Augmented Reality and Virtual Reality Market Size, Share, and Trends 2025 to 2034

Augmented Reality and Virtual Reality Market (By Device Type: AR technology, VR Technology; By Offering Type: Hardware, Software; By End Use: Aerospace & Defense, Consumer, Commercial, Enterprise, Gaming and Entertainment, Healthcare, Others) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2026 to 2035

Last Updated : 16 Dec 2025  |  Report Code : 2426  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Augmented Reality And Virtual Reality Market 

5.1. COVID-19 Landscape: Augmented Reality And Virtual Reality Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Augmented Reality And Virtual Reality Market, By Device Type

8.1. Augmented Reality And Virtual Reality Market, by Device Type

8.1.1 AR technology

8.1.1.1. Market Revenue and Forecast

8.1.2. VR Technology

Chapter 9. Global Augmented Reality And Virtual Reality Market, By Offering Type

9.1. Augmented Reality And Virtual Reality Market, by Offering Type

9.1.1. Hardware

9.1.1.1. Market Revenue and Forecast

9.1.2. Software

Chapter 10. Global Augmented Reality And Virtual Reality Market, By End Use 

10.1. Augmented Reality And Virtual Reality Market, by End Use

10.1.1. Aerospace & Defense

10.1.1.1. Market Revenue and Forecast

10.1.2. Consumer

10.1.2.1. Market Revenue and Forecast

10.1.3. Commercial

10.1.3.1. Market Revenue and Forecast

10.1.4. Enterprise

10.1.4.1. Market Revenue and Forecast

10.1.5. Gaming and Entertainment

10.1.5.1. Market Revenue and Forecast

10.1.6. Healthcare

10.1.6.1. Market Revenue and Forecast

10.1.7. Others

10.1.7.1. Market Revenue and Forecast

Chapter 11. Global Augmented Reality And Virtual Reality Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Device Type

11.1.2. Market Revenue and Forecast, by Offering Type

11.1.3. Market Revenue and Forecast, by End Use

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Device Type

11.1.4.2. Market Revenue and Forecast, by Offering Type

11.1.4.3. Market Revenue and Forecast, by End Use

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Device Type

11.1.5.2. Market Revenue and Forecast, by Offering Type

11.1.5.3. Market Revenue and Forecast, by End Use

11.2. Europe

11.2.1. Market Revenue and Forecast, by Device Type

11.2.2. Market Revenue and Forecast, by Offering Type

11.2.3. Market Revenue and Forecast, by End Use

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Device Type

11.2.4.2. Market Revenue and Forecast, by Offering Type

11.2.4.3. Market Revenue and Forecast, by End Use

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Device Type

11.2.5.2. Market Revenue and Forecast, by Offering Type

11.2.5.3. Market Revenue and Forecast, by End Use

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Device Type

11.2.6.2. Market Revenue and Forecast, by Offering Type

11.2.6.3. Market Revenue and Forecast, by End Use

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Device Type

11.2.7.2. Market Revenue and Forecast, by Offering Type

11.2.7.3. Market Revenue and Forecast, by End Use

11.3. APAC

11.3.1. Market Revenue and Forecast, by Device Type

11.3.2. Market Revenue and Forecast, by Offering Type

11.3.3. Market Revenue and Forecast, by End Use

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Device Type

11.3.4.2. Market Revenue and Forecast, by Offering Type

11.3.4.3. Market Revenue and Forecast, by End Use

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Device Type

11.3.5.2. Market Revenue and Forecast, by Offering Type

11.3.5.3. Market Revenue and Forecast, by End Use

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Device Type

11.3.6.2. Market Revenue and Forecast, by Offering Type

11.3.6.3. Market Revenue and Forecast, by End Use

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Device Type

11.3.7.2. Market Revenue and Forecast, by Offering Type

11.3.7.3. Market Revenue and Forecast, by End Use

11.4. MEA

11.4.1. Market Revenue and Forecast, by Device Type

11.4.2. Market Revenue and Forecast, by Offering Type

11.4.3. Market Revenue and Forecast, by End Use

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Device Type

11.4.4.2. Market Revenue and Forecast, by Offering Type

11.4.4.3. Market Revenue and Forecast, by End Use

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Device Type

11.4.5.2. Market Revenue and Forecast, by Offering Type

11.4.5.3. Market Revenue and Forecast, by End Use

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Device Type

11.4.6.2. Market Revenue and Forecast, by Offering Type

11.4.6.3. Market Revenue and Forecast, by End Use

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Device Type

11.4.7.2. Market Revenue and Forecast, by Offering Type

11.4.7.3. Market Revenue and Forecast, by End Use

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Device Type

11.5.2. Market Revenue and Forecast, by Offering Type

11.5.3. Market Revenue and Forecast, by End Use

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Device Type

11.5.4.2. Market Revenue and Forecast, by Offering Type

11.5.4.3. Market Revenue and Forecast, by End Use

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Device Type

11.5.5.2. Market Revenue and Forecast, by Offering Type

11.5.5.3. Market Revenue and Forecast, by End Use

Chapter 12. Company Profiles

12.1. Microsoft

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Google LLC

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Apple, Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Sony Corporation

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Blippar Limited

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Infinity Augmented Reality Limited

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Niantic, Inc.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Zappar Limited.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Magic Leap, Incorporated

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Wikitude GmbH

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

The global augmented reality and virtual reality market size is accounted at USD 75.18 billion in 2025 and it is expected to reach around USD 693.01 billion by 2035.

The global augmented reality and virtual reality market is poised to grow at a CAGR of 24.87% from 2026 to 2035.

The major players operating in the augmented reality and virtual reality market are Microsoft, Google LLC, Apple, Inc., Sony Corporation, Blippar Limited, Infinity Augmented Reality Limited, Niantic, Inc., Zappar Limited., Magic Leap, Incorporated, Wikitude GmbH

The driving factors of the augmented reality and virtual reality market are the rising demand for augmented reality in retail and e-commerce and advanced technologies and growing digitization.

Asia Pacific region will lead the global augmented reality and virtual reality market during the forecast period 2026 to 2035.

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