Augmented Reality (AR) And Virtual Reality (VR) Hardware Global Market Report 2026
상품코드:1921382
리서치사:The Business Research Company
발행일:On Demand Report
페이지 정보:영문 250 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 규모는 최근 급격히 확대되고 있습니다. 2025년 828억 8,000만 달러에서 2026년 1,107억 3,000만 달러에 달하고, CAGR 33.6%를 보일 것으로 예측됩니다. 이러한 성장은 게임 및 엔터테인먼트 분야의 확대, 교육 및 훈련 분야에서의 채용 증가, 의료 시뮬레이션의 성장, 자동차 및 항공우주 분야의 선행 투자, 프로세서 및 센서 기술의 발전 등에 기인한 것으로 보입니다.
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 규모는 향후 수년간 급격한 성장이 예상됩니다. 2030년에는 3,491억 8,000만 달러에 달할 것으로 예상되며, CAGR은 33.3%를 보일 것으로 전망됩니다. 예측 기간 중의 성장 요인으로는 기업용 교육 솔루션의 확대, AI 기반 분석과의 통합, 스마트 제조 분야에서의 채택 확대, 원격의료 및 원격 진료의 성장, 차세대 햅틱 및 웨어러블 기기의 개발 등을 꼽을 수 있습니다. 예측 기간의 주요 동향으로는 엣지 컴퓨팅 통합, 웨어러블 AR/VR 디바이스, 햅틱 피드백 강화, 클라우드 기반 AR/VR 플랫폼, 실시간 모션 트래킹 등이 있습니다.
클라우드 게임의 부상은 증강현실(AR) 및 가상현실(VR) 하드웨어 시장의 성장을 가속할 것으로 예측됩니다. 클라우드 게임은 사용자가 로컬 기기에서 게임을 실행하는 대신 원격 서버에서 비디오 게임을 스트리밍할 수 있으며, 고성능 하드웨어의 필요성을 줄여줍니다. 이러한 성장은 인터넷 속도의 향상, 하드웨어 비용의 감소, 구독 서비스를 통한 크로스 디바이스 액세스의 편리함 등으로 인해 촉진되고 있습니다. AR 및 VR 하드웨어는 클라우드 기반 플랫폼과 원활하게 통합되어 고품질 실시간 그래픽과 반응형 게임 플레이를 제공하는 몰입형 인터랙티브 경험을 제공함으로써 클라우드 게임을 강화합니다. 예를 들어 2024년 8월 영국의 비교 및 전환 서비스 기업 Uswitch Limited가 발표한 보고서에 따르면 영국의 온라인 게이머 수가 2023년 1,084만 명에서 2027년까지 1,156만 명으로 6.64% 증가할 것으로 예측했습니다. 또한 인터랙티브 게임 엔터테인먼트 협회(IGEA)의 보고서에 따르면 호주의 비디오 게임 기업 인구는 2021년 67%(1,700만 명)에서 2023년 81%(2,100만 명)로 증가할 것으로 예상했습니다. 이러한 추세는 클라우드 게임의 부상이 AR-VR 하드웨어 시장 확대에 크게 기여하고 있음을 보여줍니다.
AR-VR 하드웨어 시장의 주요 기업은 여러 산업 분야에서 몰입형 경험을 향상시키기 위해 기업용 가상현실 헤드셋 개발에 주력하고 있습니다. 기업용 VR 헤드셋은 교육, 설계, 엔지니어링 용도로 설계되었으며, 고해상도 디스플레이, 정밀한 트래킹, 내구성이 뛰어난 구조를 갖추고 있습니다. 예를 들어 2023년 9월 중국 기술 기업 Deepoon(DPVR)은 교육, 비즈니스, 의료에 특화된 기업용 VR 헤드셋 'DPVR P2'를 발표했습니다. 이 제품은 뛰어난 시각적 품질, 광시야각 광학, 무선 및 유선 연결을 포함한 강력한 연결 옵션으로 기업 시스템과의 완벽한 통합을 실현합니다. 또한 맞춤형 소프트웨어 솔루션을 지원하여 기업은 특정 요구에 맞게 VR 경험을 조정할 수 있습니다.
목차
제1장 개요
제2장 시장의 특징
시장 정의와 범위
시장 세분화
주요 제품·서비스의 개요
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 : 매력 스코어 및 분석
성장 가능성 분석, 경쟁 평가, 전략 적합성 평가, 리스크 개요 평가
제3장 시장 공급망 분석
공급망과 에코시스템의 개요
리스트 : 주요 원재료·자원·공급업체
리스트 : 주요 유통업체, 채널 파트너
리스트 : 주요 최종사용자
제4장 세계의 시장 동향과 전략
주요 기술과 향후 동향
인공지능과 자율 지능
자율 시스템, 로보틱스, 스마트 모빌리티
인더스트리 4.0과 지능형 제조
사물인터넷(IoT), 스마트 인프라 및 접속된 에코시스템
몰입형 기술(AR/VR/XR)과 디지털 체험
주요 동향
엣지 컴퓨팅의 통합
웨어러블 AR/VR 디바이스
촉각 피드백의 강화
클라우드 기반 AR/VR 플랫폼
실시간 동작 추적
제5장 최종 용도 산업의 시장 분석
게임·오락
헬스케어
교육·연수
자동차
항공우주·방위 산업
제6장 시장 : 금리, 인플레이션, 지정학, 무역 전쟁과 관세의 영향, 관세 전쟁과 무역 보호주의에 의한 공급망에 대한 영향, Covid가 시장에 미치는 영향을 포함한 거시경제 시나리오
제7장 세계의 전략 분석 프레임워크, 현재 시장 규모, 시장 비교 및 성장률 분석
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 규모, 비교, 성장률 분석
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 실적 : 규모와 성장, 2020-2025
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 예측 : 규모와 성장, 2025-2030, 2035F
제8장 시장의 세계 TAM(Total Addressable Market)
제9장 시장 세분화
하드웨어 유형별
카메라, 컨트롤러, 디스플레이 모니터, 헤드폰, 프로세서, 센서, 기타 하드웨어 유형
용도별
핸드헬드 디바이스, 헤드 마운트 디스플레이(HMD), 헤드업 디스플레이
업계별
항공우주·방위, 자동차, 교육·훈련, 게임·엔터테인먼트, 의료, 기타 산업 분야
카메라의 서브 세분화, 유형별
심도 카메라, RGB 카메라, 스테레오 카메라
컨트롤러의 서브 세분화, 유형별
모션 컨트롤러, 핸드헬드 컨트롤러, 웨어러블 컨트롤러
디스플레이 모니터의 서브 세분화, 유형별
AR 글래스, VR 헤드셋, 스마트 글래스, 프로젝션 디스플레이
헤드폰의 서브 세분화, 유형별
스테레오 헤드폰, 3D 오디오 헤드폰, 노이즈 캔슬링 헤드폰
프로세서의 서브 세분화, 유형별
그래픽 처리 장치(GPU), 중앙처리장치(CPU), 특정 용도용 집적회로(ASIC)
센서의 서브 세분화, 유형별
모션 센서, 근접 센서, 위치 센서, 아이트래킹 센서
기타 하드웨어 유형의 세분화, 유형별
촉각 디바이스, AR 또는 VR 글러브, 트래킹 디바이스
제10장 지역별·국가별 분석
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 : 지역별, 실적과 예측, 2020-2025, 2025-2030F, 2035F
세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 : 국가별, 실적과 예측, 2020-2025, 2025-2030F, 2035F
제11장 아시아태평양 시장
제12장 중국 시장
제13장 인도 시장
제14장 일본 시장
제15장 호주 시장
제16장 인도네시아 시장
제17장 한국 시장
제18장 대만 시장
제19장 동남아시아 시장
제20장 서유럽 시장
제21장 영국 시장
제22장 독일 시장
제23장 프랑스 시장
제24장 이탈리아 시장
제25장 스페인 시장
제26장 동유럽 시장
제27장 러시아 시장
제28장 북미 시장
제29장 미국 시장
제30장 캐나다 시장
제31장 남미 시장
제32장 브라질 시장
제33장 중동 시장
제34장 아프리카 시장
제35장 시장 규제 상황과 투자환경
제36장 경쟁 구도와 기업 개요
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 : 경쟁 구도와 시장 점유율, 2024년
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 2030 : 새로운 기회를 제공하는 국가
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 2030 : 새로운 기회를 제공하는 부문
증강현실(AR) 및 가상현실(VR) 하드웨어 시장 2030 : 성장 전략
시장 동향에 기반한 전략
경쟁사 전략
제41장 부록
KSA
영문 목차
영문목차
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.
Tariffs have impacted the augmented and virtual reality hardware market by increasing the cost of imported components such as sensors, processors, and display units. This has affected production and slowed adoption particularly in consumer electronics, gaming, and enterprise segments, with regions like North America and Europe facing the highest cost pressures. Certain segments, like locally manufactured devices, may benefit from incentives to offset import costs. Manufacturers are responding by diversifying supply chains and investing in local production to maintain competitiveness.
The augmented reality (AR) and virtual reality (VR) hardware market research report is one of a series of new reports from The Business Research Company 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.
The augmented reality (ar) and virtual reality (vr) hardware market size has grown exponentially in recent years. It will grow from $82.88 billion in 2025 to $110.73 billion in 2026 at a compound annual growth rate (CAGR) of 33.6%. The growth in the historic period can be attributed to rise of gaming and entertainment, increasing adoption in education and training, growth in healthcare simulations, early investment by automotive and aerospace, advancements in processor and sensor technology.
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 $349.18 billion in 2030 at a compound annual growth rate (CAGR) of 33.3%. The growth in the forecast period can be attributed to expansion in enterprise training solutions, integration with ai-driven analytics, adoption in smart manufacturing, growth in remote healthcare and telemedicine, development of next-gen haptic and wearable devices. Major trends in the forecast period include edge computing integration, wearable AR or VR devices, haptic feedback enhancement, cloud-based AR or VR platforms, real-time motion tracking.
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.
Major companies operating 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 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the augmented reality (ar) and virtual reality (vr) hardware market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, 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, Taiwan, 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.
Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Global Report 2026 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses 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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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 from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
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.
Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Scope
Markets Covered:1) By Hardware Type: Cameras; Controllers; Display Monitors; Headphones; Processors; Sensors; Other Hardware Types
2) 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 Cameras
2) 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)
Regions: Asia-Pacific; South East Asia; 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 Segmentations: 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: Word, PDF or Interactive Report
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4.1.4 Internet Of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.5 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.2. Major Trends
4.2.1 Edge Computing Integration
4.2.2 Wearable Ar/Vr Devices
4.2.3 Haptic Feedback Enhancement
4.2.4 Cloud-Based Ar/Vr Platforms
4.2.5 Real-Time Motion Tracking
5. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Analysis Of End Use Industries
5.1 Gaming And Entertainment
5.2 Healthcare
5.3 Education And Training
5.4 Automotive
5.5 Aerospace And Defense
6. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, And Covid And Recovery On The Market
7. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Strategic Analysis Framework, Current Market Size, Market Comparisons And Growth Rate Analysis
7.1. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Size, Comparisons And Growth Rate Analysis
7.3. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Historic Market Size and Growth, 2020 - 2025, Value ($ Billion)
7.4. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Forecast Market Size and Growth, 2025 - 2030, 2035F, Value ($ Billion)
8. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9.1. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Cameras, Controllers, Display Monitors, Headphones, Processors, Sensors, Other Hardware Types
9.2. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Application, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Handheld Devices, Head Mounted Display, Head Up Display
9.3. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Aerospace And Defense, Automotive, Education And Training, Gaming And Entertainment, Healthcare, Other Industry Verticals
9.4. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Cameras, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Depth Cameras, RGB Cameras, Stereoscopic Cameras
9.5. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Controllers, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
9.6. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Display Monitors, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
AR Glasses, VR Headsets, Smart Glasses, Projection Displays
9.7. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Headphones, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Stereo Headphones, 3D Audio Headphones, Noise Cancelling Headphones
9.8. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Processors, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Graphics Processing Units (GPUs), Central Processing Units (CPUs), Application-Specific Integrated Circuits (ASICs)
9.9. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Sensors, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
9.10. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Sub-Segmentation Of Other Hardware Types, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Haptic Devices, AR Or VR Gloves, Tracking Devices
10. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Regional And Country Analysis
10.1. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
12.1. China Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
13.1. India Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
14.1. Japan Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
15.1. Australia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
16.1. Indonesia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
17.1. South Korea Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
19.1. South East Asia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
20.1. Western Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
21.1. UK Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22.1. Germany Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
23.1. France Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24.1. Italy Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25.1. Spain Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
26.1. Eastern Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
27.1. Russia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
28.1. North America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
29.1. USA Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
31.1. South America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
32.1. Brazil Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
33.1. Middle East Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Augmented Reality (AR) And Virtual Reality (VR) Hardware Market
34.1. Africa Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Augmented Reality (AR) And Virtual Reality (VR) Hardware Market, Segmentation By Hardware Type, Segmentation By Application, Segmentation By Industry Vertical, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Regulatory and Investment Landscape
36. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Competitive Landscape And Company Profiles
36.1. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Competitive Landscape And Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Company Profiles
36.3.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Sony Interactive Entertainment LLC Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
37. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Other Major And Innovative Companies