AR and VR hardware market seen topping $349B by 2030
The Business Research Company says the AR and VR hardware market will jump from $82.88 billion in 2025 to $110.73 billion in 2026, then reach $349.18 billion by 2030. North America led in 2025, while Asia-Pacific is expected to grow fastest as gaming, enterprise training, healthcare, and smart manufacturing drive demand. Why it matters: - The AR and VR hardware market is moving from niche adoption toward broader commercial use across gaming, education, healthcare, manufacturing, and remote work. - The report points to hardware demand tied to cloud gaming, enterprise training, telemedicine, and next-generation wearables. - The forecast suggests suppliers with strong sensor, processor, haptics, and motion-tracking capabilities are positioned for the fastest gains. What happened: - The Business Research Company released a market report on the global AR and VR hardware sector. - The report estimates the market will rise from $82.88 billion in 2025 to $110.73 billion in 2026. - The report projects the market will reach $349.18 billion by 2030. - The company pegs the market’s 2025-2026 CAGR at 33.6% and its forecast-period CAGR at 33.3%. - The report says North America held the largest market share in 2025. - The report says Asia-Pacific is expected to grow fastest over the next several years. The details: - Historic growth has been driven by gaming and entertainment, education and training, healthcare simulations, early automotive and aerospace investment, and better sensors and processors. - Future growth is expected to come from enterprise training, AI-driven analytics, smart manufacturing, remote healthcare, telemedicine, and new wearable and haptic devices. - The report identifies edge computing, wearable AR and VR devices, enhanced haptic feedback, cloud-based platforms, and real-time motion tracking as key trends. - AR and VR hardware refers to the physical devices that create immersive digital experiences, either by fully simulating environments or by overlaying digital content onto the real world. - Cloud gaming is highlighted as a major demand driver because it lets users stream games from remote servers without powerful local devices. - Faster internet, lower hardware costs, and subscription access across devices are supporting cloud gaming adoption. - AR and VR hardware can improve cloud gaming by adding more immersive and responsive gameplay. - A Uswitch Limited report from August 2024 said the number of online gamers in the UK is expected to rise 6.64%, from 10.84 million in 2023 to 11.56 million by 2027. - Data from the Interactive Games and Entertainment Association of Australia showed 67% of Australians, or 17 million people, played video games in 2021, rising to 81% or 21 million in 2023. - The report covers Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa. - The Business Research Company said its 2026 market reports include market attractiveness scoring, total addressable market analysis, company scoring matrices, Excel-based forecasting dashboards, market hotspot infographics, and updated graphics and tables. Between the lines: - The size of the projected jump suggests AR and VR hardware is increasingly tied to enterprise productivity, not just consumer entertainment. - Cloud gaming gives the market a second growth engine beyond headsets and accessories, since it can expand use cases without requiring top-tier local computing. - The regional outlook suggests the next phase of growth may come from Asia-Pacific, even though North America remains the largest market today. What’s next: - The report expects continued expansion through 2030 as AI, cloud infrastructure, and immersive hardware mature. - The company says future demand should rise as smart manufacturing, telemedicine, and wearable AR/VR devices gain broader adoption. - More information is available in the company’s sample report and the full market report . The bottom line: - AR and VR hardware is shifting into a high-growth market led by gaming, cloud services, and enterprise use cases, with Asia-Pacific poised to outpace other regions.
Disclaimer: This article was produced by AGP Wire with the assistance of artificial intelligence based on original source content and has been refined to improve clarity, structure, and readability. This content is provided on an “as is” basis. While care has been taken in its preparation, it may contain inaccuracies or omissions, and readers should consult the original source and independently verify key information where appropriate. This content is for informational purposes only and does not constitute legal, financial, investment, or other professional advice.
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