Augmented and Virtual Reality- Comprehensive Study by Type (Non-immersive Virtual Reality, Fully Immersive Virtual Reality, Semi-Immersive Virtual Reality, Augmented Reality, Collaborative VR), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace and Defense, Energy, Automotive, Others), Function (Remote collaboration, Workflow optimization, Visualization, Documentation, 3D Modeling, Navigation), Software (Freeware, Freemium, One-Time License, Subscription, Others), Enterprises Type (Small Enterprises, Medium Enterprises, Large Enterprises), Industrial Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, Others) Players and Region - United States Market Outlook to 2030

Augmented and Virtual Reality- Market by XX Submarkets | Forecast Years 2024-2030 | CAGR: 6.6%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
Virtual reality (VR)and augmented reality (AR)hold tremendous promise for the future of gaming,marketing,e-commerce,education,and other sectors.Augmented and virtual reality technologies can be used for collaborative seminars, meetings, public lectures, flight training, military training, training for nurses & medical professionals, and the self-learning process. Furthermore, to introduce enhanced products or solutions, key players are anticipated to emphasize product innovation through continuous investment in product development, which further results in the advancement of AR/VR technology.

AttributesDetails
Study Period2018-2030
Base Year2023
UnitValue (USD Million)
Key Companies ProfiledGoogle (United States), Microsoft (United States), META (United States), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (United States), PTC Inc. (United States), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (United States), MAXST Co. Ltd. (South Korea) and Magic Leap, Inc. (United States)


According to AMA, the market for Augmented and Virtual Reality- is expected to register a CAGR of 6.6% during the forecast period to 2030. This growth is primarily driven by Increased Demand for Augmented Reality in E-commerce and Retail Stores and Growing Demand for Augmented Reality Software in Consumer Electronics.

Globally, a noticeable market trend is evident Increasing Demand for Applications in Medical Sectors as well as the Automotive Sector Major Players, such as Google (United States), Microsoft (United States), META (United States), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (United States), PTC Inc. (United States), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (United States), MAXST Co. Ltd. (South Korea) and Magic Leap, Inc. (United States), etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years. The market is software witnessing a rise in competitiveness among the companies. In terms of market share, these major players currently dominate the market. However, with increasing innovations in technology, many of the companies are increasing their market presence by securing new contracts and by tapping new markets.

Key Developments in the Market:
In November 2022, Unity merged with iron Source to become the industry's leading end-to-end platform for mobile app creators. Through an innovative combination, Unity can support developers throughout the entire development lifecycle as they build, run, and grow immersive real-time games and 3D experiences into successful businesses. The depth and breadth of the company's tools and services are unmatched in the industry. The combined company is expected to generate high profitability and positive free cash flow.
In April 2019, Shutterstock recently entered the AR market. The ‘view room’ mode has been introduced by them to enhance the customer experience. The app will help to select any image featured on the Shutterstock platform and view it in a real-world location., and In May 2018, augmented reality software are soon hit the U.S Market for Car repair service, The Porsche introduced ‘Tech live Look’ through their exclusive dealer in North America. This technology will help to reduce the time by almost 40percent.

Influencing Trend:
Increasing Demand for Applications in Medical Sectors as well as the Automotive Sector

Market Growth Drivers:
Increased Demand for Augmented Reality in E-commerce and Retail Stores and Growing Demand for Augmented Reality Software in Consumer Electronics

Challenges:
Limited Processing Power and Inadequate Storage

Restraints:
Lack of Interaction with Physical Products

Opportunities:
Rising Demand for AR and VR in Architecture, Opportunities in Enterprise Application and High Growth of Travel & Tourism Industry

AMA Research follows a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcases the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyze the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts but also includes significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints in Augmented and Virtual Reality- Market
- Analysis about New Entrants in Augmented and Virtual Reality- Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis
- An Unbiased Perspective towards Market Performance & Indicators

Against this Challenging Backdrop, Augmented and Virtual Reality- Study Sheds Light on
— The Augmented and Virtual Reality- Market status quo and key characteristics. To end this, Analysts at AMA organize and took surveys of the Augmented and Virtual Reality- industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Augmented and Virtual Reality- industry is heading and what are the top priorities. Insights are drawn from financial analysis, surveys, and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold the value they currently claim or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Type
  • Non-immersive Virtual Reality
  • Fully Immersive Virtual Reality
  • Semi-Immersive Virtual Reality
  • Augmented Reality
  • Collaborative VR
By Application
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Aerospace and Defense
  • Energy
  • Automotive
  • Others
By Function
  • Remote collaboration
  • Workflow optimization
  • Visualization
  • Documentation
  • 3D Modeling
  • Navigation

By Software
  • Freeware
  • Freemium
  • One-Time License
  • Subscription
  • Others

By Enterprises Type
  • Small Enterprises
  • Medium Enterprises
  • Large Enterprises

By Industrial Vertical
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Regions
  • United States
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increased Demand for Augmented Reality in E-commerce and Retail Stores
      • 3.2.2. Growing Demand for Augmented Reality Software in Consumer Electronics
    • 3.3. Market Challenges
      • 3.3.1. Limited Processing Power and Inadequate Storage
    • 3.4. Market Trends
      • 3.4.1. Increasing Demand for Applications in Medical Sectors as well as the Automotive Sector
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. United States Augmented and Virtual Reality-, by Type, Application, Function, Software , Enterprises Type, Industrial Vertical and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. United States Augmented and Virtual Reality- (Value)
      • 5.2.1. United States Augmented and Virtual Reality- by: Type (Value)
        • 5.2.1.1. Non-immersive Virtual Reality
        • 5.2.1.2. Fully Immersive Virtual Reality
        • 5.2.1.3. Semi-Immersive Virtual Reality
        • 5.2.1.4. Augmented Reality
        • 5.2.1.5. Collaborative VR
      • 5.2.2. United States Augmented and Virtual Reality- by: Application (Value)
        • 5.2.2.1. Consumer
        • 5.2.2.2. Commercial
        • 5.2.2.3. Enterprise
        • 5.2.2.4. Healthcare
        • 5.2.2.5. Aerospace and Defense
        • 5.2.2.6. Energy
        • 5.2.2.7. Automotive
        • 5.2.2.8. Others
      • 5.2.3. United States Augmented and Virtual Reality- by: Function (Value)
        • 5.2.3.1. Remote collaboration
        • 5.2.3.2. Workflow optimization
        • 5.2.3.3. Visualization
        • 5.2.3.4. Documentation
        • 5.2.3.5. 3D Modeling
        • 5.2.3.6. Navigation
      • 5.2.4. United States Augmented and Virtual Reality- by: Enterprises Type (Value)
        • 5.2.4.1. Small Enterprises
        • 5.2.4.2. Medium Enterprises
        • 5.2.4.3. Large Enterprises
      • 5.2.5. United States Augmented and Virtual Reality- by: Industrial Vertical (Value)
        • 5.2.5.1. Gaming
        • 5.2.5.2. Entertainment & Media
        • 5.2.5.3. Aerospace & Defense
        • 5.2.5.4. Healthcare
        • 5.2.5.5. Education
        • 5.2.5.6. Manufacturing
        • 5.2.5.7. Retail
        • 5.2.5.8. Others
      • 5.2.6. United States Augmented and Virtual Reality- Region
        • 5.2.6.1. United States
  • 6. Augmented and Virtual Reality-: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Google (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Microsoft (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. META (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. SAMSUNG (South Korea)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. HTC Corporation (Taiwan)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Apple Inc. (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. PTC Inc. (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Seiko Epson Corporation (Japan)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Lenovo (China)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Wikitude, a Qualcomm company (Austria)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. EON Reality (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. MAXST Co. Ltd. (South Korea)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. Magic Leap, Inc. (United States)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
  • 7. United States Augmented and Virtual Reality- Sale, by Type, Application, Function, Software , Enterprises Type, Industrial Vertical and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. United States Augmented and Virtual Reality- (Value)
      • 7.2.1. United States Augmented and Virtual Reality- by: Type (Value)
        • 7.2.1.1. Non-immersive Virtual Reality
        • 7.2.1.2. Fully Immersive Virtual Reality
        • 7.2.1.3. Semi-Immersive Virtual Reality
        • 7.2.1.4. Augmented Reality
        • 7.2.1.5. Collaborative VR
      • 7.2.2. United States Augmented and Virtual Reality- by: Application (Value)
        • 7.2.2.1. Consumer
        • 7.2.2.2. Commercial
        • 7.2.2.3. Enterprise
        • 7.2.2.4. Healthcare
        • 7.2.2.5. Aerospace and Defense
        • 7.2.2.6. Energy
        • 7.2.2.7. Automotive
        • 7.2.2.8. Others
      • 7.2.3. United States Augmented and Virtual Reality- by: Function (Value)
        • 7.2.3.1. Remote collaboration
        • 7.2.3.2. Workflow optimization
        • 7.2.3.3. Visualization
        • 7.2.3.4. Documentation
        • 7.2.3.5. 3D Modeling
        • 7.2.3.6. Navigation
      • 7.2.4. United States Augmented and Virtual Reality- by: Enterprises Type (Value)
        • 7.2.4.1. Small Enterprises
        • 7.2.4.2. Medium Enterprises
        • 7.2.4.3. Large Enterprises
      • 7.2.5. United States Augmented and Virtual Reality- by: Industrial Vertical (Value)
        • 7.2.5.1. Gaming
        • 7.2.5.2. Entertainment & Media
        • 7.2.5.3. Aerospace & Defense
        • 7.2.5.4. Healthcare
        • 7.2.5.5. Education
        • 7.2.5.6. Manufacturing
        • 7.2.5.7. Retail
        • 7.2.5.8. Others
      • 7.2.6. United States Augmented and Virtual Reality- Region
        • 7.2.6.1. United States
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Augmented and Virtual Reality-: by Type(USD Million)
  • Table 2. Augmented and Virtual Reality- Non-immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 3. Augmented and Virtual Reality- Fully Immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 4. Augmented and Virtual Reality- Semi-Immersive Virtual Reality , by Region USD Million (2018-2023)
  • Table 5. Augmented and Virtual Reality- Augmented Reality , by Region USD Million (2018-2023)
  • Table 6. Augmented and Virtual Reality- Collaborative VR , by Region USD Million (2018-2023)
  • Table 7. Augmented and Virtual Reality-: by Application(USD Million)
  • Table 8. Augmented and Virtual Reality- Consumer , by Region USD Million (2018-2023)
  • Table 9. Augmented and Virtual Reality- Commercial , by Region USD Million (2018-2023)
  • Table 10. Augmented and Virtual Reality- Enterprise , by Region USD Million (2018-2023)
  • Table 11. Augmented and Virtual Reality- Healthcare , by Region USD Million (2018-2023)
  • Table 12. Augmented and Virtual Reality- Aerospace and Defense , by Region USD Million (2018-2023)
  • Table 13. Augmented and Virtual Reality- Energy , by Region USD Million (2018-2023)
  • Table 14. Augmented and Virtual Reality- Automotive , by Region USD Million (2018-2023)
  • Table 15. Augmented and Virtual Reality- Others , by Region USD Million (2018-2023)
  • Table 16. Augmented and Virtual Reality-: by Function(USD Million)
  • Table 17. Augmented and Virtual Reality- Remote collaboration , by Region USD Million (2018-2023)
  • Table 18. Augmented and Virtual Reality- Workflow optimization , by Region USD Million (2018-2023)
  • Table 19. Augmented and Virtual Reality- Visualization , by Region USD Million (2018-2023)
  • Table 20. Augmented and Virtual Reality- Documentation , by Region USD Million (2018-2023)
  • Table 21. Augmented and Virtual Reality- 3D Modeling , by Region USD Million (2018-2023)
  • Table 22. Augmented and Virtual Reality- Navigation , by Region USD Million (2018-2023)
  • Table 23. Augmented and Virtual Reality-: by Enterprises Type(USD Million)
  • Table 24. Augmented and Virtual Reality- Small Enterprises , by Region USD Million (2018-2023)
  • Table 25. Augmented and Virtual Reality- Medium Enterprises , by Region USD Million (2018-2023)
  • Table 26. Augmented and Virtual Reality- Large Enterprises , by Region USD Million (2018-2023)
  • Table 27. Augmented and Virtual Reality-: by Industrial Vertical(USD Million)
  • Table 28. Augmented and Virtual Reality- Gaming , by Region USD Million (2018-2023)
  • Table 29. Augmented and Virtual Reality- Entertainment & Media , by Region USD Million (2018-2023)
  • Table 30. Augmented and Virtual Reality- Aerospace & Defense , by Region USD Million (2018-2023)
  • Table 31. Augmented and Virtual Reality- Healthcare , by Region USD Million (2018-2023)
  • Table 32. Augmented and Virtual Reality- Education , by Region USD Million (2018-2023)
  • Table 33. Augmented and Virtual Reality- Manufacturing , by Region USD Million (2018-2023)
  • Table 34. Augmented and Virtual Reality- Retail , by Region USD Million (2018-2023)
  • Table 35. Augmented and Virtual Reality- Others , by Region USD Million (2018-2023)
  • Table 36. United States Augmented and Virtual Reality-, by Type USD Million (2018-2023)
  • Table 37. United States Augmented and Virtual Reality-, by Application USD Million (2018-2023)
  • Table 38. United States Augmented and Virtual Reality-, by Function USD Million (2018-2023)
  • Table 39. United States Augmented and Virtual Reality-, by Software USD Million (2018-2023)
  • Table 40. United States Augmented and Virtual Reality-, by Enterprises Type USD Million (2018-2023)
  • Table 41. United States Augmented and Virtual Reality-, by Industrial Vertical USD Million (2018-2023)
  • Table 42. Company Basic Information, Sales Area and Its Competitors
  • Table 43. Company Basic Information, Sales Area and Its Competitors
  • Table 44. Company Basic Information, Sales Area and Its Competitors
  • Table 45. Company Basic Information, Sales Area and Its Competitors
  • Table 46. Company Basic Information, Sales Area and Its Competitors
  • Table 47. Company Basic Information, Sales Area and Its Competitors
  • Table 48. Company Basic Information, Sales Area and Its Competitors
  • Table 49. Company Basic Information, Sales Area and Its Competitors
  • Table 50. Company Basic Information, Sales Area and Its Competitors
  • Table 51. Company Basic Information, Sales Area and Its Competitors
  • Table 52. Company Basic Information, Sales Area and Its Competitors
  • Table 53. Company Basic Information, Sales Area and Its Competitors
  • Table 54. Company Basic Information, Sales Area and Its Competitors
  • Table 55. Augmented and Virtual Reality-: by Type(USD Million)
  • Table 56. Augmented and Virtual Reality- Non-immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 57. Augmented and Virtual Reality- Fully Immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 58. Augmented and Virtual Reality- Semi-Immersive Virtual Reality , by Region USD Million (2025-2030)
  • Table 59. Augmented and Virtual Reality- Augmented Reality , by Region USD Million (2025-2030)
  • Table 60. Augmented and Virtual Reality- Collaborative VR , by Region USD Million (2025-2030)
  • Table 61. Augmented and Virtual Reality-: by Application(USD Million)
  • Table 62. Augmented and Virtual Reality- Consumer , by Region USD Million (2025-2030)
  • Table 63. Augmented and Virtual Reality- Commercial , by Region USD Million (2025-2030)
  • Table 64. Augmented and Virtual Reality- Enterprise , by Region USD Million (2025-2030)
  • Table 65. Augmented and Virtual Reality- Healthcare , by Region USD Million (2025-2030)
  • Table 66. Augmented and Virtual Reality- Aerospace and Defense , by Region USD Million (2025-2030)
  • Table 67. Augmented and Virtual Reality- Energy , by Region USD Million (2025-2030)
  • Table 68. Augmented and Virtual Reality- Automotive , by Region USD Million (2025-2030)
  • Table 69. Augmented and Virtual Reality- Others , by Region USD Million (2025-2030)
  • Table 70. Augmented and Virtual Reality-: by Function(USD Million)
  • Table 71. Augmented and Virtual Reality- Remote collaboration , by Region USD Million (2025-2030)
  • Table 72. Augmented and Virtual Reality- Workflow optimization , by Region USD Million (2025-2030)
  • Table 73. Augmented and Virtual Reality- Visualization , by Region USD Million (2025-2030)
  • Table 74. Augmented and Virtual Reality- Documentation , by Region USD Million (2025-2030)
  • Table 75. Augmented and Virtual Reality- 3D Modeling , by Region USD Million (2025-2030)
  • Table 76. Augmented and Virtual Reality- Navigation , by Region USD Million (2025-2030)
  • Table 77. Augmented and Virtual Reality-: by Enterprises Type(USD Million)
  • Table 78. Augmented and Virtual Reality- Small Enterprises , by Region USD Million (2025-2030)
  • Table 79. Augmented and Virtual Reality- Medium Enterprises , by Region USD Million (2025-2030)
  • Table 80. Augmented and Virtual Reality- Large Enterprises , by Region USD Million (2025-2030)
  • Table 81. Augmented and Virtual Reality-: by Industrial Vertical(USD Million)
  • Table 82. Augmented and Virtual Reality- Gaming , by Region USD Million (2025-2030)
  • Table 83. Augmented and Virtual Reality- Entertainment & Media , by Region USD Million (2025-2030)
  • Table 84. Augmented and Virtual Reality- Aerospace & Defense , by Region USD Million (2025-2030)
  • Table 85. Augmented and Virtual Reality- Healthcare , by Region USD Million (2025-2030)
  • Table 86. Augmented and Virtual Reality- Education , by Region USD Million (2025-2030)
  • Table 87. Augmented and Virtual Reality- Manufacturing , by Region USD Million (2025-2030)
  • Table 88. Augmented and Virtual Reality- Retail , by Region USD Million (2025-2030)
  • Table 89. Augmented and Virtual Reality- Others , by Region USD Million (2025-2030)
  • Table 90. United States Augmented and Virtual Reality-, by Type USD Million (2025-2030)
  • Table 91. United States Augmented and Virtual Reality-, by Application USD Million (2025-2030)
  • Table 92. United States Augmented and Virtual Reality-, by Function USD Million (2025-2030)
  • Table 93. United States Augmented and Virtual Reality-, by Software USD Million (2025-2030)
  • Table 94. United States Augmented and Virtual Reality-, by Enterprises Type USD Million (2025-2030)
  • Table 95. United States Augmented and Virtual Reality-, by Industrial Vertical USD Million (2025-2030)
  • Table 96. Research Programs/Design for This Report
  • Table 97. Key Data Information from Secondary Sources
  • Table 98. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. United States Augmented and Virtual Reality-: by Type USD Million (2018-2023)
  • Figure 5. United States Augmented and Virtual Reality-: by Application USD Million (2018-2023)
  • Figure 6. United States Augmented and Virtual Reality-: by Function USD Million (2018-2023)
  • Figure 7. United States Augmented and Virtual Reality-: by Enterprises Type USD Million (2018-2023)
  • Figure 8. United States Augmented and Virtual Reality-: by Industrial Vertical USD Million (2018-2023)
  • Figure 9. United States Augmented and Virtual Reality- share by Players 2023 (%)
  • Figure 10. United States Augmented and Virtual Reality- share by Players (Top 3) 2023(%)
  • Figure 11. United States Augmented and Virtual Reality- share by Players (Top 5) 2023(%)
  • Figure 12. BCG Matrix for key Companies
  • Figure 13. Google (United States) Revenue, Net Income and Gross profit
  • Figure 14. Google (United States) Revenue: by Geography 2023
  • Figure 15. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 16. Microsoft (United States) Revenue: by Geography 2023
  • Figure 17. META (United States) Revenue, Net Income and Gross profit
  • Figure 18. META (United States) Revenue: by Geography 2023
  • Figure 19. SAMSUNG (South Korea) Revenue, Net Income and Gross profit
  • Figure 20. SAMSUNG (South Korea) Revenue: by Geography 2023
  • Figure 21. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 22. HTC Corporation (Taiwan) Revenue: by Geography 2023
  • Figure 23. Apple Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 24. Apple Inc. (United States) Revenue: by Geography 2023
  • Figure 25. PTC Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 26. PTC Inc. (United States) Revenue: by Geography 2023
  • Figure 27. Seiko Epson Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 28. Seiko Epson Corporation (Japan) Revenue: by Geography 2023
  • Figure 29. Lenovo (China) Revenue, Net Income and Gross profit
  • Figure 30. Lenovo (China) Revenue: by Geography 2023
  • Figure 31. Wikitude, a Qualcomm company (Austria) Revenue, Net Income and Gross profit
  • Figure 32. Wikitude, a Qualcomm company (Austria) Revenue: by Geography 2023
  • Figure 33. EON Reality (United States) Revenue, Net Income and Gross profit
  • Figure 34. EON Reality (United States) Revenue: by Geography 2023
  • Figure 35. MAXST Co. Ltd. (South Korea) Revenue, Net Income and Gross profit
  • Figure 36. MAXST Co. Ltd. (South Korea) Revenue: by Geography 2023
  • Figure 37. Magic Leap, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 38. Magic Leap, Inc. (United States) Revenue: by Geography 2023
  • Figure 39. United States Augmented and Virtual Reality-: by Type USD Million (2025-2030)
  • Figure 40. United States Augmented and Virtual Reality-: by Application USD Million (2025-2030)
  • Figure 41. United States Augmented and Virtual Reality-: by Function USD Million (2025-2030)
  • Figure 42. United States Augmented and Virtual Reality-: by Enterprises Type USD Million (2025-2030)
  • Figure 43. United States Augmented and Virtual Reality-: by Industrial Vertical USD Million (2025-2030)
List of companies from research coverage that are profiled in the study
  • Google (United States)
  • Microsoft (United States)
  • META (United States)
  • SAMSUNG (South Korea)
  • HTC Corporation (Taiwan)
  • Apple Inc. (United States)
  • PTC Inc. (United States)
  • Seiko Epson Corporation (Japan)
  • Lenovo (China)
  • Wikitude, a Qualcomm company (Austria)
  • EON Reality (United States)
  • MAXST Co. Ltd. (South Korea)
  • Magic Leap, Inc. (United States)
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Top performing companies in the United States Augmented and Virtual Reality- market are Google (United States), Microsoft (United States), META (United States), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (United States), PTC Inc. (United States), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (United States), MAXST Co. Ltd. (South Korea) and Magic Leap, Inc. (United States), to name a few.
"Limited Processing Power and Inadequate Storage" is seen as one of the major challenges by many Industry Players of Augmented and Virtual Reality- Market
The Augmented and Virtual Reality- market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get complete companies available in our research coverage.
The Augmented and Virtual Reality- market is expected to see a steady growth rate during projected year 2023 to 2030.

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