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Global Augmented Reality (AR) and Virtual Reality (VR) Market - Industry Trends and Forecast to 2032

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​REPORT OVERVIEW

Global Augmented Reality (AR) and Virtual Reality (VR) Market, By Enterprise (Small Enterprises, Medium Enterprises, Large Enterprises), Technology (Augmented Reality, Virtual Reality), Component (Hardware, Software, Services), Device (Head Mounted Display, Handheld Devices, Head-up display, Smartglasses, Others), End-User (Commercial, Consumer), Application (Gaming, Media & Entertainment, Real Estate, Education, Retail, Healthcare, Engineering, Others ), Region (North America, Europe, Asia-Pacific, South America, Middle East and Africa) – Industry Trends and Forecast to 2032.

Market Insights
The global augmented reality (AR) and virtual reality (VR) market size is valued to be USD xx million in 2023 and is expected to reach USD xx million by 2032, and it is expected to register a CAGR of xx% over the forecast period 2024-2032.

Augmented Reality (AR) enriches the actual world by superimposing digital information and experiences on physical locations, which are often seen through devices such as smartphones or AR glasses. Augmented Reality (AR) combines digital components with physical environments to provide interactive experiences that seamlessly merge computer-generated improvements with the user's environment. Virtual Reality (VR) immerses users in completely simulated surroundings, isolating them from the physical world via headgear and controllers. Virtual reality (VR) offers experiences ranging from gaming and entertainment to training and simulations by fostering a sensation of presence and engagement within computer-generated surroundings. The AR and VR market includes devices, software, and content-related technologies, applications, and services. It encompasses industries including gaming, entertainment, healthcare, education, retail, and manufacturing. These markets are propelled by developments in software and hardware capabilities as well as expanding enterprise and consumer acceptance. The market is growing quickly as companies look for new ways to employ immersive and interactive experiences to engage people and boost operational efficiencies.

The respective global report analyses market trends, consumer behaviour and industry dynamics to guide towards entry into new markets with ease. Also, it assists in tailoring market specific and related products and services to meet the needs, preferences, and expectations of target audience by delving into their psychology. The report also specializes with comprehensive and extensive competitive analysis which offers useful insights into competitor strengths, weaknesses, opportunities, and threats. The respective report offers exclusive insights into the potential impact of disruptive developments and technologies that are expected to completely transform corporate operations. The context includes tailor-made research solutions to create a stronger footprint in their particular industries thereby offering dedicated customized solutions according to the client needs which helps in addressing unique business challenges with more simplified and efficient decision-making solutions.
Market Dynamics
DRIVERS
  • Increasing demand for immersive and interactive technologies.
  • Increased use in retail for virtual try-ons and enhanced shopping experiences.
RESTRAINTS
  • High costs of hardware and development.
  • Concerns over privacy and data security.
OPPORTUNITIES
  • Expansion into industrial applications like manufacturing and maintenance.
  • Potential in tourism for virtual travel experiences.
CHALLENGES
  • Regulatory hurdles and legal issues.
  • User acceptance and comfort with immersive experiences.

​SEGMENTATION

  • Enterprise
    • Small Enterprises
    • Medium Enterprises
    • Large Enterprises
  • Technology
    • Augmented Reality 
    • Virtual Reality 
  • Component
    • Hardware
    • Software
    • Services
  • Device
    • Head Mounted Display
    • Handheld Devices
    • Head-up display
    • Smartglasses
    • Others
  • End-User
    • Commercial
    • Consumer
  • Application
    • Gaming
    • Media & Entertainment
    • Real Estate
    • Education
    • Retail
    • Healthcare
    • Engineering
    • Others
The respective global report is completely customizable specific to regions (North America, Europe, Asia-Pacific, South America, Middle East and Africa), countries, segments, and key players as per the client requirements.
REGIONAL SEGMENTATION
  • North America
    • U.S.
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Russia
    • The Netherlands
    • Belgium
    • Turkey
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Singapore
    • Malaysia
    • Australia
    • Thailand
    • Philippines
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Chile
    • Colombia
    • Rest of South America
  • Middle East and Africa
    • Kingdom of Saudi Arabia
    • South Africa
    • U.A.E.
    • Egypt
    • Rest of Middle East and Africa

​KEY MARKET PLAYERS

  • Alphabet Inc.
  • Apple Inc.
  • Augmented Pixels Inc.
  • Blippar Ltd.
  • CyberGlove Systems Inc.
  • Eon Reality Inc.
  • HP Inc.
  • HTC Corp.
  • Innovega Inc.
  • Lenovo Group Ltd.

​Table OF CONTENTS

  • SECTION 1 - INTRODUCTION
  • 1.1 Taxonomy
  • 1.2 Market Overview
  • 1.3 Currency and Limitations
  •   1.3.1 Currency
  •   1.3.2 Limitations
  • 1.4 Key Competitors

  • SECTION 2 - RESEARCH METHODOLOGY
  • 2.1 Research Approach
  • 2.2 Data Collection and Validation
  •   2.2.1 Secondary Research
  •   2.2.2 Primary Research
  • 2.3 Market Assessment
  •   2.3.1 Market Size Estimation
  •   2.3.2 Bottom-up Approach
  •   2.3.3 Top-down Approach
  •   2.3.4 Growth Forecast
  • 2.4 Market Study Assumptions
  • 2.5 Data Sources

  • SECTION 3 - EXECUTIVE SUMMARY
  • 3.1 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise
  • 3.2 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology
  • 3.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Component
  • 3.4 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Device
  • 3.5 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User
  • 3.6 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Application
  • 3.7 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Geography
  • 3.8 Market Position Grid

  • SECTION 4 - PREMIUM INSIGHTS
  • 4.1 Regulatory Framework
  •   4.1.1 Standards
  •   4.1.2 Regulatory Landscape
  • 4.2 Value Chain Analysis
  • 4.3 Supply Chain Analysis
  • 4.4 COVID-19 Impact
  • 4.5 Russia-Ukraine War Impact
  • 4.6 PORTER's Five Force Analysis
  • 4.7 PESTLE Analysis
  • 4.8 SWOT Analysis
  • 4.9 Go to Market Strategy
  • 4.10 Opportunity Orbit
  • 4.11 Multivariate Modelling
  • 4.12 Pricing Analysis

  • SECTION 5 - MARKET DYNAMICS
  • 5.1 Trends
  •   5.1.1 Increasing adoption in gaming, entertainment, and education sectors.
  •   5.1.2 Growth in enterprise applications like training, simulation, and remote collaboration.
  •   5.1.3 Trend 3
  • 5.2 Drivers
  •   5.2.1 Increasing demand for immersive and interactive technologies.
  •   5.2.2 Increased use in retail for virtual try-ons and enhanced shopping experiences.
  •   5.2.3 Driver 3
  •   5.2.4 Driver 4
  • 5.3 Restraints
  •   5.3.1 High costs of hardware and development.
  •   5.3.2 Concerns over privacy and data security.
  •   5.3.3 Restraint 3
  • 5.4 Opportunities
  •   5.4.1 Expansion into industrial applications like manufacturing and maintenance.
  •   5.4.2 Potential in tourism for virtual travel experiences.
  •   5.4.3 Opportunity 3
  •   5.4.4 Opportunity 4
  • 5.5 Challenges
  •   5.5.1 Regulatory hurdles and legal issues.
  •   5.5.2 User acceptance and comfort with immersive experiences.
  •   5.5.3 Challenge 3

  • SECTION 6 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY ENTERPRISE
  • 6.1 Enterprise Summary
  • 6.2 Market Attractive Index
  • 6.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)

  • SECTION 7 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY TECHNOLOGY
  • 7.1 Technology Summary
  • 7.2 Market Attractive Index
  • 7.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)

  • SECTION 8 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY COMPONENT
  • 8.1 Component Summary
  • 8.2 Market Attractive Index
  • 8.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)

  • SECTION 9 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY DEVICE
  • 9.1 Device Summary
  • 9.2 Market Attractive Index
  • 9.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)

  • SECTION 10 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY END-USER
  • 10.1 End-User Summary
  • 10.2 Market Attractive Index
  • 10.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)

  • SECTION 11 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY APPLICATION
  • 11.1 Application Summary
  • 11.2 Market Attractive Index
  • 11.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)

  • SECTION 12 - GLOBAL AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET, BY GEOGRAPHY
  • 12.1 Regional Summary
  • 12.2 Market Attractive Index
  • 12.3 Global Augmented Reality (AR) and Virtual Reality (VR) Market, by Geography (2019-2032)

  • SECTION 13 - NORTH AMERICA AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET
  • 13.1 North America Summary
  • 13.2 Market Attractive Index
  • 13.3 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)
  • 13.4 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)
  • 13.5 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)
  • 13.6 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)
  • 13.7 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)
  • 13.8 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)
  • 13.9 North America Augmented Reality (AR) and Virtual Reality (VR) Market, by Country (2019-2032)
  •   13.9.1 U.S.
  •   13.9.2 Canada
  •   13.9.3 Mexico
  •   13.9.4 Rest of North America

  • SECTION 14 - EUROPE AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET
  • 14.1 Europe Summary
  • 14.2 Market Attractive Index
  • 14.3 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)
  • 14.4 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)
  • 14.5 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)
  • 14.6 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)
  • 14.7 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)
  • 14.8 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)
  • 14.9 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, by Country (2019-2032)
  •   14.9.1 Germany
  •   14.9.2 U.K.
  •   14.9.3 France
  •   14.9.4 Italy
  •   14.9.5 Spain
  •   14.9.6 Russia
  •   14.9.7 The Netherlands
  •   14.9.8 Belgium
  •   14.9.9 Turkey
  •   14.9.10 Rest of Europe

  • SECTION 15 - ASIA-PACIFIC AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET
  • 15.1 Asia-Pacific Summary
  • 15.2 Market Attractive Index
  • 15.3 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)
  • 15.4 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)
  • 15.5 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)
  • 15.6 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)
  • 15.7 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)
  • 15.8 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)
  • 15.9 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, by Country (2019-2032)
  •   15.9.1 China
  •   15.9.2 India
  •   15.9.3 Japan
  •   15.9.4 South Korea
  •   15.9.5 Singapore
  •   15.9.6 Malaysia
  •   15.9.7 Australia
  •   15.9.8 Thailand
  •   15.9.9 Philippines
  •   15.9.10 Rest of Asia-Pacific

  • SECTION 16 - SOUTH AMERICA AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET
  • 16.1 South America Summary
  • 16.2 Market Attractive Index
  • 16.3 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)
  • 16.4 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)
  • 16.5 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)
  • 16.6 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)
  • 16.7 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)
  • 16.8 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)
  • 16.9 South America Augmented Reality (AR) and Virtual Reality (VR) Market, by Country (2019-2032)
  •   16.9.1 Brazil
  •   16.9.2 Argentina
  •   16.9.3 Chile
  •   16.9.4 Colombia
  •   16.9.5 Rest of South America

  • SECTION 17 - MIDDLE EAST AND AFRICA AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) MARKET
  • 17.1 Middle East and Africa Summary
  • 17.2 Market Attractive Index
  • 17.3 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Enterprise (2019-2032)
  • 17.4 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Technology (2019-2032)
  • 17.5 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Component (2019-2032)
  • 17.6 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Device (2019-2032)
  • 17.7 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by End-User (2019-2032)
  • 17.8 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Application (2019-2032)
  • 17.9 Middle East and Africa Augmented Reality (AR) and Virtual Reality (VR) Market, by Country (2019-2032)
  •   17.9.1 Kingdom of Saudi Arabia
  •   17.9.2 South Africa
  •   17.9.3 U.A.E.
  •   17.9.4 Egypt
  •   17.9.5 Rest of Middle East and Africa

  • SECTION 18 - COMPANY SHARE ANALYSIS
  • 18.1 Global Augmented Reality (AR) and Virtual Reality (VR) Market, Company Share Analysis
  • 18.2 North America Augmented Reality (AR) and Virtual Reality (VR) Market, Company Share Analysis
  • 18.3 Europe Augmented Reality (AR) and Virtual Reality (VR) Market, Company Share Analysis
  • 18.4 Asia-Pacific Augmented Reality (AR) and Virtual Reality (VR) Market, Company Share Analysis

  • SECTION 19 - COMPANY PROFILES
  • 19.1 Alphabet Inc.
  •   19.1.1 Company Snapshot
  •   19.1.2 Financial Overview
  •   19.1.3 Product Portfolio
  •   19.1.4 Recent Developments
  • 19.2 Apple Inc.
  •   19.2.1 Company Snapshot
  •   19.2.2 Financial Overview
  •   19.2.3 Product Portfolio
  •   19.2.4 Recent Developments
  • 19.3 Augmented Pixels Inc.
  •   19.3.1 Company Snapshot
  •   19.3.2 Financial Overview
  •   19.3.3 Product Portfolio
  •   19.3.4 Recent Developments
  • 19.4 Blippar Ltd.
  •   19.4.1 Company Snapshot
  •   19.4.2 Financial Overview
  •   19.4.3 Product Portfolio
  •   19.4.4 Recent Developments
  • 19.5 CyberGlove Systems Inc.
  •   19.5.1 Company Snapshot
  •   19.5.2 Financial Overview
  •   19.5.3 Product Portfolio
  •   19.5.4 Recent Developments
  • 19.6 Eon Reality Inc.
  •   19.6.1 Company Snapshot
  •   19.6.2 Financial Overview
  •   19.6.3 Product Portfolio
  •   19.6.4 Recent Developments
  • 19.7 HP Inc.
  •   19.7.1 Company Snapshot
  •   19.7.2 Financial Overview
  •   19.7.3 Product Portfolio
  •   19.7.4 Recent Developments
  • 19.8 HTC Corp.
  •   19.8.1 Company Snapshot
  •   19.8.2 Financial Overview
  •   19.8.3 Product Portfolio
  •   19.8.4 Recent Developments
  • 19.9 Innovega Inc.
  •   19.9.1 Company Snapshot
  •   19.9.2 Financial Overview
  •   19.9.3 Product Portfolio
  •   19.9.4 Recent Developments
  • 19.10 Lenovo Group Ltd.
  •   19.10.1 Company Snapshot
  •   19.10.2 Financial Overview
  •   19.10.3 Product Portfolio
  •   19.10.4 Recent Developments

  • SECTION 20 - RELATED REPORTS

  • SECTION 21 - DISCLAIMER

​RESEARCH METHODOLOGY

The research methodology employed in Uniprism Market Research involves four basic steps namely research and data collection, data pre-processing, modeling and forecasting, quality assurance and output.
RESEARCH AND DATA COLLECTION
A tripod model research technique is followed for research and data collection in which various approaches such as primary research, secondary research, and product mapping are considered.

Primary research basically involves the process of conducting personalized interviews with market related professionals of major market players, investors, distributors, vendors and many more.

The secondary research include data published by government, annual reports, press releases, investor presentations of companies, white papers, certified publications, annual manufacturing limit of the respective industries related to the market, production consumption analysis of certain products respective to the market and many more.

Below mention are few of the sources which we have considered while estimating the market size:
For instance,
  • Research articles published on Technium
  • Science and MDPI
  • Research publications by government approved associations and societies

Product mapping means the process of mapping the list of products that a key player contributes to the market as well as estimating the revenue of those products in order to define the Global Company share analysis of the respective Global Company in global, regional, and country level markets.
DATA PRE-PROCESSING

The term "data pre-processing" refers to the collection of procedures and methods used to clean, modify, and make ready for analysis the raw data gathered during research and data collection. The completion of this phase is necessary to guarantee that the data are reliable, consistent, and appropriate for statistical analysis and other data-driven tasks. The data pre-processing ensures that the information gathered from research and data collection is comparable and expressed in standard units, by the integration of missing data pointers and algorithmic approaches.

MODELING AND FORECASTING
The process of developing mathematical, statistical, or computational representations of real-world occurrences or relationships is known as modelling. These models are intended to replicate and explain market interactions, interdependence, and dynamics. These models are used by Uniprism Market Research to acquire a better knowledge of numerous market characteristics such as customer preferences, pricing elasticity, competition dynamics, and more. Depending on the individual study aims, many types of models are utilized, such as regression models, econometric models, decision tree models, and machine learning models.

Forecasting is the process of predicting future market conditions, trends, and occurrences using past data and models. Forecasting is used by Uniprism Market Research to estimate future sales, demand for products or services, market growth, and other important performance metrics. Forecasting accurately can assist organizations in making educated decisions about resource allocation, pricing, inventory management, and marketing tactics.

We create standardized bottom-up or top-down models that scale by leveraging data science and machine learning technology. All our market models consider the unique market characteristics of each country. Forecasting is based on major market indicators and a combination of traditional methodologies, such as exponential smoothing, time series analysis, regression analysis, and more modern techniques such as machine learning algorithms are all forecasting methodologies. The method chosen is determined on the nature of the data and the specific forecasting aims.
QUALITY ASSURANCE AND OUTPUT

Quality assurance and output involves the process of validation, adjustments, further publications of key market indicators. Extensive plausibility and consistency tests are performed on derived time series to ensure the high degree of quality of our market analysis. This quality assurance procedure also includes rigorous inspection, validation, and editing by an experienced management team to assure the dependability of the published data.

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