Augmented Reality and Virtual Reality Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)
Get a Comprehensive Overview of the Augmented Reality and Virtual Reality Market Report Prepared by P&S Intelligence, Segmented by Type (AR Type, VR Type), Offering (Hardware, Software), Device Type (AR Devices, VR Devices), Application (AR, VR), and Geographic Regions. This Report Provides Insights From 2017 to 2030.
Chapter 1. Research Background
1.1 Research Objectives
1.2 Market Definition
1.2.1 Analysis Period
1.2.2 Market Data Reporting Unit
1.2.2.1 Volume
1.2.2.2 Value
1.3 Research Scope
1.3.1 Market Segmentation by Type
1.3.2 Market Segmentation by Offering
1.3.3 Market Segmentation by Device Type
1.3.4 Market Segmentation by Application
1.3.5 Market Segmentation by Region
1.4 Key Stakeholders
Chapter 2. Research Methodology
2.1 Secondary Research
2.1.1 Paid
2.1.2 Unpaid
2.2 Primary Research
2.2.1 Breakdown of Primary Research Respondents
2.2.1.1 By region
2.2.1.2 By industry participant
2.2.1.3 By company type
2.3 Market Size Estimation
2.4 Data Triangulation
2.5 Currency Conversion Rates
2.6 Assumptions for the Study
Chapter 3. Executive Summary
Chapter 4. Introduction
4.1 Definition of Market Segments
4.1.1 By Type
4.1.1.1 AR
4.1.1.1.1 Marker-based AR
4.1.1.1.1.1 Passive marker
4.1.1.1.1.2 Active marker
4.1.1.1.2 Marker-less AR
4.1.1.1.2.1 Model-based tracking
4.1.1.1.2.2 Image-based processing
4.1.1.2 VR
4.1.1.2.1 Non-immersive
4.1.1.2.2 Semi- and fully immersive
4.1.2 By Offering
4.1.2.1 Hardware
4.1.2.1.1 Sensors
4.1.2.1.2 Cameras
4.1.2.1.3 Position trackers
4.1.2.1.4 Displays and projectors
4.1.2.1.5 Semiconductor components
4.1.2.1.6 Others
4.1.2.2 Software
4.1.2.2.1 SDKs
4.1.2.2.2 Cloud-based services
4.1.2.2.3 AR software functions
4.1.2.2.4 VR content creation
4.1.3 By Device Type
4.1.3.1 AR devices
4.1.3.1.1 HMDs
4.1.3.1.2 HUDs
4.1.3.1.3 Others
4.1.3.2 VR Devices
4.1.3.2.1 HMDs
4.1.3.2.2 Gesture-tracking devices
4.1.3.2.3 Projectors and display walls
4.1.4 By Application
4.1.4.1 Consumer
4.1.4.1.1 Gaming
4.1.4.1.2 Sports and entertainment
4.1.4.2 Commercial
4.1.4.2.1 Offline education and e-learning
4.1.4.2.2 In-store retail and e-commerce
4.1.4.2.3 Tourism
4.1.4.3 Enterprise
4.1.4.3.1 Healthcare
4.1.4.3.2 Automotive
4.1.4.3.3 Aerospace
4.1.4.3.4 Defense
4.1.4.3.5 Others
4.2 Value Chain Analysis
4.2.1 Technology Suppliers
4.2.2 Device Suppliers
4.3 Market Dynamics
4.3.1 Trends
4.3.1.1 Growing focus of businesses on the aesthetics of AR and VR devices
4.3.1.2 Increasing investments by tech corporations and venture capitalists
4.3.2 Drivers
4.3.2.1 Increasing penetration of smartphones and tablet computers
4.3.2.2 Soaring demand for AR and VR in offline retail and e-commerce
4.3.2.3 Rising technology adoption among enterprises
4.3.2.4 Growing focus of vendors on price reduction
4.3.2.5 Impact analysis of drivers on market forecast
4.3.3 Restraints
4.3.3.1 Potential health risks
4.3.3.2 Technical imperfections
4.3.3.3 Impact analysis of restraints on market forecast
4.3.4 Opportunities
4.3.4.1 Rising demand for gesture and haptic control
4.3.4.2 Advancements in technology
4.3.4.3 Integration of AR and VR to create MR
4.4 Impact of COVID-19 on AR and VR Market
4.4.1 COVID-19 Scenario
4.4.2 Future Scenario
4.5 Porter’s Five Forces Analysis
4.5.1 Bargaining Power of Buyers
4.5.2 Bargaining Power of Suppliers
4.5.3 Intensity of Rivalry
4.5.4 Threat of New Entrants
4.5.5 Threat of Substitutes
Chapter 5. Global Market Size and Forecast
5.1 Overview
5.2 By Type
5.2.1 AR Market, by Technology
5.2.1.1 Marker-based AR market, by type
5.2.1.2 Marker-less AR market, by type
5.2.2 VR Market, by Technology
5.3 By Offering
5.3.1 Hardware Market, by Type
5.3.2 Software Market, by Type
5.4 By Device Type
5.4.1 AR Devices Market, by Type
5.4.2 VR Devices Market, by Type
5.5 By Application
5.5.1 AR Market, by Application
5.5.1.1 Consumer AR market, by application
5.5.1.2 Commercial AR Market, by application
5.5.1.3 Enterprise AR market, by application
5.5.2 VR Market, by Application
5.5.2.1 Consumer VR market, by application
5.5.2.2 Commercial VR market, by application
5.5.2.3 Enterprise VR market, by application
5.6 By Region
Chapter 6. North America Market Size and Forecast
6.1 Overview
6.2 By Type
6.2.1 AR Market, by Technology
6.2.1.1 Marker-based AR market, by type
6.2.1.2 Marker-less AR market, by type
6.2.2 VR Market, by Technology
6.3 By Offering
6.3.1 Hardware Market, by Type
6.3.2 Software Market, by Type
6.4 By Device Type
6.4.1 AR Devices Market, by Type
6.4.2 VR Devices Market, by Type
6.5 By Application
6.5.1 AR Market, by Application
6.5.1.1 Consumer AR market, by application
6.5.1.2 Commercial AR Market, by application
6.5.1.3 Enterprise AR market, by application
6.5.2 VR Market, by Application
6.5.2.1 Consumer VR market, by application
6.5.2.2 Commercial VR market, by application
6.5.2.3 Enterprise VR market, by application
6.6 By Country
Chapter 7. Europe Market Size and Forecast
7.1 Overview
7.2 By Type
7.2.1 AR Market, by Technology
7.2.1.1 Marker-based AR market, by type
7.2.1.2 Marker-less AR market, by type
7.2.2 VR Market, by Technology
7.3 By Offering
7.3.1 Hardware Market, by Type
7.3.2 Software Market, by Type
7.4 By Device Type
7.4.1 AR Devices Market, by Type
7.4.2 VR Devices Market, by Type
7.5 By Application
7.5.1 AR Market, by Application
7.5.1.1 Consumer AR market, by application
7.5.1.2 Commercial AR market, by application
7.5.1.3 Enterprise AR market, by application
7.5.2 VR Market, by Application
7.5.2.1 Consumer VR market, by application
7.5.2.2 Commercial VR market, by application
7.5.2.3 Enterprise VR market, by application
7.6 By Country
Chapter 8. APAC Market Size and Forecast
8.1 Overview
8.2 By Type
8.2.1 AR Market, by Technology
8.2.1.1 Marker-based AR market, by type
8.2.1.2 Marker-less AR market, by type
8.2.2 VR Market, by Technology
8.3 By Offering
8.3.1 Hardware Market, by Type
8.3.2 Software Market, by Type
8.4 By Device Type
8.4.1 AR Devices Market, by Type
8.4.2 VR Devices Market, by Type
8.5 By Application
8.5.1 AR Market, by Application
8.5.1.1 Consumer AR market, by application
8.5.1.2 Commercial AR market, by application
8.5.1.3 Enterprise AR market, by application
8.5.2 VR Market, by Application
8.5.2.1 Consumer VR market, by application
8.5.2.2 Commercial VR market, by application
8.5.2.3 Enterprise VR market, by application
8.6 By Country
Chapter 9. LATAM Market Size and Forecast
9.1 Overview
9.2 By Type
9.2.1 AR Market, by Technology
9.2.1.1 Marker-based AR market, by type
9.2.1.2 Marker-less AR market, by type
9.2.2 VR Market, by Technology
9.3 By Offering
9.3.1 Hardware Market, by Type
9.3.2 Software Market, by Type
9.4 By Device Type
9.4.1 AR Devices Market, by Type
9.4.2 VR Devices Market, by Type
9.5 By Application
9.5.1 AR Market, by Application
9.5.1.1 Consumer AR market, by application
9.5.1.2 Commercial AR market, by application
9.5.1.3 Enterprise AR market, by application
9.5.2 VR Market, by Application
9.5.2.1 Consumer VR market, by application
9.5.2.2 Commercial VR market, by application
9.5.2.3 Enterprise VR market, by application
9.6 By Country
Chapter 10. MEA Market Size and Forecast
10.1 Overview
10.2 By Type
10.2.1 AR Market, by Technology
10.2.1.1 Marker-based AR market, by type
10.2.1.2 Marker-less AR market, by type
10.2.2 VR Market, by Technology
10.3 By Offering
10.3.1 Hardware Market, by Type
10.3.2 Software Market, by Type
10.4 By Device Type
10.4.1 AR Devices Market, by Type
10.4.2 VR Devices Market, by Type
10.5 By Application
10.5.1 AR Market, by Application
10.5.1.1 Consumer AR market, by application
10.5.1.2 Commercial AR market, by application
10.5.1.3 Enterprise AR market, by application
10.5.2 VR Market, by Application
10.5.2.1 Consumer VR market, by application
10.5.2.2 Commercial VR market, by application
10.5.2.3 Enterprise VR market, by application
10.6 By Country
Chapter 11. U.S. Market Size and Forecast
11.1 By Type
11.1.1 AR Market, by Technology
11.1.1.1 Marker-based AR market, by type
11.1.1.2 Marker-less AR market, by type
11.1.2 VR Market, by Technology
11.2 By Offering
11.2.1 Hardware Market, by Type
11.2.2 Software Market, by Type
11.3 By Device Type
11.3.1 AR Devices Market, by Type
11.3.2 VR Devices Market, by Type
11.4 By Application
11.4.1 AR Market, by Application
11.4.1.1 Consumer AR market, by application
11.4.1.2 Commercial AR Market, by application
11.4.1.3 Enterprise AR market, by application
11.4.2 VR Market, by Application
11.4.2.1 Consumer VR market, by application
11.4.2.2 Commercial VR market, by application
11.4.2.3 Enterprise VR market, by application
Chapter 12. China Market Size and Forecast
12.1 By Type
12.1.1 AR Market, by Technology
12.1.1.1 Marker-based AR market, by type
12.1.1.2 Marker-less AR market, by type
12.1.2 VR Market, by Technology
12.2 By Offering
12.2.1 Hardware Market, by Type
12.2.2 Software Market, by Type
12.3 By Device Type
12.3.1 AR Devices Market, by Type
12.3.2 VR Devices Market, by Type
12.4 By Application
12.4.1 AR Market, by Application
12.4.1.1 Consumer AR market, by application
12.4.1.2 Commercial AR Market, by application
12.4.1.3 Enterprise AR market, by application
12.4.2 VR Market, by Application
12.4.2.1 Consumer VR market, by application
12.4.2.2 Commercial VR market, by application
12.4.2.3 Enterprise VR market, by application
Chapter 13. Germany Market Size and Forecast
13.1 By Type
13.1.1 AR Market, by Technology
13.1.1.1 Marker-based AR market, by type
13.1.1.2 Marker-less AR market, by type
13.1.2 VR Market, by Technology
13.2 By Offering
13.2.1 Hardware Market, by Type
13.2.2 Software Market, by Type
13.3 By Device Type
13.3.1 AR Devices Market, by Type
13.3.2 VR Devices Market, by Type
13.4 By Application
13.4.1 AR Market, by Application
13.4.1.1 Consumer AR market, by application
13.4.1.2 Commercial AR Market, by application
13.4.1.3 Enterprise AR market, by application
13.4.2 VR Market, by Application
13.4.2.1 Consumer VR market, by application
13.4.2.2 Commercial VR market, by application
13.4.2.3 Enterprise VR market, by application
Chapter 14. U.K. Market Size and Forecast
14.1 By Type
14.1.1 AR Market, by Technology
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