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    Augmented Virtual Reality Hardware Market Trends

    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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    Market Trends

    Key Emerging Trends in the Augmented Virtual Reality Hardware Market

    The AR/VR hardware market has witnessed tremendous growth and innovation because of the increasing popularity of 3D technologies in various industries. AR/VR hardware has an overview of head-mounted displays, activity GPS beacons and information peripherals that are designed to provide remarkable and interactive experiences in augmented reality virtual environment. However, this market is being swamped by demand in that the development of AR/VR reception for gaming, entertainment, education and training applications continues to grow. Among the obvious market trends in the AR/VR hardware market is a focus on improved display and optics technology. As the need for clear and high-fidelity visual environments grows, AR/VR hardware manufacturers are making investments into advanced displays, optics and rendering technologies to improve resolution, screen size (field of view), refresh rates and colour accuracy. This trend propels the development of state-of-the art AR/VR headsets and displays able to deliver more authentic, comfortable, and visually appealing experiences for end users. Secondly, the marriage of spatial visualization and 3D design integration is redefining AR/VR hardware. Spatial processing enables persistent reconciliation of digital satisfaction with the natural setup, making it possible for users to interact with virtual objects and information in real surroundings. AR/VR Solutions Providers are integrating advanced sensors, depth vision cameras and spatial positioning capabilities to support immersive and interactive AR experiences thereby significantly opening up the potential applications of such technologies in gaming, navigation, design as well as collaboration workplaces. Another important trend in the AR/VR hardware market is to focus on ergonomics and comfort. With AR/VR devices becoming more popular, there is increasing emphasis on developing lightweight and comfortable systems that can be used continuously without any discomfort. This trend is pushing the development of AR/VR headsets with adjustable bands, breathable materials and ergonomic weight distribution for improved comfort reducing weakness during prolonged use ultimately improving user experience. Additionally, the integration of biometric sensors and haptic criticism innovations is influencing AR/VR hardware development. For instance, AR/VR devices are integrating biometric sensors such as eye-following and pulse monitors as well gaze recognition to facilitate more personalized interactions. In addition, the development of haptic criticism innovations including material feedback and force input systems is increasing physical presence in virtual conditions whereby AR/VR contraption capacities are being enhanced. In addition, the trend towards self-contained and isolated AR/VR devices is redefining the market dynamics. Portable standalone AR/VR headsets that do not require attachment to external devices or computers provide greater freedom of movement and convenience, so they have a better appeal for consumers, business and educational customers. This trend fuels the development of self-contained AR/VR hardware with on-site processing, remote network and all in one dimension variables that allow detached and mobile immersive experiences. Additionally, the combination of AR/VR with 5G and edge processing is another notable trend in the market. 5G organizations and edge figuring structure is set to upgrade the abilities of AR/VR equipment by enabling low-latency, high-speed availability for continuous streaming multiplayer encounters cooperative applications. With more AR/VR devices that can leverage 5G and edge computing to provide seamless, high-quality immersive experiences across various use cases and industries.

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

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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.

    1. Table of Contents
    2. Executive Summary 19
      1. MARKET ATTRACTIVENESS ANALYSIS 20
    3. Market Introduction 21
      1. Definition 21
      2. Scope of the Study 21
      3. Research Objective 21
      4. Market Structure 22
    4. Research Methodology 23
    5. Market Dynamics 30
      1. INTRODUCTION 30
      2. drivers 31
        1. Consumer and Commercial Rising Interest 31
        2. Evolution of Silicon Technologies 31
        3. DRIVERS IMPACT ANALYSIS 32
      3. restraints 32
        1. Limited Processing Power, Storage and Memory in Mobile Phones 32
      4. Opportunities 33
        1. Growing Use of Smartphones and Tablets for AR& VR 33
        2. Rising Usage of VR Beyond Gaming 33
      5. Impact Analysis of COVID-19 34
        1. Impact on Semiconductor Manufacturers 34
        2. Impact on ComponentManufacturers 34
        3. Impact on Device Manufacturers 35
        4. COVID-19 Impact on Supply Chain 35
    6. MARKET FACTOR ANALYSIS 36
      1. Supply Chain Analysis 36
        1. hardware/components manufacturers 36
        2. Technology Integrators 36
        3. End-Users 37
      2. Porter’s Five Forces Model 37
        1. Threat of New Entrants 38
        2. Bargaining Power of Suppliers 38
        3. Threat of Substitutes 38
        4. Bargaining Power of Buyers 38
        5. Intensity of Rivalry 38
    7. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    8. BY Hardware Type 39
      1. OVERVIEW 39
        1. Global Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    9. 2018–2030 (USD MILLION) 40
      1. Sensors 40
      2. Processors 40
      3. Controllers 40
      4. Cameras 40
      5. Headphones 41
      6. Display Monitors 41
      7. Others 41
    10. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    11. BY Application 42
      1. OVERVIEW 42
        1. Global Augmented Reality and Virtual Reality Hardware market, BY Application,
    12. 2018–2030 (USD MILLION) 43
      1. Head Mounted Display 43
      2. Head Up Display 43
      3. Handheld Devices 43
    13. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    14. BY Industry Vertical 44
      1. OVERVIEW 44
        1. Global Augmented Reality and Virtual Reality Hardware market, BY Industry Vertical,
    15. 2018–2030 (USD MILLION) 45
      1. Aerospace & Defense 45
      2. Gaming & Entertainment 45
      3. Education & Training 46
      4. Healthcare 46
      5. Automotive 46
      6. Others 46
    16. Global Augmented Reality and Virtual Reality Hardware MARKET,
    17. BY Region 47
      1. OVERVIEW 47
        1. Global Augmented Reality and Virtual Reality Hardware market, by Region, 2021 VS 2030
    18. (USD MILLION) 48
      1. Global Augmented Reality and Virtual Reality Hardware market, BY Region, 2018–2030
    19. (USD MILLION) 48
      1. North america 49
        1. North america: Augmented Reality and Virtual Reality Hardware market, BY Country,
    20. 2018–2030 (USD MILLION) 50
      1. North America Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    21. 2018–2030 (USD MILLION) 51
      1. North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    22. 2018–2030 (USD MILLION) 52
      1. North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    23. Vertical, 2018–2030 (USD MILLION) 53
      1. US 54
        1. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    24. 2018–2030 (USD MILLION) 54
      1. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application, 2018–2030
    25. (USD MILLION) 54
      1. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    26. 2018–2030 (USD MILLION) 55
      1. CANADA 55
        1. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    27. 2018–2030 (USD MILLION) 55
      1. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    28. 2018–2030 (USD MILLION) 56
      1. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    29. 2018–2030 (USD MILLION) 56
      1. Europe 57
        1. Europe: Augmented Reality and Virtual Reality Hardware market, BY Country, 2018–2030
    30. (USD MILLION) 58
      1. Europe Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    31. 2018–2030 (USD MILLION) 59
      1. Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application, 2018–2030
    32. (USD MILLION) 60
      1. Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    33. 2018–2030 (USD MILLION) 61
      1. UK 62
        1. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type, 2018–2030
    34. (USD MILLION) 62
      1. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application, 2018–2030
        1. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    35. 2018–2030 (USD MILLION) 63
      1. GERMANY 63
        1. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    36. 2018–2030 (USD MILLION) 63
      1. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    37. 2018–2030 (USD MILLION) 64
      1. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    38. 2018–2030 (USD MILLION) 64
      1. FRANCE 65
        1. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    39. 2018–2030 (USD MILLION) 65
      1. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    40. 2018–2030 (USD MILLION) 65
      1. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    41. 2018–2030 (USD MILLION) 66
      1. ITALY 66
        1. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    42. 2018–2030 (USD MILLION) 66
      1. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    43. 2018–2030 (USD MILLION) 67
      1. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    44. 2018–2030 (USD MILLION) 67
      1. REST OF EUROPE 68
        1. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
    45. Type, 2018–2030 (USD MILLION) 68
      1. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    46. BY Application, 2018–2030 (USD MILLION) 68
      1. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    47. Vertical, 2018–2030 (USD MILLION) 69
      1. Asia-Pacific 70
        1. Asia-Pacific: Augmented Reality and Virtual Reality Hardware market, BY Country,
    48. 2018–2030 (USD MILLION) 71
      1. Asia-Pacific Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    49. 2018–2030 (USD MILLION) 72
      1. Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    50. 2018–2030 (USD MILLION) 73
      1. Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    51. 2018–2030 (USD MILLION) 74
      1. CHINA 75
        1. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    52. 2018–2030 (USD MILLION) 75
      1. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    53. 2018–2030 (USD MILLION) 75
      1. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    54. 2018–2030 (USD MILLION) 76
      1. JAPAN 76
        1. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    55. 2018–2030 (USD MILLION) 76
      1. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    56. 2018–2030 (USD MILLION) 77
      1. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
        1. INDIA 78
    57. 2018–2030 (USD MILLION) 78
      1. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application, 2018–2030
    58. (USD MILLION) 78
      1. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    59. 2018–2030 (USD MILLION) 79
      1. SOUTH KOREA 79
        1. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
    60. Type, 2018–2030 (USD MILLION) 79
      1. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    61. 2018–2030 (USD MILLION) 80
      1. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    62. Vertical, 2018–2030 (USD MILLION) 80
      1. REST OF ASIA-PACIFIC 81
        1. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    63. BY Hardware Type, 2018–2030 (USD MILLION) 81
      1. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    64. BY Application, 2018–2030 (USD MILLION) 81
      1. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    65. BY Industry Vertical, 2018–2030 (USD MILLION) 82
      1. Middle East & Africa 82
        1. Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
    66. BY Hardware Type, 2018–2030 (USD MILLION) 83
      1. Middle East & AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    67. BY Application, 2018–2030 (USD MILLION) 84
      1. Middle East & AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    68. BY Industry Vertical, 2018–2030 (USD MILLION) 85
      1. Latin America 86
        1. Latin AmericaAugmented Reality and Virtual Reality Hardware market, BY Hardware
    69. Type, 2018–2030 (USD MILLION) 87
      1. Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    70. 2018–2030 (USD MILLION) 88
      1. Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    71. Vertical, 2018–2030 (USD MILLION) 89
    72. Competitive Landscape 90
      1. Competitive benchmarking 91
      2. Vendor share analysis 92
      3. recent developments 92
        1. Partnerships/Agreements/contracts/Collaborations 92
        2. Business Expansions/AcquisItions 93
        3. Product Launches/developments 93
    73. Company Profiles 95
      1. 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 97
      2. 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 100
      1. WORLDVIZ 101
        1. COMPANY OVERVIEW 101
        2. FINANCIAL OVERVIEW 101
        3. Products/Solutions/Services Offered 101
        4. KEY DEVELOPMENTS 101
      2. nxp semiconductor n.v 102
        1. COMPANY OVERVIEW 102
        2. FINANCIAL OVERVIEW 103
        3. Products/Solutions/Services Offered 103
        4. KEY DEVELOPMENTS 104
        5. SWOT ANALYSIS 104
        6. KEY STRATEGIES 104
      3. bosch sensortec gmbh (bosch group) 105
        1. COMPANY OVERVIEW 105
        2. FINANCIAL OVERVIEW 106
        3. Products/Solutions/Services Offered 106
        4. KEY DEVELOPMENTS 107
        5. SWOT ANALYSIS 107
        6. KEY STRATEGIES 108
      4. inertial labs 109
        1. COMPANY OVERVIEW 109
        2. FINANCIAL OVERVIEW 109
        3. Products/Solutions/Services OFFERed 109
        4. KEY DEVELOPMENTS 109
      5. sony corporation 110
        1. COMPANY OVERVIEW 110
        2. FINANCIAL OVERVIEW 111
        3. Products/Solutions/Services OFFERed 112
        4. KEY DEVELOPMENTS 112
        5. SWOT ANALYSIS 112
        6. KEY STRATEGIES 113
      6. valve corporation 114
        1. COMPANY OVERVIEW 114
        2. FINANCIAL OVERVIEW 114
        3. Products/Solutions/Services OFFERed 114
        4. KEY DEVELOPMENTS 114
      7. htc corproation 115
        1. COMPANY OVERVIEW 115
        2. FINANCIAL OVERVIEW 115
        3. Products/Solutions/Services OFFERed 116
        4. KEY DEVELOPMENTS 116
        5. SWOT ANALYSIS 117
        6. KEY STRATEGIES 117
      8. tcl technology 118
        1. COMPANY OVERVIEW 118
        2. FINANCIAL OVERVIEW 119
        3. Products/Solutions/Services OFFERed 119
        4. KEY DEVELOPMENTS 120
        5. SWOT ANALYSIS 120
        6. KEY STRATEGIES 120
      9. dpvr. 121
        1. COMPANY OVERVIEW 121
        2. FINANCIAL OVERVIEW 121
        3. Products/Solutions/Services OFFERed 121
        4. KEY DEVELOPMENTS 121
      10. VUZIX 122
        1. COMPANY OVERVIEW 122
        2. FINANCIAL OVERVIEW 123
        3. Products/Solutions/Services OFFERed 123
        4. KEY DEVELOPMENTS 124
        5. SWOT ANALYSIS 124
        6. KEY STRATEGIES 124
      11. qualcomm technologies inc. 125
        1. COMPANY OVERVIEW 125
        2. FINANCIAL OVERVIEW 126
        3. Products/Solutions/Services OFFERed 126
        4. KEY DEVELOPMENTS 127
        5. SWOT ANALYSIS 127
        6. KEY STRATEGIES 127
      12. sieko epson corporation 128
        1. COMPANY OVERVIEW 128
        2. FINANCIAL OVERVIEW 128
        3. Products/Solutions/Services OFFERed 129
        4. KEY DEVELOPMENTS 129
        5. SWOT ANALYSIS 129
        6. KEY STRATEGIES 130
      13. penumbra, inc. 131
        1. COMPANY OVERVIEW 131
        2. FINANCIAL OVERVIEW 131
        3. Products/Solutions/Services OFFERed 132
        4. KEY DEVELOPMENTS 132
        5. SWOT ANALYSIS 132
        6. KEY STRATEGIES 133
      14. Arm Limited 134
        1. COMPANY OVERVIEW 134
        2. FINANCIAL OVERVIEW 134
        3. Products/Solutions/Services OFFERed 134
        4. KEY DEVELOPMENTS 134
      15. LEKE VR 135
        1. COMPANY OVERVIEW 135
        2. FINANCIAL OVERVIEW 135
        3. Products/Solutions/Services OFFERed 135
        4. KEY DEVELOPMENTS 135
      16. google llc 136
        1. COMPANY OVERVIEW 136
        2. FINANCIAL OVERVIEW 137
        3. Products/Solutions/Services OFFERed 137
        4. KEY DEVELOPMENTS 138
        5. SWOT ANALYSIS 138
        6. KEY STRATEGIES 138
    74. List of Tables and Figures
      1. LIST OF TABLES
      2. TABLE 1 MARKET SYNOPSIS 20
      3. TABLE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 40
      4. TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 43
      5. TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 45
      6. TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030 (USD MILLION) 48
      7. TABLE 6 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 50
      8. TABLE 7 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 51
      9. TABLE 8 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030 (USD MILLION) 52
      10. TABLE 9 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 53
      11. TABLE 10 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 54
      12. TABLE 11 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 54
      13. TABLE 12 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 55
      14. TABLE 13 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 55
      15. TABLE 14 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 56
      16. TABLE 15 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 56
      17. TABLE 16 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 58
      18. TABLE 17 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 59
      19. TABLE 18 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030 (USD MILLION) 60
      20. TABLE 19 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 61
      21. TABLE 20 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 62
      22. TABLE 21 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 62
      23. TABLE 22 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 63
      24. TABLE 23 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 63
      25. TABLE 24 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 64
      26. TABLE 25 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 64
      27. TABLE 26 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 65
      28. TABLE 27 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 65
      29. TABLE 28 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 66
      30. TABLE 29 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 66
      31. TABLE 30 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 67
      32. TABLE 31 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 67
      33. TABLE 32 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 68
      34. TABLE 33 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 68
      35. TABLE 34 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 69
      36. TABLE 35 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 71
      37. TABLE 36 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 72
      38. TABLE 37 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030 (USD MILLION) 73
      39. TABLE 38 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 74
      40. TABLE 39 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 75
      41. TABLE 40 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 75
      42. TABLE 41 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 76
      43. TABLE 42 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 76
      44. TABLE 43 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 77
      45. TABLE 44 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 77
      46. TABLE 45 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 78
      47. TABLE 46 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 78
      48. TABLE 47 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 79
      49. TABLE 48 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 79
      50. TABLE 49 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 80
      51. TABLE 50 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 80
      52. TABLE 51 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 81
      53. TABLE 52 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 81
      54. TABLE 53 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 82
      55. TABLE 54 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 83
      56. TABLE 55 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030 (USD MILLION) 84
      57. TABLE 56 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 85
      58. TABLE 57 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 87
      59. TABLE 58 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030 (USD MILLION) 88
      60. TABLE 59 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030 (USD MILLION) 89
      61. TABLE 60 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
      62. TABLE 61 BUSINESS EXPANSIONS/ACQUISITIONS 93
      63. TABLE 62 PRODUCT LAUNCHES/DEVELOPMENTS 93
      64. TABLE 63 OCULUS VR (META): PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
      65. TABLE 64 OCULUS VR (META): KEY DEVELOPMENTS 97
      66. TABLE 65 SAMSUNG ELECTRONICS CO., LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
      67. TABLE 66 SAMSUNG ELECTRONICS CO., LTD: KEY DEVELOPMENTS 100
      68. TABLE 67 WORLDVIZ: PRODUCTS/SOLUTIONS/SERVICES OFFERED 101
      69. TABLE 68 NXP SEMICONDUCTORS N.V: PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
      70. TABLE 69 NXP SEMICONDUCTORS N.V: KEY DEVELOPMENTS 104
      71. TABLE 70 BOSCH SENSORTEC GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
      72. TABLE 71 BOSCH SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
      73. TABLE 72 INERTIAL LABS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
      74. TABLE 73 INERTIAL LABS: KEY DEVELOPMENTS 109
      75. TABLE 74 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
      76. TABLE 75 SONY CORPORATION: KEY DEVELOPMENTS 112
      77. TABLE 76 VALVE CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 114
      78. TABLE 77 VALVE CORPORATION: KEY DEVELOPMENTS 114
      79. TABLE 78 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
      80. TABLE 79 HTC CORPORATION: KEY DEVELOPMENTS 116
      81. TABLE 80 TCL TECHNOLOGY: PRODUCTS/SOLUTIONS/SERVICES OFFERED 119
      82. TABLE 81 TCL TECHNOLOGY: KEY DEVELOPMENTS 120
      83. TABLE 82 DPVR.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 121
      84. TABLE 83 VUZIX: PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
      85. TABLE 84 VUZIX: KEY DEVELOPMENTS 124
      86. TABLE 85 QUALCOM TECHNOLOGIES INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 126
      87. TABLE 86 QUALCOM TECHNOLOGIES INC.: KEY DEVELOPMENTS 127
      88. TABLE 87 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
      89. TABLE 88 SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
      90. TABLE 89 PENUMBRA, INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 132
      91. TABLE 90 PENUMBRA, INC: KEY DEVELOPMENTS 132
      92. TABLE 91 ARM LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
      93. TABLE 92 LEKE VR: PRODUCTS/SOLUTIONS/SERVICES OFFERED 135
      94. TABLE 93 GOOGLE LLC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
      95. TABLE 94 GOOGLE LLC: KEY DEVELOPMENTS 138   LIST OF FIGURES
      96. FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 20
      97. FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET: MARKET STRUCTURE 22
      98. FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES 27
      99. FIGURE 4 MARKET DYNAMICS: ANALYSIS OF THE GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 30
      100. FIGURE 5 DRIVERS IMPACT ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
      101. FIGURE 6 RESTRAINTS IMPACT ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
      102. FIGURE 7 SUPPLY CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
      103. FIGURE 8 Porter's Five Forces Analysis: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 37
      104. FIGURE 9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
      105. FIGURE 10 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030 (USD MILLION) 39
      106. FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2021 (% SHARE) 42
      107. FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
      108. FIGURE 13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2021 (% SHARE) 44
      109. FIGURE 14 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030 (USD MILLION) 44
      110. FIGURE 15 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (% SHARE) 47
      111. FIGURE 16 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030 (USD MILLION) 48
      112. FIGURE 17 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
      113. FIGURE 18 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 50
      114. FIGURE 19 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 51
      115. FIGURE 20 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 52
      116. FIGURE 21 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 53
      117. FIGURE 22 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 57
      118. FIGURE 23 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
      119. FIGURE 24 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 59
      120. FIGURE 25 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
      121. FIGURE 26 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 61
      122. FIGURE 27 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
      123. FIGURE 28 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 71
      124. FIGURE 29 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 72
      125. FIGURE 30 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 73
      126. FIGURE 31 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 74
      127. FIGURE 32 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 83
      128. FIGURE 33 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 84
      129. FIGURE 34 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 85
      130. FIGURE 35 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 87
      131. FIGURE 36 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 88
      132. FIGURE 37 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 89
      133. FIGURE 38 GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING 91
      134. FIGURE 39 VENDOR SHARE ANALYSIS, 2021 (%) 92
      135. FIGURE 40 OCULUS VR (META): FINANCIAL OVERVIEW SNAPSHOT 96
      136. FIGURE 41 OCULUS VR (META): SWOT ANALYSIS 97
      137. FIGURE 42 SAMSUNG ELECTRONICS CO., LTD: FINANCIAL OVERVIEW SNAPSHOT 99
      138. FIGURE 43 SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
      139. FIGURE 44 NXP SEMICONDUCTORS N.V: FINANCIAL OVERVIEW SNAPSHOT 103
      140. FIGURE 45 NXP SEMICONDUCTORS N.V: SWOT ANALYSIS 104
      141. FIGURE 46 BOSCH SENSORTEC GMBH (BOSCH GROUP): FINANCIAL OVERVIEW SNAPSHOT 106
      142. FIGURE 47 BOSCH SENSORTEC GMBH (BOSCH GROUP): SWOT ANALYSIS 107
      143. FIGURE 48 SONY CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 111
      144. FIGURE 49 SONY CORPORATION: SWOT ANALYSIS 112
      145. FIGURE 50 HTC CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 115
      146. FIGURE 51 HTC CORPORATION: SWOT ANALYSIS 117
      147. FIGURE 52 TCL TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
      148. FIGURE 53 TCL TECHNOLOGY: SWOT ANALYSIS 120
      149. FIGURE 54 VUZIX: FINANCIAL OVERVIEW SNAPSHOT 123
      150. FIGURE 55 VUZIX: SWOT ANALYSIS 124
      151. FIGURE 56 QUALCOM TECHNOLOGIES INC.: FINANCIAL OVERVIEW SNAPSHOT 126
      152. FIGURE 57 QUALCOM TECHNOLOGIES INC.: SWOT ANALYSIS 127
      153. FIGURE 58 SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
      154. FIGURE 59 SEIKO EPSON CORPORATION: SWOT ANALYSIS 129
      155. FIGURE 60 PENUMBRA, INC: FINANCIAL OVERVIEW SNAPSHOT 131
      156. FIGURE 61 PENUMBRA, INC: SWOT ANALYSIS 132
      157. FIGURE 62 GOOGLE LLC: FINANCIAL OVERVIEW SNAPSHOT 137
      158. FIGURE 63 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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