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Virtual and Augmented Reality-Global Market Insights and Sales Trends 2025

Virtual and Augmented Reality-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1834525

No of Pages : 111

Synopsis
VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.
The global Virtual and Augmented Reality market size is expected to reach US$ 5264.8 million by 2029, growing at a CAGR of 12.4% from 2023 to 2029. The market is mainly driven by the significant applications of Virtual and Augmented Reality in various end use industries. The expanding demands from the Healthcare, Education, Retail and Gaming, are propelling Virtual and Augmented Reality market. Hardware, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Software segment is estimated at % CAGR for the next seven-year period.
The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 43% market share.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual and Augmented Reality, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual and Augmented Reality market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual and Augmented Reality market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual and Augmented Reality sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual and Augmented Reality covered in this report include Google, Samsung Electronics, Microsoft, Sony Interactive Entertainment, Oculus VR, HTC, ZeroLigh, EON Reality and Nokia, etc.
The global Virtual and Augmented Reality market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Google
Samsung Electronics
Microsoft
Sony Interactive Entertainment
Oculus VR
HTC
ZeroLigh
EON Reality
Nokia
Barco
Blippar
Aurasma
MindMaze
Virtalis
Manus Machinae
Independiente Communications
VirZOOM
NuFormer Projection
Global Virtual and Augmented Reality market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual and Augmented Reality market, Segment by Type:
Hardware
Software
Service
Global Virtual and Augmented Reality market, by Application
Healthcare
Education
Retail
Gaming
Construction
Media and Entertainment
Automotive
Defense and Aerospace
Manufacturing
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Virtual and Augmented Reality companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Virtual and Augmented Reality
1.1 Virtual and Augmented Reality Market Overview
1.1.1 Virtual and Augmented Reality Product Scope
1.1.2 Virtual and Augmented Reality Market Status and Outlook
1.2 Global Virtual and Augmented Reality Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Virtual and Augmented Reality Market Size by Region (2018-2029)
1.4 Global Virtual and Augmented Reality Historic Market Size by Region (2018-2023)
1.5 Global Virtual and Augmented Reality Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Virtual and Augmented Reality Market Size (2018-2029)
1.6.1 North America Virtual and Augmented Reality Market Size (2018-2029)
1.6.2 Europe Virtual and Augmented Reality Market Size (2018-2029)
1.6.3 Asia-Pacific Virtual and Augmented Reality Market Size (2018-2029)
1.6.4 Latin America Virtual and Augmented Reality Market Size (2018-2029)
1.6.5 Middle East & Africa Virtual and Augmented Reality Market Size (2018-2029)
2 Virtual and Augmented Reality Market by Type
2.1 Introduction
2.1.1 Hardware
2.1.2 Software
2.1.3 Service
2.2 Global Virtual and Augmented Reality Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Virtual and Augmented Reality Historic Market Size by Type (2018-2023)
2.2.2 Global Virtual and Augmented Reality Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Virtual and Augmented Reality Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Virtual and Augmented Reality Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Virtual and Augmented Reality Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Virtual and Augmented Reality Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Virtual and Augmented Reality Revenue Breakdown by Type (2018-2029)
3 Virtual and Augmented Reality Market Overview by Application
3.1 Introduction
3.1.1 Healthcare
3.1.2 Education
3.1.3 Retail
3.1.4 Gaming
3.1.5 Construction
3.1.6 Media and Entertainment
3.1.7 Automotive
3.1.8 Defense and Aerospace
3.1.9 Manufacturing
3.2 Global Virtual and Augmented Reality Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Virtual and Augmented Reality Historic Market Size by Application (2018-2023)
3.2.2 Global Virtual and Augmented Reality Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Virtual and Augmented Reality Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Virtual and Augmented Reality Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Virtual and Augmented Reality Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Virtual and Augmented Reality Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Virtual and Augmented Reality Revenue Breakdown by Application (2018-2029)
4 Virtual and Augmented Reality Competition Analysis by Players
4.1 Global Virtual and Augmented Reality Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual and Augmented Reality as of 2022)
4.3 Date of Key Players Enter into Virtual and Augmented Reality Market
4.4 Global Top Players Virtual and Augmented Reality Headquarters and Area Served
4.5 Key Players Virtual and Augmented Reality Product Solution and Service
4.6 Competitive Status
4.6.1 Virtual and Augmented Reality Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Google
5.1.1 Google Profile
5.1.2 Google Main Business
5.1.3 Google Virtual and Augmented Reality Products, Services and Solutions
5.1.4 Google Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.1.5 Google Recent Developments
5.2 Samsung Electronics
5.2.1 Samsung Electronics Profile
5.2.2 Samsung Electronics Main Business
5.2.3 Samsung Electronics Virtual and Augmented Reality Products, Services and Solutions
5.2.4 Samsung Electronics Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.2.5 Samsung Electronics Recent Developments
5.3 Microsoft
5.3.1 Microsoft Profile
5.3.2 Microsoft Main Business
5.3.3 Microsoft Virtual and Augmented Reality Products, Services and Solutions
5.3.4 Microsoft Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.3.5 Sony Interactive Entertainment Recent Developments
5.4 Sony Interactive Entertainment
5.4.1 Sony Interactive Entertainment Profile
5.4.2 Sony Interactive Entertainment Main Business
5.4.3 Sony Interactive Entertainment Virtual and Augmented Reality Products, Services and Solutions
5.4.4 Sony Interactive Entertainment Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.4.5 Sony Interactive Entertainment Recent Developments
5.5 Oculus VR
5.5.1 Oculus VR Profile
5.5.2 Oculus VR Main Business
5.5.3 Oculus VR Virtual and Augmented Reality Products, Services and Solutions
5.5.4 Oculus VR Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.5.5 Oculus VR Recent Developments
5.6 HTC
5.6.1 HTC Profile
5.6.2 HTC Main Business
5.6.3 HTC Virtual and Augmented Reality Products, Services and Solutions
5.6.4 HTC Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.6.5 HTC Recent Developments
5.7 ZeroLigh
5.7.1 ZeroLigh Profile
5.7.2 ZeroLigh Main Business
5.7.3 ZeroLigh Virtual and Augmented Reality Products, Services and Solutions
5.7.4 ZeroLigh Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.7.5 ZeroLigh Recent Developments
5.8 EON Reality
5.8.1 EON Reality Profile
5.8.2 EON Reality Main Business
5.8.3 EON Reality Virtual and Augmented Reality Products, Services and Solutions
5.8.4 EON Reality Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.8.5 EON Reality Recent Developments
5.9 Nokia
5.9.1 Nokia Profile
5.9.2 Nokia Main Business
5.9.3 Nokia Virtual and Augmented Reality Products, Services and Solutions
5.9.4 Nokia Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.9.5 Nokia Recent Developments
5.10 Barco
5.10.1 Barco Profile
5.10.2 Barco Main Business
5.10.3 Barco Virtual and Augmented Reality Products, Services and Solutions
5.10.4 Barco Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.10.5 Barco Recent Developments
5.11 Blippar
5.11.1 Blippar Profile
5.11.2 Blippar Main Business
5.11.3 Blippar Virtual and Augmented Reality Products, Services and Solutions
5.11.4 Blippar Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.11.5 Blippar Recent Developments
5.12 Aurasma
5.12.1 Aurasma Profile
5.12.2 Aurasma Main Business
5.12.3 Aurasma Virtual and Augmented Reality Products, Services and Solutions
5.12.4 Aurasma Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.12.5 Aurasma Recent Developments
5.13 MindMaze
5.13.1 MindMaze Profile
5.13.2 MindMaze Main Business
5.13.3 MindMaze Virtual and Augmented Reality Products, Services and Solutions
5.13.4 MindMaze Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.13.5 MindMaze Recent Developments
5.14 Virtalis
5.14.1 Virtalis Profile
5.14.2 Virtalis Main Business
5.14.3 Virtalis Virtual and Augmented Reality Products, Services and Solutions
5.14.4 Virtalis Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.14.5 Virtalis Recent Developments
5.15 Manus Machinae
5.15.1 Manus Machinae Profile
5.15.2 Manus Machinae Main Business
5.15.3 Manus Machinae Virtual and Augmented Reality Products, Services and Solutions
5.15.4 Manus Machinae Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.15.5 Manus Machinae Recent Developments
5.16 Independiente Communications
5.16.1 Independiente Communications Profile
5.16.2 Independiente Communications Main Business
5.16.3 Independiente Communications Virtual and Augmented Reality Products, Services and Solutions
5.16.4 Independiente Communications Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.16.5 Independiente Communications Recent Developments
5.17 VirZOOM
5.17.1 VirZOOM Profile
5.17.2 VirZOOM Main Business
5.17.3 VirZOOM Virtual and Augmented Reality Products, Services and Solutions
5.17.4 VirZOOM Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.17.5 VirZOOM Recent Developments
5.18 NuFormer Projection
5.18.1 NuFormer Projection Profile
5.18.2 NuFormer Projection Main Business
5.18.3 NuFormer Projection Virtual and Augmented Reality Products, Services and Solutions
5.18.4 NuFormer Projection Virtual and Augmented Reality Revenue (US$ Million) & (2018-2023)
5.18.5 NuFormer Projection Recent Developments
6 North America
6.1 North America Virtual and Augmented Reality Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Virtual and Augmented Reality Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Virtual and Augmented Reality Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Virtual and Augmented Reality Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Virtual and Augmented Reality Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Virtual and Augmented Reality Market Dynamics
11.1 Virtual and Augmented Reality Industry Trends
11.2 Virtual and Augmented Reality Market Drivers
11.3 Virtual and Augmented Reality Market Challenges
11.4 Virtual and Augmented Reality Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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