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United States Augmented Reality (AR) and Virtual Reality (VR) Market Report and Forecast 2025-2034

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    Report

  • 115 Pages
  • June 2025
  • Region: United States
  • Expert Market Research
  • ID: 6112461
The United States augmented reality (AR) and virtual reality (VR) market value reached approximately USD 10.46 Billion in 2024 . The market is projected to grow at a CAGR of 27.60% between 2025 and 2034, reaching a value of around USD 119.68 Billion by 2034 .

United States Augmented Reality (AR) and Virtual Reality (VR) Market Outlook

As per United States augmented reality (AR) and virtual reality (VR) industry analysis, the market is growing due to demand of AR and VR across various sectors, such as education and gaming, among others. The healthcare sector is also using AR for surgical training and patient education, contributing to the growth of the market. In addition, AR technologies are being employed for simulation training, which enhances learning outcomes for medical professionals.

Moreover, companies like Samsung are pursuing AR for military training, demonstrating the technology's versatility beyond entertainment. Furthermore, the expansion of 5G networks is also improving the capabilities of AR and VR technology by reducing latency and improving real-time interactions, improving gaming experiences. The launch of affordable and advanced AR/VR devices is also driving growth of the United States augmented reality (AR) and virtual reality (VR) market.

Robust Tech Industry in Regions like Far West and Rocky Mountain is Increasing Their United States Augmented Reality (AR) and Virtual Reality (VR) Market Share
  • From 2025 to 2034, the Far West region is projected to lead with the highest CAGR of 32.0%, driven by the region's strong tech industry presence and rapid adoption of innovative technologies.
  • The Rocky Mountain region follows with a CAGR of 29.8%, supported by increasing investments in AR/VR applications across various industries.
  • The Southwest, with a CAGR of 28.4%, benefits from the growing integration of AR/VR in sectors such as entertainment and education.
  • The Southeast, with a CAGR of 27.3%, shows significant augmented reality and virtual reality demand growth in United States due to expanding tech ecosystems and rising consumer demand for immersive experiences.
  • New England and the Mideast regions exhibit strong growth with CAGRs of 25.7% and 23.7%, respectively, reflecting their established tech sectors and innovation hubs.
  • The Plains and Great Lakes regions, with CAGRs of 22.1% and 20.7%, experience slower growth due to more gradual adoption of AR/VR technologies.

Rising Use of AR and VR Technologies is Augmenting United States Augmented Reality (AR) and Virtual Reality (VR) Market Growth

In the United States augmented reality (AR) and virtual reality (VR) market from 2025 to 2034, virtual reality (VR) is expected to grow faster, with a CAGR of 30.4%. This rapid growth is driven by increasing adoption in gaming, entertainment, and training simulations, where fully immersive experiences are highly valued. Augmented reality (AR), with a CAGR of 24.8%, also shows strong growth, particularly in applications like retail, healthcare, and real estate, where overlaying digital information on the real world adds significant value.

Expanding Applications of AR/VR in Gaming, Healthcare, and Media Industries is One of the Major United States Augmented Reality (AR) and Virtual Reality (VR) Market Trends
  • The gaming sector is expected to lead with the highest CAGR of 31.5%, driven by the increasing demand for immersive experiences and advancements in gaming technologies.
  • The healthcare sector follows with a CAGR of 29.5%, reflecting the growing adoption of AR/VR for medical training, surgery simulation, and patient care.
  • Media and entertainment, with a CAGR of 28.4%, is significantly affecting United States augmented reality (AR) and virtual reality (VR) market revenue due to the expanding use of AR/VR for content creation and immersive storytelling.
  • The retail and e-commerce sector, with a CAGR of 26.2%, benefits from AR/VR applications that enhance the shopping experience, such as virtual try-ons and interactive product displays.
  • Education, growing at a CAGR of 24.8%, is increasingly using AR/VR for interactive learning and virtual classrooms.
  • The 'others' category, with a CAGR of 22.1%, includes various additional applications, contributing to overall market growth but at a slower pace.
Key Questions Answered in the Report:
  • How has the United States augmented reality and virtual reality market performed historically, and what are the growth expectations for the future?
  • What are the primary factors influencing demand and growth in the United States augmented reality and virtual reality market?
  • What are the key segments within the United States augmented reality and virtual reality market, and how are they expected to evolve over the forecast period?
  • What are the major challenges and opportunities facing stakeholders in the United States augmented reality and virtual reality market?
  • Who are the key players in the United States augmented reality and virtual reality market, and what strategies are they employing to maintain a competitive edge?
  • What are the regulatory and policy factors influencing the United States augmented reality and virtual reality market globally or regionally?
  • How competitive is the United States augmented reality and virtual reality market according to Porter's five forces analysis, including factors like bargaining power of buyers and suppliers?
  • What are the current trends shaping the United States augmented reality and virtual reality market landscape, and how are they expected to evolve in the future?
  • How are technological advancements impacting the United States augmented reality and virtual reality market, and what role do innovation and R&D play in driving growth?
  • What are the consumer preferences and buying behavior trends influencing the United States augmented reality and virtual reality market?
  • How sustainable are current growth rates in the United States augmented reality and virtual reality market, and what factors could potentially disrupt these trends?
  • What are the regional dynamics within the United States augmented reality and virtual reality market, and how do they contribute to overall market growth?
  • What are the economic factors influencing the United States augmented reality and virtual reality market, such as GDP growth, inflation rates, and currency fluctuations?
  • How are demographic shifts, such as aging populations or urbanization trends, affecting demand in the United States augmented reality and virtual reality market?
  • What are the key strategic partnerships, mergers, and acquisitions shaping the competitive landscape of the United States augmented reality and virtual reality market?
  • What are the regulatory and legal frameworks impacting the United States augmented reality and virtual reality market globally or in key regions?
  • How are changing consumer lifestyles and preferences influencing product or service demand within the United States augmented reality and virtual reality market?
  • What are the emerging market trends and niche opportunities within the United States augmented reality and virtual reality market that stakeholders should be aware of?
  • How resilient is the United States augmented reality and virtual reality market to external shocks or disruptions, such as geopolitical tensions or natural disasters?
  • What are the potential barriers to market entry and growth for new players in the United States augmented reality and virtual reality market?
Key Benefits for Stakeholders:

Expert Market Research's industry report provides a comprehensive quantitative analysis of various market segments, historical and current market trends, and forecasts the dynamics of the United States augmented reality and virtual reality market spanning from 2018 to 2034.

The research report delivers up-to-date insights into the market drivers, challenges, and opportunities shaping the United States augmented reality and virtual reality market.

Stakeholders can leverage Porter's five forces analysis to assess the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. This analysis aids in evaluating the competitiveness and attractiveness of the United States augmented reality and virtual reality market.

The competitive landscape section enables stakeholders to gain a deep understanding of their competitive environment. It offers insights into the current market positions of key players, their strategies, and their market shares.

Additionally, the report highlights emerging trends, regulatory influences, and technological advancements that are pivotal for stakeholders navigating the United States augmented reality and virtual reality market landscape.

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 United States Augmented Reality and Virtual Reality Market Analysis
5.1 Key Industry Highlights
5.2 United States Augmented Reality and Virtual Reality Historical Market (2018-2024)
5.3 United States Augmented Reality and Virtual Reality Market Forecast (2025-2034)
6 United States Augmented Reality and Virtual Reality Market by Technology
6.1 Augmented Reality (AR)
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.2 Virtual Reality (VR)
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
7 United States Augmented Reality and Virtual Reality Market by Application
7.1 Gaming
7.1.1 Historical Trend (2018-2024)
7.1.2 Forecast Trend (2025-2034)
7.2 Healthcare
7.2.1 Historical Trend (2018-2024)
7.2.2 Forecast Trend (2025-2034)
7.3 Media and Entertainment
7.3.1 Historical Trend (2018-2024)
7.3.2 Forecast Trend (2025-2034)
7.4 Retail and E-commerce
7.4.1 Historical Trend (2018-2024)
7.4.2 Forecast Trend (2025-2034)
7.5 Education
7.5.1 Historical Trend (2018-2024)
7.5.2 Forecast Trend (2025-2034)
7.6 Others
8 United States Augmented Reality and Virtual Reality Market by Region
8.1 New England
8.1.1 Historical Trend (2018-2024)
8.1.2 Forecast Trend (2025-2034)
8.2 Mideast
8.2.1 Historical Trend (2018-2024)
8.2.2 Forecast Trend (2025-2034)
8.3 Great Lakes
8.3.1 Historical Trend (2018-2024)
8.3.2 Forecast Trend (2025-2034)
8.4 Plains
8.4.1 Historical Trend (2018-2024)
8.4.2 Forecast Trend (2025-2034)
8.5 Southeast
8.5.1 Historical Trend (2018-2024)
8.5.2 Forecast Trend (2025-2034)
8.6 Southwest
8.6.1 Historical Trend (2018-2024)
8.6.2 Forecast Trend (2025-2034)
8.7 Rocky Mountain
8.7.1 Historical Trend (2018-2024)
8.7.2 Forecast Trend (2025-2034)
8.8 Far West
8.8.1 Historical Trend (2018-2024)
8.8.2 Forecast Trend (2025-2034)
9 Market Dynamics
9.1 SWOT Analysis
9.1.1 Strengths
9.1.2 Weaknesses
9.1.3 Opportunities
9.1.4 Threats
9.2 Porter’s Five Forces Analysis
9.2.1 Supplier’s Power
9.2.2 Buyer’s Power
9.2.3 Threat of New Entrants
9.2.4 Degree of Rivalry
9.2.5 Threat of Substitutes
9.3 Key Indicators for Demand
9.4 Key Indicators for Price
10 Competitive Landscape
10.1 Supplier Selection
10.2 Key Global Players
10.3 Key Regional Players
10.4 Key Player Strategies
10.5 Company Profiles
10.5.1 Microsoft Corporation
10.5.1.1 Company Overview
10.5.1.2 Product Portfolio
10.5.1.3 Demographic Reach and Achievements
10.5.1.4 Certifications
10.5.2 Google LLC
10.5.2.1 Company Overview
10.5.2.2 Product Portfolio
10.5.2.3 Demographic Reach and Achievements
10.5.2.4 Certifications
10.5.3 Sony Corporation
10.5.3.1 Company Overview
10.5.3.2 Product Portfolio
10.5.3.3 Demographic Reach and Achievements
10.5.3.4 Certifications
10.5.4 Apple Inc.
10.5.4.1 Company Overview
10.5.4.2 Product Portfolio
10.5.4.3 Demographic Reach and Achievements
10.5.4.4 Certifications
10.5.5 HTC Corporation
10.5.5.1 Company Overview
10.5.5.2 Product Portfolio
10.5.5.3 Demographic Reach and Achievements
10.5.5.4 Certifications
10.5.6 Samsung Electronics Co., Ltd.
10.5.6.1 Company Overview
10.5.6.2 Product Portfolio
10.5.6.3 Demographic Reach and Achievements
10.5.6.4 Certifications
10.5.7 Others

Companies Mentioned

  • Microsoft Corporation
  • Google LLC
  • Sony Corporation
  • Apple Inc.
  • HTC Corporation
  • Samsung Electronics Co., Ltd.