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
Share With : linkedin twitter facebook

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

Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumptions

Chapter 2. Executive Summary

Chapter 3. Global AI in Virtual Reality and Augmented Reality Market Snapshot

Chapter 4. Global AI in Virtual Reality and Augmented Reality Market Variables, Trends & Scope
4.1. Market Segmentation & Scope
4.2. Drivers
4.3. Challenges
4.4. Trends
4.5. Investment and Funding Analysis
4.6. Industry Analysis – Porter’s Five Forces Analysis
4.7. Competitive Landscape & Market Share Analysis
4.8. Impact of Covid-19 Analysis

Chapter 5. Market Segmentation 1: by Technology Estimates & Trend Analysis
5.1. by Technology & Market Share, 2019 & 2031
5.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Technology:

5.2.1. Natural Language Processing (NLP)
5.2.2. Computer Vision
5.2.3. Machine Learning
5.2.4. Deep Learning
5.2.5. Gesture Recognition
5.2.6. Speech Recognition
5.2.7. Simulated Environments

Chapter 6. Market Segmentation 2: by Application Estimates & Trend Analysis
6.1. by Application & Market Share, 2019 & 2031
6.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Application:

6.2.1. Gaming and Entertainment
6.2.2. Education and Training
6.2.3. Healthcare and Medical
6.2.4. Retail and E-commerce
6.2.5. Real Estate and Architecture
6.2.6. Automotive and Transportation
6.2.7. Tourism and Travel
6.2.8. Social Media and Communication
6.2.9. Industrial and Manufacturing
6.2.10. Military and Defense

Chapter 7. Market Segmentation 3: by Type Estimates & Trend Analysis
7.1. by Type & Market Share, 2019 & 2031
7.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Type:

7.2.1. AI-powered Virtual Reality (VR)
7.2.2. AI-enhanced Augmented Reality (AR)

Chapter 8. Market Segmentation 4: by Platform Size Estimates & Trend Analysis
8.1. By Platform Size & Market Share, 2019 & 2031
8.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following By Platform:

8.2.1. Mobile Devices
8.2.2. Head-Mounted Displays (HMDs)
8.2.3. Projectors and Smart Glasses
8.2.4. Wearables and Body Tracking Devices
8.2.5. Desktop Computers and Consoles

Chapter 9. AI in Virtual Reality and Augmented Reality Market Segmentation 5: Regional Estimates & Trend Analysis

9.1. North America
9.1.1. North America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Technology, 2024-2031
9.1.2. North America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.1.3. North America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.1.4. North America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Platform Size, 2024-2031
9.1.5. North America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.2. Europe
9.2.1. Europe AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Technology, 2024-2031
9.2.2. Europe AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.2.3. Europe AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.2.4. Europe AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Platform Size, 2024-2031
9.2.5. Europe AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.3. Asia Pacific
9.3.1. Asia Pacific AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Technology, 2024-2031
9.3.2. Asia Pacific AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.3.3. Asia-Pacific Thermal Cyclers Asia-Pacific AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.3.4. Asia-Pacific AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Platform Size, 2024-2031
9.3.5. Asia Pacific AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.4. Latin America
9.4.1. Latin America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Technology, 2024-2031
9.4.2. Latin America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.4.3. Latin America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.4.4. Latin America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Platform Size, 2024-2031
9.4.5. Latin America AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.5. Middle East & Africa
9.5.1. Middle East & Africa AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Technology, 2024-2031
9.5.2. Middle East & Africa AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.5.3. Middle East & Africa AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.5.4. Middle East & Africa AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by Platform Size, 2024-2031
9.5.5. Middle East & Africa AI in Virtual Reality and Augmented Reality Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

Chapter 10. Competitive Landscape
10.1. Major Mergers and Acquisitions/Strategic Alliances
10.2. Company Profiles

10.2.1. Microsoft Corporation
10.2.2. Google LLC
10.2.3. Sony Corporation
10.2.4. HTC Corporation
10.2.5. Magic Leap Inc.
10.2.6. NVIDIA Corporation
10.2.7. Apple Inc.
10.2.8. Samsung Electronics Co., Ltd.
10.2.9. Intel Corporation
10.2.10. Vuzix Corporation
10.2.11. Qualcomm Incorporated
10.2.12. Meta Company
10.2.13. PTC Inc.
10.2.14. Lenovo Group Limited
10.2.15. Marxent Labs LLC
10.2.16. Atheer Inc.
10.2.17. EON Reality Inc.
10.2.18. Upskill (formerly APX Labs)
10.2.19. Scope AR
10.2.20. Daqri LLC
10.2.21. Sixense Enterprises Inc.
10.2.22. Avegant Corporation
10.2.23. Dassault Systèmes SE
10.2.24. Zappar Ltd.
10.2.25. Other Market Players

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.

Name field cannot be blank!
Email field cannot be blank!(Use email format)
Designation field cannot be blank!
Company field cannot be blank!
Contact No field cannot be blank!
Message field cannot be blank!
3135
Security Code field cannot be blank!

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
Get Sample Report Enquiry Before Buying