시장보고서
상품코드
1264800

세계의 XR(Extended Reality) 시장 : 기술별(AR, VR, MR), 제공 제품별(하드웨어, 소프트웨어), 디바이스 종류별(AR 디바이스, VR 디바이스, MR 디바이스), 용도별(소비자, 상업, 기업, 자동차), 지역별 예측(-2028년)

Extended Reality Market by Technology (AR, VR, MR), Offering (Hardware, Software), Device Type (AR Devices, VR Devices, MR Devices), Application (Consumer, Commercial, Enterprises, Automotive) and Region - Global Forecast to 2028

발행일: | 리서치사: MarketsandMarkets | 페이지 정보: 영문 284 Pages | 배송안내 : 즉시배송

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

세계의 XR(Extended Reality) 시장 규모는 2023년 401억 달러에서 2028년에는 1,115억 달러에 이를 것으로 예측되며, 2023년부터 2028년까지 CAGR 은 22.7%를 나타낼 전망입니다.

XR 시장의 성장을 촉진하는 주요 요인으로는 저렴한 가격의 VR 기기의 가용성, 엔터테인먼트 및 게임 산업의 XR 수요 증가, 의료 분야의 XR 도입 급증 등을 들 수 있습니다. 또한, 항공우주 및 국방 분야의 XR 기술 도입 요구와 5G 기술의 지속적인 발전은 XR 시장 관계자들에게 충분한 성장 기회를 제공할 것으로 예상됩니다.

목차

제1장 서론

제2장 조사 방법

제3장 주요 요약

제4장 프리미엄 인사이트

제5장 시장 개요

  • 서론
  • 시장 역학
    • 촉진요인
    • 억제요인
    • 기회
    • 과제
  • 밸류체인 분석
  • 에코시스템 분석
  • Porter의 산업 분석
  • 기술 분석
  • 고객의 비즈니스 영향을 미치는 동향과 혼란
  • 주요 이해관계자와 구입 기준
  • 사례 연구 분석
  • 가격 분석
  • 특허 분석
  • 무역 분석
  • 주요 컨퍼런스 및 이벤트(2023년-2024년)
  • 관세 분석과 규제 프레임워크

제6장 XR 디바이스의 종류

  • 서론
  • 모바일 XR 디바이스
    • 스마트폰 XR 디바이스
    • 스탠드얼론 XR 디바이스
  • PC 테더링 XR 디바이스

제7장 XR 솔루션의 용도 : 기업별

  • 서론
  • 소기업
  • 중기업
  • 대기업

제8장 XR 시장 : 기술별

  • 서론
  • AR(증강현실) 기술
  • VR(가상현실) 기술
    • 비몰입형
    • 반몰입형/완전몰입형
  • MR(혼합현실) 기술
    • 홀로그램 기술
    • 몰입형 기술

제9장 XR 시장 : 제공 제품별

  • 서론
  • 하드웨어
    • 센서
    • 반도체 부품
    • 디스플레이 및 프로젝터
    • 위치 추적 장치
    • 카메라
    • 기타
  • 소프트웨어
    • 소프트웨어 개발 키트
    • 클라우드 기반 서비스

제10장 XR 시장 : 디바이스 종류별

  • 서론
  • AR 디바이스
    • 헤드 마운트 디스플레이(HMD)
    • 헤드업 디스플레이(HUD)
  • VR 디바이스
    • 헤드 마운트 디스플레이(HMD)
    • 프로젝터 디스플레이 월
    • 제스처 추적 디바이스
  • MR 디바이스

제11장 XR 시장 : 용도별

  • 서론
  • 소비자
    • 게임
    • 스포츠 및 엔터테인먼트
  • 상업
    • 소매업·E-Commerce
    • 여행·관광
    • e러닝
  • 기업(제조업)
  • 의료
    • 수술
    • 피트니스 관리
    • 환자 관리
    • 약국 관리
    • 의료 훈련 및 교육
    • 기타
  • 항공우주 및 방위
  • 에너지
  • 자동차
  • 기타
    • 통신/IT 데이터센터
    • 농업
    • 부동산
    • 지형공간 마이닝
    • 운송 및 물류
    • 공안
    • 건설

제12장 XR 시장 : 지역별

  • 서론
  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 독일
    • 영국
    • 프랑스
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 인도
    • 기타 아시아태평양
  • 기타 지역
    • 중동·아프리카
    • 남미

제13장 경쟁 구도

  • 개요
  • 시장 평가 프레임워크
  • 시장 점유율 분석(2022년)
  • 매출 분석 : 상위 5개사(2018-2022년)
  • 기업 평가 쿼드런트(2022년)
  • 스타트업/중소기업 평가 쿼드런트(2022년)
  • 기업 실적
  • 경쟁 시나리오와 동향

제14장 기업 개요

  • 주요 기업
    • META PLATFORMS, INC.
    • MICROSOFT
    • SONY GROUP CORPORATION
    • APPLE INC.
    • GOOGLE
    • HTC CORPORATION
    • PTC INC.
    • SEIKO EPSON CORPORATION
    • QUALCOMM TECHNOLOGIES, INC.
    • SAMSUNG ELECTRONICS CO., LTD.
  • 기타 기업
    • LENOVO
    • INTEL CORPORATION
    • PANASONIC HOLDINGS CORPORATION
    • EON REALITY
    • CONTINENTAL AG
    • VISTEON CORPORATION
    • XIAOMI CORPORATION
    • MAXST CO., LTD.
    • MAGIC LEAP, INC.
    • VIRTUIX
    • ULTRALEAP
    • VUZIX CORPORATION
    • NORTHERN DIGITAL INC.
    • TATA ELXSI
    • FUSION VR

제15장 부록

LSH 23.05.10

The extended reality market is projected to reach USD 111.5 billion by 2028 from USD 40.1 billion in 2023, at a CAGR of 22.7% from 2023 to 2028. The major factors driving the market growth of the extended reality market include availability of affordable VR devices, the increasing demand for extended reality in entertainment and gaming industry, and the surging adoption of extended reality in healthcare sector. Moreover, the requirement of incorporation of extended reality technology in aerospace & defense sector, and continuous developments in 5G technology are expected to provide ample growth opportunities for market players in the extended reality market.

MR technology segment is likely to register the highest CAGR during the forecast period

The MR technology segment is likely to register the highest CAGR during the forecast period. The MR market is dominated by HoloLens offered by Microsoft. However, there are also other companies, such as Meta Platforms, Inc., HTC Corporation, Google, and Apple Inc., entering the MR market with their products. For instance, Magic Leap, Inc. offers Magic Leap 2, an XR headset specially designed for consumer, commercial, and enterprises applications. In January 2023, HTC Corporation launched the VIVE XR Elite, an MR headset designed for consumer applications such as gaming, productivity, and fitness.

VR devices segment is expected to account for the largest share of the extended reality market in 2023

In 2023, the VR devices segment held the largest share of the extended reality market and is expected to exhibit a similar growth pattern during the forecast period. The growth of the segment is driven by the increased demand for VR head-mounted displays (HMDs) among end users for different applications, including gaming, commercial, enterprise, and aerospace & defense. HMDs offered by key players, including Sony Group Corporation, Meta Platform, Inc., HTC Corporation, Samsung Electronics Co., Ltd., Microsoft, and Google, have received an overwhelming response from users. For instance, in June 2022, Sony Group Corporation reported that 21.7 million cumulative hardware units of the PlayStation 5 and more than 117.2 million cumulative hardware units of PlayStation 4 were sold globally.

Asia Pacific is expected to account for the highest CAGR during the forecast period

The extended reality market in Asia Pacific is projected to witness significant growth in the next few years owing to the increased adoption of this technology in Japan, China, and South Korea. China and Japan are the economic powerhouses of the region. In India, digitalization is rapidly gaining traction. The use of smartphones and tablets is very high in the country. For instance, according to the India Brand Equity Foundation (IBEF), smartphone shipments in India in 2021 were valued at USD 173 million, which was a 14% increase from 2020.

The break-up of profile of primary participants in the NVH testing market-

  • By Company Type: Tier 1 - 25%, Tier 2 - 35%, Tier 3 - 40%
  • By Designation Type: C Level - 35%, Director Level - 25% , Others - 40%
  • By Region Type: North America - 14%, Europe - 29%, Asia Pacific - 43%, Rest of the World - 14%

The major players of extended reality market are Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), and Google (US), among others.

Research Coverage

The report segments the extended reality market and forecast its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing the market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.

Reasons to buy the report:

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall extended reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (Surging deployment of extended reality in education sector and industrial training, surging adoption of extended reality in healthcare sector, increasing demand for extended reality in entertainment and gaming industry, availability of affordable VR devices, and increasing 'Zoom fatigue' resulting in rising adoption of XR technologies), restraints (high installation and maintenance costs of extended reality devices, excessive use of extended reality devices causes health issues), opportunities (adoption of extended reality in automotive and enterprise sector, requirement of incorporation of extended reality technology in aerospace & defense sector, continuous developments in 5G technology, growth of global travel and tourism industry), and challenges (display latency and limited field of view, to maintain consumer privacy) influencing the growth of the extended reality market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches in the extended reality market
  • Market Development: Comprehensive information about lucrative markets - the report analyses the extended reality market across varied regions
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the extended reality market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), and Google (US).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
    • 1.2.1 INCLUSIONS AND EXCLUSIONS
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED
    • FIGURE 1 EXTENDED REALITY MARKET SEGMENTATION
    • 1.3.2 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 STAKEHOLDERS
  • 1.7 SUMMARY OF CHANGES
    • 1.7.1 RECESSION IMPACT

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 2 EXTENDED REALITY MARKET: RESEARCH DESIGN
    • 2.1.1 SECONDARY AND PRIMARY RESEARCH
    • 2.1.2 SECONDARY DATA
      • 2.1.2.1 Secondary sources
      • 2.1.2.2 List of key secondary sources
    • 2.1.3 PRIMARY DATA
      • 2.1.3.1 Primary interviews with experts
      • 2.1.3.2 Breakdown of primaries
      • 2.1.3.3 Key data from primary sources
      • 2.1.3.4 Key industry insights
  • 2.2 MARKET SIZE ESTIMATION
    • FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 1 (SUPPLY SIDE): REVENUE OF KEY PLAYERS
    • FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 2 (DEMAND SIZE): BOTTOM-UP APPROACH FOR ESTIMATION OF SIZE OF EXTENDED REALITY MARKET
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Estimating market size using bottom-up analysis (demand side)
    • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Estimating market size using top-down approach (supply side)
    • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • 2.3 DATA TRIANGULATION
    • FIGURE 7 DATA TRIANGULATION
  • 2.4 RESEARCH ASSUMPTIONS
    • FIGURE 8 RESEARCH ASSUMPTIONS
  • 2.5 RESEARCH LIMITATIONS
  • 2.6 RISK ASSESSMENT
    • TABLE 1 RISK FACTOR ANALYSIS
  • 2.7 FORECASTING ASSUMPTIONS
  • 2.8 IMPACT OF RECESSION ON EXTENDED REALITY MARKET

3 EXECUTIVE SUMMARY

  • 3.1 OVERVIEW OF IMPACT OF RECESSION ON EXTENDED REALITY MARKET
    • 3.1.1 GLOBAL ECONOMY OUTLOOK
    • 3.1.2 PRE-RECESSION SCENARIO
    • 3.1.3 POST-RECESSION SCENARIO
    • FIGURE 9 GROWTH PROJECTION OF EXTENDED REALITY MARKET IN PRE- AND POST-RECESSION SCENARIOS
    • FIGURE 10 AR TECHNOLOGY SEGMENT LED EXTENDED REALITY MARKET FROM 2023 TO 2028
    • FIGURE 11 SOFTWARE OFFERING SEGMENT TO CAPTURE LARGER SIZE OF EXTENDED REALITY MARKET IN 2023
    • FIGURE 12 AUTOMOTIVE SEGMENT EXPECTED TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
    • FIGURE 13 NORTH AMERICA HELD LARGEST SHARE OF EXTENDED REALITY MARKET IN 2022

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET
    • FIGURE 14 INCREASING DEMAND FOR EXTENDED REALITY DEVICES IN ASIA PACIFIC TO FUEL MARKET GROWTH
  • 4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY
    • FIGURE 15 AR TECHNOLOGY SEGMENT TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
  • 4.3 EXTENDED REALITY MARKET, BY OFFERING
    • FIGURE 16 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SIZE OF EXTENDED REALITY MARKET DURING FORECAST PERIOD
  • 4.4 EXTENDED REALITY MARKET, BY DEVICE TYPE
    • FIGURE 17 VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
  • 4.5 EXTENDED REALITY MARKET, BY APPLICATION
    • FIGURE 18 CONSUMER ELECTRONICS SEGMENT LIKELY TO CAPTURE MAJOR SIZE OF EXTENDED REALITY MARKET BY 2028
  • 4.6 EXTENDED REALITY MARKET, BY REGION
    • FIGURE 19 ASIA PACIFIC TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
  • 4.7 EXTENDED REALITY MARKET, BY COUNTRY
    • FIGURE 20 CHINA TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • FIGURE 21 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET
    • 5.2.1 DRIVERS
      • 5.2.1.1 Surging deployment of extended reality in education sector and industrial training
      • 5.2.1.2 Increasing adoption of extended reality in healthcare sector
      • 5.2.1.3 Rising demand for extended reality in entertainment and gaming sectors
      • 5.2.1.4 Availability of affordable VR devices
      • 5.2.1.5 Increasing 'zoom fatigue' resulting in rising adoption of XR technologies
    • FIGURE 22 IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High installation and maintenance costs of extended reality devices
      • 5.2.2.2 Health issues caused by excessive use of extended reality devices
    • FIGURE 23 IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Adoption of extended reality in automotive and enterprise sectors
      • 5.2.3.2 Requirement of incorporation of extended reality technology in aerospace & defense sector
      • 5.2.3.3 Continuous developments in 5G technology
      • 5.2.3.4 Growth of global travel & tourism industry
    • FIGURE 24 IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Display latency and limited field of view
      • 5.2.4.2 Maintenance of consumer privacy
    • FIGURE 25 IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
  • 5.3 VALUE CHAIN ANALYSIS
    • FIGURE 26 VALUE CHAIN ANALYSIS: EXTENDED REALITY MARKET
    • FIGURE 27 EXTENDED REALITY MARKET: VALUE CHAIN ANALYSIS OF SOFTWARE PROVIDERS
  • 5.4 ECOSYSTEM ANALYSIS
    • FIGURE 28 ECOSYSTEM
    • TABLE 2 EXTENDED REALITY MARKET: ECOSYSTEM
  • 5.5 PORTER'S FIVE FORCES ANALYSIS
    • TABLE 3 EXTENDED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
    • FIGURE 29 PORTER'S FIVE FORCES ANALYSIS
    • 5.5.1 INTENSITY OF COMPETITIVE RIVALRY
    • 5.5.2 THREAT OF SUBSTITUTES
    • 5.5.3 BARGAINING POWER OF BUYERS
    • 5.5.4 BARGAINING POWER OF SUPPLIERS
    • 5.5.5 THREAT OF NEW ENTRANTS
  • 5.6 TECHNOLOGY ANALYSIS
    • 5.6.1 VR MICRODISPLAYS
      • 5.6.1.1 LOMID project
      • 5.6.1.2 Kopin's VR HMD microdisplay
    • 5.6.2 MONITOR-BASED AR TECHNOLOGY
      • 5.6.2.1 Mobile AR technology
    • TABLE 4 USE CASES OF MOBILE AR
    • 5.6.3 NEAR-EYE-BASED TECHNOLOGY
    • 5.6.4 WEBAR
    • TABLE 5 USE CASES OF WEBAR
  • 5.7 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
    • FIGURE 30 REVENUE SHIFTS IN EXTENDED REALITY MARKET
  • 5.8 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.8.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS
    • TABLE 6 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS (%)
    • 5.8.2 BUYING CRITERIA
    • FIGURE 32 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
    • TABLE 7 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
  • 5.9 CASE STUDY ANALYSIS
    • 5.9.1 GATE AUGMENTED REALITY PLATFORM TO OFFER HIGH LEVEL OF WORK STANDARDIZATION IN PHARMACEUTICAL INDUSTRY
    • 5.9.2 AWS TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESS
    • 5.9.3 PROVIDING DYNAMIC SALES TRAINING TO TEAMS OF ROYAL ENFIELD DURING COVID-19 USING VUFORIA STUDIO
    • 5.9.4 JOINING FORCES OF ELLICOM AND OVA TO TAKE IMMERSIVE LEARNING TO NEXT LEVEL
    • 5.9.5 OFFERING SURGICAL TRAINING EXPERIENCES IN VIRTUAL REALITY
  • 5.10 PRICING ANALYSIS
    • 5.10.1 AVERAGE SELLING PRICE (ASP) TREND OF PRODUCTS OFFERED BY KEY PLAYERS
    • TABLE 8 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
    • FIGURE 33 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
    • TABLE 9 AVERAGE SELLING PRICE OF SDKS OFFERED BY KEY PLAYERS
    • FIGURE 34 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
  • 5.11 PATENT ANALYSIS
    • TABLE 10 KEY PATENTS FROM 2019 TO 2022
    • TABLE 11 TOP 20 PATENT OWNERS, 2013-2022
    • FIGURE 35 TOP 10 PATENT APPLICANTS, 2013-2022
    • FIGURE 36 PATENTS GRANTED WORLDWIDE, 2013-2022
  • 5.12 TRADE ANALYSIS
    • 5.12.1 IMPORT SCENARIO
    • TABLE 12 IMPORT DATA, BY COUNTRY, 2017-2021 (USD MILLION)
    • FIGURE 37 IMPORT DATA, BY COUNTRY, 2017-2022
    • 5.12.2 EXPORT SCENARIO
    • TABLE 13 EXPORT DATA, BY COUNTRY, 2017-2021 (USD MILLION)
    • FIGURE 38 EXPORT DATA, BY COUNTRY, 2017-2021
  • 5.13 KEY CONFERENCES & EVENTS, 2023-2024
    • TABLE 14 EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS
  • 5.14 TARIFF ANALYSIS AND REGULATORY FRAMEWORK
    • 5.14.1 TARIFF ANALYSIS
    • 5.14.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
      • 5.14.2.1 North America
      • 5.14.2.2 Europe
    • 5.14.3 STANDARDS

6 TYPES OF EXTENDED REALITY DEVICES

  • 6.1 INTRODUCTION
    • FIGURE 39 TYPES OF EXTENDED REALITY DEVICES
  • 6.2 MOBILE EXTENDED REALITY DEVICES
    • 6.2.1 SMARTPHONE EXTENDED REALITY DEVICES
    • 6.2.2 STANDALONE EXTENDED REALITY DEVICES
  • 6.3 PC-TETHERED EXTENDED REALITY DEVICES

7 APPLICATIONS OF EXTENDED REALITY SOLUTIONS BY DIFFERENT ENTERPRISES

  • 7.1 INTRODUCTION
    • FIGURE 40 DIFFERENT TYPES OF ENTERPRISES USING EXTENDED REALITY SOLUTIONS
  • 7.2 SMALL ENTERPRISES
  • 7.3 MID-SIZED ENTERPRISES
  • 7.4 LARGE ENTERPRISES

8 EXTENDED REALITY MARKET, BY TECHNOLOGY

  • 8.1 INTRODUCTION
    • FIGURE 41 EXTENDED REALITY MARKET, BY TECHNOLOGY
    • TABLE 15 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • FIGURE 42 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
    • TABLE 16 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
  • 8.2 AR TECHNOLOGY
    • 8.2.1 MARKER-BASED AR TECHNOLOGY
      • 8.2.1.1 Passive markers
        • 8.2.1.1.1 Use computer vision methods for recognition
      • 8.2.1.2 Active markers
        • 8.2.1.2.1 Use LEDs to track objects
    • 8.2.2 MARKERLESS AR TECHNOLOGY
      • 8.2.2.1 Model-based tracking
        • 8.2.2.1.1 Used to track position and orientation of physical objects in real time
      • 8.2.2.2 Image processing-based tracking
        • 8.2.2.2.1 Requires optical scanners or cameras to process images
    • 8.2.3 ANCHOR-BASED AR TECHNOLOGY
      • 8.2.3.1 Used to overlay virtual images in real space
    • TABLE 17 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 43 EXTENDED REALITY MARKET IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
    • TABLE 18 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 19 NORTH AMERICA: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 20 NORTH AMERICA: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 21 EUROPE: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 22 EUROPE: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 23 ASIA PACIFIC: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 24 ASIA PACIFIC: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 25 REST OF THE WORLD: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 26 REST OF THE WORLD: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY REGION, 2023-2028 (USD MILLION)
  • 8.3 VR TECHNOLOGY
    • 8.3.1 NON-IMMERSIVE
      • 8.3.1.1 Can be experienced on wide range of devices
    • 8.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE
      • 8.3.2.1 More expensive than non-immersive systems
    • TABLE 27 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TECHNOLOGY TYPE, 2019-2022 (USD MILLION)
    • FIGURE 44 SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT OF VR TECHNOLOGY TO REGISTER HIGHER CAGR FROM 2023 TO 2028
    • TABLE 28 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TECHNOLOGY TYPE, 2023-2028 (USD MILLION)
    • TABLE 29 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 30 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 31 NORTH AMERICA: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 32 NORTH AMERICA: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 33 EUROPE: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 34 EUROPE: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 35 ASIA PACIFIC: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 36 ASIA PACIFIC: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 37 REST OF THE WORLD: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 38 REST OF THE WORLD: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY REGION, 2023-2028 (USD MILLION)
  • 8.4 MR TECHNOLOGY
    • 8.4.1 HOLOGRAPHIC TECHNOLOGY
      • 8.4.1.1 Can place digital content in real world
    • 8.4.2 IMMERSIVE TECHNOLOGY
      • 8.4.2.1 Creates sense of presence by hiding physical world and replacing it with digital experience
    • TABLE 39 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 40 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 41 NORTH AMERICA: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 42 NORTH AMERICA: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 43 EUROPE: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 44 EUROPE: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 45 ASIA PACIFIC: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 46 ASIA PACIFIC: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 47 REST OF THE WORLD: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 48 REST OF THE WORLD: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY REGION, 2023-2028 (USD MILLION)

9 EXTENDED REALITY MARKET, BY OFFERING

  • 9.1 INTRODUCTION
    • FIGURE 45 EXTENDED REALITY MARKET, BY OFFERING
    • TABLE 49 EXTENDED REALITY MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • FIGURE 46 SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
    • TABLE 50 EXTENDED REALITY MARKET, BY OFFERING, 2023-2028 (USD MILLION)
  • 9.2 HARDWARE
    • 9.2.1 SENSORS
      • 9.2.1.1 Help detect motion, velocity, magnetic field, and presence of objects
      • 9.2.1.2 Accelerometers
      • 9.2.1.3 Gyroscopes
      • 9.2.1.4 Magnetometers
      • 9.2.1.5 Proximity sensors
    • 9.2.2 SEMICONDUCTOR COMPONENTS
      • 9.2.2.1 Controllers and processors among core components in extended reality devices
      • 9.2.2.2 Controllers and processors
      • 9.2.2.3 Integrated circuits
    • 9.2.3 DISPLAYS AND PROJECTORS
      • 9.2.3.1 To hold significant share of extended reality hardware market
    • 9.2.4 POSITION TRACKERS
      • 9.2.4.1 Help maintain position accuracy in extended reality devices
    • 9.2.5 CAMERAS
      • 9.2.5.1 Form crucial components to measure depth and amplitude of objects
    • 9.2.6 OTHERS
    • TABLE 51 HARDWARE: EXTENDED REALITY MARKET, BY COMPONENT, 2019-2022 (USD MILLION)
    • FIGURE 47 DISPLAYS AND PROJECTORS TO DOMINATE EXTENDED REALITY HARDWARE MARKET IN 2023
    • TABLE 52 HARDWARE: EXTENDED REALITY MARKET, BY COMPONENT, 2023-2028 (USD MILLION)
  • 9.3 SOFTWARE
    • 9.3.1 SOFTWARE DEVELOPMENT KITS
      • 9.3.1.1 Provide tools to design, create, and test AR, VR, and MR experiences
    • 9.3.2 CLOUD-BASED SERVICES
      • 9.3.2.1 Support high-resolution graphics
    • TABLE 53 AR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 54 AR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 55 VR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 56 VR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 57 MR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 58 MR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)

10 EXTENDED REALITY MARKET, BY DEVICE TYPE

  • 10.1 INTRODUCTION
    • FIGURE 48 EXTENDED REALITY MARKET, BY DEVICE TYPE
    • TABLE 59 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • FIGURE 49 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
    • TABLE 60 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 61 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (THOUSAND UNITS)
    • TABLE 62 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (THOUSAND UNITS)
  • 10.2 AR DEVICES
    • 10.2.1 HEAD-MOUNTED DISPLAYS (HMDS)
      • 10.2.1.1 Show integrated images of real and virtual environments
      • 10.2.1.2 AR smart glasses
        • 10.2.1.2.1 Adopted by companies to improve work efficiency
      • 10.2.1.3 Smart helmets
        • 10.2.1.3.1 Used in construction sector to optimize workflow
    • TABLE 63 AR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019-2022 (USD MILLION)
    • TABLE 64 AR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2023-2028 (USD MILLION)
    • TABLE 65 AR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • FIGURE 50 ENTERPRISES SEGMENT TO DOMINATE AR DEVICES MARKET IN 2023
    • TABLE 66 AR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 10.2.2 HEADS-UP DISPLAYS (HUDS)
      • 10.2.2.1 To be widely used for different applications in future
    • TABLE 67 AR HUD: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 68 AR HUD: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
  • 10.3 VR DEVICES
    • TABLE 69 VR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019-2022 (USD MILLION)
    • TABLE 70 VR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2023-2028 (USD MILLION)
    • 10.3.1 HEAD-MOUNTED DISPLAYS (HMDS)
      • 10.3.1.1 Increasing being used in gaming and entertainment applications
    • TABLE 71 VR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 72 VR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 10.3.2 PROJECTORS AND DISPLAY WALLS
      • 10.3.2.1 Offer new growth avenues for VR hardware manufacturers
    • TABLE 73 VR PROJECTORS & DISPLAY WALLS: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 74 VR PROJECTORS & DISPLAY WALLS: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 10.3.3 GESTURE-TRACKING DEVICES
      • 10.3.3.1 To play crucial role in healthcare and gaming applications
      • 10.3.3.2 Data gloves
      • 10.3.3.3 Others
    • TABLE 75 VR GESTURE-TRACKING DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 76 VR GESTURE-TRACKING DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
  • 10.4 MR DEVICES
    • 10.4.1 PLACE OBJECTS OR VIRTUAL BEINGS INTO PHYSICAL SITUATIONS FOR USERS
    • TABLE 77 MR DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 78 MR DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)

11 EXTENDED REALITY MARKET, BY APPLICATION

  • 11.1 INTRODUCTION
    • FIGURE 51 EXTENDED REALITY MARKET, BY APPLICATION
    • TABLE 79 EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • FIGURE 52 CONSUMER SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
    • TABLE 80 EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
  • 11.2 CONSUMER
    • 11.2.1 GAMING
      • 11.2.1.1 Enhances gaming interactivity and provides highly immersive experience to gamers
    • 11.2.2 SPORTS AND ENTERTAINMENT
      • 11.2.2.1 Sports
        • 11.2.2.1.1 Enhances training and viewing experience for players and audience
      • 11.2.2.2 Entertainment
        • 11.2.2.2.1 Enhances viewing experience and interactivity of visitors in museums, theme parks, and exhibitions
    • TABLE 81 CONSUMER: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 82 CONSUMER: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 83 CONSUMER: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 53 ASIA PACIFIC TO BE FASTEST-GROWING EXTENDED REALITY MARKET FROM 2023 TO 2028
    • TABLE 84 CONSUMER: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.3 COMMERCIAL
    • 11.3.1 RETAIL AND E-COMMERCE
      • 11.3.1.1 Jewelry
        • 11.3.1.1.1 Enables consumers to try jewelry before buying
      • 11.3.1.2 Beauty and cosmetics
        • 11.3.1.2.1 Virtual testing of cosmetic products to drive growth of extended reality market worldwide
      • 11.3.1.3 Apparel fitting
        • 11.3.1.3.1 Virtual trial rooms to attract customer attention
      • 11.3.1.4 Grocery shopping
        • 11.3.1.4.1 Provides personalized product tips to buyers during grocery shopping
      • 11.3.1.5 Footwear
        • 11.3.1.5.1 Virtual try-before-you-buy feature contributes to use of extended reality in footwear
      • 11.3.1.6 Furniture and light designing
        • 11.3.1.6.1 Reduced product exchange rates owing to use of extended reality in furniture and light designing
      • 11.3.1.7 Advertisements and demonstration
        • 11.3.1.7.1 Enables proper virtual demonstration of products
    • 11.3.2 TRAVEL AND TOURISM
      • 11.3.2.1 Used to enhance traveling experience of tourists
    • 11.3.3 E-LEARNING
      • 11.3.3.1 Enables interactive learning experience for students
    • TABLE 85 COMMERCIAL: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 86 COMMERCIAL: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 87 COMMERCIAL: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 54 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR COMMERCIAL DURING FORECAST PERIOD
    • TABLE 88 COMMERCIAL: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.4 ENTERPRISES (MANUFACTURING)
    • 11.4.1 AIDS ENTERPRISES IN PROVIDING IMPROVED TRAINING TO THEIR WORKFORCE BY VISUALIZING CONTENT
    • TABLE 89 ENTERPRISES: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 90 ENTERPRISES: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 91 ENTERPRISES: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 55 ENTERPRISES APPLICATION IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
    • TABLE 92 ENTERPRISES: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.5 HEALTHCARE
    • 11.5.1 SURGERIES
      • 11.5.1.1 Help save lives and treat patients seamlessly irrespective of severity of issues
    • 11.5.2 FITNESS MANAGEMENT
      • 11.5.2.1 Helps add interactivity and fun to workouts
    • 11.5.3 PATIENT MANAGEMENT
      • 11.5.3.1 Remote consulting feature drives use of extended reality in patient management
    • 11.5.4 PHARMACY MANAGEMENT
      • 11.5.4.1 Enables improved scheduling of medicine flow
    • 11.5.5 MEDICAL TRAINING AND EDUCATION
      • 11.5.5.1 Enrich learning experience for students
    • 11.5.6 OTHERS
    • TABLE 93 HEALTHCARE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • FIGURE 56 AR DEVICES SEGMENT OF HEALTHCARE APPLICATION TO REGISTER HIGHEST CAGR FROM 2023 TO 2028
    • TABLE 94 HEALTHCARE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 95 HEALTHCARE: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 96 HEALTHCARE: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.6 AEROSPACE AND DEFENSE
    • 11.6.1 SIMULATION TRAINING TO BE KEY FACTOR FOR ADOPTION OF EXTENDED REALITY IN AEROSPACE AND DEFENSE APPLICATIONS
    • TABLE 97 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 98 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 99 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 57 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION FROM 2023 TO 2028
    • TABLE 100 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.7 ENERGY
    • 11.7.1 XR TECHNOLOGY HELPS ENSURE SAFETY IN OIL AND GAS INDUSTRY
    • TABLE 101 ENERGY: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 102 ENERGY: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 103 ENERGY: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 104 ENERGY: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.8 AUTOMOTIVE
    • 11.8.1 LIKELY TO REGISTER HIGHEST GROWTH RATE DURING FORECAST PERIOD
    • TABLE 105 AUTOMOTIVE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 106 AUTOMOTIVE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 107 AUTOMOTIVE: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 108 AUTOMOTIVE: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.9 OTHERS
    • 11.9.1 TELECOMMUNICATIONS/IT DATA CENTERS
    • 11.9.2 AGRICULTURE
    • 11.9.3 REAL ESTATE
    • 11.9.4 GEOSPATIAL MINING
    • 11.9.5 TRANSPORTATION AND LOGISTICS
    • 11.9.6 CONSTRUCTION
    • 11.9.7 PUBLIC SAFETY
    • TABLE 109 OTHERS: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 110 OTHERS: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 111 OTHERS: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 112 OTHERS: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)

12 EXTENDED REALITY MARKET, BY REGION

  • 12.1 INTRODUCTION
    • FIGURE 58 EXTENDED REALITY MARKET, BY REGION
    • TABLE 113 EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • FIGURE 59 ASIA PACIFIC TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
    • TABLE 114 EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 12.2 NORTH AMERICA
    • FIGURE 60 NORTH AMERICA: EXTENDED REALITY MARKET SNAPSHOT
    • TABLE 115 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • TABLE 116 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 117 NORTH AMERICA: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 118 NORTH AMERICA: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 119 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 120 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 12.2.1 IMPACT OF RECESSION ON NORTH AMERICA
    • 12.2.2 US
      • 12.2.2.1 Surging use of extended reality technology for marketing and promotional campaigns to contribute to market growth
    • 12.2.3 CANADA
      • 12.2.3.1 Increasing investments in cutting-edge technologies to fuel market growth
    • 12.2.4 MEXICO
      • 12.2.4.1 Evolving industrial sector to drive market growth
  • 12.3 EUROPE
    • FIGURE 61 EUROPE: EXTENDED REALITY MARKET SNAPSHOT
    • TABLE 121 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • TABLE 122 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 123 EUROPE: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • FIGURE 62 AUTOMOTIVE SEGMENT TO GROW AT HIGHEST CAGR IN EXTENDED REALITY MARKET IN EUROPE FROM 2023 TO 2028
    • TABLE 124 EUROPE: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 125 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 126 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 12.3.1 GERMANY
      • 12.3.1.1 Surging adoption of new technologies in manufacturing sector to aid market growth
    • 12.3.2 UK
      • 12.3.2.1 Increasing focus on digitization to drive market growth
    • 12.3.3 FRANCE
      • 12.3.3.1 Increasing adoption of extended reality in retail sector to enhance market growth
    • 12.3.4 REST OF EUROPE
  • 12.4 ASIA PACIFIC
    • FIGURE 63 ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT
    • TABLE 127 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • TABLE 128 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 129 ASIA PACIFIC: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • FIGURE 64 AUTOMOTIVE SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN ASIA PACIFIC FROM 2023 TO 2028
    • TABLE 130 ASIA PACIFIC: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 131 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 132 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • 12.4.1 CHINA
      • 12.4.1.1 Rising number of local players producing extended reality devices to propel market
    • 12.4.2 JAPAN
      • 12.4.2.1 Flourishing healthcare sector to fuel market growth
    • 12.4.3 SOUTH KOREA
      • 12.4.3.1 Ongoing digital revolution in industrial sector to drive market
    • 12.4.4 INDIA
      • 12.4.4.1 Increasing awareness related to advanced technologies to play crucial role in market growth
    • 12.4.5 REST OF ASIA PACIFIC
  • 12.5 REST OF THE WORLD
    • TABLE 133 REST OF THE WORLD: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • TABLE 134 REST OF THE WORLD: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 135 REST OF THE WORLD: EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 136 REST OF THE WORLD: EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • TABLE 137 REST OF THE WORLD: EXTENDED REALITY MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 138 REST OF THE WORLD: EXTENDED REALITY MARKET, BY REGION, 2023-2028 (USD MILLION)
    • 12.5.1 MIDDLE EAST AND AFRICA
      • 12.5.1.1 Flourishing oil and gas and mining sectors to fuel demand for extended reality devices
    • 12.5.2 SOUTH AMERICA
      • 12.5.2.1 Growing consumer sector to drive market growth

13 COMPETITIVE LANDSCAPE

  • 13.1 OVERVIEW
  • 13.2 MARKET EVALUATION FRAMEWORK
    • TABLE 139 STRATEGIES ADOPTED BY KEY EXTENDED REALITY SOLUTION MANUFACTURERS
    • 13.2.1 PRODUCT PORTFOLIO
    • 13.2.2 REGIONAL FOCUS
    • 13.2.3 MANUFACTURING FOOTPRINT
    • 13.2.4 ORGANIC/INORGANIC STRATEGIES
  • 13.3 MARKET SHARE ANALYSIS, 2022
    • FIGURE 65 MARKET SHARE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2022
    • TABLE 140 MARKET SHARE ANALYSIS OF TOP FIVE COMPANIES, 2022
  • 13.4 REVENUE ANALYSIS: TOP FIVE COMPANIES, 2018-2022
    • FIGURE 66 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2018-2022
    • TABLE 141 TOP FIVE AR DEVICE MANUFACTURING COMPANIES, 2022
    • TABLE 142 TOP FIVE VR DEVICE MANUFACTURING COMPANIES, 2022
    • TABLE 143 TOP FIVE MR DEVICE MANUFACTURING COMPANIES, 2022
  • 13.5 COMPANY EVALUATION QUADRANT, 2022
    • 13.5.1 STARS
    • 13.5.2 EMERGING LEADERS
    • 13.5.3 PERVASIVE PLAYERS
    • 13.5.4 PARTICIPANTS
    • FIGURE 67 COMPANY EVALUATION QUADRANT, 2022
  • 13.6 STARTUPS/SMES EVALUATION QUADRANT, 2022
    • 13.6.1 PROGRESSIVE COMPANIES
    • 13.6.2 RESPONSIVE COMPANIES
    • 13.6.3 DYNAMIC COMPANIES
    • 13.6.4 STARTING BLOCKS
    • FIGURE 68 EXTENDED REALITY MARKET (GLOBAL) STARTUPS/SMES EVALUATION QUADRANT, 2022
  • 13.7 COMPANY FOOTPRINT
    • TABLE 144 COMPANY TECHNOLOGY FOOTPRINT
    • TABLE 145 COMPANY OFFERING FOOTPRINT
    • TABLE 146 COMPANY REGION FOOTPRINT
    • TABLE 147 COMPANY OVERALL FOOTPRINT
  • 13.8 COMPETITIVE SCENARIOS AND TRENDS
    • 13.8.1 PRODUCT LAUNCHES
    • TABLE 148 PRODUCT LAUNCHES, 2020-2023
    • 13.8.2 DEALS
    • TABLE 149 DEALS, 2020-2023
    • 13.8.3 OTHERS
    • TABLE 150 OTHERS, 2020-2023

14 COMPANY PROFILES

  • 14.1 KEY PLAYERS

(Business Overview, Products/Solutions offered, Recent Developments, MnM View)**

    • 14.1.1 META PLATFORMS, INC.
    • TABLE 151 META PLATFORMS, INC.: BUSINESS OVERVIEW
    • FIGURE 69 META PLATFORMS, INC.: COMPANY SNAPSHOT
    • TABLE 152 META PLATFORMS, INC.: PRODUCT LAUNCHES
    • TABLE 153 META PLATFORMS, INC.: DEALS
    • 14.1.2 MICROSOFT
    • TABLE 154 MICROSOFT: BUSINESS OVERVIEW
    • FIGURE 70 MICROSOFT: COMPANY SNAPSHOT
    • TABLE 155 MICROSOFT: PRODUCT LAUNCHES
    • TABLE 156 MICROSOFT: DEALS
    • 14.1.3 SONY GROUP CORPORATION
    • TABLE 157 SONY GROUP CORPORATION: BUSINESS OVERVIEW
    • FIGURE 71 SONY GROUP CORPORATION: COMPANY SNAPSHOT
    • TABLE 158 SONY GROUP CORPORATION: PRODUCT LAUNCHES
    • TABLE 159 SONY GROUP CORPORATION: DEALS
    • 14.1.4 APPLE INC.
    • TABLE 160 APPLE INC.: BUSINESS OVERVIEW
    • FIGURE 72 APPLE INC.: COMPANY SNAPSHOT
    • TABLE 161 APPLE INC.: PRODUCT LAUNCHES
    • TABLE 162 APPLE INC.: DEALS
    • 14.1.5 GOOGLE
    • TABLE 163 GOOGLE: BUSINESS OVERVIEW
    • FIGURE 73 GOOGLE: COMPANY SNAPSHOT
    • TABLE 164 GOOGLE: PRODUCT LAUNCHES
    • TABLE 165 GOOGLE: DEALS
    • 14.1.6 HTC CORPORATION
    • TABLE 166 HTC CORPORATION: BUSINESS OVERVIEW
    • FIGURE 74 HTC CORPORATION: COMPANY SNAPSHOT
    • TABLE 167 HTC CORPORATION: PRODUCT LAUNCHES
    • 14.1.7 PTC INC.
    • TABLE 168 PTC INC.: BUSINESS OVERVIEW
    • FIGURE 75 PTC INC.: COMPANY SNAPSHOT
    • TABLE 169 PTC INC.: PRODUCT LAUNCHES
    • TABLE 170 PTC INC.: DEALS
    • 14.1.8 SEIKO EPSON CORPORATION
    • TABLE 171 SEIKO EPSON CORPORATION: BUSINESS OVERVIEW
    • FIGURE 76 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
    • TABLE 172 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
    • TABLE 173 SEIKO EPSON CORPORATION: DEALS
    • 14.1.9 QUALCOMM TECHNOLOGIES, INC.
    • TABLE 174 QUALCOMM TECHNOLOGIES, INC.: BUSINESS OVERVIEW
    • FIGURE 77 QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
    • TABLE 175 QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES
    • TABLE 176 QUALCOMM TECHNOLOGIES, INC.: DEALS
    • TABLE 177 QUALCOMM TECHNOLOGIES, INC.: OTHERS
    • 14.1.10 SAMSUNG ELECTRONICS CO., LTD.
    • TABLE 178 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW
    • FIGURE 78 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
    • TABLE 179 SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES
    • TABLE 180 SAMSUNG ELECTRONICS CO., LTD.: DEALS
  • 14.2 OTHER PLAYERS
    • 14.2.1 LENOVO
    • 14.2.2 INTEL CORPORATION
    • 14.2.3 PANASONIC HOLDINGS CORPORATION
    • 14.2.4 EON REALITY
    • 14.2.5 CONTINENTAL AG
    • 14.2.6 VISTEON CORPORATION
    • 14.2.7 XIAOMI CORPORATION
    • 14.2.8 MAXST CO., LTD.
    • 14.2.9 MAGIC LEAP, INC.
    • 14.2.10 VIRTUIX
    • 14.2.11 ULTRALEAP
    • 14.2.12 VUZIX CORPORATION
    • 14.2.13 NORTHERN DIGITAL INC.
    • 14.2.14 TATA ELXSI
    • 14.2.15 FUSION VR
  • *Details on Business Overview, Products/Solutions offered, Recent Developments, MnM View might not be captured in case of unlisted companies.

15 APPENDIX

  • 15.1 DISCUSSION GUIDE
  • 15.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 15.3 CUSTOMIZATION OPTIONS
  • 15.4 RELATED REPORTS
  • 15.5 AUTHOR DETAILS
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