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Global AR Headsets Sales Market Report, Competitive Analysis and Regional Opportunities 2025-2031

Global AR Headsets Sales Market Report, Competitive Analysis and Regional Opportunities 2025-2031


The global AR Headsets market size was US$ 1154 million in 2024 and is forecast to a readjusted size of US$ 9459 million by 2031 with a CAGR of 35.9% during the forecast period 2025-2031. By 2025... もっと見る

 

 

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Summary

The global AR Headsets market size was US$ 1154 million in 2024 and is forecast to a readjusted size of US$ 9459 million by 2031 with a CAGR of 35.9% during the forecast period 2025-2031.
By 2025, the evolving U.S. tariff policy is poised to inject considerable uncertainty into the global economic landscape. This report delves into the latest U.S. tariff measures and the corresponding policy responses across the globe, evaluating their impacts on AR Headsets market competitiveness, regional economic performance, and supply chain configurations.

Head-mounted display is the abbreviation of head-mounted display device. All head-mounted display devices can be called head-mounted display. Through various head-mounted display devices, different methods are used to send optical signals to the eyes to achieve different effects such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). AR head-mounted devices are composed of transparent optical lenses and imaging lenses (generally waveguide lenses). Unlike VR devices, they need to be able to see the real world and the information and images superimposed on it. AR glasses (AR Glasses) are generally also called AR head-mounted displays (Augmented Reality Head-mounted Display, referred to as AR HMD). Although the media often call them AR glasses, they are actually equipped with very complex onboard hardware, so some companies mainly call them AR head-mounted displays.

The core manufacturers of AR headsets include Microsoft, Google and Yingchuang Technology, and the top three manufacturers account for more than 60% of the global market share. The United States is the world's largest AR headset production region, followed by China. By product type, AR all-in-one is the largest market segment, with a market share of more than 50%, and the largest application market is industrial manufacturing.
The driving factors of the AR (augmented reality) headset market mainly cover the following aspects:
1. Technological innovation and progress
Hardware performance improvement: AR headsets have made significant progress in hardware, including higher resolution, wider field of view, lighter and more comfortable design, etc. These technological innovations have improved users' wearing and usage experience and promoted market growth.
Software optimization and algorithm upgrade: With the continuous optimization of software technology and the upgrade of algorithms, AR headsets have been significantly improved in image recognition, spatial positioning, interactive experience, etc. These technological innovations enable AR headsets to more accurately capture and identify objects and information in the real world, thereby providing a richer augmented reality experience.
2. Market demand and consumer preferences
Consumer entertainment demand: As consumers' demand for immersive entertainment experience continues to increase, AR headsets are increasingly used in entertainment fields such as games, movies and TV. These devices can provide unique visual and interactive experiences to meet the diverse needs of consumers.
Enterprise application demand: AR headsets also show great potential in enterprise applications. For example, in industrial design, education and training, medical surgery simulation and other fields, AR headsets can provide intuitive and three-dimensional visual assistance to improve work efficiency and accuracy.
3. Policy support and industrial planning
The government's support policies for scientific and technological innovation and emerging industries provide a strong guarantee for the development of the AR headset market. At the same time, industrial planning also guides the development direction of related industries and promotes the improvement and coordinated development of the industrial chain. These policy plans provide a good external environment and conditions for the continued growth of the AR headset market.
4. Cost reduction and affordable prices
With the expansion of production scale and the continuous maturity of technology, the production cost of AR headsets has gradually decreased, and the price has become more affordable. This makes these devices affordable for more consumers, further promoting the growth of the market. At the same time, affordable prices have also promoted the application and popularization of AR headsets in a wider range of fields.
5. Cross-border cooperation and ecological construction
Cross-border cooperation between smart wearable device brands, technology giants and AR headset suppliers has promoted technological innovation and application expansion. These collaborations not only promote the research and development and application of new technologies, but also promote the application and market expansion of AR headsets in more fields. At the same time, relevant companies and institutions are also actively building an AR ecosystem to promote the coordinated development of upstream and downstream companies in the industrial chain.
6. Diversification and expansion of application scenarios
The application scenarios of AR headsets are constantly expanding and enriching. In addition to entertainment and enterprise-level applications, AR headsets can also be used in tourism, education, medical care, retail and other fields. The diversification and expansion of these application scenarios provide more growth opportunities and development space for the AR headset market.

In summary, the driving factors of the AR headset market involve technological innovation and progress, market demand and consumer preferences, policy support and industrial planning, cost reduction and affordable prices, cross-border cooperation and ecological construction, and diversification and expansion of application scenarios. These factors have jointly driven the rapid development of the AR headset market and provided strong support for the continued growth of the market in the future.
The global AR Headsets market is strategically segmented by company, region (country), by Type, and by Application. This report empowers stakeholders to capitalize on emerging opportunities, optimize product strategies, and outperform competitors through data-driven insights on sales, revenue, and forecasts across regions, by Type, and by Application for 2020-2031.

Market Segmentation
By Company:
Microsoft
Google
Shadow Creator
Nreal
Rokid
Vuzix Corporation
RealWare
Lenovo
Magic Leap
Epson
MAD Gaze
Xloongx
LLVISION
GUANGLI
goolton
By Type: (Dominant Segment vs High-Margin Innovation)
Integrated Type
Split Type
By Application: (Core Demand Driver vs Emerging Opportunity)
Industrial
Entertainment
Medicine
Educate
Others
By Region
Macro-Regional Analysis: Market Size & Growth Forecasts
- North America
- Europe
- Asia-Pacific
- South America
- Middle East & Africa
Micro-Local Market Deep Dive: Strategic Insights
- Competitive Landscape: Player dominance vs. disruptors (e.g., Microsoft in Europe)
- Emerging Product Trends: Integrated Type adoption vs. Split Type premiumization
- Demand-Side Dynamics: Industrial growth in China vs. Entertainment potential in United States
- Localized Consumer Needs: Regulatory hurdles in EU vs. price sensitivity in India
Focus Markets:
United States
China
(Additional regions can be customized based on client needs.)

Chapter Outline
Chapter 1: Report scope, executive summary, and market evolution scenarios (short/mid/long term).
Chapter 2: Quantitative analysis of AR Headsets market size and growth potential at global, regional, and country levels.
Chapter 3: Competitive benchmarking of manufacturers (revenue, market share, M&A, R&D focus).
Chapter 4: Type-based segmentation analysis – Uncovering blue ocean markets (e.g., Split Type in China).
Chapter 5: Application-based segmentation analysis – High-growth downstream opportunities (e.g., Entertainment in India).
Chapter 6: Regional sales and revenue breakdown by company, type, application and customer.
Chapter 7: Key manufacturer profiles – Financials, product portfolios, and strategic developments.
Chapter 8: Market dynamics – Drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 9: Actionable conclusions and strategic recommendations.
Why This Report?
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the AR Headsets value chain, addressing:
- Market entry risks/opportunities by region
- Product mix optimization based on local practices
- Competitor tactics in fragmented vs. consolidated markets


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Table of Contents

1 Market Overview
1.1 AR Headsets Product Scope
1.2 AR Headsets by Type
1.2.1 Global AR Headsets Sales by Type (2020 & 2024 & 2031)
1.2.2 Integrated Type
1.2.3 Split Type
1.3 AR Headsets by Application
1.3.1 Global AR Headsets Sales Comparison by Application (2020 & 2024 & 2031)
1.3.2 Industrial
1.3.3 Entertainment
1.3.4 Medicine
1.3.5 Educate
1.3.6 Others
1.4 Global AR Headsets Market Estimates and Forecasts (2020-2031)
1.4.1 Global AR Headsets Market Size in Value Growth Rate (2020-2031)
1.4.2 Global AR Headsets Market Size in Volume Growth Rate (2020-2031)
1.4.3 Global AR Headsets Price Trends (2020-2031)
1.5 Assumptions and Limitations
2 Market Size and Prospective by Region
2.1 Global AR Headsets Market Size by Region: 2020 VS 2024 VS 2031
2.2 Global AR Headsets Retrospective Market Scenario by Region (2020-2025)
2.2.1 Global AR Headsets Sales Market Share by Region (2020-2025)
2.2.2 Global AR Headsets Revenue Market Share by Region (2020-2025)
2.3 Global AR Headsets Market Estimates and Forecasts by Region (2026-2031)
2.3.1 Global AR Headsets Sales Estimates and Forecasts by Region (2026-2031)
2.3.2 Global AR Headsets Revenue Forecast by Region (2026-2031)
2.4 Major Region and Emerging Market Analysis
2.4.1 United States AR Headsets Market Size and Prospective (2020-2031)
2.4.2 China AR Headsets Market Size and Prospective (2020-2031)
3 Global Market Size by Type
3.1 Global AR Headsets Historic Market Review by Type (2020-2025)
3.1.1 Global AR Headsets Sales by Type (2020-2025)
3.1.2 Global AR Headsets Revenue by Type (2020-2025)
3.1.3 Global AR Headsets Price by Type (2020-2025)
3.2 Global AR Headsets Market Estimates and Forecasts by Type (2026-2031)
3.2.1 Global AR Headsets Sales Forecast by Type (2026-2031)
3.2.2 Global AR Headsets Revenue Forecast by Type (2026-2031)
3.2.3 Global AR Headsets Price Forecast by Type (2026-2031)
3.3 Different Types AR Headsets Representative Players
4 Global Market Size by Application
4.1 Global AR Headsets Historic Market Review by Application (2020-2025)
4.1.1 Global AR Headsets Sales by Application (2020-2025)
4.1.2 Global AR Headsets Revenue by Application (2020-2025)
4.1.3 Global AR Headsets Price by Application (2020-2025)
4.2 Global AR Headsets Market Estimates and Forecasts by Application (2026-2031)
4.2.1 Global AR Headsets Sales Forecast by Application (2026-2031)
4.2.2 Global AR Headsets Revenue Forecast by Application (2026-2031)
4.2.3 Global AR Headsets Price Forecast by Application (2026-2031)
4.3 New Sources of Growth in AR Headsets Application
5 Competition Landscape by Players
5.1 Global AR Headsets Sales by Players (2020-2025)
5.2 Global Top AR Headsets Players by Revenue (2020-2025)
5.3 Global AR Headsets Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in AR Headsets as of 2024)
5.4 Global AR Headsets Average Price by Company (2020-2025)
5.5 Global Key Manufacturers of AR Headsets, Manufacturing Sites & Headquarters
5.6 Global Key Manufacturers of AR Headsets, Product Type & Application
5.7 Global Key Manufacturers of AR Headsets, Date of Enter into This Industry
5.8 Manufacturers Mergers & Acquisitions, Expansion Plans
6 Region Analysis
6.1 United States Market: Players, Segments, Downstream and Major Customers
6.1.1 United States AR Headsets Sales by Company
6.1.1.1 United States AR Headsets Sales by Company (2020-2025)
6.1.1.2 United States AR Headsets Revenue by Company (2020-2025)
6.1.2 United States AR Headsets Sales Breakdown by Type (2020-2025)
6.1.3 United States AR Headsets Sales Breakdown by Application (2020-2025)
6.1.4 United States AR Headsets Major Customer
6.1.5 United States Market Trend and Opportunities
6.2 China Market: Players, Segments, Downstream and Major Customers
6.2.1 China AR Headsets Sales by Company
6.2.1.1 China AR Headsets Sales by Company (2020-2025)
6.2.1.2 China AR Headsets Revenue by Company (2020-2025)
6.2.2 China AR Headsets Sales Breakdown by Type (2020-2025)
6.2.3 China AR Headsets Sales Breakdown by Application (2020-2025)
6.2.4 China AR Headsets Major Customer
6.2.5 China Market Trend and Opportunities
7 Company Profiles and Key Figures
7.1 Microsoft
7.1.1 Microsoft Company Information
7.1.2 Microsoft Business Overview
7.1.3 Microsoft AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.1.4 Microsoft AR Headsets Products Offered
7.1.5 Microsoft Recent Development
7.2 Google
7.2.1 Google Company Information
7.2.2 Google Business Overview
7.2.3 Google AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.2.4 Google AR Headsets Products Offered
7.2.5 Google Recent Development
7.3 Shadow Creator
7.3.1 Shadow Creator Company Information
7.3.2 Shadow Creator Business Overview
7.3.3 Shadow Creator AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.3.4 Shadow Creator AR Headsets Products Offered
7.3.5 Shadow Creator Recent Development
7.4 Nreal
7.4.1 Nreal Company Information
7.4.2 Nreal Business Overview
7.4.3 Nreal AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.4.4 Nreal AR Headsets Products Offered
7.4.5 Nreal Recent Development
7.5 Rokid
7.5.1 Rokid Company Information
7.5.2 Rokid Business Overview
7.5.3 Rokid AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.5.4 Rokid AR Headsets Products Offered
7.5.5 Rokid Recent Development
7.6 Vuzix Corporation
7.6.1 Vuzix Corporation Company Information
7.6.2 Vuzix Corporation Business Overview
7.6.3 Vuzix Corporation AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.6.4 Vuzix Corporation AR Headsets Products Offered
7.6.5 Vuzix Corporation Recent Development
7.7 RealWare
7.7.1 RealWare Company Information
7.7.2 RealWare Business Overview
7.7.3 RealWare AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.7.4 RealWare AR Headsets Products Offered
7.7.5 RealWare Recent Development
7.8 Lenovo
7.8.1 Lenovo Company Information
7.8.2 Lenovo Business Overview
7.8.3 Lenovo AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.8.4 Lenovo AR Headsets Products Offered
7.8.5 Lenovo Recent Development
7.9 Magic Leap
7.9.1 Magic Leap Company Information
7.9.2 Magic Leap Business Overview
7.9.3 Magic Leap AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.9.4 Magic Leap AR Headsets Products Offered
7.9.5 Magic Leap Recent Development
7.10 Epson
7.10.1 Epson Company Information
7.10.2 Epson Business Overview
7.10.3 Epson AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.10.4 Epson AR Headsets Products Offered
7.10.5 Epson Recent Development
7.11 MAD Gaze
7.11.1 MAD Gaze Company Information
7.11.2 MAD Gaze Business Overview
7.11.3 MAD Gaze AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.11.4 MAD Gaze AR Headsets Products Offered
7.11.5 MAD Gaze Recent Development
7.12 Xloongx
7.12.1 Xloongx Company Information
7.12.2 Xloongx Business Overview
7.12.3 Xloongx AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.12.4 Xloongx AR Headsets Products Offered
7.12.5 Xloongx Recent Development
7.13 LLVISION
7.13.1 LLVISION Company Information
7.13.2 LLVISION Business Overview
7.13.3 LLVISION AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.13.4 LLVISION AR Headsets Products Offered
7.13.5 LLVISION Recent Development
7.14 GUANGLI
7.14.1 GUANGLI Company Information
7.14.2 GUANGLI Business Overview
7.14.3 GUANGLI AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.14.4 GUANGLI AR Headsets Products Offered
7.14.5 GUANGLI Recent Development
7.15 goolton
7.15.1 goolton Company Information
7.15.2 goolton Business Overview
7.15.3 goolton AR Headsets Sales, Revenue and Gross Margin (2020-2025)
7.15.4 goolton AR Headsets Products Offered
7.15.5 goolton Recent Development
8 AR Headsets Manufacturing Cost Analysis
8.1 AR Headsets Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of AR Headsets
8.4 AR Headsets Industrial Chain Analysis
9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.2 AR Headsets Distributors List
9.3 AR Headsets Customers
10 AR Headsets Market Dynamics
10.1 AR Headsets Industry Trends
10.2 AR Headsets Market Drivers
10.3 AR Headsets Market Challenges
10.4 AR Headsets Market Restraints
11 Research Findings and Conclusion
12 Appendix
12.1 Research Methodology
12.1.1 Methodology/Research Approach
12.1.1.1 Research Programs/Design
12.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
12.1.2 Data Source
12.1.2.1 Secondary Sources
12.1.2.2 Primary Sources
12.2 Author Details
12.3 Disclaimer

 

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