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Global Augmented Reality and Virtual Reality Component Market Research Report 2025

Global Augmented Reality and Virtual Reality Component Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1906456

No of Pages : 92

Synopsis
Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. whereas Virtual reality (VR) can be defined as an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing.
The global Augmented Reality and Virtual Reality Component market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
Geographically, North America dominated the augmented & virtual reality component market driven by higher penetration, demand, consumption and popularity of AR & VR technology in day to day life of its residents.
This report aims to provide a comprehensive presentation of the global market for Augmented Reality and Virtual Reality Component, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality and Virtual Reality Component.
Report Scope
The Augmented Reality and Virtual Reality Component market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Augmented Reality and Virtual Reality Component market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Augmented Reality and Virtual Reality Component companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Blippar
Daqri
Eon Reality
Google
Himax Technologies
Intel
Magic Leap
Meta
Microsoft
Facebook
Osterhout Design Group (ODG)
PTC
Samsung Electronics
Sony
Vuzix
Segment by Type
Hardware Component
Semiconductor Component
Software Component
Segment by Application
Consumer
Aerospace & Defense
Medical
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Augmented Reality and Virtual Reality Component companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented Reality and Virtual Reality Component Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Hardware Component
1.2.3 Semiconductor Component
1.2.4 Software Component
1.3 Market by Application
1.3.1 Global Augmented Reality and Virtual Reality Component Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Consumer
1.3.3 Aerospace & Defense
1.3.4 Medical
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented Reality and Virtual Reality Component Market Perspective (2019-2030)
2.2 Augmented Reality and Virtual Reality Component Growth Trends by Region
2.2.1 Global Augmented Reality and Virtual Reality Component Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Augmented Reality and Virtual Reality Component Historic Market Size by Region (2019-2024)
2.2.3 Augmented Reality and Virtual Reality Component Forecasted Market Size by Region (2025-2030)
2.3 Augmented Reality and Virtual Reality Component Market Dynamics
2.3.1 Augmented Reality and Virtual Reality Component Industry Trends
2.3.2 Augmented Reality and Virtual Reality Component Market Drivers
2.3.3 Augmented Reality and Virtual Reality Component Market Challenges
2.3.4 Augmented Reality and Virtual Reality Component Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Augmented Reality and Virtual Reality Component Players by Revenue
3.1.1 Global Top Augmented Reality and Virtual Reality Component Players by Revenue (2019-2024)
3.1.2 Global Augmented Reality and Virtual Reality Component Revenue Market Share by Players (2019-2024)
3.2 Global Augmented Reality and Virtual Reality Component Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Augmented Reality and Virtual Reality Component Revenue
3.4 Global Augmented Reality and Virtual Reality Component Market Concentration Ratio
3.4.1 Global Augmented Reality and Virtual Reality Component Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented Reality and Virtual Reality Component Revenue in 2023
3.5 Augmented Reality and Virtual Reality Component Key Players Head office and Area Served
3.6 Key Players Augmented Reality and Virtual Reality Component Product Solution and Service
3.7 Date of Enter into Augmented Reality and Virtual Reality Component Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented Reality and Virtual Reality Component Breakdown Data by Type
4.1 Global Augmented Reality and Virtual Reality Component Historic Market Size by Type (2019-2024)
4.2 Global Augmented Reality and Virtual Reality Component Forecasted Market Size by Type (2025-2030)
5 Augmented Reality and Virtual Reality Component Breakdown Data by Application
5.1 Global Augmented Reality and Virtual Reality Component Historic Market Size by Application (2019-2024)
5.2 Global Augmented Reality and Virtual Reality Component Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Augmented Reality and Virtual Reality Component Market Size (2019-2030)
6.2 North America Augmented Reality and Virtual Reality Component Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Augmented Reality and Virtual Reality Component Market Size by Country (2019-2024)
6.4 North America Augmented Reality and Virtual Reality Component Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Augmented Reality and Virtual Reality Component Market Size (2019-2030)
7.2 Europe Augmented Reality and Virtual Reality Component Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Augmented Reality and Virtual Reality Component Market Size by Country (2019-2024)
7.4 Europe Augmented Reality and Virtual Reality Component Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Augmented Reality and Virtual Reality Component Market Size (2019-2030)
8.2 Asia-Pacific Augmented Reality and Virtual Reality Component Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Augmented Reality and Virtual Reality Component Market Size by Region (2019-2024)
8.4 Asia-Pacific Augmented Reality and Virtual Reality Component Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Augmented Reality and Virtual Reality Component Market Size (2019-2030)
9.2 Latin America Augmented Reality and Virtual Reality Component Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Augmented Reality and Virtual Reality Component Market Size by Country (2019-2024)
9.4 Latin America Augmented Reality and Virtual Reality Component Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Augmented Reality and Virtual Reality Component Market Size (2019-2030)
10.2 Middle East & Africa Augmented Reality and Virtual Reality Component Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Augmented Reality and Virtual Reality Component Market Size by Country (2019-2024)
10.4 Middle East & Africa Augmented Reality and Virtual Reality Component Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Blippar
11.1.1 Blippar Company Detail
11.1.2 Blippar Business Overview
11.1.3 Blippar Augmented Reality and Virtual Reality Component Introduction
11.1.4 Blippar Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.1.5 Blippar Recent Development
11.2 Daqri
11.2.1 Daqri Company Detail
11.2.2 Daqri Business Overview
11.2.3 Daqri Augmented Reality and Virtual Reality Component Introduction
11.2.4 Daqri Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.2.5 Daqri Recent Development
11.3 Eon Reality
11.3.1 Eon Reality Company Detail
11.3.2 Eon Reality Business Overview
11.3.3 Eon Reality Augmented Reality and Virtual Reality Component Introduction
11.3.4 Eon Reality Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.3.5 Eon Reality Recent Development
11.4 Google
11.4.1 Google Company Detail
11.4.2 Google Business Overview
11.4.3 Google Augmented Reality and Virtual Reality Component Introduction
11.4.4 Google Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.4.5 Google Recent Development
11.5 Himax Technologies
11.5.1 Himax Technologies Company Detail
11.5.2 Himax Technologies Business Overview
11.5.3 Himax Technologies Augmented Reality and Virtual Reality Component Introduction
11.5.4 Himax Technologies Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.5.5 Himax Technologies Recent Development
11.6 Intel
11.6.1 Intel Company Detail
11.6.2 Intel Business Overview
11.6.3 Intel Augmented Reality and Virtual Reality Component Introduction
11.6.4 Intel Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.6.5 Intel Recent Development
11.7 Magic Leap
11.7.1 Magic Leap Company Detail
11.7.2 Magic Leap Business Overview
11.7.3 Magic Leap Augmented Reality and Virtual Reality Component Introduction
11.7.4 Magic Leap Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.7.5 Magic Leap Recent Development
11.8 Meta
11.8.1 Meta Company Detail
11.8.2 Meta Business Overview
11.8.3 Meta Augmented Reality and Virtual Reality Component Introduction
11.8.4 Meta Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.8.5 Meta Recent Development
11.9 Microsoft
11.9.1 Microsoft Company Detail
11.9.2 Microsoft Business Overview
11.9.3 Microsoft Augmented Reality and Virtual Reality Component Introduction
11.9.4 Microsoft Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.9.5 Microsoft Recent Development
11.10 Facebook
11.10.1 Facebook Company Detail
11.10.2 Facebook Business Overview
11.10.3 Facebook Augmented Reality and Virtual Reality Component Introduction
11.10.4 Facebook Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.10.5 Facebook Recent Development
11.11 Osterhout Design Group (ODG)
11.11.1 Osterhout Design Group (ODG) Company Detail
11.11.2 Osterhout Design Group (ODG) Business Overview
11.11.3 Osterhout Design Group (ODG) Augmented Reality and Virtual Reality Component Introduction
11.11.4 Osterhout Design Group (ODG) Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.11.5 Osterhout Design Group (ODG) Recent Development
11.12 PTC
11.12.1 PTC Company Detail
11.12.2 PTC Business Overview
11.12.3 PTC Augmented Reality and Virtual Reality Component Introduction
11.12.4 PTC Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.12.5 PTC Recent Development
11.13 Samsung Electronics
11.13.1 Samsung Electronics Company Detail
11.13.2 Samsung Electronics Business Overview
11.13.3 Samsung Electronics Augmented Reality and Virtual Reality Component Introduction
11.13.4 Samsung Electronics Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.13.5 Samsung Electronics Recent Development
11.14 Sony
11.14.1 Sony Company Detail
11.14.2 Sony Business Overview
11.14.3 Sony Augmented Reality and Virtual Reality Component Introduction
11.14.4 Sony Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.14.5 Sony Recent Development
11.15 Vuzix
11.15.1 Vuzix Company Detail
11.15.2 Vuzix Business Overview
11.15.3 Vuzix Augmented Reality and Virtual Reality Component Introduction
11.15.4 Vuzix Revenue in Augmented Reality and Virtual Reality Component Business (2019-2024)
11.15.5 Vuzix Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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