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    Augmented Virtual Reality Hardware Market

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

    AR/VR Hardware Market Research Report Information By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others), By Application (Head Mounted Display, Head Up Display, and Handheld Devices), By Industry Vertical (Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others), and By Region (North America, Europe, Asia-Pacific, Middle East & Africa, and South America) - Forecast till 2030

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    Table of Contents

    Augmented Virtual Reality Hardware 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

    Major Players

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

    Augmented Virtual Reality Hardware Market Trends

    Augmented Virtual Reality Hardware 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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    FAQs

    How much is the AR/VR Hardware market?

    USD 29,984.6 Million in 2022

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

    USD 389,066.4 Million in 2030

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

    37.5%

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

    Asia-Pacific

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

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

    1. Executive Summary 19
      1. MARKET ATTRACTIVENESS
    2. ANALYSIS 20
    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
    6. drivers 31
      1. Consumer and Commercial Rising Interest 31
        1. Evolution
    7. of Silicon Technologies 31
      1. DRIVERS IMPACT ANALYSIS 32
      2. restraints
        1. Limited Processing Power, Storage and Memory in Mobile Phones 32
      3. Opportunities 33
        1. Growing Use of Smartphones and Tablets for AR&
    8. VR 33
      1. Rising Usage of VR Beyond Gaming 33
      2. Impact Analysis of
    9. COVID-19 34
      1. Impact on Semiconductor Manufacturers 34
        1. Impact
    10. on ComponentManufacturers 34
      1. Impact on Device Manufacturers 35
    11. COVID-19 Impact on Supply Chain 35
    12. MARKET FACTOR ANALYSIS 36
      1. Supply
    13. Chain Analysis 36
      1. hardware/components manufacturers 36
        1. Technology
    14. Integrators 36
      1. End-Users 37
      2. Porter’s Five Forces Model
        1. Threat of New Entrants 38
        2. Bargaining Power of Suppliers
        3. Threat of Substitutes 38
        4. Bargaining Power of Buyers 38
        5. Intensity of Rivalry 38
    15. GLOBAL Augmented Reality and Virtual Reality
    16. Hardware MARKET,
    17. BY Hardware Type 39
      1. OVERVIEW 39
        1. Global
    18. Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    19. (USD MILLION) 40
      1. Sensors 40
      2. Processors 40
      3. Controllers
      4. Cameras 40
      5. Headphones 41
      6. Display Monitors 41
    20. Others 41
    21. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    22. BY Application 42
      1. OVERVIEW 42
        1. Global Augmented Reality and
    23. Virtual Reality Hardware market, BY Application,
    24. –2030 (USD MILLION)
      1. Head Mounted Display 43
      2. Head Up Display 43
      3. Handheld
    25. Devices 43
    26. GLOBAL Augmented Reality and Virtual Reality Hardware MARKET,
    27. BY Industry Vertical 44
      1. OVERVIEW 44
        1. Global Augmented Reality
    28. and Virtual Reality Hardware market, BY Industry Vertical,
    29. (USD MILLION) 45
      1. Aerospace & Defense 45
      2. Gaming & Entertainment
      3. Education & Training 46
      4. Healthcare 46
      5. Automotive
      6. Others 46
    30. Global Augmented Reality and Virtual Reality Hardware
    31. MARKET,
    32. BY Region 47
      1. OVERVIEW 47
        1. Global Augmented Reality
    33. and Virtual Reality Hardware market, by Region, 2021 VS 2030
    34. (USD MILLION)
      1. Global Augmented Reality and Virtual Reality Hardware market, BY Region,
    35. (USD MILLION) 48
      1. North america 49
        1. North
    36. america: Augmented Reality and Virtual Reality Hardware market, BY Country,
    37. –2030 (USD MILLION) 50
      1. North America Augmented Reality and
    38. Virtual Reality Hardware market, BY Hardware Type,
    39. –2030 (USD MILLION)
      1. North America AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    40. BY Application,
    41. –2030 (USD MILLION) 52
      1. North America
    42. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    43. Vertical,
    44. –2030 (USD MILLION) 53
      1. US 54
        1. US AUGMENTED REALITY
    45. AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    46. –2030 (USD
    47. MILLION) 54
      1. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    48. BY Application, 2018–2030
    49. (USD MILLION) 54
      1. US AUGMENTED
    50. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    51. (USD MILLION) 55
      1. CANADA 55
        1. CANADA AUGMENTED REALITY AND
    52. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    53. –2030 (USD MILLION)
      1. CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    54. Application,
    55. –2030 (USD MILLION) 56
      1. CANADA AUGMENTED
    56. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    57. (USD MILLION) 56
      1. Europe 57
        1. Europe: Augmented Reality and Virtual
    58. Reality Hardware market, BY Country, 2018–2030
    59. (USD MILLION) 58
    60. Europe Augmented Reality and Virtual Reality Hardware market, BY Hardware Type,
    61. –2030 (USD MILLION) 59
      1. Europe AUGMENTED REALITY AND VIRTUAL
    62. REALITY HARDWARE market, BY Application, 2018–2030
    63. (USD MILLION) 60
      1. Europe AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    64. Vertical,
    65. –2030 (USD MILLION) 61
      1. UK 62
        1. UK
    66. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type, 2018–2030
    67. (USD MILLION) 62
      1. UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    68. market, BY Application, 2018–2030
    69. (USD MILLION) 62
      1. UK AUGMENTED
    70. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    71. (USD MILLION) 63
      1. GERMANY 63
        1. GERMANY AUGMENTED REALITY AND
    72. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    73. –2030 (USD MILLION)
      1. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    74. Application,
    75. –2030 (USD MILLION) 64
      1. GERMANY AUGMENTED
    76. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    77. (USD MILLION) 64
      1. FRANCE 65
        1. FRANCE AUGMENTED REALITY AND
    78. VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    79. –2030 (USD MILLION)
      1. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY
    80. Application,
    81. –2030 (USD MILLION) 65
      1. FRANCE AUGMENTED
    82. REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    83. (USD MILLION) 66
      1. ITALY 66
        1. ITALY AUGMENTED REALITY AND VIRTUAL
    84. REALITY HARDWARE market, BY Hardware Type,
    85. –2030 (USD MILLION) 66
      1. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Application,
    86. –2030 (USD MILLION) 67
      1. ITALY AUGMENTED REALITY AND
    87. VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    88. –2030 (USD
    89. MILLION) 67
      1. REST OF EUROPE 68
        1. REST OF EUROPE AUGMENTED REALITY
    90. AND VIRTUAL REALITY HARDWARE market, BY Hardware
    91. Type, 2018–2030 (USD
    92. MILLION) 68
      1. REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    93. market,
    94. BY Application, 2018–2030 (USD MILLION) 68
      1. REST
    95. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    96. Vertical, 2018–2030 (USD MILLION) 69
      1. Asia-Pacific 70
    97. Asia-Pacific: Augmented Reality and Virtual Reality Hardware market, BY Country,
    98. –2030 (USD MILLION) 71
      1. Asia-Pacific Augmented Reality
    99. and Virtual Reality Hardware market, BY Hardware Type,
    100. –2030 (USD
    101. MILLION) 72
      1. Asia-Pacific AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    102. market, BY Application,
    103. –2030 (USD MILLION) 73
      1. Asia-Pacific
    104. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    105. –2030 (USD MILLION) 74
      1. CHINA 75
        1. CHINA AUGMENTED
    106. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    107. (USD MILLION) 75
      1. CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    108. market, BY Application,
    109. –2030 (USD MILLION) 75
      1. CHINA
    110. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    111. –2030 (USD MILLION) 76
      1. JAPAN 76
        1. JAPAN AUGMENTED
    112. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    113. (USD MILLION) 76
      1. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    114. market, BY Application,
    115. –2030 (USD MILLION) 77
      1. JAPAN
    116. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    117. –2030 (USD MILLION) 77
      1. INDIA 78
        1. INDIA AUGMENTED
    118. REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware Type,
    119. (USD MILLION) 78
      1. INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    120. market, BY Application, 2018–2030
    121. (USD MILLION) 78
      1. INDIA
    122. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry Vertical,
    123. –2030 (USD MILLION) 79
      1. SOUTH KOREA 79
        1. SOUTH
    124. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Hardware
    125. Type,
    126. –2030 (USD MILLION) 79
      1. SOUTH KOREA AUGMENTED REALITY AND
    127. VIRTUAL REALITY HARDWARE market, BY Application,
    128. –2030 (USD MILLION)
      1. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    129. BY Industry
    130. Vertical, 2018–2030 (USD MILLION) 80
      1. REST OF
    131. ASIA-PACIFIC 81
      1. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL
    132. REALITY HARDWARE market,
    133. BY Hardware Type, 2018–2030 (USD MILLION) 81
      1. REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    134. BY Application, 2018–2030 (USD MILLION) 81
      1. REST OF ASIA-PACIFIC
    135. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    136. BY Industry Vertical,
    137. –2030 (USD MILLION) 82
      1. Middle East & Africa 82
    138. Middle East & AfricaAugmented Reality and Virtual Reality Hardware market,
    139. BY Hardware Type, 2018–2030 (USD MILLION) 83
      1. Middle East &
    140. AfricaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market,
    141. BY Application,
    142. –2030 (USD MILLION) 84
      1. Middle East & AfricaAUGMENTED REALITY
    143. AND VIRTUAL REALITY HARDWARE market,
    144. BY Industry Vertical, 2018–2030
    145. (USD MILLION) 85
      1. Latin America 86
        1. Latin AmericaAugmented Reality
    146. and Virtual Reality Hardware market, BY Hardware
    147. Type, 2018–2030 (USD
    148. MILLION) 87
      1. Latin AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE
    149. market, BY Application,
    150. –2030 (USD MILLION) 88
      1. Latin
    151. AmericaAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE market, BY Industry
    152. Vertical,
    153. –2030 (USD MILLION) 89
    154. COMPETITIVE LANDSCAPE 90
      1. Competitive
    155. benchmarking 91
      1. Vendor share analysis 92
      2. recent developments
        1. Partnerships/Agreements/contracts/Collaborations 92
        2. Business
    156. Expansions/AcquisItions 93
      1. Product Launches/developments 93
    157. 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
      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
      3. WORLDVIZ 101
        1. COMPANY OVERVIEW 101
    158. FINANCIAL OVERVIEW 101
      1. Products/Solutions/Services Offered 101
    159. KEY DEVELOPMENTS 101
      1. nxp semiconductor n.v 102
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 103
        3. Products/Solutions/Services Offered
        4. KEY DEVELOPMENTS 104
        5. SWOT ANALYSIS 104
        6. KEY
    160. STRATEGIES 104
      1. bosch sensortec gmbh (bosch group) 105
        1. COMPANY
    161. OVERVIEW 105
      1. FINANCIAL OVERVIEW 106
        1. Products/Solutions/Services
    162. Offered 106
      1. KEY DEVELOPMENTS 107
        1. SWOT ANALYSIS 107
    163. KEY STRATEGIES 108
      1. inertial labs 109
        1. COMPANY OVERVIEW 109
        2. FINANCIAL OVERVIEW 109
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 109
      2. sony corporation 110
    164. COMPANY OVERVIEW 110
      1. FINANCIAL OVERVIEW 111
        1. Products/Solutions/Services
    165. OFFERed 112
      1. KEY DEVELOPMENTS 112
        1. SWOT ANALYSIS 112
    166. KEY STRATEGIES 113
      1. valve corporation 114
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 114
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 114
      2. htc corproation 115
        1. COMPANY OVERVIEW 115
        2. FINANCIAL OVERVIEW 115
        3. Products/Solutions/Services
    167. OFFERed 116
      1. KEY DEVELOPMENTS 116
        1. SWOT ANALYSIS 117
    168. KEY STRATEGIES 117
      1. tcl technology 118
        1. COMPANY OVERVIEW 118
        2. FINANCIAL OVERVIEW 119
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 120
        5. SWOT ANALYSIS 120
    169. KEY STRATEGIES 120
      1. dpvr. 121
        1. COMPANY OVERVIEW 121
    170. FINANCIAL OVERVIEW 121
      1. Products/Solutions/Services OFFERed 121
    171. KEY DEVELOPMENTS 121
      1. VUZIX 122
        1. COMPANY OVERVIEW 122
    172. FINANCIAL OVERVIEW 123
      1. Products/Solutions/Services OFFERed 123
    173. KEY DEVELOPMENTS 124
      1. SWOT ANALYSIS 124
        1. KEY STRATEGIES
      2. qualcomm technologies inc. 125
        1. COMPANY OVERVIEW 125
        2. FINANCIAL OVERVIEW 126
        3. Products/Solutions/Services OFFERed
        4. KEY DEVELOPMENTS 127
        5. SWOT ANALYSIS 127
    174. KEY STRATEGIES 127
      1. sieko epson corporation 128
    175. COMPANY OVERVIEW 128
      1. FINANCIAL OVERVIEW 128
        1. Products/Solutions/Services
    176. OFFERed 129
      1. KEY DEVELOPMENTS 129
        1. SWOT ANALYSIS 129
        2. KEY STRATEGIES 130
      2. penumbra, inc. 131
        1. COMPANY
    177. OVERVIEW 131
      1. FINANCIAL OVERVIEW 131
        1. Products/Solutions/Services
    178. OFFERed 132
      1. KEY DEVELOPMENTS 132
        1. SWOT ANALYSIS 132
        2. KEY STRATEGIES 133
      2. Arm Limited 134
        1. COMPANY OVERVIEW
        2. FINANCIAL OVERVIEW 134
        3. Products/Solutions/Services
    179. OFFERed 134
      1. KEY DEVELOPMENTS 134
      2. LEKE VR 135
    180. COMPANY OVERVIEW 135
      1. FINANCIAL OVERVIEW 135
        1. Products/Solutions/Services
    181. OFFERed 135
      1. KEY DEVELOPMENTS 135
      2. google llc 136
    182. COMPANY OVERVIEW 136
      1. FINANCIAL OVERVIEW 137
        1. Products/Solutions/Services
    183. OFFERed 137
      1. KEY DEVELOPMENTS 138
        1. SWOT ANALYSIS 138
        2. KEY STRATEGIES 138
    184. SYNOPSIS 20
    185. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 40
    186. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
    187. MILLION) 43
    188. BY INDUSTRY VERTICAL, 2018–2030
    189. (USD MILLION) 45
    190. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018–2030
    191. (USD MILLION) 48
    192. HARDWARE MARKET, BY COUNTRY, 2018–2030
    193. (USD MILLION) 50
    194. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE
    195. TYPE, 2018–2030
    196. (USD MILLION) 51
    197. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
    198. (USD MILLION) 52
    199. HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    200. (USD MILLION) 53
    201. TYPE, 2018–2030 (USD MILLION) 54
    202. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 54
    203. US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    204. –2030 (USD MILLION) 55
    205. REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    206. (USD MILLION) 55
    207. –2030 (USD MILLION) 56
    208. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    209. (USD MILLION)
    210. COUNTRY, 2018–2030 (USD MILLION) 58
    211. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION)
    212. APPLICATION, 2019–2030 (USD MILLION) 60
    213. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    214. (USD
    215. MILLION) 61
    216. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 62
    217. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
    218. VERTICAL, 2018–2030 (USD MILLION) 63
    219. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    220. (USD
    221. MILLION) 63
    222. MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 64
    223. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    224. (USD MILLION) 64
    225. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD MILLION) 65
    226. FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
    227. (USD MILLION) 65
    228. MARKET, BY INDUSTRY VERTICAL, 2018–2030
    229. (USD MILLION) 66
    230. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
    231. –2030 (USD MILLION) 66
    232. REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION) 67
    233. ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    234. –2030 (USD MILLION) 67
    235. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    236. (USD
    237. MILLION) 68
    238. MARKET, BY APPLICATION, 2018–2030
    239. (USD MILLION) 68
    240. OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    241. (USD MILLION) 69
    242. AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018–2030 (USD MILLION) 71
    243. HARDWARE TYPE, 2018–2030
    244. (USD MILLION) 72
    245. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019–2030
    246. (USD MILLION) 73
    247. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    248. (USD MILLION)
    249. HARDWARE TYPE, 2018–2030 (USD MILLION) 75
    250. AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD MILLION)
    251. INDUSTRY VERTICAL, 2018–2030
    252. (USD MILLION) 76
    253. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030 (USD
    254. MILLION) 76
    255. BY APPLICATION, 2018–2030 (USD MILLION) 77
    256. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    257. (USD
    258. MILLION) 77
    259. BY HARDWARE TYPE, 2018–2030 (USD MILLION) 78
    260. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030 (USD
    261. MILLION) 78
    262. BY INDUSTRY VERTICAL, 2018–2030
    263. (USD MILLION) 79
    264. KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    265. (USD MILLION) 79
    266. HARDWARE MARKET, BY APPLICATION, 2018–2030
    267. (USD MILLION) 80
    268. SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY
    269. VERTICAL, 2018–2030
    270. (USD MILLION) 80
    271. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    272. (USD MILLION) 81
    273. VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018–2030
    274. (USD MILLION)
    275. MARKET, BY INDUSTRY VERTICAL,
    276. –2030 (USD MILLION) 82
    277. MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,
    278. BY HARDWARE TYPE, 2018–2030
    279. (USD MILLION) 83
    280. & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    281. (USD MILLION) 84
    282. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    283. (USD MILLION) 85
    284. HARDWARE MARKET, BY HARDWARE TYPE, 2018–2030
    285. (USD MILLION) 87
    286. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    287. (USD MILLION) 88
    288. AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018–2030
    289. (USD
    290. MILLION) 89
    291. OCULUS VR (META): KEY DEVELOPMENTS 97
    292. LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
    293. LTD: KEY DEVELOPMENTS 100
    294. GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
    295. SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
    296. PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
    297. SONY CORPORATION: KEY DEVELOPMENTS 112
    298. OFFERED 114
    299. HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
    300. KEY DEVELOPMENTS 116
    301. OFFERED 121
    302. VUZIX: KEY DEVELOPMENTS 124
    303. OFFERED 126
    304. SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
    305. SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
    306. OFFERED 132
    307. LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
    308. OFFERED 135
    309. REALITY HARDWARE MARKET 20
    310. HARDWARE MARKET: MARKET STRUCTURE 22
    311. REALITY HARDWARE MARKET 30
    312. REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
    313. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
    314. CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
    315. HARDWARE MARKET 37
    316. MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
    317. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030
    318. (USD MILLION)
    319. BY APPLICATION, 2021 (% SHARE) 42
    320. REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
    321. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    322. (% SHARE) 44
    323. MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030
    324. (USD MILLION) 44
    325. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (%
    326. SHARE) 47
    327. BY REGION, 2021 VS 2030 (USD MILLION) 48
    328. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
    329. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,
    330. VS 2030
    331. (USD MILLION) 50
    332. AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    333. (USD MILLION)
    334. BY APPLICATION, 2018-2030
    335. (USD MILLION) 52
    336. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    337. (USD MILLION) 53
    338. MARKET, BY COUNTRY, 2021 (% SHARE) 57
    339. VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
    340. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,
    341. 2030 (USD MILLION) 59
    342. HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
    343. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    344. (USD MILLION) 61
    345. REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
    346. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030
    347. (USD MILLION) 71
    348. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    349. (USD MILLION) 72
    350. ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    351. 2030 (USD MILLION) 73
    352. REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030
    353. (USD MILLION) 74
    354. MARKET, BY HARDWARE TYPE, 2018-2030
    355. (USD MILLION) 83
    356. EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    357. (USD MILLION) 84
    358. REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    359. (USD MILLION) 85
    360. HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030
    361. (USD MILLION) 87
    362. LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,
    363. (USD MILLION) 88
    364. VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,
    365. 2030 (USD MILLION)
    366. FINANCIAL OVERVIEW SNAPSHOT 96
    367. SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
    368. N.V: FINANCIAL OVERVIEW SNAPSHOT 103
    369. ANALYSIS 104
    370. SNAPSHOT 106
    371. CORPORATION: SWOT ANALYSIS 112
    372. SNAPSHOT 115
    373. TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
    374. ANALYSIS 120
    375. VUZIX: SWOT ANALYSIS 124
    376. SNAPSHOT 126
    377. SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
    378. EPSON CORPORATION: SWOT ANALYSIS 129
    379. SNAPSHOT 131
    380. LLC: FINANCIAL OVERVIEW SNAPSHOT 137

    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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