanded its partnership with various educational institutions to promote the use of HoloLens in classrooms. This initiative is strategically important as it not only broadens the application of augmented reality in education but also establishes Microsoft as a leader in the educational technology sector. By fostering early adoption among students, Microsoft is likely to secure a loyal customer base for its future products.

In September 2025, Apple (US) unveiled a new AR development kit aimed at third-party developers, encouraging the creation of innovative applications for its devices. This move is crucial as it not only enhances the AR ecosystem but also positions Apple to leverage its vast developer community to drive adoption of its AR technologies. By empowering developers, Apple may significantly increase the utility and appeal of its AR offerings.

As of December 2025, current competitive trends in the Augmented Virtual Reality Hardware Market are heavily influenced by digitalization, sustainability, and the integration of AI technologies. Strategic alliances among key players are shaping the landscape, fostering innovation and collaboration. Looking ahead, competitive differentiation is likely to evolve from traditional price-based competition to a focus on innovation, technological advancements, and supply chain reliability. Companies that can effectively harness these trends will likely emerge as leaders in the market.

Key Companies in the Augmented Virtual Reality Hardware Market market include

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

Future Outlook

Augmented Virtual Reality Hardware Market Future Outlook

<p>The Augmented Virtual Reality Hardware Market is projected to grow at a 37.5% CAGR from 2024 to 2035, driven by advancements in technology, increased consumer demand, and expanding applications across industries.</p>

New opportunities lie in:

  • <p>Development of enterprise AR solutions for remote collaboration</p>
  • <p>Integration of AR hardware in educational institutions</p>
  • <p>Creation of immersive gaming experiences leveraging AR technology</p>

<p>By 2035, the market is expected to be robust, driven by innovation and diverse applications.</p>

Market Segmentation

Augmented Virtual Reality Hardware Market End Use Outlook

  • Consumer Electronics
  • Commercial
  • Industrial
  • Healthcare
  • Military

Augmented Virtual Reality Hardware Market Technology Outlook

  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Haptic Technology
  • Display Technology

Augmented Virtual Reality Hardware Market Application Outlook

  • Gaming
  • Education
  • Healthcare
  • Military
  • Retail

Report Scope

MARKET SIZE 202457519.41(USD Million)
MARKET SIZE 202579089.19(USD Million)
MARKET SIZE 20351910487.15(USD Million)
COMPOUND ANNUAL GROWTH RATE (CAGR)37.5% (2024 - 2035)
REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR2024
Market Forecast Period2025 - 2035
Historical Data2019 - 2024
Market Forecast UnitsUSD Million
Key Companies ProfiledMeta Platforms (US), Microsoft (US), Apple (US), Sony (JP), Google (US), HTC (TW), NVIDIA (US), Samsung (KR), Magic Leap (US)
Segments CoveredApplication, End Use, Technology
Key Market OpportunitiesIntegration of artificial intelligence enhances user experience in the Augmented Virtual Reality Hardware Market.
Key Market DynamicsTechnological advancements and consumer demand drive competitive dynamics in the Augmented Virtual Reality Hardware Market.
Countries CoveredNorth America, Europe, APAC, South America, MEA

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. 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. drivers 31
    3. of Silicon Technologies 31
    4. restraints
      1. Limited Processing Power, Storage and Memory in Mobile Phones 32
    5. Opportunities 33
      1. Growing Use of Smartphones and Tablets for AR&
      2. Rising Usage of VR Beyond Gaming 33
    6. VR 33
    7. Impact Analysis of
      1. Impact on Semiconductor Manufacturers 34
      2. Impact
      3. Impact on Device Manufacturers 35
    8. COVID-19 34
    9. on ComponentManufacturers 34
    10. 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. 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. Cameras 40
    6. Headphones 41
    7. Display Monitors 41
    8. 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. Head Mounted Display 43
    2. Head Up Display 43
    3. Handheld
    4. 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. Education & Training 46
    5. Healthcare 46
    6. Automotive
    7. 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. (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. 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. 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
  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. 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. 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
  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. BY Industry
    2. Vertical, 2018–2030 (USD MILLION) 80
    3. ASIA-PACIFIC 81
    4. REALITY HARDWARE market,
    5. BY Hardware Type, 2018–2030 (USD MILLION) 81
    6. BY Application, 2018–2030 (USD MILLION) 81
    7. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    8. BY Industry Vertical,
    9. Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
    10. BY Hardware Type, 2018–2030 (USD MILLION) 83
    11. AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    12. BY Application,
    13. AND VIRTUAL REALITY HARDWARE market,
    14. BY Industry Vertical, 2018–2030
    15. (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. Expansions/AcquisItions 93
    6. Company Profiles 95
    7. 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
    8. 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
    9. WORLDVIZ 101
      1. COMPANY OVERVIEW 101
      2. Products/Solutions/Services Offered 101
    10. FINANCIAL OVERVIEW 101
    11. KEY DEVELOPMENTS 101
    12. 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
    13. STRATEGIES 104
    14. bosch sensortec gmbh (bosch group) 105
      1. COMPANY
      2. FINANCIAL OVERVIEW 106
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 107
      5. SWOT ANALYSIS 107
    15. OVERVIEW 105
    16. Offered 106
    17. KEY STRATEGIES 108
    18. inertial labs 109
      1. COMPANY OVERVIEW 109
      2. FINANCIAL OVERVIEW 109
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 109
    19. sony corporation 110
      1. FINANCIAL OVERVIEW 111
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 112
      4. SWOT ANALYSIS 112
    20. COMPANY OVERVIEW 110
    21. OFFERed 112
    22. KEY STRATEGIES 113
    23. valve corporation 114
      1. COMPANY OVERVIEW
      2. FINANCIAL OVERVIEW 114
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 114
    24. htc corproation 115
      1. COMPANY OVERVIEW 115
      2. FINANCIAL OVERVIEW 115
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 116
      5. SWOT ANALYSIS 117
    25. OFFERed 116
    26. KEY STRATEGIES 117
    27. tcl technology 118
      1. COMPANY OVERVIEW 118
      2. FINANCIAL OVERVIEW 119
      3. Products/Solutions/Services OFFERed
      4. KEY DEVELOPMENTS 120
      5. SWOT ANALYSIS 120
    28. KEY STRATEGIES 120
    29. dpvr. 121
      1. COMPANY OVERVIEW 121
      2. Products/Solutions/Services OFFERed 121
    30. FINANCIAL OVERVIEW 121
    31. KEY DEVELOPMENTS 121
    32. VUZIX 122
      1. COMPANY OVERVIEW 122
      2. Products/Solutions/Services OFFERed 123
      3. SWOT ANALYSIS 124
      4. KEY STRATEGIES
    33. FINANCIAL OVERVIEW 123
    34. KEY DEVELOPMENTS 124
    35. 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
    36. KEY STRATEGIES 127
    37. sieko epson corporation 128
      1. FINANCIAL OVERVIEW 128
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 129
      4. SWOT ANALYSIS 129
      5. KEY STRATEGIES 130
    38. COMPANY OVERVIEW 128
    39. OFFERed 129
    40. 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
    41. OVERVIEW 131
    42. OFFERed 132
    43. Arm Limited 134
      1. COMPANY OVERVIEW
      2. FINANCIAL OVERVIEW 134
      3. Products/Solutions/Services
      4. KEY DEVELOPMENTS 134
    44. OFFERed 134
    45. LEKE VR 135
      1. FINANCIAL OVERVIEW 135
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 135
    46. COMPANY OVERVIEW 135
    47. OFFERed 135
    48. google llc 136
      1. FINANCIAL OVERVIEW 137
      2. Products/Solutions/Services
      3. KEY DEVELOPMENTS 138
      4. SWOT ANALYSIS 138
      5. KEY STRATEGIES 138
    49. COMPANY OVERVIEW 136
    50. 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)
  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)
  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)
  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)
  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)
  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)
  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
  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
  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
  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
  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
  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)
  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)
  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,
  299. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING
  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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