Towards Healthcare
AR & VR in Healthcare Market Leads Healthy 24.81% CAGR by 2034

AR and VR in Healthcare Market Size, Trends & Strategic Involvements

The AR and VR in the healthcare market size is calculated at $3.05 bn in 2025 is to hit $22.43 bn by 2034. AR and VR are transforming healthcare with applications in surgical simulations, patient education, and mental health therapy. They're enhancing medical training, improving diagnostics, and enabling immersive treatment experiences, driving innovation and better patient outcomes.

Executive Summary

  • Market Overview
  • Key Findings
  • Market Size and Growth Rate
  • Market Trends
  • Key Opportunities

Introduction

  • Market Definition
  • Scope of the Study
  • Research Methodology
  • Assumptions and Limitations

Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Market Challenges

Market Segments

  • AR and VR in Healthcare Market Analysis, by Component (Value and Volume)
    • Hardware
      • Head-Mounted Displays (HMDs)
      • Smart Glasses
      • Others
    • Software
    • Services
  • AR and VR in Healthcare Market Analysis, by Application (Value and Volume)
    • Surgery
    • Therapy
    • Education and Training
    • Rehabilitation
    • Pain Management
    • Others
  • AR and VR in Healthcare Market Analysis, by Technology (Value and Volume)
    • Augmented Reality (AR)
    • Virtual Reality (VR)
  • AR and VR in Healthcare Market Analysis, by Region (Value and Volume)
    • North America
      • U.S.
      • Canada
      • Mexico
    • Europe
      • U.K.
      • Germany
      • France
      • Italy
      • Spain
      • Rest of Europe
    • Asia Pacific
      • China
      • Japan
      • India
      • South Korea
      • Australia
      • Rest of Asia Pacific
    • Latin America
      • Brazil
      • Argentina
      • Rest of Latin America
    • Middle East and Africa (MEA)
      • GCC Countries
      • South Africa
      • Rest of Middle East and Africa

Cross-Segment Analysis

  • Component vs. Application (Value and Volume)
    • Hardware in Surgery
    • Hardware in Therapy
    • Hardware in Education and Training
    • Hardware in Rehabilitation
    • Hardware in Pain Management
    • Hardware in Others
    • Software in Surgery
    • Software in Therapy
    • Software in Education and Training
    • Software in Rehabilitation
    • Software in Pain Management
    • Software in Others
    • Services in Surgery
    • Services in Therapy
    • Services in Education and Training
    • Services in Rehabilitation
    • Services in Pain Management
    • Services in Others
  • Component vs. Technology (Value and Volume)
    • Hardware in Augmented Reality (AR)
    • Hardware in Virtual Reality (VR)
    • Software in Augmented Reality (AR)
    • Software in Virtual Reality (VR)
    • Services in Augmented Reality (AR)
    • Services in Virtual Reality (VR)
  • Component vs. Region (Value and Volume)
    • Hardware in North America
    • Hardware in Europe
    • Hardware in Asia Pacific
    • Hardware in Latin America
    • Hardware in Middle East and Africa (MEA)
    • Software in North America
    • Software in Europe
    • Software in Asia Pacific
    • Software in Latin America
    • Software in Middle East and Africa (MEA)
    • Services in North America
    • Services in Europe
    • Services in Asia Pacific
    • Services in Latin America
    • Services in Middle East and Africa (MEA)
  • Application vs. Technology (Value and Volume)
    • Surgery in Augmented Reality (AR)
    • Surgery in Virtual Reality (VR)
    • Therapy in Augmented Reality (AR)
    • Therapy in Virtual Reality (VR)
    • Education and Training in Augmented Reality (AR)
    • Education and Training in Virtual Reality (VR)
    • Rehabilitation in Augmented Reality (AR)
    • Rehabilitation in Virtual Reality (VR)
    • Pain Management in Augmented Reality (AR)
    • Pain Management in Virtual Reality (VR)
    • Others in Augmented Reality (AR)
    • Others in Virtual Reality (VR)
  • Application vs. Region (Value and Volume)
    • Surgery in North America
    • Surgery in Europe
    • Surgery in Asia Pacific
    • Surgery in Latin America
    • Surgery in Middle East and Africa (MEA)
    • Therapy in North America
    • Therapy in Europe
    • Therapy in Asia Pacific
    • Therapy in Latin America
    • Therapy in Middle East and Africa (MEA)
    • Education and Training in North America
    • Education and Training in Europe
    • Education and Training in Asia Pacific
    • Education and Training in Latin America
    • Education and Training in Middle East and Africa (MEA)
    • Rehabilitation in North America
    • Rehabilitation in Europe
    • Rehabilitation in Asia Pacific
    • Rehabilitation in Latin America
    • Rehabilitation in Middle East and Africa (MEA)
    • Pain Management in North America
    • Pain Management in Europe
    • Pain Management in Asia Pacific
    • Pain Management in Latin America
    • Pain Management in Middle East and Africa (MEA)
    • Others in North America
    • Others in Europe
    • Others in Asia Pacific
    • Others in Latin America
    • Others in Middle East and Africa (MEA)

Competitive Landscape

  • Market Share Analysis
  • Competitive Benchmarking
  • Key Developments and Strategies
    • Mergers and Acquisitions
    • Partnerships and Collaborations
    • New Product Launches
    • Expansions

Company Profiles

  • CAE Healthcare
    • Company Overview
    • Product Portfolio
    • Key Strategies
    • Recent Developments
  • GE Healthcare
  • Philips Healthcare
  • Microsoft
  • Siemens Healthineers
  • Intuitive Surgical
  • Psious
  • MindMaze
  • Virtualis
  • Oxford VR
  • Augmedics
  • Surgical Theater
  • EchoPixel
  • Medivis
  • Health Scholars
  • Vicarious Surgical
  • Touch Surgery
  • Propio Vision
  • Immersive Touch
  • OSSO VR
  • SentiAR
  • Medical

Future Outlook and Market Forecast

  • Market Forecast by Component (Value and Volume)
  • Market Forecast by Application (Value and Volume)
  • Market Forecast by Technology (Value and Volume)
  • Market Forecast by Region (Value and Volume)

Appendix

  • List of Abbreviations
  • Sources and References
  • Research Methodology
  • Disclaimer
  • Insight Code: 5023
  • No. of Pages: 150
  • Format: PDF/PPT/Excel
  • Published: May 2025
  • Report Covered: [Revenue + Volume]
  • Historical Year: 2021-2022
  • Base Year: 2023
  • Estimated Years: 2024-2033

About The Author

Rohan Patil is a seasoned market research professional with over 5 years of focused experience in the healthcare sector, bringing deep domain expertise, strategic foresight, and analytical precision to every project he undertakes.

He began his journey with Precedence Research, where he played a pivotal role in developing high-impact healthcare market reports. Today, Rohan leads research initiatives at Towards Healthcare, while also contributing to Statifacts, where he supports cross-industry analysis and data-driven storytelling.

Rohan’s core strengths lie in trend analysis and emerging technologies, regulatory monitoring and thought leadership through high-quality report writing. He excels at identifying future-ready opportunities and translating complex data into strategic recommendations. His work spans pharmaceuticals, biotechnology, medical devices, and digital health, assessing everything from market potential and competitive positioning to customer needs and regulatory shifts.

A trusted advisor and a relentless innovator, Rohan continues to push the boundaries of traditional market research, merging scientific rigor with commercial insight to stay ahead in a fast-evolving healthcare landscape.

FAQ's

The AR and VR in the healthcare industry will reach at a healthy CAGR of 24.81% by 2034.

The AR and VR in the healthcare industry revenue was valued at US$ 3.05 billion in 2025.

AR and VR have several uses in healthcare, such as medical training, therapy, and patient care. In medical training, AR and VR can provide realistic simulations for students to practice surgical procedures and gain experience in a safe environment. In therapy, AR and VR can be used to treat phobias and anxiety disorders by exposing patients to virtual scenarios that trigger their fears. In patient care, AR and VR can be used to distract patients during painful procedures, provide entertainment during long hospital stays, and improve the quality of life for patients with disabilities.

VR in healthcare refers to the use of virtual reality technology to enhance medical training, therapy, and patient care by creating immersive experiences.

AR (Augmented Reality) in healthcare refers to the use of technology to overlay digital information onto the real world to enhance medical training, patient education, and surgical procedures. It enables healthcare professionals to visualize medical data and interact with it in real-time, leading to better diagnosis and treatment outcomes.