Skip to main content


Integrate ME
28 Nov 2023

Explosive Growth in the AR/VR Market Forecasted to Reach €333.45 Billion by 2027

Explosive Growth in the AR/VR Market Forecasted to Reach €333.45 Billion by 2027
AR/VR market to grow by 333.45 billion Euros says report

The Augmented Reality (AR) and Virtual Reality (VR) sectors are poised for an extraordinary expansion, with projections estimating the market to escalate to a staggering €333.45 billion by the year 2027. This represents a compound annual growth rate (CAGR) of nearly 52.37% over the five years from 2022 to 2027, signalling an era of unparalleled growth within these technologies.

A recent analysis by Technavio underscores the surging demand for AR and VR technologies as a pivotal catalyst propelling this growth. Over the last decade, the embrace of these technologies has surged significantly, fueled by their adoption across both consumer and commercial realms.

This burgeoning demand is anticipated to maintain its upward trajectory on a global scale. Innovations such as Google’s Project Glass are instrumental in enhancing AR's utility in everyday scenarios, while the evolution of Android’s AR applications introduces groundbreaking uses—from virtual fitting rooms in the retail sector to transformative applications in education, healthcare, and professional training.

Furthermore, the report accentuates the surge in investor confidence and financial backing towards AR and VR startups, particularly those specialising in display technologies and application development. This influx of investment is diversifying the application of AR and VR far beyond the realms of gaming, with integrated healthcare systems, business solutions, and marketing emerging as key areas poised for significant impact and growth.

The AR/VR market stands on the cusp of a significant breakthrough, driven by technological advancements and broadening sectoral applications. The forthcoming years promise to usher in a new dimension of digital interaction studio, marking a pivotal chapter in the AR and VR narrative.


Source: Inavate