AR And VR Headsets Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

AR and VR Headsets Market Report is Segmented by Product Type (Standalone Headsets, Tethered Headsets, Smartphone-Enabled Headsets), Component (Hardware, Software), Distribution Channel (Online, Offline), Industry Vertical (Gaming and Entertainment, Healthcare, Education and Training, Retail and E-Commerce, Manufacturing and Industrial, Other Industry Verticals), and Geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

AR And VR Headsets Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

AR And VR Headsets Market Size

AR And VR Headsets Market Summary
Study Period 2019 - 2030
Market Size (2025) USD 5.86 Billion
Market Size (2030) USD 10.60 Billion
CAGR (2025 - 2030) 12.56 %
Fastest Growing Market Asia Pacific
Largest Market North America
Market Concentration Medium

Major Players

AR And VR Headsets Market Major Players

*Disclaimer: Major Players sorted in no particular order

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AR And VR Headsets Market Analysis

The AR And VR Headsets Market size is estimated at USD 5.86 billion in 2025, and is expected to reach USD 10.60 billion by 2030, at a CAGR of 12.56% during the forecast period (2025-2030).

  • The augmented reality (AR) and virtual reality (VR) headset market is undergoing rapid expansion as technological advancements and increasing consumer and enterprise demand continue to drive adoption. AR and VR headsets provide immersive experiences by blending virtual elements with the real world or creating entirely simulated environments, making them crucial in industries ranging from gaming and entertainment to healthcare and education. The proliferation of 5G connectivity, which enhances the quality and responsiveness of AR and VR experiences, is a significant catalyst for market growth, as it enables seamless streaming and interaction in real-time environments.
  • In the gaming and entertainment industry, AR and VR headsets have emerged as transformative tools, offering users enhanced interactivity and immersive gameplay. Major gaming companies are integrating AR and VR technologies into their platforms, further fueling consumer interest. Beyond entertainment, the healthcare sector has also embraced AR and VR headsets for applications such as surgical training, physical therapy, and mental health treatments. These technologies provide healthcare professionals with realistic simulations and patients with engaging, therapeutic experiences, demonstrating their versatility beyond traditional use cases.
  • The enterprise sector is also driving significant demand for AR and VR headsets, particularly in training, collaboration, and remote work applications. Businesses are leveraging AR and VR for employee training in simulated environments, reducing risks and costs associated with on-site learning. Additionally, VR-based collaboration tools are transforming remote work dynamics by enabling virtual meetings that mimic physical presence. In industries like manufacturing, AR headsets are used to provide workers with real-time instructions and overlays, improving efficiency and accuracy in complex operations.
  • In August 2024, Microsoft revealed its intention to debut a portable virtual reality (VR) headset in the coming year. In a strategic move, Microsoft inked a supply deal with Samsung Display, securing a vast number of micro-OLED panels for its mixed reality headset. While the headset is set to prioritize gaming and entertainment, it will not emphasize the metaverse. As reported by Korea’s The Elec, the collaboration between Microsoft and Samsung is nascent, with mass production potentially kicking off in 2026.
  • However, challenges remain in the AR and VR headset market, such as high device costs, limited content availability, and concerns about user comfort and motion sickness. Despite these obstacles, continued advancements in hardware, such as lighter and more ergonomic designs, and a growing ecosystem of developers creating innovative content are addressing these issues. With tech giants and startups investing heavily in AR and VR technologies, the market is poised for sustained growth, with significant potential to reshape consumer experiences and enterprise workflows globally.

AR And VR Headsets Industry Overview

The AR and VR Headsets market is fragmented, with key players such as Meta Platforms, Inc., Sony Group Corporation, HTC Corporation, Microsoft Corporation, and Samsung Electronics Co., Ltd. leading the charge. These companies are continuously innovating and launching new products, expanding their presence across multiple industries. Meta, with its Oculus headsets, dominates the consumer gaming market, while Sony's PlayStation VR has a strong foothold in console gaming. HTC focuses on high-end VR systems for both entertainment and enterprise applications, and Microsoft's HoloLens is a major player in the enterprise and industrial sectors, particularly in training and remote collaboration. Samsung, on the other hand, offers consumer-friendly VR solutions, contributing to a diverse range of offerings in the AR/VR ecosystem. The competition is fierce, as companies aim to capture market share by differentiating their products through unique features, partnerships, and content offerings.

AR And VR Headsets Market Leaders

  1. Meta Platforms, Inc.

  2. Sony Group Corporation

  3. HTC Corporation

  4. Microsoft Corporation

  5. Samsung Electronics Co., Ltd.

  6. *Disclaimer: Major Players sorted in no particular order
AR And VR Headsets Market Concentration
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AR And VR Headsets Market News

  • September 2024: Meta showcased enhancements to its virtual reality headset and Ray-Ban smart glasses, underscoring its ambitions in artificial intelligence and its vision for the future of computing, extending beyond just smartphones and computers.
  • May 2024: Sony and Siemens announced a plan to unveil a virtual reality headset tailored for Siemens' industrial metaverse initiatives by December 2024. Presently, this headset integrates with Siemens' engineering design platform, NX, with plans for broader integration across Siemens' product suite. In contrast to market offerings such as Apple's Vision Pro or Meta's Quest Pro, the head-mounted display, co-developed by Sony and Siemens, zeroes in on industrial product engineering and design.

AR And VR Headsets Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitutes
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Regulatory and Compliance Landscape
  • 4.4 Industry Ecosystem and Partnerships

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Demand for Immersive Gaming and Entertainment Experiences
    • 5.1.2 Rising Adoption of AR and VR in Enterprise and Healthcare Applications
  • 5.2 Market Challenges
    • 5.2.1 High Cost of AR and VR Headsets

6. MARKET SEGMENTATION

  • 6.1 By Product Type
    • 6.1.1 Standalone Headsets
    • 6.1.2 Tethered Headsets
    • 6.1.3 Smartphone-Enabled Headsets
  • 6.2 By Component
    • 6.2.1 Hardware
    • 6.2.2 Software
  • 6.3 By Distribution Channel
    • 6.3.1 Online
    • 6.3.2 Offline
  • 6.4 By Industry Vertical
    • 6.4.1 Gaming and Entertainment
    • 6.4.2 Healthcare
    • 6.4.3 Education and Training
    • 6.4.4 Retail and E-commerce
    • 6.4.5 Manufacturing and Industrial
    • 6.4.6 Other Industry Verticals
  • 6.5 By Geography***
    • 6.5.1 North America
    • 6.5.2 Europe
    • 6.5.3 Asia
    • 6.5.4 Australia and New Zealand
    • 6.5.5 Latin America
    • 6.5.6 Middle East and Africa

7. COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Meta Platforms, Inc.
    • 7.1.2 Sony Group Corporation
    • 7.1.3 HTC Corporation
    • 7.1.4 Microsoft Corporation
    • 7.1.5 Samsung Electronics Co., Ltd.
    • 7.1.6 Lenovo Group Limited
    • 7.1.7 Apple Inc.
    • 7.1.8 Google LLC
    • 7.1.9 Pico Interactive, Inc.
    • 7.1.10 Magic Leap, Inc.
  • *List Not Exhaustive

8. MARKET OPPORTUNITIES AND INVESTMENT ANALYSIS

9. FUTURE MARKET OUTLOOK

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AR And VR Headsets Industry Segmentation

The AR and VR headsets market refers to the industry focused on the development, manufacturing, and sales of head-mounted devices that deliver augmented reality (AR) or virtual reality (VR) experiences. AR headsets overlay digital information onto the real world, while VR headsets create fully immersive virtual environments. These devices are used across various applications, including gaming, healthcare, education, and industrial sectors. The market is growing due to technological advancements, increasing consumer demand, and the expansion of use cases in both entertainment and enterprise sectors.

The AR and VR Headsets Market is segmented by product type (standalone headsets, tethered headsets, smartphone-enabled headsets), component (hardware, software), distribution channel (online, offline), industry vertical (gaming and entertainment, healthcare, education and training, retail and e-commerce, manufacturing and industrial, other industry verticals), and Geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa). The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Product Type Standalone Headsets
Tethered Headsets
Smartphone-Enabled Headsets
By Component Hardware
Software
By Distribution Channel Online
Offline
By Industry Vertical Gaming and Entertainment
Healthcare
Education and Training
Retail and E-commerce
Manufacturing and Industrial
Other Industry Verticals
By Geography*** North America
Europe
Asia
Australia and New Zealand
Latin America
Middle East and Africa
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AR And VR Headsets Market Research FAQs

How big is the AR And VR Headsets Market?

The AR And VR Headsets Market size is expected to reach USD 5.86 billion in 2025 and grow at a CAGR of 12.56% to reach USD 10.60 billion by 2030.

What is the current AR And VR Headsets Market size?

In 2025, the AR And VR Headsets Market size is expected to reach USD 5.86 billion.

Who are the key players in AR And VR Headsets Market?

Meta Platforms, Inc., Sony Group Corporation, HTC Corporation, Microsoft Corporation and Samsung Electronics Co., Ltd. are the major companies operating in the AR And VR Headsets Market.

Which is the fastest growing region in AR And VR Headsets Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in AR And VR Headsets Market?

In 2025, the North America accounts for the largest market share in AR And VR Headsets Market.

What years does this AR And VR Headsets Market cover, and what was the market size in 2024?

In 2024, the AR And VR Headsets Market size was estimated at USD 5.12 billion. The report covers the AR And VR Headsets Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the AR And VR Headsets Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

AR And VR Headsets Industry Report

Statistics for the 2025 AR And VR Headsets market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. AR And VR Headsets analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.

AR And VR Headsets Market Report Snapshots