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Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market Size & Share | Growth Analysis 2035 by Application (Consumer , Enterprise , Commercial, Others), by Organization Size (Large Enterprises, Small & Medium-sized Enterprises), by Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare), by AR Technology (Marker-based, Markerless , Anchor-based), by VR Technology (Non-immersive, Semi/ Fully Immersive), by Region (North America, Asia Pacific, Europe, Latin America, Middle East & Africa

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Table of Contents

Chapter 1   Executive Dashboard
1. Strategic Imperatives
Chapter 2   Premium Insights
1. Top 3 Trends to Watch
2. Demand and Supply Trends
3. Top 3 Strategies Followed by Major Players
4. Top 3 Predictions by Vantage Market Research
5. Top Investment Pockets
6. Insights from Primary Respondents
Chapter 3   Global Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. Global Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. Global Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. Global Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. Global Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. Global Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. Global Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
8. Global Augmented Reality and Virtual Reality Market - by region
8.1. North America
8.2. Europe
8.3. Asia Pacific
8.4. Latin America
8.5. Middle East & Africa
9. Market comparative analysis
Chapter 4   North America Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. North America Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. North America Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. North America Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. North America Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. North America Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. North America Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
Chapter 5   Europe Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. Europe Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. Europe Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. Europe Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. Europe Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. Europe Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. Europe Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
Chapter 6   Asia Pacific Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. Asia Pacific Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. Asia Pacific Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. Asia Pacific Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. Asia Pacific Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. Asia Pacific Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. Asia Pacific Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
Chapter 7   Latin America Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. Latin America Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. Latin America Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. Latin America Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. Latin America Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. Latin America Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. Latin America Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
Chapter 8   Middle East & Africa Augmented Reality and Virtual Reality Market - Segment Analysis
1. Overview
2. Middle East & Africa Augmented Reality and Virtual Reality Market, 2019 - 2030 (USD Million)
3. Middle East & Africa Augmented Reality and Virtual Reality Market - by Application
3.1. By Consumer
3.2. By Enterprise
3.3. By Commercial
3.4. By Others
4. Middle East & Africa Augmented Reality and Virtual Reality Market - by Organization Size
4.1. By Large Enterprises
4.2. By Small- & Medium-sized Enterprises
5. Middle East & Africa Augmented Reality and Virtual Reality Market - by Industry Vertical
5.1. By Gaming
5.2. By Entertainment & Media
5.3. By Aerospace & Defense
5.4. By Healthcare
5.5. By Education
5.6. By Manufacturing
5.7. By Retail
5.8. By Others
6. Middle East & Africa Augmented Reality and Virtual Reality Market - by AR Technology
6.1. By Marker-based
6.2. By Markerless
6.3. By Anchor-based
7. Middle East & Africa Augmented Reality and Virtual Reality Market - by VR Technology
7.1. By Non-immersive
7.2. By Semi/ Fully Immersive
Chapter 9   Key Market Dynamics
1. Introduction
2. Market Drivers
3. Market Restraints
4. Market Opportunities
5. Porter's Five Forces Analysis
6. PEST Analysis
7. Regulatory Landscape
8. Technology Landscape
9. Regional Market Trends
Chapter 10   COVID 19 Impact Analysis
1. Key strategies undertaken by companies to tackle COVID-19
2. Short term dynamics
3. Long term dynamics
Chapter 11   Marketing Strategy Analysis
1. Marketing Channel
2. Direct Marketing
3. Indirect Marketing
4. Marketing Channel Development Trends
Chapter 12   Competitive Landscape
1. Competition Matrix - 2021
2. Company Market Share Analysis - 2021
3. Key Company Activities, 2018 - 2021
4. Strategic Developments - Heat Map Analysis
5. Company Offering Evaluation
6. Company Regional Presence Evaluation
Chapter 13   Company Profiles
1. Google (US)
2. Sony (Japan)
3. Apple (US)
4. Samsung Electronics (South Korea)
5. Microsoft (US)
6. HTC (Taiwan)
7. Oculus (US)
8. PTC (US)
9. Seiko Epson (Japan)
10. Lenovo (China)
11. Wikitude (Austria)
12. Magic Leap (US)
13. Blippar (UK)
14. Upskill (US)
15. MAXST (South Korea)
16. EON Reality (US)
17. Vuzix (US)
18. CyberGlove Systems (US)
19. Leap Motion (US)
20. Atheer (US)
21. Sixense Enterprises (US)
22. Nintendo (Japan)
23. Psious (Spain)
24. Marxent Labs (US)
25. Inglobe Technologies (Italy)
26. Meta Company (US)
27. Niantic (US)
28. Augment (France)
29. Mindmaze (Switzerland)
30. Firsthand Technology (US)
31. Worldviz (US)
32. Virtuix (US)
33. Survios (US)
34. Intel (US)
35. RealWear (US)
36. Merge Labs (US)
37. SpaceVR (US)
38. Virtually Live (Switzerland)
39. Xiaomi (China)
40. Panasonic (Japan)
41. Dynabook Americas (US)
42. Optinvent (France)
43. WayRay (Switzerland)
44. Scope AR (US)
45. Continental (Germany)
46. Visteon (US)
47. Talespin (US)
48. Craftars (Romania)
49. Scanta (US)
50. Appentus Technologies (India)
51. and BIDON Games Studio (Ukraine)
Chapter 14   Key Primary Respondents - VERBATIM
Chapter 15   Discussion Guide
Chapter 16   Customization Offered
Chapter 17   Annexure
Chapter 18   List of Figures
Chapter 19   List of Tables
Chapter 20   List of Abbreviations

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