info@marketresearchfuture.com   📞  +1 (855) 661-4441(US)   📞  +44 1720 412 167(UK)
Certified Global Research Member
Isomar fd.webp Wcrc 57.webp
Key Questions Answered
  • Global Market Outlook
  • In-depth analysis of global and regional trends
  • Analyze and identify the major players in the market, their market share, key developments, etc.
  • To understand the capability of the major players based on products offered, financials, and strategies.
  • Identify disrupting products, companies, and trends.
  • To identify opportunities in the market.
  • Analyze the key challenges in the market.
  • Analyze the regional penetration of players, products, and services in the market.
  • Comparison of major players’ financial performance.
  • Evaluate strategies adopted by major players.
  • Recommendations
Why Choose Market Research Future?
  • Vigorous research methodologies for specific market.
  • Knowledge partners across the globe
  • Large network of partner consultants.
  • Ever-increasing/ Escalating data base with quarterly monitoring of various markets
  • Trusted by fortune 500 companies/startups/ universities/organizations
  • Large database of 5000+ markets reports.
  • Effective and prompt pre- and post-sales support.

Augmented Reality Virtual Reality Market Analysis

ID: MRFR//5419-CR | 94 Pages | Author: Ankit Gupta| July 2019

5G and WebVR: Catalyzing the Augmented and Virtual Reality Revolution

The advent of 5G technology and the rise of WebVR are ushering in a new era for augmented reality (AR) and virtual reality (VR), significantly impacting the way users interact with immersive content on their devices. Both AR and VR experiences, with a spotlight on the transformative potential of 5G and WebVR, are poised to redefine the landscape of mobile apps and revolutionize user engagement.

One of the key drivers shaping the future of AR and VR is the impending widespread availability of 5G connectivity. As 5G networks become more prevalent and accessible on a broader range of mobile and Internet devices, the limitations that AR and VR have historically faced are expected to diminish. The virtual picture creation, processing demands, and high data transport requirements inherent to AR and VR, especially in the case of VR, are challenges that 5G aims to overcome. The increased data transfer speeds and reduced latency of 5G networks promise to elevate the overall AR and VR experience, enabling users to seamlessly access and engage with immersive content.

Moreover, the fusion of 5G technology with mobile apps is set to play a pivotal role in shaping the future of AR and VR. Users can continue to download AR and VR content for their smartphones from platforms like Google Play and Oculus, especially for mobile devices equipped with AR capabilities. This symbiotic relationship between 5G and mobile apps creates a dynamic ecosystem where the delivery of high-quality AR and VR experiences becomes more fluid and responsive.

WebVR, another transformative force in the AR and VR landscape, is already making waves by eliminating barriers to adoption. One of the significant advantages of WebVR is its ability to eradicate the need for users to download native apps onto their computers or mobile devices for consuming VR and AR content. This is achieved by enabling users of popular web browsers such as Google Chrome and Mozilla Firefox to experience immersive content directly through the browser. WebVR not only simplifies the user experience but also widens the accessibility of AR and VR content, making it more inclusive and user-friendly.

The retail sector is one domain where AR, powered by mobile apps, is creating a virtual revolution. Augmented reality mobile apps enable customers to simulate actual-sized products in virtual trial rooms, providing a virtual in-store experience. This innovation allows consumers to visualize how products will fit or look in their real-world surroundings before making a purchase. This level of interactivity enhances the online shopping experience and mitigates some of the challenges associated with purchasing items without physically trying them.
In the realm of education, AR is proving to be a transformative tool. Location-based AR apps leverage geolocation data in mobile phones to deliver information about specific locations, enhancing users' understanding of their surroundings. This approach allows users to physically interact with the world while utilizing an augmented overlay. In educational settings, tutors can leverage AR to present virtual images or animations, creating an immersive and engaging learning experience for their students. Applications like ZooBurst and Chromville Science exemplify how AR can be harnessed to revolutionize education.

The synergy of 5G and WebVR, along with the continuous evolution of AR and VR applications, is poised to reshape the way users consume content, access information, and engage with the digital world. As these technologies continue to advance, the future holds the promise of an increasingly seamless and immersive experience for users, expanding the horizons of what is possible in the realms of augmented and virtual reality.

Covered Aspects:

Report Attribute/Metric Details
Segment Outlook Technology, Offering, Software, Device Type, Vertical Geographies Covered North America, Europe, Asia-Pacific, and the Rest of the World (RoW) Key Vendors Google (US), Sony Corporation (Japan), Apple Inc. (US), Samsung (South Korea), Microsoft (US), HTC Corporation (Taiwan), Oculus (US), PTC (US), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude (Austria), Blippar Group Limited (UK), MAXST CO., Ltd. (South Korea), EON Reality (US), Uil VR Solutions BV (US), CyberGlove Systems Inc. (US), and Nintendo (Japan) Key Market Opportunities The industrial automation industry is expected to boost the augmented and virtual reality markets. Key Market Drivers The surge in the adoption of augmented reality and virtual reality in the infotainment industry

Augmented Reality and Virtual Reality Market Research 


The augmented reality and virtual reality market size is projected to reach approximately USD 369.765 Billion by 2032, at a CAGR of 30.9% from 2024 to 2032. The augmented reality and virtual reality market (AR/VR market) significantly widen the range of everyday tasks connected devices can assist with, including information search, shopping, and other activities. In contrast, virtual reality enables users to travel the world from the ease of their homes. Virtual reality gaming creates a 3D environment for its consumers, allowing them to feel the physical presence of a game. Virtual reality (VR) technology creates experiences that are nearly real and/or believable in an artificial or virtual environment, whereas augmented reality (AR) augments the real world by overlaying computer-generated information on top of it.


Figure 1: Augmented Reality and Virtual Reality Market Size, 2023-2032 (USD Billion)


Augmented Reality and Virtual Reality Market


Source: Secondary Research, Primary Research, MRFR Database and Analyst Review


COVID-19 Impact Analysis


COVID-19 has accelerated digitization and given technology adoption a much-needed boost. These technologies have applications in various industries, including healthcare, education, tourism, and retail. The pandemic's behavioral changes will last longer, if not forever, even after the lockdown restrictions are lifted. People will remain socially distant while being virtually close thanks to augmented reality, virtual reality, and extended reality market technologies. If AR/VR platforms are available, businesses can run and grow despite the challenges posed by social distancing. Furthermore, as internet connectivity improves, more people can work from remote locations and smartphones, making it possible for the masses to work online.


Augmented Reality and Virtual Reality Market Dynamics


Virtual reality is widely used for a variety of other applications aside from education and training. For example, in the automobile industry, technology allows the engineers to experiment with a vehicle's design and construction at the perception stage before embarking on costly prototypes. VR exposure therapy is also used to treat people suffering from mental illnesses. Furthermore, tourism businesses use virtual reality technology to allow potential clients or customers to take virtual tours of monuments, iconic destinations, restaurants, and hotels. Another factor likely to drive market growth is the surging use of VR applications in the architecture and planning sectors. The use of virtual reality technology in architecture helps with decision-making and visualizing the effects of proposed urban designs and architectural plans. It also allows for the early detection and correction of flaws, saving time and money. Furthermore, several real-estate firms have begun to use virtual reality to provide virtual tours of properties, increasing the chances of a sale.


For example, in February 2021, Zillow, an online real-estate marketplace company, launched the Zillow 3D Home tour, an interactive media for real estate buyers to remotely inspect houses using VR technology. The company uses AI to help break down barriers between listing media like virtual tours and photos and listing data like room dimensions and square footage.


Market Drivers



  • The rise in the adoption of augmented reality and virtual reality in the infotainment industry


An increase in demand for head-mounted displays (HMDs) in the entertainment and gaming industry, adoption of the augmented reality and virtual reality market for marketing strategies, and rising demand for AR/VR in the e-commerce and retail industries are key factors driving AR/VR market growth. Furthermore, rising demand for AR and VR devices in the manufacturing and healthcare industry and increased investments and funding by key market players are propelling market growth. For instance, in May 2019, Microsoft released the HoloLens 2, the second-generation HoloLens. Free trials of Azure Credits, Unity Pro, and the Unity PiXYZ CAD data plugin are included in the HoloLens 2 complete set. In addition, Unreal Engine 4 support for HoloLens 2 was announced, providing customers with a more realistic experience.



  • Significance of augmented reality in the healthcare sector


Market Restraints:



  • High investment required for AR/VR development


The high cost of AR/VR development and SoC integration is a significant impediment to the deveeelopment of the augmented and virtual reality markets. Furthermore, security compliance issues and increasing cyber-attacks due to the absence of security standards are significant factors challenging market dynamics. Moreover, lacking technical expertise will challenge market growth, resulting in data manipulation, sniffing, spoofing, cyber-attacks, and man-in-the-middle attacks.



  • Lack of technical expertise


Market Opportunities



  • Industrial automation is expected to boost the augmented and virtual reality markets.


The industrial automation industry is expected to promote augmented reality and virtual reality market size to better communication between self-monitoring devices, production machines, the internet of things (IoT), and machine-to-machine communication (M2M). The high demand for AR/VR in the manufacturing industry is expected to provide market participants with numerous opportunities in the future.


Augmented Reality and Virtual Reality Market Segmentation


Technology Insights


The augmented reality and virtual reality market segmentation, based on technology, is marker-based (passive marker, active marker), marker-less (model-based, image processing-based), anchor-based, virtual reality, non-immersive, and semi and fully immersive. In 2021, the semi and fully immersive segment accounted for the highest revenue share in the augmented reality and virtual reality market. It is also expected to have the highest CAGR during the forecast period. The segment's growth can be attributed to the ongoing surge in demand for VR HMDs. In a digital platform, semi and fully immersive technology replicate real-world surroundings' architecture. It necessitates using complex simulators, high-resolution displays, and powerful PCs. Students can use VR technology to practice cognitive and motor skills that they will not be able to do in an educational setting.


Offering Insights


The augmented reality and virtual reality market segmentation, based on offering, is hardware, sensors, semiconductor components, displays and projectors, position trackers, cameras, and others (computer/video generator and combiner). The hardware segment had the highest revenue share in 2021 and is expected to rise at the highest CAGR in the market during the forecast period. The increasing use of smartphones, tablets, and other technologically advanced electronic devices is fuelling segment growth. Input devices, output devices, and consoles are all part of the hardware segment. The rapid adoption of virtual reality headsets in commercial applications, amusement and theme parks, and other locations are expected to provide growth opportunities for Original Equipment Manufacturers (OEMs). Furthermore, advances in lightweight wearable technologies are expected to fuel demand for VR head-mounted displays.


Vertical Insights


The augmented reality and virtual reality market segmentation, based on vertical, is consumer electronics, media & entertainment, automotive, healthcare, retail, aerospace & defense, BFSI, IT & telecommunication, manufacturing, education, travel & tourism, and real estate. The healthcare segment is expected to increase at the fastest rate during the forecast period due to the wide range of opportunities for VR in the healthcare sector, including medical marketing, disease awareness, and medical learning and training. ImmersiveTouch, Inc. and Osso VR, Inc. provide virtual reality (VR) solutions to train medical students and surgeons. Furthermore, virtual surgeries, emergency training, and VR anatomy apps are in high demand to help medical professionals learn more precisely. Because of the increasing demand for VR technology in the gaming and entertainment industries, the consumer segment is expected to grow significantly over the forecast period. However, the use of VR headsets in the commercial sector, such as real estate, vehicle showrooms, and retail stores, resulted in the retail segment having the highest market share in 2021.


Device Type Insights


The augmented reality and virtual reality market research segmentation, based on device type, is augmented reality, head-mounted displays, head-up displays, virtual reality, gesture-tracking devices, and projectors and display walls. Head-up displays held the largest share of the AR/VR market in 2021 and are anticipated to grow at the fastest CAGR in the forecast period. Head-up displays (HUDs) are primarily used for image augmentation and are currently used for training in the aerospace and defense industries and the automotive industry. The market for augmented reality HUDs is still in its infancy, but it is expected to become commercially viable soon. The primary function of augmented reality head-up displays in automobiles and airplanes is navigation. Displaying information on the windscreens, such as a route and speed, as well as any other vital details in the driver's line of sight, would assist drivers in driving safely. The market would expand further.


Figure 2: Global Augmented Reality and Virtual Reality Market Share by Region, 2021 (%)


Augmented Reality and Virtual Reality Market Share by Region, 2021



Source: Secondary Research, Primary Research, MRFR Database and Analyst Review


Augmented Reality and Virtual Reality Market Overview, by Region


By region, the augmented reality and virtual reality market report have been divided into North America, Europe, Asia-Pacific, and the Rest of the World. Asia-Pacific region accounted for the most extensive market share. The North American Region is projected to exhibit the highest CAGR during the review period.


Asia-Pacific


In 2021, Asia-Pacific reported the largest revenue share in AR/VR market, owing to ongoing advancements in VR technology. China's VR market grew significantly, as the country is a significant distributor of HMDs and other VR-related hardware. Technological advances are also assisting in the market growth in Southeast Asian countries. Japan launched commercial 5G services in 2019, prompting telecom companies to use strategic ingenuity to provide augmented reality and virtual reality viewing platforms that leverage 5G connectivity. Programs by the government and other related bodies, such as funds and investments to assist VR businesses, are also encouraging the region's adoption of VR technology.


North America


North America is expected to be the fastest-growing regional market during the forecast period. This is due to the widespread use of VR technology in various applications across various industry sectors, particularly in the gaming and automobile industries. Europe's larger gaming population contributes to the region's adoption of cutting-edge VR headsets. The speedy development and sale of powerful VR hardware sets targeted at the gaming community have sped up the regional market's growth.


Augmented Reality and Virtual Reality Market Competitive Landscape


The market includes tier-1, tier-2, and local players. The tier-1 and tier-2 players have reach with diverse product portfolios. Companies such as Google (US), Apple Inc. (US), Sony Corporation (Japan), Samsung (South Korea), Microsoft (US), HTC Corporation (Taiwan), Oculus (US), and PTC (US) dominate the augmented reality and virtual reality market due to product differentiation, financial stability, strategic developments, and diversified regional presence. AR/VR developers focus on creating personalized solutions and standard products to cater to a customer base. Curtain wall manufacturers prioritize investment in advanced materials, robust R&D projects, and strategic partnerships. Furthermore, companies are focusing on aggressive marketing, promotion, and participation in trade shows to strengthen their market positioning. Several major players in the augmented reality and virtual reality market are focusing on diversifying and improving their services. This has enabled companies to provide more detailed insights to clients and marketers about product sales, allowing them to make data-driven decisions. For instance, Epson America, Inc., a division of Japan's Seiko Epson Corporation, has partnered with 3D HoloGroup (US), a company specializing in AR software architecture and systems integration, and sold Epson's AR glasses beginning in March 2020.


Prominent players in the augmented reality and virtual reality market include 




  • Google (US), 




  • Sony Corporation (Japan)




  • HTC Corporation (Taiwan)




  • Microsoft (US)




  • Oculus (US)




  • PTC (US)




  • Samsung (South Korea)




  • Seiko Epson Corporation (Japan)




  • Lenovo (China)




  • Apple Inc. (US)




  • Wikitude (Austria)




  • Blippar Group Limited (UK)




  • MAXST CO., Ltd. (South Korea)




  • EON Reality (US)




  • Uil VR Solutions BV (US)




  • CyberGlove Systems Inc. (US)




  • Nintendo (Japan)




  • Others




Scope of the Augmented Reality and Virtual Reality Market Report


Technology outlook



  • Augmented Reality

  • Marker-based (Passive Marker, Active Marker)

  • Markerless (Model-based, Image Processing-based)

  • Anchor-based

  • Virtual Reality

  • Non-immersive

  • Semi and Fully Immersive


Offering Outlook



  • Hardware

  • Sensors

  • Semiconductor Components

  • Displays and Projectors

  • Position Trackers

  • Cameras

  • Others (Computer/video generator and combiner)


Software Outlook



  • Software Development Kits

  • Cloud-based Services

  • AR Software Functions

  • VR Content Creation


Device Type Outlook



  • Augmented Reality

  • Head-mounted Displays

  • Head-up Displays

  • Virtual Reality

  • Head-mounted Displays

  • Gesture-tracking Devices

  • Projectors and Display Walls


Vertical Outlook



  • Consumer Electronics

  • Media & Entertainment

  • Healthcare

  • Retail

  • Aerospace & Defense

  • Automotive

  • BFSI

  • IT & Telecommunication

  • Manufacturing

  • Education

  • Travel & Tourism

  • Real Estate


Region Outlook




  • North America

    • US

    • Canada

    • Mexico




  • Europe

    • UK

    • Germany

    • France

    • Italy

    • Spain

    • Rest of Europe




  • Asia-Pacific

    • China

    • India

    • Japan

    • Australia and New Zealand

    • Rest of Asia-Pacific




  • Rest of the World

    • South America

    • Middle East

    • Africa




Objectives of the Study


The objectives of the study are summarized in five stages. They are as mentioned below:


Augmented Reality and Virtual Reality Market Forecast & Size:


To identify and estimate the market size for the augmented reality and virtual reality market segmented by technology, offering, software, device type, and vertical by value (in US dollars). Also, to understand the consumption/demand created by consumers of augmented reality and virtual reality between 2022 and 2030


Market Landscape and Trends:


To identify and infer the drivers, restraints, opportunities, and challenges for the augmented reality and virtual reality market


Market Influencing Factors:


To find out the factors which are affecting the sales of augmented reality and virtual reality among consumers


Impact of COVID-19:


To identify and understand the various factors involved in the augmented reality and virtual reality market affected by the pandemic


Company Profiling:


To provide a detailed insight into the major companies operating in the market. The profiling will include the financial health of the company in the past 2-3 years with segmental and regional revenue breakup, product offering, recent developments, SWOT analysis, and key strategies.


Intended Audience



  • Augmented Reality and Virtual Reality Service Providers

  • Software Developers

  • Augmented Reality and Virtual Reality Key Players

Leading companies partner with us for data-driven Insights
client_1 client_2 client_3 client_4 client_5 client_6 client_7 client_8 client_9 client_10
Kindly complete the form below to receive a free sample of this Report
Please fill in Business Email for Quick Response

We do not share your information with anyone. However, we may send you emails based on your report interest from time to time. You may contact us at any time to opt-out.

Purchase Option
Single User $ 4,950
Multiuser License $ 5,950
Enterprise User $ 7,250
Compare Licenses
Tailored for You
  • Dedicated Research on any specifics segment or region.
  • Focused Research on specific players in the market.
  • Custom Report based only on your requirements.
  • Flexibility to add or subtract any chapter in the study.
  • Historic data from 2014 and forecasts outlook till 2040.
  • Flexibility of providing data/insights in formats (PDF, PPT, Excel).
  • Provide cross segmentation in applicable scenario/markets.