시장보고서
상품코드
1556824

세계의 확장현실(XR) 시장

Extended Reality (XR)

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 254 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 확장현실(XR) 시장은 2030년까지 1,644억 달러에 달할 전망

2023년에 433억 달러로 추정된 세계의 확장현실(XR) 시장은 분석 기간인 2023-2030년에 CAGR 21.0%로 성장하며, 2030년에는 1,644억 달러에 달할 것으로 예측됩니다. 본 리포트에서 분석한 부문의 하나인 확장현실 하드웨어는 CAGR 19.8%를 기록하며, 분석 기간 종료시에는 1,019억 달러에 달할 것으로 예측됩니다. 확장현실 소프트웨어 분야의 성장률은 분석 기간에 CAGR 22.1%로 추정됩니다.

미국 시장은 114억 달러, 중국은 CAGR 20.0%로 성장 예측

미국의 확장현실(XR) 시장은 2023년에 114억 달러로 추정됩니다. 세계 2위의 경제대국인 중국은 2030년까지 252억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2023-2030년의 CAGR은 20.0%입니다. 기타 주목해야 할 지역별 시장으로는 일본과 캐나다가 있으며, 분석 기간 중 CAGR은 각각 18.9%와 18.0%로 예측됩니다. 유럽에서는 독일이 CAGR 약 14.4%로 성장할 것으로 예측됩니다.

세계의 확장현실(XR) 시장 - 주요 동향과 촉진요인 정리

확장현실(XR) : 인간 경험의 경계를 재정의하다

확장현실(XR)은 가상현실(VR), 확장현실(AR), 혼합현실(MR)을 포괄하는 용어로, XR 기술은 물리적 세계와 디지털 세계를 융합하여 인간과의 상호작용의 경계를 재정의하고 이전에는 상상도 할 수 없었던 몰입형 경험을 창출하고 있습니다. VR은 사용자가 디지털 환경에 완전히 몰입하고, AR은 현실 세계에 디지털 컨텐츠를 겹쳐서 사용자의 현실 인식을 향상시키며, MR은 이 두 가지 요소를 모두 결합하여 디지털 개체와 물리적 개체가 실시간으로 상호 작용할 수 있도록 합니다. XR은 게임 및 엔터테인먼트에서 교육, 의료, 산업 교육에 이르기까지 다양한 분야에서 활용되고 있으며, 사람들이 디지털 컨텐츠와 다른 사람들과 상호 작용하는 방식을 변화시키고 있습니다.

XR은 어떻게 산업을 변화시키고 혁신을 촉진할 것인가?

XR은 새로운 방식으로 일하고, 배우고, 기술과 소통하는 방식을 가능하게 함으로써 산업을 변화시키고 있습니다. 헬스케어 분야에서는 의료 교육, 수술 시뮬레이션, 환자 재활에 XR을 활용하여 기존 방식보다 더 효과적이고 몰입감 있는 경험을 제공합니다. 제조 및 엔지니어링 분야에서 XR은 엔지니어가 3D 모델을 실시간으로 시각화하고 상호 작용할 수 있게 함으로써 설계 및 프로토타이핑 프로세스에 혁명을 일으키고 있습니다. 또한 소매 업계에서는 가상 쇼룸 구축과 온라인 쇼핑 경험을 강화하기 위해 XR을 사용하여 고객이 구매 전에 제품을 시험해 볼 수 있도록 하고 있습니다. 또한 교육 분야에서 XR은 학생들에게 몰입형 학습 경험을 제공하여 복잡한 과목을 보다 친숙하고 매력적으로 만들고 있습니다.

XR의 확산을 가로막는 과제는?

그러나 이러한 잠재력에도 불구하고, XR의 대중화에는 몇 가지 도전과제가 있습니다. 가장 큰 문제 중 하나는 XR 하드웨어와 소프트웨어의 높은 비용으로 인해 많은 기업과 소비자들이 부담스러워할 수 있다는 점입니다. 또한 고품질의 XR 컨텐츠를 개발하기 위해서는 전문적인 기술과 리소스가 필요하므로 몰입형 경험의 활용이 제한될 수 있습니다. 지연 시간이나 고성능 컴퓨팅의 필요성과 같은 기술적 문제도 XR 확산에 걸림돌로 작용하고 있습니다. 특히 XR 기술은 민감한 개인 정보를 수집하고 처리해야 하는 경우가 많아 프라이버시 및 데이터 보안에 대한 우려도 큽니다. 또한 XR 플랫폼과 디바이스의 표준화되지 않은 표준은 호환성 문제와 기존 시스템과의 원활한 통합을 저해하는 요인으로 작용하고 있습니다.

XR 시장 성장의 원동력은?

XR 시장의 성장은 몇 가지 요인에 의해 주도되고 있습니다. 게임, 엔터테인먼트, 헬스케어, 교육 등 다양한 산업에서 몰입형 인터랙티브 경험에 대한 수요가 증가하면서 XR 채택을 촉진하는 주요 요인으로 작용하고 있습니다. 또한 보다 합리적인 가격대의 고성능 XR 헤드셋의 개발 등 하드웨어의 기술적 발전은 더 많은 사람들이 XR 기술을 쉽게 이용할 수 있도록 하고 있으며, 5G 네트워크의 등장은 더 빠르고 안정적인 데이터 전송을 가능하게 해 대기 시간을 줄이고 XR 경험의 품질을 향상시켜 XR 시장을 더욱 확대할 것으로 기대됩니다. XR 시장을 더욱 촉진할 것으로 예상됩니다. 또한 메타버스와 가상 환경에 대한 관심이 높아지면서 기업과 소비자들이 새로운 디지털 프런티어를 개척하기 위해 XR 기술에 대한 투자를 촉진하고 있습니다.

조사 대상 기업의 예(총 56건)

  • Accenture Plc
  • Accenture Solutions Private Limited
  • Autodesk, Inc.
  • Google Cloud Platform
  • Mechdyne Corporation
  • Microsoft Corporation
  • Northern Digital, Inc.(NDI International)
  • PTC, Inc.
  • Qualcomm Technologies, Inc.
  • Softengi

목차

제1장 조사 방법

제2장 개요

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장의 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 기타 지역

제4장 경쟁

KSA 24.09.24

Global Extended Reality (XR) Market to Reach US$164.4 Billion by 2030

The global market for Extended Reality (XR) estimated at US$43.3 Billion in the year 2023, is expected to reach US$164.4 Billion by 2030, growing at a CAGR of 21.0% over the analysis period 2023-2030. Extended Reality Hardware, one of the segments analyzed in the report, is expected to record a 19.8% CAGR and reach US$101.9 Billion by the end of the analysis period. Growth in the Extended Reality Software segment is estimated at 22.1% CAGR over the analysis period.

The U.S. Market is Estimated at US$11.4 Billion While China is Forecast to Grow at 20.0% CAGR

The Extended Reality (XR) market in the U.S. is estimated at US$11.4 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$25.2 Billion by the year 2030 trailing a CAGR of 20.0% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 18.9% and 18.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 14.4% CAGR.

Global Extended Reality (XR) Market - Key Trends and Drivers Summarized

Extended Reality (XR): Redefining the Boundaries of Human Experience

Extended Reality (XR) is an umbrella term that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR technologies are redefining the boundaries of human interaction by blending the physical and digital worlds, creating immersive experiences that were previously unimaginable. In VR, users are fully immersed in a digital environment, while AR overlays digital content onto the real world, enhancing the user's perception of reality. MR combines elements of both, allowing digital and physical objects to interact in real time. XR is being used in a wide range of applications, from gaming and entertainment to education, healthcare, and industrial training, transforming the way people interact with digital content and each other.

How Is XR Transforming Industries and Driving Innovation?

XR is transforming industries by enabling new ways of working, learning, and interacting with technology. In the healthcare sector, XR is being used for medical training, surgical simulations, and patient rehabilitation, providing more effective and immersive experiences than traditional methods. In manufacturing and engineering, XR is revolutionizing design and prototyping processes by allowing engineers to visualize and interact with 3D models in real time. The retail industry is also adopting XR to create virtual showrooms and enhance the online shopping experience, allowing customers to try products before purchasing. Additionally, the use of XR in education is providing students with immersive learning experiences, making complex subjects more accessible and engaging.

What Challenges Are Hindering the Widespread Adoption of XR?

Despite its potential, the widespread adoption of XR faces several challenges. One of the primary challenges is the high cost of XR hardware and software, which can be prohibitive for many businesses and consumers. Additionally, the development of high-quality XR content requires specialized skills and resources, limiting the availability of immersive experiences. Technical challenges, such as latency and the need for high-performance computing, also pose barriers to the adoption of XR. Furthermore, concerns about privacy and data security are significant, particularly as XR technologies often require the collection and processing of sensitive personal information. The lack of standardization in XR platforms and devices is another challenge, as it can lead to compatibility issues and hinder the seamless integration of XR into existing systems.

What Is Driving Growth in the XR Market?

The growth in the XR market is driven by several factors. The increasing demand for immersive and interactive experiences in various industries, including gaming, entertainment, healthcare, and education, is a major driver of XR adoption. Technological advancements in hardware, such as the development of more affordable and powerful XR headsets, are also making the technology more accessible to a wider audience. The rise of 5G networks is expected to further propel the XR market by enabling faster and more reliable data transmission, reducing latency, and enhancing the quality of XR experiences. Additionally, the growing interest in the metaverse and virtual environments is driving investment in XR technologies, as businesses and consumers alike seek to explore new digital frontiers.

Select Competitors (Total 56 Featured) -

  • Accenture Plc
  • Accenture Solutions Private Limited
  • Autodesk, Inc.
  • Google Cloud Platform
  • Mechdyne Corporation
  • Microsoft Corporation
  • Northern Digital, Inc. (NDI International)
  • PTC, Inc.
  • Qualcomm Technologies, Inc.
  • Softengi

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Extended Reality (XR) - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Immersive and Interactive Experiences Propels Market Growth
    • Increasing Use in Gaming, Entertainment, and Training Expands Addressable Market Opportunity
    • Technological Advancements in AR, VR, and MR Strengthen Market Position
    • Growing Focus on Enhancing User Engagement and Experience Drives Adoption of XR
    • Development of AI-Driven XR Applications Sustains Market Growth
    • Expanding Applications in Healthcare, Education, and Retail Throws Spotlight on Market Potential
    • Growth in 5G Deployment and Edge Computing Spurs Demand for XR Solutions
    • Rising Adoption of XR in Manufacturing, Automotive, and Real Estate Propels Market Expansion
    • Surge in Demand for Multi-User and Cross-Platform XR Experiences Expands Market Horizons
    • Growing Awareness of the Benefits of XR in Enhancing Learning and Training Outcomes Drives Market Adoption
    • Innovations in Wearable XR Devices and Haptic Feedback Technologies Generate New Market Opportunities
    • Rising Demand for XR in Marketing, Advertising, and Product Visualization Throws Spotlight on Market Dynamics
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Extended Reality (XR) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Extended Reality (XR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Extended Reality (XR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Extended Reality (XR) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Healthcare End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: World 16-Year Perspective for Healthcare End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Manufacturing End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Manufacturing End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: World 16-Year Perspective for Manufacturing End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Retail & eCommerce End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Retail & eCommerce End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: World 16-Year Perspective for Retail & eCommerce End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Aerospace & Defense End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Aerospace & Defense End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: World 16-Year Perspective for Aerospace & Defense End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: World Historic Review for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: World 16-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 29: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 30: World Historic Review for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: World 16-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Media & Entertainment End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 33: World Historic Review for Media & Entertainment End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: World 16-Year Perspective for Media & Entertainment End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 35: World Recent Past, Current & Future Analysis for Automotive End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 36: World Historic Review for Automotive End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: World 16-Year Perspective for Automotive End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 39: World Historic Review for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: World 16-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 41: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 42: World Historic Review for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: World 16-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 44: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 45: World Historic Review for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: World 16-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 47: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: USA Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: USA 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 50: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: USA Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: USA 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 53: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 54: USA Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: USA 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 56: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Canada Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Canada 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 59: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Canada Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Canada 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 62: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: Canada Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: Canada 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • JAPAN
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 65: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: Japan Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: Japan 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 68: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Japan Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Japan 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 71: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 72: Japan Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Japan 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • CHINA
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 74: China Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: China Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: China 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 77: China Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: China Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: China 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 80: China Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: China Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: China 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • EUROPE
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 83: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 84: Europe Historic Review for Extended Reality (XR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Europe 16-Year Perspective for Extended Reality (XR) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 86: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Europe Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Europe 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 89: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 90: Europe Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Europe 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 92: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Europe Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Europe 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • FRANCE
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 95: France Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: France Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: France 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 98: France Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: France Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: France 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 101: France Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: France Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: France 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • GERMANY
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 104: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: Germany Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: Germany 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 107: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Germany Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Germany 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 110: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Germany Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Germany 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 113: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 114: Italy Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 115: Italy 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 116: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 117: Italy Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 118: Italy 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 119: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 120: Italy Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 121: Italy 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 122: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 123: UK Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 124: UK 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 125: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 126: UK Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 127: UK 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 128: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 129: UK Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 130: UK 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 132: Rest of Europe Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 133: Rest of Europe 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 135: Rest of Europe Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 136: Rest of Europe 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 139: Rest of Europe 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 142: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 144: Asia-Pacific Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 145: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 148: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • REST OF WORLD
    • TABLE 149: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 150: Rest of World Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 151: Rest of World 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 152: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 153: Rest of World Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 154: Rest of World 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 155: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 156: Rest of World Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 157: Rest of World 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030

IV. COMPETITION

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