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    UK Augmented Virtual Reality Hardware Market

    ID: MRFR/ICT/57321-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    UK Augmented Virtual Reality Hardware Market Research Report By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others), By Application (Head Mounted Display, Head Up Display, Handheld Devices) and By Industry Vertical (Aerospace & Defense, Gaming & Entertainment, Education & Training, Healthcare, Automotive, Others)- Forecast to 2035

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    Table of Contents

    UK Augmented Virtual Reality Hardware Market Summary

    The United Kingdom augmented virtual reality hardware market is projected to experience substantial growth over the next decade.

    Key Market Trends & Highlights

    UK Augmented Virtual Reality Hardware Key Trends and Highlights

    • The market valuation is expected to rise from 3.5 USD billion in 2024 to 12.5 USD billion by 2035.
    • A compound annual growth rate (CAGR) of 12.27 percent is anticipated from 2025 to 2035.
    • The increasing demand for immersive experiences is likely to drive market expansion significantly.
    • Growing adoption of augmented reality technology due to enhanced user engagement is a major market driver.

    Market Size & Forecast

    2024 Market Size 3.5 (USD Billion)
    2035 Market Size 12.5 (USD Billion)
    CAGR (2025 - 2035) 12.27%

    Major Players

    BP (GB), HSBC Holdings (GB), Unilever (GB), Diageo (GB), GlaxoSmithKline (GB), British American Tobacco (GB), AstraZeneca (GB), Vodafone Group (GB), Barclays (GB)

    UK Augmented Virtual Reality Hardware Market Trends

    The UK Augmented Virtual Reality Hardware Market is witnessing significant growth propelled by several key market drivers. The increasing demand for immersive experiences across sectors, such as gaming, education, and healthcare, is a major catalyst for the expansion of AR and VR technologies. The UK government is actively supporting innovation in the tech sector through initiatives and funding, contributing to a thriving ecosystem for developers and manufacturers. Moreover, the rise in remote work and online collaboration has boosted the need for enhanced communication and engagement tools, leading to greater investment in AR and VR hardware solutions.

    Opportunities for exploration in the United Kingdom include technological advancements that facilitate the development of more affordable and comfortable infrastructure, which has the potential to appeal to a broader audience. Industries such as retail have the potential to incorporate augmented reality to improve consumer experiences by providing interactive advertising and virtual try-ons. The educational sector is also a promising area, as immersive learning experiences are being acknowledged for their ability to enhance student retention and engagement. 

    Recent trends suggest a trend toward standalone devices that provide portability and user-friendliness, as consumers seek user-friendly alternatives for a variety of applications. Hardware innovations are still being driven by the popularity of gaming, as numerous new titles are incorporating AR and VR features. Furthermore, the market dynamics are being further enhanced by the increasing prevalence of collaborations between traditional industries and technology companies, which are striving to integrate physical and digital environments.

    In general, the UK Augmented Virtual Reality Hardware Market is undergoing a rapid transformation, which is being facilitated by a supportive regulatory environment, evolving consumer preferences, and technological advancements.

     

           

    UK Augmented Virtual Reality Hardware Market Drivers

    Market Segment Insights

    UK Augmented Virtual Reality Hardware Market Segment Insights

    UK Augmented Virtual Reality Hardware Market Segment Insights

    Augmented Virtual Reality Hardware Market Hardware Type Insights

    Augmented Virtual Reality Hardware Market Hardware Type Insights

    The UK Augmented Virtual Reality Hardware Market is witnessing significant growth, particularly within the Hardware Type segment that encompasses various essential components, including Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others. Each of these components plays a crucial role in the functionality and user experience of augmented and virtual reality systems. Sensors form the backbone of the augmented virtual reality experience, responsible for capturing real-world data and translating it into a digital format, allowing for an interactive environment. 

    Additionally, Processors are vital as they handle complex computations, ensuring smooth operation and high performance of AR and VR applications. Controllers have gained immense popularity, providing users with intuitive ways to interact with virtual surroundings, which enhance engagement and immersion.Cameras are equally important as they enable real-world visualization, playing a fundamental role in mixed reality applications that blend both real and virtual elements. Meanwhile, Headphones contribute to delivering an enriched audio experience, crucial for creating a fully immersive environment. Display Monitors are essential too, showcasing high-quality visuals that are necessary for the realism expected from augmented and virtual reality experiences. 

    The 'Others' category includes accessory components and emerging technologies, which are essential for supporting various applications, further aiding in making the UK augmented virtual reality ecosystem robust.Market trends indicate a growing interest in these hardware types, driven by increasing investment in Research and Development initiatives, particularly among tech companies focusing on immersive experiences. Factors such as the expansion of gaming, training simulations, and educational tools are fueling demand across these hardware types. The UK government, through various initiatives, supports technology advancement, creating opportunities for companies operating in this space. 

    However, challenges such as the cost of development and integration with existing systems can pose hurdles, yet they also present opportunities for innovation and improvement. Thus, the Hardware Type segment remains critical as it shapes the landscape of the UK Augmented Virtual Reality Hardware Market through its diverse and essential components that enhance user experience and technological advancement.

    Augmented Virtual Reality Hardware Market Application Insights

    Augmented Virtual Reality Hardware Market Application Insights

    The UK Augmented Virtual Reality Hardware Market is experiencing robust growth, particularly within the Application segment, which significantly contributes to the overall market dynamics. Among these, Head Mounted Displays (HMDs) are gaining traction due to their immersive capabilities, catering to sectors such as gaming, training, and virtual tourism. Meanwhile, Head Up Displays have become vital in the automotive industry, enhancing driver safety and interaction with navigation systems. 

    Furthermore, Handheld Devices are crucial for portability and ease of use, especially in consumer electronics and educational tools.These applications are being driven by increased demand for interactive experiences and advancements in technology, allowing users to engage with digital content in innovative ways. However, challenges such as regulatory compliance and consumer adoption rates remain pivotal to address. As the UK government supports technological innovation, opportunities for further growth are anticipated, particularly in enhancing user experiences and expanding applications across various industries. The segregated insights on these applications reflect the diverse functionality and relevance within the UK Augmented Virtual Reality Hardware Market.

    Augmented Virtual Reality Hardware Market Industry Vertical Insights

    Augmented Virtual Reality Hardware Market Industry Vertical Insights

    The UK Augmented Virtual Reality Hardware Market is characterized by its diverse industry verticals, each contributing uniquely to the overall landscape. The Aerospace and Defense sector utilizes augmented and virtual reality technologies for enhanced training, simulation, and operational efficiency, allowing for improved decision-making and risk management. Gaming and Entertainment dominate this market due to the growing demand for immersive experiences, fostering creativity and engagement among users. In the Education and Training vertical, the adoption of augmented reality is transforming traditional learning techniques, enabling interactive and experiential learning environments.

    The Healthcare sector employs these technologies for surgical planning, patient education, and simulation-based training, thus enhancing the quality of care. The Automotive industry is increasingly integrating augmented and virtual reality solutions into design processes, facilitating prototype development and user experience testing. Other sectors, including retail and tourism, are also exploring these technologies to create engaging customer experiences and streamline operations. Overall, the diverse applications across these industry verticals drive innovation and growth in the UK Augmented Virtual Reality Hardware Market, reflecting the expansive potential of this technology in various facets of the economy.

    Get more detailed insights about UK Augmented Virtual Reality Hardware Market Research Report - Forecast till 2035

    Regional Insights

    Key Players and Competitive Insights

    The UK Augmented Virtual Reality Hardware Market is characterized by rapid growth and significant technological advancements, reflecting a dynamic competitive landscape that is continuously evolving. This market is fueled by rising consumer interest in immersive experiences across various sectors, including gaming, education, retail, and healthcare. Companies are actively developing innovative hardware solutions that enhance user experiences while focusing on improving technology to deliver high-performance devices. 

    As the demand for augmented and virtual reality solutions grows, businesses within this market are strategizing to improve their market share through unique product offerings, partnerships, and strategic collaborations. The competitive insights reveal a landscape where both established players and startups are vying for dominance, emphasizing the need for continuous innovation and responsiveness to consumer preferences.Oculus has firmly established its presence in the UK Augmented Virtual Reality Hardware Market, benefiting from its innovative product lineup and strong brand reputation.

    Known for its high-quality VR headsets, Oculus has leveraged its technology to cater to both gaming enthusiasts and broader applications beyond entertainment. 

    One of its key strengths lies in its user-friendly interface and seamless integration with popular gaming platforms, enhancing its appeal to a diverse range of consumers. Oculus's commitment to continuous improvement and innovation provides it with a competitive edge, enabling the company to maintain its leadership position in delivering immersive experiences.

    The market presence of Oculus is further bolstered by its strategic partnerships with game developers, which expand its library of quality VR content and keep users engaged in the long term.Snap Inc. has also made significant strides within the UK Augmented Virtual Reality Hardware Market, primarily through its popular Spectacles product line, which integrates augmented reality experiences into everyday life. These smart glasses allow users to capture and share experiences while also engaging with AR filters and effects, creating a unique blend of functionality and entertainment. 

    Snap Inc.'s strengths lie in its ability to leverage its existing social media platform to promote its hardware products, creating a seamless experience for its users. The company's focus on enhancing augmented reality capabilities has led to successful product iterations that appeal to tech-savvy consumers in the UK. Additionally, Snap Inc. has engaged in strategic partnerships and collaborations aimed at amplifying its product offerings, further solidifying its market presence. With its commitment to innovation through research and development, Snap Inc. continues to explore avenues in AR that can cater to both consumer and enterprise needs in the UK market.

    Key Companies in the UK Augmented Virtual Reality Hardware Market market include

    Industry Developments

    The UK Augmented Virtual Reality Hardware Market has shown notable developments recently, reflecting a growing interest in immersive technology. Companies such as Oculus and Meta are expanding their product lines, with Oculus Quest 3 gaining traction since its release in September 2023. Similarly, Snap Inc. has intensified its focus on augmented reality, unveiling new features in its Spectacles to push the boundaries of user engagement. 

    In a significant move, Nreal announced plans for strategic collaborations with UK telecom firms in October 2023 to foster augmented reality applications in mainstream consumer usage. Mergers and acquisitions have also featured prominently; for instance, Magic Leap acquired a software development company in August 2023 to enhance its capabilities in spatial computing within the UK market. 

    Furthermore, companies like Sony and Apple are increasingly investing in Research and Development to leverage 5G connectivity for improved AR experiences. The current market valuation is being positively influenced by the influx of investment in hardware and software solutions, encouraging more startups to enter the space. Notably, the UK government has expressed support for innovation in AR technology, acknowledging its potential for economic growth and job creation in recent policy updates.

    Market Segmentation

    Augmented Virtual Reality Hardware Market Application Outlook

    • Head Mounted Display
    • Head Up Display
    • Handheld Devices

    Augmented Virtual Reality Hardware Market Hardware Type Outlook

    • Sensors
    • Processors
    • Controllers
    • Cameras
    • Headphones
    • Display Monitors
    • Others

    Augmented Virtual Reality Hardware Market Industry Vertical Outlook

    • Aerospace & Defense
    • Gaming & Entertainment
    • Education & Training
    • Healthcare
    • Automotive
    • Others

    Report Scope

     
    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 1.25(USD Billion)
    MARKET SIZE 2024 1.73(USD Billion)
    MARKET SIZE 2035 5.18(USD Billion)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 10.503% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Billion
    KEY COMPANIES PROFILED Oculus, Snap Inc., Nreal, Samsung, Apple, Valve, Magic Leap, Sony, Google, HTC, Microsoft, Pimax, Lenovo, Unity Technologies, Meta
    SEGMENTS COVERED Hardware Type, Application, Industry Vertical
    KEY MARKET OPPORTUNITIES Enterprise training solutions, Enhanced gaming experiences, Remote collaboration tools, Healthcare simulation applications, Education and training integrations
    KEY MARKET DYNAMICS Increasing demand for immersive experiences, Growing investment in AR/VR technologies, Advancements in hardware capabilities, Expanding applications across industries, Rising consumer awareness and adoption
    COUNTRIES COVERED UK

    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

    What is the projected market size of the UK Augmented Virtual Reality Hardware Market by 2024?

    The UK Augmented Virtual Reality Hardware Market is projected to be valued at 1.73 USD Billion by 2024.

    What will be the expected market value of the UK Augmented Virtual Reality Hardware Market in 2035?

    By 2035, the market is expected to reach a valuation of 5.18 USD Billion.

    What is the expected compound annual growth rate (CAGR) for the UK Augmented Virtual Reality Hardware Market from 2025 to 2035?

    The market is anticipated to grow at a CAGR of 10.503% from 2025 to 2035.

    Which hardware type is forecasted to have the highest growth in the UK Augmented Virtual Reality Hardware Market by 2035?

    Sensors are forecasted to grow significantly, reaching an expected value of 1.37 USD Billion by 2035.

    Which are the key players in the UK Augmented Virtual Reality Hardware Market?

    Major players include Oculus, Snap Inc., Nreal, Samsung, Apple, Valve, Magic Leap, Sony, Google, HTC, Microsoft, Pimax, Lenovo, Unity Technologies, and Meta.

    What is the market size for Controllers in the UK Augmented Virtual Reality Hardware Market in 2024?

    The market size for Controllers is valued at 0.25 USD Billion in the year 2024.

    What is the expected market value for Headphones in 2035?

    The market for Headphones is expected to reach 1.01 USD Billion by 2035.

    What key applications are driving the growth of the UK Augmented Virtual Reality Hardware Market?

    Key applications include gaming, education, training, and healthcare, fostering significant growth.

    What challenges may affect the growth of the UK Augmented Virtual Reality Hardware Market?

    Challenges include high development costs and technology integration hurdles that could impede market growth.

    What is the expected market value for Processors in the year 2035?

    Processors are expected to be valued at 1.05 USD Billion in the year 2035.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. UK
    59. Augmented Virtual Reality Hardware Market, BY Hardware Type (USD Billion)
    60. Sensors
    61. Processors
    62. Controllers
    63. Cameras
    64. Headphones
    65. Display
    66. Monitors
    67. Others
    68. UK
    69. Augmented Virtual Reality Hardware Market, BY Application (USD Billion)
    70. Head
    71. Mounted Display
    72. Head Up Display
    73. Handheld
    74. Devices
    75. UK Augmented Virtual
    76. Reality Hardware Market, BY Industry Vertical (USD Billion)
    77. Aerospace
    78. & Defense
    79. Gaming & Entertainment
    80. Education
    81. & Training
    82. Healthcare
    83. Automotive
    84. Others
    85. Competitive Landscape
    86. Overview
    87. Competitive
    88. Analysis
    89. Market share Analysis
    90. Major
    91. Growth Strategy in the Augmented Virtual Reality Hardware Market
    92. Competitive
    93. Benchmarking
    94. Leading Players in Terms of Number of Developments
    95. in the Augmented Virtual Reality Hardware Market
    96. Key
    97. developments and growth strategies
    98. New Product Launch/Service
    99. Deployment
    100. Merger & Acquisitions
    101. Joint
    102. Ventures
    103. Major Players Financial Matrix
    104. Sales
    105. and Operating Income
    106. Major Players R&D Expenditure.
    107. Company
    108. Profiles
    109. Oculus
    110. Financial
    111. Overview
    112. Products Offered
    113. Key
    114. Developments
    115. SWOT Analysis
    116. Key
    117. Strategies
    118. Snap Inc.
    119. Financial
    120. Overview
    121. Products Offered
    122. Key
    123. Developments
    124. SWOT Analysis
    125. Key
    126. Strategies
    127. Nreal
    128. Financial
    129. Overview
    130. Products Offered
    131. Key
    132. Developments
    133. SWOT Analysis
    134. Key
    135. Strategies
    136. Samsung
    137. Financial
    138. Overview
    139. Products Offered
    140. Key
    141. Developments
    142. SWOT Analysis
    143. Key
    144. Strategies
    145. Apple
    146. Financial
    147. Overview
    148. Products Offered
    149. Key
    150. Developments
    151. SWOT Analysis
    152. Key
    153. Strategies
    154. Valve
    155. Financial
    156. Overview
    157. Products Offered
    158. Key
    159. Developments
    160. SWOT Analysis
    161. Key
    162. Strategies
    163. Magic Leap
    164. Financial
    165. Overview
    166. Products Offered
    167. Key
    168. Developments
    169. SWOT Analysis
    170. Key
    171. Strategies
    172. Sony
    173. Financial
    174. Overview
    175. Products Offered
    176. Key
    177. Developments
    178. SWOT Analysis
    179. Key
    180. Strategies
    181. Google
    182. Financial
    183. Overview
    184. Products Offered
    185. Key
    186. Developments
    187. SWOT Analysis
    188. Key
    189. Strategies
    190. HTC
    191. Financial
    192. Overview
    193. Products Offered
    194. Key
    195. Developments
    196. SWOT Analysis
    197. Key
    198. Strategies
    199. Microsoft
    200. Financial
    201. Overview
    202. Products Offered
    203. Key
    204. Developments
    205. SWOT Analysis
    206. Key
    207. Strategies
    208. Pimax
    209. Financial
    210. Overview
    211. Products Offered
    212. Key
    213. Developments
    214. SWOT Analysis
    215. Key
    216. Strategies
    217. Lenovo
    218. Financial
    219. Overview
    220. Products Offered
    221. Key
    222. Developments
    223. SWOT Analysis
    224. Key
    225. Strategies
    226. Unity Technologies
    227. Financial
    228. Overview
    229. Products Offered
    230. Key
    231. Developments
    232. SWOT Analysis
    233. Key
    234. Strategies
    235. Meta
    236. Financial
    237. Overview
    238. Products Offered
    239. Key
    240. Developments
    241. SWOT Analysis
    242. Key
    243. Strategies
    244. References
    245. Related
    246. Reports
    247. LIST
    248. OF ASSUMPTIONS
    249. UK Augmented Virtual Reality Hardware
    250. Market SIZE ESTIMATES & FORECAST, BY HARDWARE TYPE, 2019-2035 (USD Billions)
    251. UK
    252. Augmented Virtual Reality Hardware Market SIZE ESTIMATES & FORECAST, BY APPLICATION,
    253. 2035 (USD Billions)
    254. UK Augmented Virtual Reality
    255. Hardware Market SIZE ESTIMATES & FORECAST, BY INDUSTRY VERTICAL, 2019-2035 (USD
    256. Billions)
    257. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    258. ACQUISITION/PARTNERSHIP
    259. LIST
    260. Of figures
    261. MARKET SYNOPSIS
    262. UK
    263. AUGMENTED VIRTUAL REALITY HARDWARE MARKET ANALYSIS BY HARDWARE TYPE
    264. UK
    265. AUGMENTED VIRTUAL REALITY HARDWARE MARKET ANALYSIS BY APPLICATION
    266. UK
    267. AUGMENTED VIRTUAL REALITY HARDWARE MARKET ANALYSIS BY INDUSTRY VERTICAL
    268. KEY
    269. BUYING CRITERIA OF AUGMENTED VIRTUAL REALITY HARDWARE MARKET
    270. RESEARCH
    271. PROCESS OF MRFR
    272. DRO ANALYSIS OF AUGMENTED VIRTUAL REALITY
    273. HARDWARE MARKET
    274. DRIVERS IMPACT ANALYSIS: AUGMENTED VIRTUAL
    275. REALITY HARDWARE MARKET
    276. RESTRAINTS IMPACT ANALYSIS: AUGMENTED
    277. VIRTUAL REALITY HARDWARE MARKET
    278. SUPPLY / VALUE CHAIN:
    279. AUGMENTED VIRTUAL REALITY HARDWARE MARKET
    280. AUGMENTED VIRTUAL
    281. REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2025 (% SHARE)
    282. AUGMENTED
    283. VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2019 TO 2035 (USD Billions)
    284. AUGMENTED
    285. VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2025 (% SHARE)
    286. AUGMENTED
    287. VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions)
    288. AUGMENTED
    289. VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2025 (% SHARE)
    290. AUGMENTED
    291. VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2019 TO 2035 (USD Billions)
    292. BENCHMARKING
    293. OF MAJOR COMPETITORS

    UK Augmented Virtual Reality Hardware Market Segmentation

     

     

     

    • Augmented Virtual Reality Hardware Market By Hardware Type (USD Billion, 2019-2035)

      • Sensors
      • Processors
      • Controllers
      • Cameras
      • Headphones
      • Display Monitors
      • Others

     

    • Augmented Virtual Reality Hardware Market By Application (USD Billion, 2019-2035)

      • Head Mounted Display
      • Head Up Display
      • Handheld Devices

     

    • Augmented Virtual Reality Hardware Market By Industry Vertical (USD Billion, 2019-2035)

      • Aerospace & Defense
      • Gaming & Entertainment
      • Education & Training
      • Healthcare
      • Automotive
      • Others

     

     

     

     

     

     

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