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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 2035

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    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.

    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.

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