The augmented reality (AR) and virtual reality (VR) hardware market size is expected to see exponential growth in the next few years. It will grow to $262.69 billion in 2029 at a compound annual growth rate (CAGR) of 33.4%. The growth in the forecast period can be attributed to the growth of immersive gaming, the rise of 5G technology, the growth of 3D visualization, the rise of cloud computing, and the rising demand for data analytics. Major trends in the forecast period include cloud computing and artificial intelligence integration, integration with smart homes and the Internet of Things, advances in 3D scanning technology, advancements in gaming technology, and gaming peripherals innovations.
The forecast of 33.4% growth over the next five years reflects a modest reduction of 0.8% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. This is likely to directly affect the US through higher import costs for micro-Organic Light-Emitting Diode(OLED) displays and motion sensors, sourced from China and South Korea, slowing innovation in gaming, healthcare, and industrial training applications. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The rise of cloud gaming is expected to drive the growth of the augmented reality (AR) and virtual reality (VR) hardware market. Cloud gaming allows users to stream video games from remote servers rather than running them on local devices, reducing the need for powerful hardware. This growth is fueled by advancements in internet speeds, lower hardware costs, and the convenience of cross-device accessibility via subscription services. AR and VR hardware enhance cloud gaming by offering immersive, interactive experiences that seamlessly integrate with cloud-based platforms, delivering high-quality, real-time graphics and responsive gameplay. For example, in August 2024, a report by Uswitch Limited, a UK-based comparison and switching service, projected a 6.64% increase in online gamers in the UK, rising from 10.84 million in 2023 to 11.56 million by 2027. Additionally, the Interactive Games and Entertainment Association reported that video game players in Australia increased from 67% of the population (17 million) in 2021 to 81% (21 million) in 2023. These trends indicate that the rise of cloud gaming is significantly contributing to the expansion of the AR and VR hardware market.
Leading companies in the AR and VR hardware market are focusing on developing enterprise-grade virtual reality headsets to enhance immersive experiences across multiple industries. Enterprise-grade VR headsets are designed for professional applications, offering high-resolution displays, precise tracking, and durable builds for use in training, design, and engineering. For instance, in September 2023, Deepoon (DPVR), a China-based technology company, launched the DPVR P2, an enterprise-grade VR headset tailored for education, business, and healthcare. This headset features superior visual quality, wide field-of-view optics, and robust connectivity options, including wireless and tethered capabilities, ensuring seamless integration with enterprise systems. Additionally, it supports customizable software solutions, allowing businesses to tailor VR experiences to their specific needs.
In November 2024, RealWear Inc., a US-based company specializing in software solutions, acquired Almer Technologies AG for an undisclosed amount. This acquisition aims to strengthen RealWear’s position in the AR market by integrating Almer's advanced AR technology to enhance hands-free solutions for frontline and industrial workers. Almer Technologies AG, based in Switzerland, specializes in developing AR and VR hardware that enhances immersive experiences across various industries.
Augmented reality (AR) and virtual reality (VR) hardware refer to the physical devices that enable immersive digital experiences. These devices allow users to interact with virtual or augmented environments, either by fully simulating a digital world or by enhancing the real world with digital elements.
The primary types of AR and VR hardware include cameras, controllers, display monitors, headphones, processors, sensors, and other related components. Cameras, equipped with lenses and sensors, capture images or videos for applications such as photography, security, and media production. The hardware is utilized in various applications, including handheld devices, head-mounted displays, and head-up displays. These technologies serve multiple industry verticals, including aerospace and defense, automotive, education and training, gaming and entertainment, healthcare, and others.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sharp escalation of U.S. tariffs and resulting trade tensions in spring 2025 are significantly affecting the electrical and electronics sector. Key components such as semiconductors, display panels, and rare-earth metals crucial for batteries and motors are now facing heavy duties. Consumer electronics companies are seeing profit margins shrink, as fierce competition makes it difficult to pass on rising costs to consumers. At the same time, industrial electronics firms are experiencing project delays due to shortages of tariff-impacted parts like printed circuit boards. In response, businesses are shifting assembly operations to tariff-exempt nations, building up inventory reserves, and redesigning products to reduce reliance on restricted materials.
The augmented reality (AR) and virtual reality (VR) hardware market research report is one of a series of new reports that provides augmented reality (AR) and virtual reality (VR) hardware market statistics, including the augmented reality (AR) and virtual reality (VR) hardware industry global market size, regional shares, competitors with the augmented reality (AR) and virtual reality (VR) hardware market share, detailed augmented reality (AR) and virtual reality (VR) hardware market segments, market trends, and opportunities, and any further data you may need to thrive in the augmented reality (AR) and virtual reality (VR) hardware industry. This augmented reality (AR) and virtual reality (VR) hardware market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
Major players in the augmented reality (AR) and virtual reality (VR) hardware market are Apple Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, Sony Interactive Entertainment LLC, Lenovo Group Limited, NVIDIA Corporation, Goertek Inc., NXP Semiconductor N.V., Valve Corporation, Acer Incorporated, High Tech Computer Corporation, Bose Corporation, Robert Bosch GmbH, Magic Leap Inc., TCL Technology Group Corporation, Pimax Technology Co. Ltd., Varjo Technologies Oy, Vuzix Corporation, Deepoon VR, AjnaLens Private Limited.
North America was the largest region in the augmented reality (AR) and virtual reality (VR) hardware market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in augmented reality (AR) and virtual reality (VR) hardware report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the augmented reality (AR) and virtual reality (VR) hardware market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The augmented reality (AR) and virtual reality (VR) hardware includes revenues earned by entities by providing services such as system integration services, installation and maintenance, content creation, cloud and data services, and consultation services. The market value includes the value of related goods sold by the service provider or included within the service offering. The augmented reality (AR) and virtual reality (VR) hardware market also consists of sales of products including tracking systems, display systems, wearable devices, sensors, cameras, and computing units. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Augmented Reality (AR) And Virtual Reality (VR) Hardware Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on augmented reality (ar) and virtual reality (vr) hardware market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for augmented reality (ar) and virtual reality (vr) hardware ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The augmented reality (ar) and virtual reality (vr) hardware market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Hardware Type: Cameras; Controllers; Display Monitors; Headphones; Processors; Sensors; Other Hardware Types2) By Application: Handheld Devices; Head Mounted Display; Head Up Display
3) By Industry Vertical: Aerospace And Defense; Automotive; Education And Training; Gaming And Entertainment; Healthcare; Other Industry Verticals
Subsegments:
1) By Cameras: Depth Cameras; RGB Cameras; Stereoscopic Cameras2) By Controllers: Motion Controllers; Handheld Controllers; Wearable Controllers
3) By Display Monitors: AR Glasses; VR Headsets; Smart Glasses; Projection Displays
4) By Headphones: Stereo Headphones; 3D Audio Headphones; Noise Cancelling Headphones
5) By Processors: Graphics Processing Units (GPUs); Central Processing Units (CPUs); Application-Specific Integrated Circuits (ASICs)
6) By Sensors: Motion Sensors; Proximity Sensors; Positional Sensors; Eye-Tracking Sensors
7) By Other Hardware Types: Haptic Devices; AR Or VR Gloves; Tracking Devices
Companies Mentioned:Apple Inc.; Samsung Electronics Co. Ltd.; Microsoft Corporation; Sony Interactive Entertainment LLC; Lenovo Group Limited; NVIDIA Corporation; Goertek Inc.; NXP Semiconductor N.V.; Valve Corporation; Acer Incorporated; High Tech Computer Corporation; Bose Corporation; Robert Bosch GmbH; Magic Leap Inc.; TCL Technology Group Corporation; Pimax Technology Co. Ltd.; Varjo Technologies Oy; Vuzix Corporation; Deepoon VR; AjnaLens Private Limited
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Apple Inc.
- Samsung Electronics Co. Ltd.
- Microsoft Corporation
- Sony Interactive Entertainment LLC
- Lenovo Group Limited
- NVIDIA Corporation
- Goertek Inc.
- NXP Semiconductor N.V.
- Valve Corporation
- Acer Incorporated
- High Tech Computer Corporation
- Bose Corporation
- Robert Bosch GmbH
- Magic Leap Inc.
- TCL Technology Group Corporation
- Pimax Technology Co. Ltd.
- Varjo Technologies Oy
- Vuzix Corporation
- Deepoon VR
- AjnaLens Private Limited

