Global Consumer VR and AR Devices Market 2026 by Manufacturers, Regions, Type and Application, Forecast to 2032
1 Market Overview
- 1.1 Product Overview and Scope
- 1.2 Market Estimation Caveats and Base Year
- 1.3 Market Analysis by Type
- 1.3.1 Overview: Global Consumer VR and AR Devices Consumption Value by Type: 2021 Versus 2025 Versus 2032
- 1.3.2 Consumer VR Device
- 1.3.3 Consumer AR Device
- 1.4 Market Analysis by Application
- 1.4.1 Overview: Global Consumer VR and AR Devices Consumption Value by Application: 2021 Versus 2025 Versus 2032
- 1.4.2 Electronic Games
- 1.4.3 Video Entertainment
- 1.4.4 Shopping
- 1.4.5 Social Entertainment
- 1.4.6 Others
- 1.5 Global Consumer VR and AR Devices Market Size & Forecast
- 1.5.1 Global Consumer VR and AR Devices Consumption Value (2021 & 2025 & 2032)
- 1.5.2 Global Consumer VR and AR Devices Sales Quantity (2021-2032)
- 1.5.3 Global Consumer VR and AR Devices Average Price (2021-2032)
2 Manufacturers Profiles
- 2.1 Meta
- 2.1.1 Meta Details
- 2.1.2 Meta Major Business
- 2.1.3 Meta Consumer VR and AR Devices Product and Services
- 2.1.4 Meta Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.1.5 Meta Recent Developments/Updates
- 2.2 Pico
- 2.2.1 Pico Details
- 2.2.2 Pico Major Business
- 2.2.3 Pico Consumer VR and AR Devices Product and Services
- 2.2.4 Pico Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.2.5 Pico Recent Developments/Updates
- 2.3 DPVR
- 2.3.1 DPVR Details
- 2.3.2 DPVR Major Business
- 2.3.3 DPVR Consumer VR and AR Devices Product and Services
- 2.3.4 DPVR Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.3.5 DPVR Recent Developments/Updates
- 2.4 Microsoft
- 2.4.1 Microsoft Details
- 2.4.2 Microsoft Major Business
- 2.4.3 Microsoft Consumer VR and AR Devices Product and Services
- 2.4.4 Microsoft Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.4.5 Microsoft Recent Developments/Updates
- 2.5 Nreal
- 2.5.1 Nreal Details
- 2.5.2 Nreal Major Business
- 2.5.3 Nreal Consumer VR and AR Devices Product and Services
- 2.5.4 Nreal Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.5.5 Nreal Recent Developments/Updates
- 2.6 Sony
- 2.6.1 Sony Details
- 2.6.2 Sony Major Business
- 2.6.3 Sony Consumer VR and AR Devices Product and Services
- 2.6.4 Sony Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.6.5 Sony Recent Developments/Updates
- 2.7 Google
- 2.7.1 Google Details
- 2.7.2 Google Major Business
- 2.7.3 Google Consumer VR and AR Devices Product and Services
- 2.7.4 Google Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.7.5 Google Recent Developments/Updates
- 2.8 HTC
- 2.8.1 HTC Details
- 2.8.2 HTC Major Business
- 2.8.3 HTC Consumer VR and AR Devices Product and Services
- 2.8.4 HTC Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.8.5 HTC Recent Developments/Updates
- 2.9 IQIYI
- 2.9.1 IQIYI Details
- 2.9.2 IQIYI Major Business
- 2.9.3 IQIYI Consumer VR and AR Devices Product and Services
- 2.9.4 IQIYI Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.9.5 IQIYI Recent Developments/Updates
- 2.10 Lenovo
- 2.10.1 Lenovo Details
- 2.10.2 Lenovo Major Business
- 2.10.3 Lenovo Consumer VR and AR Devices Product and Services
- 2.10.4 Lenovo Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.10.5 Lenovo Recent Developments/Updates
- 2.11 Rokid
- 2.11.1 Rokid Details
- 2.11.2 Rokid Major Business
- 2.11.3 Rokid Consumer VR and AR Devices Product and Services
- 2.11.4 Rokid Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.11.5 Rokid Recent Developments/Updates
- 2.12 TCL
- 2.12.1 TCL Details
- 2.12.2 TCL Major Business
- 2.12.3 TCL Consumer VR and AR Devices Product and Services
- 2.12.4 TCL Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.12.5 TCL Recent Developments/Updates
- 2.13 RAYNEO
- 2.13.1 RAYNEO Details
- 2.13.2 RAYNEO Major Business
- 2.13.3 RAYNEO Consumer VR and AR Devices Product and Services
- 2.13.4 RAYNEO Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.13.5 RAYNEO Recent Developments/Updates
- 2.14 Epson
- 2.14.1 Epson Details
- 2.14.2 Epson Major Business
- 2.14.3 Epson Consumer VR and AR Devices Product and Services
- 2.14.4 Epson Consumer VR and AR Devices Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2021-2026)
- 2.14.5 Epson Recent Developments/Updates
3 Competitive Environment: Consumer VR and AR Devices by Manufacturer
- 3.1 Global Consumer VR and AR Devices Sales Quantity by Manufacturer (2021-2026)
- 3.2 Global Consumer VR and AR Devices Revenue by Manufacturer (2021-2026)
- 3.3 Global Consumer VR and AR Devices Average Price by Manufacturer (2021-2026)
- 3.4 Market Share Analysis (2025)
- 3.4.1 Producer Shipments of Consumer VR and AR Devices by Manufacturer Revenue ($MM) and Market Share (%): 2025
- 3.4.2 Top 3 Consumer VR and AR Devices Manufacturer Market Share in 2025
- 3.4.3 Top 6 Consumer VR and AR Devices Manufacturer Market Share in 2025
- 3.5 Consumer VR and AR Devices Market: Overall Company Footprint Analysis
- 3.5.1 Consumer VR and AR Devices Market: Region Footprint
- 3.5.2 Consumer VR and AR Devices Market: Company Product Type Footprint
- 3.5.3 Consumer VR and AR Devices Market: Company Product Application Footprint
- 3.6 New Market Entrants and Barriers to Market Entry
- 3.7 Mergers, Acquisition, Agreements, and Collaborations
4 Consumption Analysis by Region
- 4.1 Global Consumer VR and AR Devices Market Size by Region
- 4.1.1 Global Consumer VR and AR Devices Sales Quantity by Region (2021-2032)
- 4.1.2 Global Consumer VR and AR Devices Consumption Value by Region (2021-2032)
- 4.1.3 Global Consumer VR and AR Devices Average Price by Region (2021-2032)
- 4.2 North America Consumer VR and AR Devices Consumption Value (2021-2032)
- 4.3 Europe Consumer VR and AR Devices Consumption Value (2021-2032)
- 4.4 Asia-Pacific Consumer VR and AR Devices Consumption Value (2021-2032)
- 4.5 South America Consumer VR and AR Devices Consumption Value (2021-2032)
- 4.6 Middle East & Africa Consumer VR and AR Devices Consumption Value (2021-2032)
5 Market Segment by Type
- 5.1 Global Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 5.2 Global Consumer VR and AR Devices Consumption Value by Type (2021-2032)
- 5.3 Global Consumer VR and AR Devices Average Price by Type (2021-2032)
6 Market Segment by Application
- 6.1 Global Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 6.2 Global Consumer VR and AR Devices Consumption Value by Application (2021-2032)
- 6.3 Global Consumer VR and AR Devices Average Price by Application (2021-2032)
7 North America
- 7.1 North America Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 7.2 North America Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 7.3 North America Consumer VR and AR Devices Market Size by Country
- 7.3.1 North America Consumer VR and AR Devices Sales Quantity by Country (2021-2032)
- 7.3.2 North America Consumer VR and AR Devices Consumption Value by Country (2021-2032)
- 7.3.3 United States Market Size and Forecast (2021-2032)
- 7.3.4 Canada Market Size and Forecast (2021-2032)
- 7.3.5 Mexico Market Size and Forecast (2021-2032)
8 Europe
- 8.1 Europe Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 8.2 Europe Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 8.3 Europe Consumer VR and AR Devices Market Size by Country
- 8.3.1 Europe Consumer VR and AR Devices Sales Quantity by Country (2021-2032)
- 8.3.2 Europe Consumer VR and AR Devices Consumption Value by Country (2021-2032)
- 8.3.3 Germany Market Size and Forecast (2021-2032)
- 8.3.4 France Market Size and Forecast (2021-2032)
- 8.3.5 United Kingdom Market Size and Forecast (2021-2032)
- 8.3.6 Russia Market Size and Forecast (2021-2032)
- 8.3.7 Italy Market Size and Forecast (2021-2032)
9 Asia-Pacific
- 9.1 Asia-Pacific Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 9.2 Asia-Pacific Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 9.3 Asia-Pacific Consumer VR and AR Devices Market Size by Region
- 9.3.1 Asia-Pacific Consumer VR and AR Devices Sales Quantity by Region (2021-2032)
- 9.3.2 Asia-Pacific Consumer VR and AR Devices Consumption Value by Region (2021-2032)
- 9.3.3 China Market Size and Forecast (2021-2032)
- 9.3.4 Japan Market Size and Forecast (2021-2032)
- 9.3.5 South Korea Market Size and Forecast (2021-2032)
- 9.3.6 India Market Size and Forecast (2021-2032)
- 9.3.7 Southeast Asia Market Size and Forecast (2021-2032)
- 9.3.8 Australia Market Size and Forecast (2021-2032)
10 South America
- 10.1 South America Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 10.2 South America Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 10.3 South America Consumer VR and AR Devices Market Size by Country
- 10.3.1 South America Consumer VR and AR Devices Sales Quantity by Country (2021-2032)
- 10.3.2 South America Consumer VR and AR Devices Consumption Value by Country (2021-2032)
- 10.3.3 Brazil Market Size and Forecast (2021-2032)
- 10.3.4 Argentina Market Size and Forecast (2021-2032)
11 Middle East & Africa
- 11.1 Middle East & Africa Consumer VR and AR Devices Sales Quantity by Type (2021-2032)
- 11.2 Middle East & Africa Consumer VR and AR Devices Sales Quantity by Application (2021-2032)
- 11.3 Middle East & Africa Consumer VR and AR Devices Market Size by Country
- 11.3.1 Middle East & Africa Consumer VR and AR Devices Sales Quantity by Country (2021-2032)
- 11.3.2 Middle East & Africa Consumer VR and AR Devices Consumption Value by Country (2021-2032)
- 11.3.3 Turkey Market Size and Forecast (2021-2032)
- 11.3.4 Egypt Market Size and Forecast (2021-2032)
- 11.3.5 Saudi Arabia Market Size and Forecast (2021-2032)
- 11.3.6 South Africa Market Size and Forecast (2021-2032)
12 Market Dynamics
- 12.1 Consumer VR and AR Devices Market Drivers
- 12.2 Consumer VR and AR Devices Market Restraints
- 12.3 Consumer VR and AR Devices Trends Analysis
- 12.4 Porters Five Forces Analysis
- 12.4.1 Threat of New Entrants
- 12.4.2 Bargaining Power of Suppliers
- 12.4.3 Bargaining Power of Buyers
- 12.4.4 Threat of Substitutes
- 12.4.5 Competitive Rivalry
13 Raw Material and Industry Chain
- 13.1 Raw Material of Consumer VR and AR Devices and Key Manufacturers
- 13.2 Manufacturing Costs Percentage of Consumer VR and AR Devices
- 13.3 Consumer VR and AR Devices Production Process
- 13.4 Industry Value Chain Analysis
14 Shipments by Distribution Channel
- 14.1 Sales Channel
- 14.1.1 Direct to End-User
- 14.1.2 Distributors
- 14.2 Consumer VR and AR Devices Typical Distributors
- 14.3 Consumer VR and AR Devices Typical Customers
15 Research Findings and Conclusion
16 Appendix
- 16.1 Methodology
- 16.2 Research Process and Data Source
According to our (Global Info Research) latest study, the global Consumer VR and AR Devices market size was valued at US$ million in 2025 and is forecast to a readjusted size of US$ million by 2032 with a CAGR of %during review period.
This report is a detailed and comprehensive analysis for global Consumer VR and AR Devices market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Consumer VR and AR Devices market size and forecasts, in consumption value ($ Million), sales quantity (Units), and average selling prices (US$/Unit), 2021-2032
Global Consumer VR and AR Devices market size and forecasts by region and country, in consumption value ($ Million), sales quantity (Units), and average selling prices (US$/Unit), 2021-2032
Global Consumer VR and AR Devices market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (Units), and average selling prices (US$/Unit), 2021-2032
Global Consumer VR and AR Devices market shares of main players, shipments in revenue ($ Million), sales quantity (Units), and ASP (US$/Unit), 2021-2026
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Consumer VR and AR Devices
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Consumer VR and AR Devices market based on the following parameters - company overview, sales quantity, revenue, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Meta, Pico, DPVR, Microsoft, Nreal, Sony, Google, HTC, IQIYI, Lenovo, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market Segmentation
Consumer VR and AR Devices market is split by Type and by Application. For the period 2021-2032, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Consumer VR Device
Consumer AR Device
Market segment by Application
Electronic Games
Video Entertainment
Shopping
Social Entertainment
Others
Major players covered
Meta
Pico
DPVR
Microsoft
Nreal
Sony
Google
HTC
IQIYI
Lenovo
Rokid
TCL
RAYNEO
Epson
Market segment by region, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Consumer VR and AR Devices product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Consumer VR and AR Devices, with price, sales quantity, revenue, and global market share of Consumer VR and AR Devices from 2021 to 2026.
Chapter 3, the Consumer VR and AR Devices competitive situation, sales quantity, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Consumer VR and AR Devices breakdown data are shown at the regional level, to show the sales quantity, consumption value, and growth by regions, from 2021 to 2032.
Chapter 5 and 6, to segment the sales by Type and by Application, with sales market share and growth rate by Type, by Application, from 2021 to 2032.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value, and market share for key countries in the world, from 2021 to 2026.and Consumer VR and AR Devices market forecast, by regions, by Type, and by Application, with sales and revenue, from 2027 to 2032.
Chapter 12, market dynamics, drivers, restraints, trends, and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of Consumer VR and AR Devices.
Chapter 14 and 15, to describe Consumer VR and AR Devices sales channel, distributors, customers, research findings and conclusion.