Press release
U.S. AR & VR Market to Reach $134.76 Bn by 2030 | CAGR 41.6% Growth Forecast
According to a new report published by Allied U.S. Augmented and Virtual Reality Market Size, Share, Competitive Landscape and Trend Analysis Report, by Component (Solution, Services and Connectivity Type), Application (Consumer and Enterprise), Enterprise Size (Large Enterprises and Small & Medium Sized Enterprises (SMEs)), and Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Manufacturing, Retail, Education, and Others): Opportunity Analysis and Industry Forecast, 2021-2030, The U.S. augmented and virtual reality market size was valued at $4.39 billion in 2020, and is projected to reach $134.76 billion by 2030, registering a CAGR of 41.6% from 2021 to 2030.The U.S. augmented and virtual reality (AR & VR) market is witnessing rapid expansion, driven by the growing adoption of immersive technologies across diverse sectors such as healthcare, education, retail, and entertainment. Augmented reality overlays digital information on the real world, while virtual reality creates fully immersive environments, offering businesses and consumers new ways to interact with digital content. The market growth is supported by advancements in hardware, including AR glasses, VR headsets, and motion tracking devices, as well as the proliferation of high-speed internet and cloud computing.
The increasing demand for innovative solutions in training, simulation, and customer engagement has accelerated market adoption in the U.S. AR & VR technologies are enabling organizations to enhance productivity, improve learning outcomes, and provide interactive experiences to end-users. With significant investments from technology giants and startups alike, the market is poised for substantial growth, reflecting both technological evolution and increasing consumer interest in immersive experiences.
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Market Dynamics
Drivers:
The primary growth driver is the rising adoption of AR and VR across industries. In healthcare, VR is being used for surgical training and patient therapy, while AR assists in remote diagnostics and interactive medical education. Similarly, in retail, AR enables virtual try-on solutions, enhancing customer engagement and driving sales. The gaming and entertainment sectors continue to be major revenue contributors, fueled by consumer demand for immersive experiences.
Technological Advancements:
Continuous innovation in hardware and software is shaping the market. Lighter and more ergonomic VR headsets, advanced AR smart glasses, and AI-powered immersive applications are expanding the use cases for AR and VR. Improvements in haptic feedback, 3D visualization, and real-time tracking enhance the user experience, making AR and VR more practical for professional and consumer applications.
Opportunities:
The corporate sector offers significant opportunities for AR and VR adoption. Businesses are leveraging these technologies for virtual collaboration, training simulations, and digital twin implementations. The education sector is also increasingly adopting AR and VR to create interactive learning environments, making knowledge more engaging and accessible. As remote work and digitalization continue to rise, demand for AR & VR solutions is expected to grow further.
Challenges:
High costs of AR and VR devices, coupled with limited content availability, pose challenges for widespread adoption. Additionally, technological barriers such as latency, motion sickness, and device compatibility may restrict user engagement. Ensuring cybersecurity and protecting sensitive data in AR/VR applications also remain key concerns.
Market Restraints:
Market growth may be restrained by regulatory challenges and slower adoption in traditional industries. Lack of standardization across platforms and interoperability issues can limit seamless AR/VR integration. However, as the technology matures and costs decrease, these barriers are gradually being mitigated, paving the way for broader adoption.
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Segment Overview
The market is segmented based on component, application, enterprise size, industry vertical, and region. By component, it includes solutions, services, and connectivity types. By application, the market is divided into consumer and enterprise segments. Enterprise size is categorized into large enterprises and SMEs. Industry verticals include gaming, entertainment & media, aerospace & defense, healthcare, manufacturing, retail, education, and others.
Among applications, the consumer segment held the largest market share and is expected to maintain its dominance in the coming years. Growth is driven by advancements in VR devices and increased use of AR devices for software development and standardized platform creation, presenting significant opportunities for market expansion.
Conversely, the enterprise segment is projected to witness the highest growth due to the development of new business and IT applications across various industries. AR and VR technologies are enabling transformative real-world applications in areas such as collaboration, communication, training and simulation, field and customer service, and enhanced customer experiences.
By industry vertical, gaming dominated the market and is expected to continue leading, supported by the increasing number of gaming companies and animation studios. Additionally, the surge in game development and launches during the COVID-19 pandemic has further propelled the market's growth.
Regional Analysis
North America, particularly the U.S., holds a leading position in the global AR and VR market, attributed to early technology adoption, robust IT infrastructure, and substantial investments by technology companies. The presence of major AR/VR hardware manufacturers and software developers in the U.S. further strengthens its market dominance.
The market is concentrated in tech hubs such as Silicon Valley, Boston, and Seattle, where startups and established companies collaborate to innovate in immersive technologies. Increased government initiatives promoting digital education, smart cities, and innovation ecosystems are also expected to support the growth of AR and VR adoption across various sectors in the country.
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Competitive Analysis
The key players profiled in the U.S. augmented and virtual reality market analysis are Apple Inc., Cyberglove Systems, Inc., Facebook Technologies, LLC (Oculus), Google, Inc. Intel Corporation, Magic Leap, Inc., Microsoft Corporation, Niantic, Inc., PTC and Sixense Enterprises, Inc. These players have adopted various strategies to increase their market penetration and strengthen their position in the U.S. augmented and virtual reality industry.
Key Findings of the Study
• By component, the solution segment accounted for the largest U.S. augmented and virtual reality market share in 2020.
• By application, the healthcare segment is expected to attain significant growth during the forecasted period.
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Allied Market Research (AMR) is a full-service market research and business-consulting wing of Allied Analytics LLP based in Wilmington, Delaware. Allied Market Research provides global enterprises as well as medium and small businesses with unmatched quality of "Market Research Reports" and "Business Intelligence Solutions." AMR has a targeted view to provide business insights and consulting to assist its clients to make strategic business decisions and achieve sustainable growth in their respective market domain.
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