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Augmented Virtual Reality Hardware Market Analysis

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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Market Analysis

In-depth Analysis of Augmented Virtual Reality Hardware Market Industry Landscape

The market factors responsible for the development and advancement of AR/VR hardware include a few elements. AR/VR hardware includes devices like head-mounted displays, glasses as well as controllers that allow users to engage in immersive virtual environments. The AR/VR hardware market is in growth due to increasing user preference for vivid experiences of gaming, recreation and enterprise applications, continuous innovation & technology improvements as well as rapid adoption and investment by users across the industries.

A key factor driving the market for AR/VR hardware is increased demand for immersive experiences in gaming and amusement. Since the shoppers want more interactive and engaging types of entertainment, AR/VR hardware solutions are a strong alternative as they provide realistic gaming experience with virtual storytelling capabilities along with different options for fun in case dealing games. This desire for lively experiences fuels the trend of AR/VR devices among gamers, producers and entertainment companies contributing to market growth.

As well, the continuous developments in technology and hardware performance capabilities play a key role on shaping characteristics of AR/VR device market. Continuous improvements in display technologies, optics, sensors and data devices facilitate the development of more vivid realistic impersonal reality AR/VR equipment. These advances contribute to the augmentation of an end-user experience, reduction in latency and motion sicknesses and AR / VR application development across gaming education , training health care etc. The market’s attractiveness and intensiveness are based on the progress of hardware capacities for an increasing client base.

Furthermore, the growing disposition and spread of AR/VR throughout businesses also contribute to the growth in demand for hardware technology. Companies, projects and societies are increasingly using AR/VR technologies for training, entertainment industry product design virtual collaboration client satisfaction. The broad adoption of AR/VR solutions have quickly gained traction in various industry segments drives the demand for high-quality, reliable hardware for deliver vivid and impactful experience which contributes to market development as well liquefied.

However, the AR/VR hardware market also has its own unique challenges and demands that affect its characteristics. The distinguished challenges faced by the market include cost consciousness of buyers and organizations, issues associated with client comfort and ergonomics, as well as need for compelling content purchasing price. In addition, interoperability and standardization issues and the need for seamless integration with other technologies pose technical and functional challenges.

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.

Market Summary

As per MRFR analysis, the Augmented Virtual Reality Hardware Market Size was estimated at 57519.41 USD Million in 2024. The Augmented Virtual Reality Hardware industry is projected to grow from 79089.19 in 2025 to 1910487.15 by 2035, exhibiting a compound annual growth rate (CAGR) of 37.5 during the forecast period 2025 - 2035.

Key Market Trends & Highlights

The Augmented Virtual Reality Hardware Market is poised for substantial growth driven by technological advancements and sector expansion.

  • North America remains the largest market for augmented virtual reality hardware, showcasing robust consumer demand.
  • The Asia-Pacific region is emerging as the fastest-growing market, fueled by increasing investments in technology and innovation.
  • The gaming segment continues to dominate the market, while healthcare applications are rapidly gaining traction as a key growth area.
  • Technological advancements and increased adoption in education are significant drivers propelling market expansion.

Market Size & Forecast

2024 Market Size 57519.41 (USD Million)
2035 Market Size 1910487.15 (USD Million)
CAGR (2025 - 2035) 37.5%
Largest Regional Market Share in 2024 North America

Major Players

<p>Meta (US), Microsoft (US), Apple (US), Google (US), Sony (JP), HTC (TW), NVIDIA (US), Samsung (KR), Magic Leap (US)</p>

Market Trends

The Augmented Virtual Reality Hardware Market is currently experiencing a transformative phase, characterized by rapid advancements in technology and increasing consumer interest. This market encompasses a diverse range of devices, including headsets, sensors, and other peripherals that enhance user experiences in both augmented and virtual environments. As industries such as gaming, education, and healthcare continue to explore the potential of immersive technologies, the demand for sophisticated hardware solutions appears to be on the rise. Furthermore, the integration of artificial intelligence and machine learning into these devices may enhance their functionality, making them more appealing to a broader audience. In addition to technological advancements, the Augmented Virtual Reality Hardware Market is influenced by evolving consumer preferences and expectations. Users are increasingly seeking more immersive and interactive experiences, which drives manufacturers to innovate and improve their offerings. The growing popularity of social and collaborative applications within virtual environments suggests that the market may expand beyond traditional sectors. As companies strive to meet these changing demands, the focus on user-friendly designs and enhanced performance is likely to shape the future landscape of this dynamic market.

Technological Integration

The integration of advanced technologies such as artificial intelligence and machine learning into augmented virtual reality hardware is becoming increasingly prevalent. This trend suggests that devices will not only provide immersive experiences but also adapt to user behaviors and preferences, enhancing overall functionality.

Consumer-Centric Design

There is a noticeable shift towards designing augmented virtual reality hardware with the end-user in mind. Manufacturers are focusing on ergonomics, usability, and aesthetic appeal, which indicates a growing recognition of the importance of user experience in driving market growth.

Expansion into New Sectors

The Augmented Virtual Reality Hardware Market is likely to see expansion into various sectors beyond gaming and entertainment. Industries such as healthcare, education, and real estate are exploring the potential of immersive technologies, suggesting that the market may diversify significantly in the coming years.

Augmented Virtual Reality Hardware Market Market Drivers

Market Segment Insights

By Application: Gaming (Largest) vs. Healthcare (Fastest-Growing)

<p>In the Augmented Virtual Reality Hardware Market, the application segments showcase diverse engagement levels. Gaming stands out as the largest segment, driven by consumer demand for immersive experiences that enhance gameplay. Meanwhile, Healthcare is emerging rapidly, evolving as a crucial domain utilizing AR technology for training and patient care. The blending of entertainment and education found in gamified elements has also attracted further investments, ensuring gaming retains solid market representation for years to come. Growth in the AR hardware market finds significant traction from technological advancements and expanding use cases in various sectors. Gaming continues to cater to a younger audience, while the Healthcare segment accelerates growth due to increasing adoption of VR-assisted procedures and training programs. The rise in remote learning methods in education and retail's flourishing AR shopping experiences contribute to the overall dynamism of AR applications, showcasing a promising market landscape.</p>

<p>Gaming (Dominant) vs. Healthcare (Emerging)</p>

<p>The Gaming segment in the Augmented Virtual Reality Hardware Market remains a dominant force, leveraging advanced technologies to deliver thrilling experiences to players. With a focus on high-performance graphics, user interactivity, and multi-platform capabilities, gaming companies are investing heavily in AR hardware to attract a broad audience. On the other hand, Healthcare is positioned as an emerging sector within this market. It harnesses AR for not only surgical training and patient care but also rehabilitation processes, integrating technologies that allow healthcare professionals to perform remote consultations and simulations. This growing synergy between AR hardware and critical health services indicates a transformative shift, making healthcare an attractive area for innovation and investment.</p>

By End Use: Consumer Electronics (Largest) vs. Healthcare (Fastest-Growing)

<p>The Augmented Virtual Reality Hardware Market showcases a diverse portfolio of end-use segments, with Consumer Electronics leading in market share. This segment encompasses devices like AR glasses and smartphones integrated with AR capabilities, appealing primarily to consumers seeking immersive gaming and interactive experiences. Following Consumer Electronics, the Commercial segment also holds significant stakes, leveraging augmented reality for efficient customer engagement and marketing strategies. On the other hand, the Healthcare sector is emerging as the fastest-growing segment within this landscape. The increasing adoption of AR applications in surgical procedures, medical training, and patient education is driving rapid growth. As this technology enhances precision and efficiency, healthcare providers are investing heavily in AR equipment, further propelling its market expansion.</p>

<p>Consumer Electronics: Dominant vs. Healthcare: Emerging</p>

<p>The Consumer Electronics segment represents the dominant force in the Augmented Virtual Reality Hardware Market, characterized by its widespread use in recreational activities, gaming, and social interactions. With major players continuously innovating to enhance user experiences, this segment is focused on developing user-friendly devices that integrate seamlessly into daily life. Conversely, the Healthcare segment is emerging rapidly, driven by its transformative potential in medical training, visualization, and surgical assistance. Advanced AR technologies are revolutionizing how healthcare professionals engage with patients and complex data, allowing for enhanced treatment options. This dynamic interplay between established consumer gadgets and cutting-edge healthcare solutions is shaping the future of the augmented reality market.</p>

By Technology: Virtual Reality (Largest) vs. Augmented Reality (Fastest-Growing)

<p>The Augmented Virtual Reality Hardware Market showcases a diverse range of technologies, with Virtual Reality commanding the largest market share. This dominance reflects the significant investment and consumer interest in fully immersive experiences, appealing particularly to gaming and simulation applications. In contrast, Augmented Reality is rapidly gaining traction, carving out a significant niche for itself with applications in areas such as retail and training. As businesses increasingly seek innovative solutions, Augmented Reality's market presence is expected to expand at a remarkable pace. Growth trends indicate that while Virtual Reality remains the cornerstone of immersive experiences, Augmented Reality is on a distinct upward trajectory due to advancements in smartphone technology and wearable devices. Mixed Reality and Haptic Technology also show promise, driven by demand for more interactive experiences, especially in gaming and training. Display Technology enhances these experiences by providing improved visuals and user engagement, propelling the overall segment toward significant evolution in application and utility in the coming years.</p>

<p>Virtual Reality: Dominant vs. Mixed Reality: Emerging</p>

<p>Virtual Reality stands as the dominant force in the Augmented Virtual Reality Hardware Market, primarily due to its extensive use in gaming, entertainment, and professional training industries. It offers immersive experiences that fully engage users, catering to a broad audience. Its widespread adoption is supported by substantial investments in VR hardware and content, enhancing its market stability. On the other hand, Mixed Reality, though emerging, presents a unique integration of real and virtual environments, enabling users to interact with both simultaneously. This technology is gaining popularity in sectors such as education and architecture, where practical applications can significantly benefit from combined physical and digital elements. As both segments mature, the competition will likely drive innovation and enhance user experiences further.</p>

By Component: Processors (Largest) vs. Displays (Fastest-Growing)

<p>In the Augmented Virtual Reality Hardware Market, the component segment is increasingly vital, with displays, processors, sensors, input devices, and cameras playing pivotal roles. Among these, processors hold the largest share due to their essential function in ensuring smooth, high-performance graphics computation. Displays are emerging rapidly, driven by advancements in technology and growing consumer acceptance, making them the fastest-growing segment in this market.</p>

<p>Processors (Dominant) vs. Displays (Emerging)</p>

<p>Processors are the dominant component in the Augmented Virtual Reality Hardware Market, essential for delivering high-quality virtual experiences. These units are designed to handle complex calculations and render graphics efficiently, making them crucial for the user experience. Meanwhile, displays are considered the emerging segment, benefiting from innovations in LCD and OLED technology. As users demand sharper and more immersive visuals, the growth of HD and even 4K displays has surged, positioning them as a key differentiator in AR hardware offerings. The interplay between these components significantly influences overall performance and user satisfaction in augmented reality experiences.</p>

By Form Factor: Head-Mounted Displays (Largest) vs. Smart Glasses (Fastest-Growing)

<p>The Augmented Virtual Reality Hardware market is primarily dominated by Head-Mounted Displays (HMDs), which capture a significant share due to their immersive experience and advanced technology. Following HMDs, Handheld Devices and Mobile Devices maintain a notable presence, providing flexibility and accessibility to users. Smart Glasses, while currently a smaller segment, showcase a growing trend, appealing to consumers seeking lightweight and portable AR experiences. Projection Systems represent a niche category with utility in specialized applications, but overall, they take a backseat in the comparative distribution of market share among these segment values. The growth trends indicate a robust interest in Smart Glasses, reflecting the shift towards miniaturization and user convenience. This segment's fast expansion is driven by increasing consumer demand for hands-free applications, particularly in industries such as healthcare and training. Head-Mounted Displays continue to evolve with enhanced functionalities that cater to gaming and entertainment, maintaining their position as the heavyweight segment. Moreover, advancements in mobile technology are fostering the emergence of Handheld and Mobile Devices, although they face stiff competition from the larger, inherently immersive HMDs. Overall, innovation and tailored user experiences are critical growth drivers across these form factors.</p>

<p>Head-Mounted Displays (Dominant) vs. Smart Glasses (Emerging)</p>

<p>Head-Mounted Displays (HMDs) hold a dominant position in the Augmented Virtual Reality Hardware market, characterized by extensive immersive capabilities and critical applications in gaming and training environments. These devices are equipped with advanced sensors, high-definition visuals, and an extensive ecosystem of applications, making them preferred by consumers seeking deep AR experiences. On the other hand, Smart Glasses represent an emerging segment, gaining traction for their lightweight design and practicality in professional fields such as logistics and maintenance. Smart Glasses offer hands-free interaction, appealing to users for navigation and data display in real-time. Their growing adoption signifies a trend towards more integrated and conveniently wearable AR solutions, providing a compelling alternative to the more cumbersome HMDs.</p>

Get more detailed insights about Augmented and Virtual Reality Hardware Market Research Report—Global Forecast till 2035

Regional Insights

North America : Innovation and Market Leadership

North America continues to lead the Augmented Virtual Reality Hardware Market, holding a significant share of 28759.71 million in 2024. The region's growth is driven by rapid technological advancements, increasing investments in AR applications, and a strong consumer base eager for immersive experiences. Regulatory support for tech innovation further fuels this growth, making it a prime market for AR hardware development. The competitive landscape is dominated by key players such as Meta, Microsoft, and Apple, all based in the US. These companies are at the forefront of AR technology, continuously innovating to enhance user experiences. The presence of major tech firms and a robust startup ecosystem contribute to a vibrant market, ensuring North America remains a hub for AR hardware advancements.

Europe : Emerging Market with Growth Potential

Europe's Augmented Virtual Reality Hardware Market is poised for significant growth, with a market size of 14400.0 million. The region benefits from increasing adoption of AR technologies across various sectors, including education, healthcare, and entertainment. Regulatory frameworks promoting digital innovation and sustainability are also key drivers, enhancing the market's appeal and fostering investment. Leading countries such as Germany, the UK, and France are at the forefront of this expansion, supported by a strong presence of tech companies and research institutions. The competitive landscape features both established players and innovative startups, creating a dynamic environment for AR hardware development. As Europe embraces digital transformation, the AR market is expected to flourish, attracting further investments.

Asia-Pacific : Rapid Growth and Adoption

The Asia-Pacific region is witnessing a rapid surge in the Augmented Virtual Reality Hardware Market, with a market size of 10000.0 million. This growth is fueled by increasing consumer demand for immersive experiences, particularly in gaming and entertainment. Additionally, government initiatives promoting digital transformation and technological innovation are catalyzing market expansion across countries in the region. Countries like Japan, China, and South Korea are leading the charge, with significant investments from both local and international players. The competitive landscape is vibrant, featuring major companies such as Sony and HTC, alongside emerging startups. As the region continues to embrace AR technology, the market is expected to grow exponentially, driven by innovation and consumer engagement.

Middle East and Africa : Niche Market with Potential

The Middle East and Africa (MEA) region represents a niche market for Augmented Virtual Reality Hardware, with a market size of 359.7 million. Despite its smaller size, the region is experiencing growth driven by increasing interest in AR applications across sectors like tourism, education, and retail. Government initiatives aimed at diversifying economies and enhancing digital infrastructure are also contributing to market development. Countries such as the UAE and South Africa are leading the way in AR adoption, supported by investments from both local and international firms. The competitive landscape is evolving, with a mix of established companies and startups entering the market. As awareness and demand for AR technology grow, the MEA region presents unique opportunities for innovation and investment.

Key Players and Competitive Insights

The Augmented Virtual Reality Hardware Market is currently characterized by a dynamic competitive landscape, driven by rapid technological advancements and increasing consumer demand for immersive experiences. Major players such as Meta (US), Microsoft (US), and Apple (US) are at the forefront, each adopting distinct strategies to enhance their market positioning. Meta (US) continues to focus on innovation through its extensive investment in the Metaverse, aiming to create a seamless integration of augmented and virtual reality experiences. Meanwhile, Microsoft (US) emphasizes partnerships, particularly with enterprise clients, to leverage its HoloLens technology for business applications, thereby expanding its reach in the corporate sector. Apple (US), on the other hand, appears to be concentrating on product differentiation, with its anticipated AR headset expected to integrate seamlessly with its existing ecosystem, potentially reshaping user engagement.

In terms of business tactics, companies are increasingly localizing manufacturing and optimizing supply chains to enhance efficiency and reduce costs. The market structure is moderately fragmented, with a mix of established giants and emerging players. This fragmentation allows for diverse offerings, yet the collective influence of key players like Sony (JP) and NVIDIA (US) is significant, as they drive innovation and set industry standards.

In November 2025, Sony (JP) announced the launch of its latest augmented reality headset, which integrates advanced eye-tracking technology. This strategic move is likely to enhance user interaction and engagement, positioning Sony as a leader in the consumer AR segment. The introduction of this technology not only showcases Sony's commitment to innovation but also reflects a broader trend towards more personalized and immersive user experiences in the market.

In October 2025, NVIDIA (US) unveiled a new software platform designed to optimize AR applications for developers. This initiative is crucial as it provides developers with the tools necessary to create more sophisticated and efficient AR experiences. By focusing on software development, NVIDIA is not only enhancing its hardware offerings but also fostering a robust ecosystem that could lead to increased adoption of AR technologies across various sectors.

In September 2025, Apple (US) revealed its plans to expand its ARKit framework, which supports developers in creating AR applications for its devices. This expansion is indicative of Apple's strategy to solidify its presence in the AR market, potentially leading to a surge in AR content creation. By enhancing its developer tools, Apple is likely to attract a broader range of applications, thereby increasing user engagement and market penetration.

As of December 2025, the competitive trends in the Augmented Virtual Reality Hardware Market are increasingly defined by digitalization, sustainability, and AI integration. Strategic alliances among key players are shaping the landscape, fostering innovation and collaboration. The shift from price-based competition to a focus on technological advancement and supply chain reliability is evident. Companies are likely to differentiate themselves through unique offerings and enhanced user experiences, suggesting a future where innovation is paramount in maintaining competitive advantage.

Key Companies in the Augmented Virtual Reality Hardware Market include

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

Future Outlook

Augmented Virtual Reality Hardware Market Future Outlook

<p>The Augmented Virtual Reality Hardware Market is projected to grow at a 37.5% CAGR from 2024 to 2035, driven by advancements in technology, increased consumer demand, and expanding applications across industries.</p>

New opportunities lie in:

  • <p>Development of enterprise-grade AR hardware solutions for training and simulation.</p>
  • <p>Integration of AR with IoT devices for enhanced user experiences.</p>
  • <p>Creation of subscription-based models for continuous software updates and support.</p>

<p>By 2035, the market is expected to be robust, driven by innovation and diverse applications.</p>

Market Segmentation

Augmented Virtual Reality Hardware Market End Use Outlook

  • Consumer Electronics
  • Commercial
  • Industrial
  • Healthcare
  • Military

Augmented Virtual Reality Hardware Market Component Outlook

  • Sensors
  • Displays
  • Processors
  • Input Devices
  • Cameras

Augmented Virtual Reality Hardware Market Technology Outlook

  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Haptic Technology
  • Display Technology

Augmented Virtual Reality Hardware Market Application Outlook

  • Gaming
  • Education
  • Healthcare
  • Military
  • Retail

Augmented Virtual Reality Hardware Market Form Factor Outlook

  • Head-Mounted Displays
  • Handheld Devices
  • Smart Glasses
  • Projection Systems
  • Mobile Devices

Report Scope

MARKET SIZE 202457519.41(USD Million)
MARKET SIZE 202579089.19(USD Million)
MARKET SIZE 20351910487.15(USD Million)
COMPOUND ANNUAL GROWTH RATE (CAGR)37.5% (2024 - 2035)
REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR2024
Market Forecast Period2025 - 2035
Historical Data2019 - 2024
Market Forecast UnitsUSD Million
Key Companies ProfiledMeta (US), Microsoft (US), Apple (US), Google (US), Sony (JP), HTC (TW), NVIDIA (US), Samsung (KR), Magic Leap (US)
Segments CoveredApplication, End Use, Technology, Component, Form Factor
Key Market OpportunitiesIntegration of artificial intelligence enhances user experience in the Augmented Virtual Reality Hardware Market.
Key Market DynamicsTechnological advancements and consumer demand drive innovation and competition in the Augmented Virtual Reality Hardware Market.
Countries CoveredNorth America, Europe, APAC, South America, MEA

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

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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