AI in Virtual Reality and Augmented Reality Market Size, Share & Trends Analysis Report By Type, By Application (Gaming and Entertainment, Education and Training, Healthcare and Medical, Retail and E-commerce, Real Estate and Architecture, Automotive and Transportation, Tourism and Travel, Social Media and Communication, Industrial and Manufacturing, Military and Defense), By Technology, By Platform, By Region, And By Segment Forecasts, 2024-2031

Report Id: 2709 Pages: 170 Last Updated: 13 February 2025 Format: PDF / PPT / Excel / Power BI
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The AI in Virtual Reality and Augmented Reality Market Size is valued at USD 33.5 billion in 2023 and is predicted to reach USD 351.0 billion by the year 2031 at a 34.6% CAGR during the forecast period for 2024-2031.

ai in vr and ar

AI improves the authenticity, interactivity, and personalization of virtual reality (VR) and augmented reality (AR). AI in VR is responsible for the generation of dynamic environments, the powering of intelligent NPCs, and the facilitation of natural user interfaces such as voice and gesture recognition. AI facilitates object recognition in AR, allowing virtual objects to connect with the real world in a seamless manner. AI also optimizes content, personalizes experiences, and analyzes user behaviour to gain insights. Games, education, healthcare, and virtual meetings are among the applications that render VR and AR more immersive and user-centric. Gesture recognition is one such application.

A simulated experience known as virtual reality might resemble the real world or be entirely unrelated to it. VR generally entails the use of headgear that produces an entirely immersive experience, frequently including sound and vision, to immerse people in an alternate reality. Additionally, by superimposing digital content on the actual world, augmented reality improves how users perceive their surroundings. Virtual items are placed in the real environment with AR, which is mostly encountered through devices like smartphones, tablets, or AR glasses. More natural & intuitive interactions in VR and AR settings are made possible by AI's ability to recognize hand gestures, facial expressions, and body motions. AI systems also examine user behaviour and preferences to customize AR and VR experiences.

The market growth is propeled by various factors including technological advancements, increasing demand for immersive experiences, growth in e-commerce and retail, expansion in education and training, advancement in mobile technology and many others. However, high development costs and privacy and security concerns are expected to slowdown market growth during the forecast period.

Competitive Landscape

Some Major Key Players In The AI in Virtual Reality and Augmented Reality Market:

  • Microsoft Corporation
  • Google LLC
  • Sony Corporation
  • HTC Corporation
  • Magic Leap Inc.
  • NVIDIA Corporation
  • Apple Inc.
  • Samsung Electronics Co., Ltd.
  • Intel Corporation
  • Vuzix Corporation
  • Qualcomm Incorporated
  • Meta Company
  • PTC Inc.
  • Lenovo Group Limited
  • Marxent Labs LLC
  • Atheer Inc.
  • EON Reality Inc.
  • Upskill (formerly APX Labs)
  • Scope AR
  • Daqri LLC
  • Sixense Enterprises Inc.
  • Avegant Corporation
  • Dassault Systèmes SE
  • Zappar Ltd.
  • Other Market Players

Market Segmentation:

The AI in the virtual reality and augmented reality market is segmented based on type, application, technology, and platform. Based on type, the market is segmented as AI-powered Virtual Reality (VR) and AI-enhanced Augmented Reality (AR). By application, the market is segmented into gaming and entertainment, education and training, healthcare and medical, retail and e-commerce, real estate and architecture, automotive and transportation, tourism and travel, social media and communication, industrial and manufacturing and military and defence. Based on technology, the industry is bifurcated into natural language processing (NLP), computer vision, machine learning, deep learning, gesture recognition, speech recognition and simulated environments. Based on the platform, the global AI in virtual reality and augmented reality market is divided into mobile devices, head-mounted displays, projectors and smart glasses, wearable and body tracking devices and desktop computers and consoles.

Based On Type, The AI-Powered Virtual Reality (VR) Segment Accounts For A Major Contributor To The Market.

The AI-powered Virtual Reality (VR) category is expected to hold a major share of the global AI in the virtual reality and augmented reality market. VR systems are becoming more and more capable due to ongoing advancements in AI algorithms, machine learning, and deep learning techniques. Natural language processing, gesture recognition, and more lifelike graphics are made possible by AI and are essential for producing engaging virtual reality experiences. Furthermore, one of the main drivers of the VR business is the gaming industry. More players are drawn to VR games with AI capabilities because they provide more participatory and interesting experiences. VR is also being used by the entertainment industry to create immersive experiences for virtual events, concerts, and movies.

The Projectors And Smart Glasses Segment Witnessed Rapid Growth.

Projectors and smart glasses are projected to grow rapidly in the global AI in virtual reality and augmented reality market. The VR and AR markets are experiencing notable breakthroughs and revenue growth due to the integration of AI with projectors and smart glasses. Even if there are issues with pricing, privacy, and technical constraints, it is anticipated that ongoing innovation and the expansion of applications across numerous industries will maintain the growth momentum. With AI enhancing its powers, projectors and smart glasses will become indispensable in the future of immersive and interactive experiences.

In The Region, North American Ai In The Virtual Reality And Augmented Reality Market Holds A Significant Revenue Share.

The North American AI in Virtual Reality and Augmented Reality market is expected to report the largest market revenue share in the near future. North America is seeing a quick development in AI, VR, and AR due to the presence of several IT giants and creative entrepreneurs. The potential of VR and AR applications is increased by the ongoing development of AI algorithms, hardware, and software. Tech-savvy local businesses and customers are also major factors in the high rates of adoption of new technology in the area. They want to use AI-powered VR and AR for a range of applications, including gaming and commercial solutions. The development of AI in VR and AR is also being fueled by significant investments from venture capitalists, private equity firms, and government efforts. This investment helps both new and established businesses create cutting-edge technologies. In addition, Asia Pacific is estimated to grow rapidly in the global AI in Virtual Reality and Augmented Reality market due to rapid digital transformation.

Recent Developments:

  • In July 2024, Apple made available the visionOS 2 Beta 3 specifically for developers. The operating system version is specifically tailored to accommodate the needs and specifications of augmented reality (AR) and virtual reality (VR) devices. Developers can engage in the test by accessing the Settings menu, navigating to Software Updates, selecting the option for beta updates, and activating the developer beta.

AI in Virtual Reality and Augmented Reality Market Report Scope

Report Attribute Specifications
Market Size Value In 2023 USD 33.5 Bn
Revenue Forecast In 2031 USD 351.0 Bn
Growth Rate CAGR CAGR of 34.6% from 2024 to 2031
Quantitative Units Representation of revenue in US$ Bn and CAGR from 2024 to 2031
Historic Year 2019 to 2023
Forecast Year 2024-2031
Report Coverage The forecast of revenue, the position of the company, the competitive market structure, growth prospects, and trends
Segments Covered By Type, Technology, Platform and Application
Regional Scope North America; Europe; Asia Pacific; Latin America; Middle East & Africa
Country Scope U.S.; Canada; U.K.; Germany; China; India; Japan; Brazil; Mexico; France; Italy; Spain; South East Asia; South Korea
Competitive Landscape Qualcomm Incorporated, Sony Corporation, Intel Corporation, Lenovo Group Limited, NVIDIA Corporation, PTC Inc., Dassault Systemes SE, Sixense Enterprises Inc., Magic Leap Inc., Vuzix Corporation, HTC Corporation, EON Reality Inc., Daqri LLC, Scope AR, Zappar Ltd. And Other Market Players
Customization Scope Free customization report with the procurement of the report and modifications to the regional and segment scope. Particular Geographic competitive landscape.
Pricing And Available Payment Methods Explore pricing alternatives that are customized to your particular study requirements.

Segmentation of AI in Virtual Reality and Augmented Reality Market-

AI in Virtual Reality and Augmented Reality Market By Type-

  • AI-powered Virtual Reality (VR)
  • AI-enhanced Augmented Reality (AR)

Ai in AR and VR

AI in Virtual Reality and Augmented Reality Market By Application-

  • Gaming and Entertainment
  • Education and Training
  • Healthcare and Medical
  • Retail and E-commerce
  • Real Estate and Architecture
  • Automotive and Transportation
  • Tourism and Travel
  • Social Media and Communication
  • Industrial and Manufacturing
  • Military and Defense

AI in Virtual Reality and Augmented Reality Market By Technology-

  • Natural Language Processing (NLP)
  • Computer Vision
  • Machine Learning
  • Deep Learning
  • Gesture Recognition
  • Speech Recognition
  • Simulated Environments

AI in Virtual Reality and Augmented Reality Market By Platform-

  • Mobile Devices
  • Head-Mounted Displays
  • Projectors and Smart Glasses
  • Wearable and Body Tracking Devices
  • Desktop Computers and Consoles

AI in Virtual Reality and Augmented Reality Market By Region-

North America-

  • The US
  • Canada
  • Mexico

Europe-

  • Germany
  • The UK
  • France
  • Italy
  • Spain
  • Rest of Europe

Asia-Pacific-

  • China
  • Japan
  • India
  • South Korea
  • South East Asia
  • Rest of Asia Pacific

Latin America-

  • Brazil
  • Argentina
  • Rest of Latin America

 Middle East & Africa-

  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa

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Research Design and Approach

This study employed a multi-step, mixed-method research approach that integrates:

  • Secondary research
  • Primary research
  • Data triangulation
  • Hybrid top-down and bottom-up modelling
  • Forecasting and scenario analysis

This approach ensures a balanced and validated understanding of both macro- and micro-level market factors influencing the market.

Secondary Research

Secondary research for this study involved the collection, review, and analysis of publicly available and paid data sources to build the initial fact base, understand historical market behaviour, identify data gaps, and refine the hypotheses for primary research.

Sources Consulted

Secondary data for the market study was gathered from multiple credible sources, including:

  • Government databases, regulatory bodies, and public institutions
  • International organizations (WHO, OECD, IMF, World Bank, etc.)
  • Commercial and paid databases
  • Industry associations, trade publications, and technical journals
  • Company annual reports, investor presentations, press releases, and SEC filings
  • Academic research papers, patents, and scientific literature
  • Previous market research publications and syndicated reports

These sources were used to compile historical data, market volumes/prices, industry trends, technological developments, and competitive insights.

Secondary Research

Primary Research

Primary research was conducted to validate secondary data, understand real-time market dynamics, capture price points and adoption trends, and verify the assumptions used in the market modelling.

Stakeholders Interviewed

Primary interviews for this study involved:

  • Manufacturers and suppliers in the market value chain
  • Distributors, channel partners, and integrators
  • End-users / customers (e.g., hospitals, labs, enterprises, consumers, etc., depending on the market)
  • Industry experts, technology specialists, consultants, and regulatory professionals
  • Senior executives (CEOs, CTOs, VPs, Directors) and product managers

Interview Process

Interviews were conducted via:

  • Structured and semi-structured questionnaires
  • Telephonic and video interactions
  • Email correspondences
  • Expert consultation sessions

Primary insights were incorporated into demand modelling, pricing analysis, technology evaluation, and market share estimation.

Data Processing, Normalization, and Validation

All collected data were processed and normalized to ensure consistency and comparability across regions and time frames.

The data validation process included:

  • Standardization of units (currency conversions, volume units, inflation adjustments)
  • Cross-verification of data points across multiple secondary sources
  • Normalization of inconsistent datasets
  • Identification and resolution of data gaps
  • Outlier detection and removal through algorithmic and manual checks
  • Plausibility and coherence checks across segments and geographies

This ensured that the dataset used for modelling was clean, robust, and reliable.

Market Size Estimation and Data Triangulation

Bottom-Up Approach

The bottom-up approach involved aggregating segment-level data, such as:

  • Company revenues
  • Product-level sales
  • Installed base/usage volumes
  • Adoption and penetration rates
  • Pricing analysis

This method was primarily used when detailed micro-level market data were available.

Bottom Up Approach

Top-Down Approach

The top-down approach used macro-level indicators:

  • Parent market benchmarks
  • Global/regional industry trends
  • Economic indicators (GDP, demographics, spending patterns)
  • Penetration and usage ratios

This approach was used for segments where granular data were limited or inconsistent.

Hybrid Triangulation Approach

To ensure accuracy, a triangulated hybrid model was used. This included:

  • Reconciling top-down and bottom-up estimates
  • Cross-checking revenues, volumes, and pricing assumptions
  • Incorporating expert insights to validate segment splits and adoption rates

This multi-angle validation yielded the final market size.

Forecasting Framework and Scenario Modelling

Market forecasts were developed using a combination of time-series modelling, adoption curve analysis, and driver-based forecasting tools.

Forecasting Methods

  • Time-series modelling
  • S-curve and diffusion models (for emerging technologies)
  • Driver-based forecasting (GDP, disposable income, adoption rates, regulatory changes)
  • Price elasticity models
  • Market maturity and lifecycle-based projections

Scenario Analysis

Given inherent uncertainties, three scenarios were constructed:

  • Base-Case Scenario: Expected trajectory under current conditions
  • Optimistic Scenario: High adoption, favourable regulation, strong economic tailwinds
  • Conservative Scenario: Slow adoption, regulatory delays, economic constraints

Sensitivity testing was conducted on key variables, including pricing, demand elasticity, and regional adoption.

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Frequently Asked Questions

The AI in Virtual Reality and Augmented Reality Market Size is valued at USD 33.5 billion in 2023 and is predicted to reach USD 351.0 billion by the y

The AI in Virtual Reality and Augmented Reality Market is expected to grow at a 34.6% CAGR during the forecast period for 2024-2031.

Qualcomm Incorporated, Sony Corporation, Intel Corporation, Lenovo Group Limited, NVIDIA Corporation, PTC Inc., Dassault Systemes SE, Sixense Enterpri
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