| Aspect | Virtual Reality (VR) | Augmented Reality (AR) |
| Environment | computer-generated environment replaces the real world | Real-world environment overlaid with digital content |
| Immersion | Fully immersive | Partial immersion |
| How | Incorporates heavy graphics to create Virtual environment | Adds relevant information to the existing real world view |
| Purpose | To create its own reality that is completely computer generated | Digital content interacts with and augment the real-world experience |
| Devices | Headsets or goggles that fully block out the physical world | Headsets, glasses, or mobile devices that overlay digital content onto the physical world |
| Applications | Gaming, simulations, training, entertainment | Navigation, education, gaming, marketing, training |
| Movement | Users can move, rotate and scale 3D objects in virtual world | Can move, rotate, scale and manipulate 3D objects in the real world |
| Interaction with real world | Users are cut off from reality. Everything around the user is fabricated | Users remain connected to and interact with the real-world environment |
| Examples | Oculus Rift, HTC Vive, PlayStation VR | Lenskart AR eyeglasses, Pokémon Go, flipkart 360 degree , snapchat |
