시장보고서
상품코드
1620869

세계의 확장현실 시장 : 기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별 - 예측(-2029년)

Extended Reality Market by Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Head-mounted Displays, Head-up Displays, Sensors, Controllers and Processors, Displays, Gaming, Retail, E-commerce and E-learning - Global Forecast to 2029

발행일: | 리서치사: MarketsandMarkets | 페이지 정보: 영문 315 Pages | 배송안내 : 즉시배송

    
    
    




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

확장현실 시장 규모는 2024년 244억 2,000만 달러에서 2029년 848억 6,000만 달러로 성장해 예측 기간 동안 28.3%의 CAGR을 기록할 것으로 예상됩니다.

이러한 배경에는 기술 우위의 증가, 분야 간 애플리케이션의 증가, 몰입형 활동에 대한 수요 증가가 있습니다. 고해상도 및 저지연 디바이스를 포함한 확장현실 하드웨어의 발전은 5G 네트워크 및 AI의 준비와 함께 확장현실의 능력을 향상시키고, 그 결과 전체 애플리케이션의 활용도를 향상시키고 있습니다.

조사 범위
조사 대상 연도 2020-2029년
기준 연도 2023년
예측 기간 2024-2029년
검토 단위 금액(10억 달러)
부문별 기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별
대상 지역 북미, 유럽, 아시아태평양 및 기타 지역

증강현실(AR) 기술은 예측 기간 동안 확장현실 시장에서 두 번째로 높은 CAGR을 기록할 것으로 예상되며, 증강현실(AR)을 통해 고객은 가상으로 옷을 입어보고, 증강된 방식으로 제품과 상호 작용하는 등의 경험을 즐길 수 있습니다. 부동산에서는 AR이 오픈하우스 대신 가상으로 집을 둘러보며 구매자를 설득하는 데 도움을 주고, 의료 산업에서 AR은 외과의사, 의대생, 환자들을 돕고, 제조업과 자동차 산업에서도 AR이 활용되고 있으며, AR은 장비에 실시간 지침을 겹쳐서 표시함으로써 기술자에게 기술자를 지원하여 성능을 향상시키고, 실수를 최소화할 수 있도록 도와줍니다. 또한, AR을 지원하는 스마트폰, 태블릿, 기타 핸드헬드 및 웨어러블 기기의 보급도 시장 성장을 촉진하는 요인으로 작용하고 있습니다. 다양한 비즈니스에서 AR의 중요성이 인식되면서 AR 지원 기기의 사용 빈도가 증가하고 있습니다. 따라서 이러한 증강현실 시장의 성장 추세는 예측 기간 동안 확장현실 시장의 성장 추세에 긍정적인 영향을 미칠 것으로 보입니다.

예측 기간 동안 기업 및 상업 분야는 확장현실 시장에서 두 번째로 큰 비중을 차지할 것으로 예상됩니다. 가상현실(VR), 증강현실(AR), 혼합현실(MR)을 포함한 확장현실 기술은 비즈니스 프로세스, 교육, 고객 서비스를 강화하기 위해 소매업, 헬스케어, 제조, 교육 등 다양한 분야에서 널리 사용되고 있습니다. 예를 들어, 제조업의 경우, 기업들은 확장현실을 통해 물리적 모델을 사용하지 않고 복잡한 작업을 수행하는 직원 교육에 활용함으로써 시간과 비용을 절감하고 있습니다. 소매업의 경우, 확장현실 기술을 통해 고객이 가상 환경에서 제품을 체험해 볼 수 있게함으로써 고객 경험을 개선하고 매출을 증가시킬 수 있습니다. 이러한 확장현실 기술의 발전은 주로 가까운 미래의 비즈니스 프로세스에 대응하여 효율성을 높이고 비용을 절감하며 고객과의 상호작용을 개선하는 데 도움이 될 것입니다. 그 결과, 예측 기간 동안 기업 및 영리 기업이 확장현실 시장의 주요 시장 점유율을 차지할 가능성이 높습니다.

이 보고서는 세계 확장현실 시장을 조사하여 기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별 동향, 시장 진입 기업 프로파일 등을 정리한 보고서입니다.

목차

제1장 소개

제2장 조사 방법

제3장 주요 요약

제4장 주요 인사이트

제5장 시장 개요

  • 소개
  • 시장 역학
  • 밸류체인 분석
  • 생태계 분석
  • 투자와 자금 조달 시나리오, 2020-2024년
  • Porter's Five Forces 분석
  • 주요 이해관계자와 구입 기준
  • 기술 분석
  • 고객 비즈니스에 영향을 미치는 동향과 혼란
  • 생태계 분석
  • 사례 연구 분석
  • 가격 분석
  • 특허 분석
  • 무역 분석
  • 2024-2025년의 주요 회의와 이벤트
  • 규제 상황
  • AI/생성형 AI가 확장현실 시장에 미치는 영향

제6장 확장현실 디바이스 유형

  • 소개
  • 모바일 확장현실 디바이스
  • PC 확장현실 디바이스

제7장 확장현실 비즈니스 전망

  • 소개
  • 소비자 참여
  • 비즈니스 참여

제8장 확장현실 시장, 기업 규모별

  • 소개
  • 중소기업
  • 중규모 기업
  • 대기업

제9장 확장현실 시장, 기술별

  • 소개
  • AR 기술
  • VR 기술
  • MR 기술

제10장 확장현실 시장, 제공별

  • 소개
  • 하드웨어
  • 소프트웨어

제11장 확장현실 시장, 디바이스 유형별

  • 소개
  • AR 디바이스
  • VR 디바이스
  • MR 디바이스

제12장 확장현실 시장, 용도별

  • 소개
  • 소비자
  • 상업
  • 기업
  • 헬스케어
  • 항공우주 및 방위
  • 에너지
  • 자동차
  • 기타

제13장 확장현실 시장, 지역,

  • 소개
  • 아시아태평양
    • 아시아태평양의 거시경제 전망
    • 중국
    • 일본
    • 한국
    • 인도
    • 기타
  • 북미
    • 북미의 거시경제 전망
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 유럽의 거시경제 전망
    • 독일
    • 영국
    • 프랑스
    • 이탈리아
    • 기타
  • 기타 지역
    • 기타 지역의 거시경제 전망
    • 중동 및 아프리카
    • 남미

제14장 경쟁 구도

  • 개요
  • 주요 진출 기업 전략/강점, 2020-2024년
  • 2019-2023년 상위 5개 기업 매출 분석
  • 시장 점유율 분석, 2023년
  • 기업 평가와 재무 지표, 2024년
  • 제품/브랜드 비교
  • 기업 평가 매트릭스 : 주요 진출 기업, 2023년
  • 기업 평가 매트릭스 : 스타트업/중소기업, 2023년
  • 경쟁 시나리오

제15장 기업 개요

  • 주요 진출 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

제16장 부록

ksm 25.01.08

The extended reality market is expected to grow from USD 24.42 billion in 2024 to USD 84.86 billion in 2029, with a CAGR of 28.3% within the forecast period. This is due to the growing superiority of technologies, increased applications across sectors, and the growing need for immersive activities. Advances in extended reality hardware, including devices with higher resolution and lower latency, along with the ready availability of 5G networks and AI, are improving extended reality abilities, thus improving usage across applications.

Scope of the Report
Years Considered for the Study2020-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredValue (USD Billion)
SegmentsBy Type, Enterprise Size, Outlook, Technology, Device type, Offering, Application and Region
Regions coveredNorth America, Europe, APAC, RoW

"Based technology, AR Technology to register the second highest CAGR in the extended reality market during the forecast period."

It is anticipated that Augmented Reality (AR) technology will have the second-highest CAGR in the extended reality market in the forecast period. The AR allows customers to enjoy experiences such as trying virtual clothes or interacting with products in an enhanced manner. In real estate, AR enables virtual tours of the property instead of open houses, helping convince the buyer. AR assists surgeons, medical students, and even patients in the healthcare industry. AR is also used in the manufacturing and automotive industries. AR aids technicians through displaying superimposed live instructions on the equipment thus enhancing performance and minimizing mistakes. In addition, the proliferation of AR-ready smartphones, tablets, and other handheld and wearable devices is also a factor adding to market growth. With growing recognition of AR's significance in different businesses, the frequency of AR-enabled equipment utilization is rising. Therefore, such growth trends in the augmented reality market will positively affect the growth trends in the extended reality market during the forecasted period.

"Enterprises & Commercial to account for the second largest market share in the market during the forecast period."

During the forecast period, the enterprise and commercial sectors are expected to hold the second-largest share of the extended reality market. Extended reality technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), have been widely accepted in retail, healthcare, manufacturing, and education across regions because they enhance business processes, training, and customer service. For instance, in the manufacturing segment, companies employ extended reality in training employees in complicated tasks without any physical models, which helps save time and cost. In case of retail, extended reality technology enables customers to test the products in a virtual environment, leading to enhanced customer experience and increased sales. The advancement of these extended reality technologies primarily addresses business processes in the near future, posing efficiency, cost reduction, and improved customer interaction. As a result, enterprises and commercial enterprises are likely to hold a major market share of the extended reality market in the forecast period.

"Asia Pacific accounted for the second largest market share in 2024."

Asia Pacific accounted for the second-largest market share in 2024. This is primarily due to growth in the healthcare, commercial, and consumer sectors. The rising number of companies is also supporting this growth. Investments in the commercial and consumer markets, particularly in Japan, India, and China, are a major factor behind this trend. The high demand for extended reality devices and software from the commercial sector is expected to drive the extended reality market in Asia Pacific. The region is an attractive market for cell phones, tablets, laptops, and television manufacturers. Companies such as Samsung Electronics Co., Ltd. and LG Electronics are based in South Korea, while Sony Group Corporation, Sharp Corporation, and Panasonic Holdings Corporation are based in Japan. Asia Pacific registers the highest demand for consumer products such as smartphones, tablets, laptops, and TV sets.

The break-up of the profile of primary participants in the extended reality market-

  • By Company Type: Tier 1 - 25%, Tier 2 - 35%, Tier 3 - 40%
  • By Designation Type: C Level - 40%, Director Level - 30%, Others - 30%
  • By Region Type: North America - 40%, Europe - 25%, Asia Pacific - 20%, Rest of the World - 15%

The report profiles key players such as Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), Google (US), HTC Corp (Taiwan), PTC Inc. (US), Seiko Epson Corporation (Japan), Qualcomm Technologies Inc. (US), Samsung Electronics Co. Ltd (South Korea), Lenovo Group Ltd. (China).

Research Coverage

The report segments the extended reality market and forecasts its size by type, enterprises, outlook, technology, device type, offering, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions-North America, Europe, Asia Pacific, and RoW. Value chain analysis has been included in the report, along with the key players and their competitive analysis in the extended reality ecosystem.

Reasons to buy the report:

The report will help market leaders/new entrants in this market with information on the closest approximate revenues for the overall extended reality market and related segments. It will also 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 market pulse and provides information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (Growing use of XR in education, industrial training, healthcare, entertainment, and gaming, availability of affordable VR devices, rising demand for spatial computing in XR technologies, and growing demand for GenAI in XR technologies), restraints (High installation and maintenance costs of XR devices and rapid technology changes in extended reality devices), opportunities (Expanding use of XR in the automotive, aerospace and defence sectors, ongoing advancements in 5G technology, and rise in the global travel and tourism industry), and challenges (Protecting consumer privacy, issues with display delays and limited field of view)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new solution and service launches in the extended reality market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the extended reality market across various regions.
  • Market Diversification: Exhaustive information about new solutions and services, untapped geographies, recent developments, and investments in the extended reality market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and solution and service offerings of leading players, including Meta Platform Inc. (US), Microsoft (US), Sony Group Corp (Japan), Apple (US), and Google (US).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED AND REGIONAL SCOPE
    • 1.3.2 YEARS CONSIDERED
    • 1.3.3 INCLUSIONS AND EXCLUSIONS
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 STAKEHOLDERS
  • 1.7 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 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 interview participants
      • 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
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Estimating market size using bottom-up approach (demand side)
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Estimating market size using top-down approach (supply side)
  • 2.3 DATA TRIANGULATION
  • 2.4 RESEARCH ASSUMPTIONS
  • 2.5 RISK ASSESSMENT
  • 2.6 RESEARCH LIMITATIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET
  • 4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY
  • 4.3 EXTENDED REALITY MARKET, BY OFFERING
  • 4.4 EXTENDED REALITY MARKET, BY DEVICE TYPE
  • 4.5 EXTENDED REALITY MARKET, BY APPLICATION
  • 4.6 EXTENDED REALITY MARKET, BY REGION
  • 4.7 EXTENDED REALITY MARKET, BY COUNTRY

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Growing use of XR in education, industrial, healthcare, and gaming applications
      • 5.2.1.2 Increasing focus of technology providers on developing affordable VR devices
      • 5.2.1.3 Integration of spatial computing technology in XR applications
      • 5.2.1.4 Surging deployment of GenAI in XR applications
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High installation, configuration, and maintenance costs of XR devices
      • 5.2.2.2 Disadvantages of constant advances in XR technology
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Emergence of newer applications of XR in automotive and aerospace & defense sectors
      • 5.2.3.2 Ongoing advancements in 5G technology
      • 5.2.3.3 Thriving travel & tourism industry
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Challenges associated with protecting consumer privacy
      • 5.2.4.2 Issues related to latency and limited field of view
  • 5.3 VALUE CHAIN ANALYSIS
  • 5.4 ECOSYSTEM ANALYSIS
  • 5.5 INVESTMENT AND FUNDING SCENARIO, 2020-2024
  • 5.6 PORTER'S FIVE FORCES ANALYSIS.
    • 5.6.1 INTENSITY OF COMPETITIVE RIVALRY
    • 5.6.2 THREAT OF SUBSTITUTES
    • 5.6.3 BARGAINING POWER OF BUYERS
    • 5.6.4 BARGAINING POWER OF SUPPLIERS
    • 5.6.5 THREAT OF NEW ENTRANTS
  • 5.7 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.7.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.7.2 BUYING CRITERIA
  • 5.8 TECHNOLOGY ANALYSIS
    • 5.8.1 KEY TECHNOLOGIES
      • 5.8.1.1 Motion tracking
      • 5.8.1.2 3D rendering and modeling
      • 5.8.1.3 Mobile AR
      • 5.8.1.4 Near-eye displays
    • 5.8.2 COMPLEMENTARY TECHNOLOGIES
      • 5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
      • 5.8.2.2 Web-based AR
      • 5.8.2.3 AR-powered displays
    • 5.8.3 ADJACENT TECHNOLOGIES
      • 5.8.3.1 Metaverse
  • 5.9 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.10 ECOSYSTEM ANALYSIS
  • 5.11 CASE STUDY ANALYSIS
    • 5.11.1 PTC OFFERS GATE AR PLATFORM TO MERCK' TO ASSIST STAFF IN DAILY OPERATIONS
    • 5.11.2 AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS
    • 5.11.3 PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS
    • 5.11.4 ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUEBEC EMPLOYEES
    • 5.11.5 OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES
  • 5.12 PRICING ANALYSIS
    • 5.12.1 INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED BY KEY PLAYERS, BY DEVICE TYPE, 2023
    • 5.12.2 INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023
    • 5.12.3 AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020-2023
    • 5.12.4 AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION, 2020-2023
  • 5.13 PATENT ANALYSIS
  • 5.14 TRADE ANALYSIS
    • 5.14.1 IMPORT SCENARIO (HS CODE 9004)
    • 5.14.2 EXPORT SCENARIO (HS CODE 9004)
  • 5.15 KEY CONFERENCES AND EVENTS, 2024-2025
  • 5.16 REGULATORY LANDSCAPE
    • 5.16.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.16.2 STANDARDS
  • 5.17 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET

6 TYPES OF EXTENDED REALITY DEVICES

  • 6.1 INTRODUCTION
  • 6.2 MOBILE EXTENDED REALITY DEVICES.
    • 6.2.1 SMARTPHONE EXTENDED REALITY DEVICES
    • 6.2.2 STANDALONE EXTENDED REALITY DEVICES
  • 6.3 PC EXTENDED REALITY DEVICES.

7 EXTENDED REALITY BUSINESS OUTLOOK

  • 7.1 INTRODUCTION
  • 7.2 CONSUMER ENGAGEMENT
  • 7.3 BUSINESS ENGAGEMENT

8 EXTENDED REALITY MARKET, BY ENTERPRISE SIZE

  • 8.1 INTRODUCTION
  • 8.2 SMALL ENTERPRISES
  • 8.3 MID-SIZED ENTERPRISES
  • 8.4 LARGE ENTERPRISES

9 EXTENDED REALITY MARKET, BY TECHNOLOGY

  • 9.1 INTRODUCTION
  • 9.2 AR TECHNOLOGY
    • 9.2.1 MARKER-BASED AR
      • 9.2.1.1 Growing use in advertising, education, and interactive product demonstration applications to drive market
      • 9.2.1.2 Passive markers
      • 9.2.1.3 Active markers
    • 9.2.2 MARKERLESS AR
      • 9.2.2.1 Rising demand for smartphones, laptops, and tablets to fuel segmental growth
      • 9.2.2.2 Model-based tracking
      • 9.2.2.3 Image processing-based tracking
    • 9.2.3 ANCHOR-BASED AR
      • 9.2.3.1 Growing use of anchor-based AR to overlay virtual images in real space to drive market
  • 9.3 VR TECHNOLOGY
    • 9.3.1 NON-IMMERSIVE
      • 9.3.1.1 Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth
    • 9.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE
      • 9.3.2.1 Ability to offer richer experience in controlled environment to accelerate demand
  • 9.4 MR TECHNOLOGY
    • 9.4.1 EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND
    • 9.4.2 HOLOGRAPHIC
    • 9.4.3 IMMERSIVE

10 EXTENDED REALITY MARKET, BY OFFERING

  • 10.1 INTRODUCTION
  • 10.2 HARDWARE
    • 10.2.1 SENSORS
      • 10.2.1.1 Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth
      • 10.2.1.2 Accelerometers
      • 10.2.1.3 Gyroscopes
      • 10.2.1.4 Magnetometers
      • 10.2.1.5 Proximity sensors
    • 10.2.2 SEMICONDUCTOR COMPONENTS
      • 10.2.2.1 Rising focus on developing lightweight and portable XR devices to foster segmental growth
      • 10.2.2.2 Controllers and processors
      • 10.2.2.3 Integrated circuits
    • 10.2.3 DISPLAYS AND PROJECTORS
      • 10.2.3.1 Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand
    • 10.2.4 POSITION TRACKERS
      • 10.2.4.1 Excellence in tracking users' movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption
    • 10.2.5 CAMERAS
      • 10.2.5.1 Ability to measure depth and size of objects in XR technologies to spur demand
    • 10.2.6 OTHER COMPONENTS
  • 10.3 SOFTWARE
    • 10.3.1 ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH
    • 10.3.2 SOFTWARE DEVELOPMENT KITS
    • 10.3.3 CLOUD-BASED SOFTWARE

11 EXTENDED REALITY MARKET, BY DEVICE TYPE

  • 11.1 INTRODUCTION
  • 11.2 AR DEVICES
    • 11.2.1 HMDS
      • 11.2.1.1 Rising use by medical professionals and gamers to drive market
      • 11.2.1.2 AR smart glasses
      • 11.2.1.3 Smart helmets
    • 11.2.2 HUDS
      • 11.2.2.1 Increasing adoption in automotive applications to display crucial information for drivers to propel market
  • 11.3 VR DEVICES
    • 11.3.1 HEAD-MOUNTED DISPLAYS
      • 11.3.1.1 Commercialization of advanced HMDs by Sony and Samsung to boost adoption
    • 11.3.2 PROJECTORS & DISPLAY WALLS
      • 11.3.2.1 Portability and high-quality projection capabilities to boost demand
    • 11.3.3 GESTURE-TRACKING DEVICES
      • 11.3.3.1 Growing use in healthcare and gaming applications to contribute to segmental growth
  • 11.4 MR DEVICES
    • 11.4.1 ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND

12 EXTENDED REALITY MARKET, BY APPLICATION

  • 12.1 INTRODUCTION
  • 12.2 CONSUMER
    • 12.2.1 RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH
    • 12.2.2 GAMING
    • 12.2.3 SPORTS AND ENTERTAINMENT
      • 12.2.3.1 Sports
      • 12.2.3.2 Entertainment
  • 12.3 COMMERCIAL
    • 12.3.1 GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH
    • 12.3.2 RETAIL AND E-COMMERCE
      • 12.3.2.1 Jewelry
      • 12.3.2.2 Beauty and cosmetics
      • 12.3.2.3 Apparel fitting
      • 12.3.2.4 Grocery shopping
      • 12.3.2.5 Footwear
      • 12.3.2.6 Furniture and light design
      • 12.3.2.7 Advertisements and demonstration
    • 12.3.3 TRAVEL AND TOURISM
    • 12.3.4 E-LEARNING
  • 12.4 ENTERPRISE
    • 12.4.1 INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND
  • 12.5 HEALTHCARE
    • 12.5.1 ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH
    • 12.5.2 SURGERIES
    • 12.5.3 FITNESS MANAGEMENT
    • 12.5.4 PATIENT MANAGEMENT
    • 12.5.5 PHARMACY MANAGEMENT
    • 12.5.6 MEDICAL TRAINING AND EDUCATION
    • 12.5.7 OTHER HEALTHCARE APPLICATIONS
  • 12.6 AEROSPACE & DEFENSE
    • 12.6.1 SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH
  • 12.7 ENERGY
    • 12.7.1 ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH
  • 12.8 AUTOMOTIVE
    • 12.8.1 INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH
  • 12.9 OTHER APPLICATIONS
    • 12.9.1 TELECOMMUNICATIONS/IT DATA CENTERS
    • 12.9.2 AGRICULTURE
    • 12.9.3 REAL ESTATE
    • 12.9.4 GEOSPATIAL MINING
    • 12.9.5 TRANSPORTATION & LOGISTICS
    • 12.9.6 CONSTRUCTION
    • 12.9.7 PUBLIC SAFETY

13 EXTENDED REALITY MARKET, BY REGION

  • 13.1 INTRODUCTION
  • 13.2 ASIA PACIFIC
    • 13.2.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 13.2.2 CHINA
      • 13.2.2.1 Increasing investment in AR and VR technologies to augment market growth
    • 13.2.3 JAPAN
      • 13.2.3.1 Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market
    • 13.2.4 SOUTH KOREA
      • 13.2.4.1 Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth
    • 13.2.5 INDIA
      • 13.2.5.1 Increasing research and development of innovative technologies to fuel market growth
    • 13.2.6 REST OF ASIA PACIFIC
  • 13.3 NORTH AMERICA
    • 13.3.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 13.3.2 US
      • 13.3.2.1 Rapid advances in hardware, software, and connectivity technologies to augment market growth
    • 13.3.3 CANADA
      • 13.3.3.1 Strong presence of startups developing wearable and other emerging technologies to boost market growth
    • 13.3.4 MEXICO
      • 13.3.4.1 Rising emphasis on promoting disruptive technologies to fuel market growth
  • 13.4 EUROPE
    • 13.4.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 13.4.2 GERMANY
      • 13.4.2.1 Mounting adoption of emerging technologies in manufacturing sector to bolster market growth
    • 13.4.3 UK
      • 13.4.3.1 Rising deployment of AR technology in video gaming to fuel market growth
    • 13.4.4 FRANCE
      • 13.4.4.1 Increasing investment in technology development projects to contribute to market growth
    • 13.4.5 ITALY
      • 13.4.5.1 Growing awareness about immersive technologies to accelerate market growth
    • 13.4.6 REST OF EUROPE
  • 13.5 ROW
    • 13.5.1 MACROECONOMIC OUTLOOK FOR ROW
    • 13.5.2 MIDDLE EAST & AFRICA
      • 13.5.2.1 Rising adoption of AR and VR technologies in healthcare sector to bolster market growth
      • 13.5.2.2 GCC countries
      • 13.5.2.3 Africa & Rest of Middle East
    • 13.5.3 SOUTH AMERICA
      • 13.5.3.1 Growing demand for innovative technologies for commercial applications to stimulate market growth

14 COMPETITIVE LANDSCAPE

  • 14.1 OVERVIEW
  • 14.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020-2024
  • 14.3 REVENUE ANALYSIS OF TOP 5 COMPANIES, 2019-2023
  • 14.4 MARKET SHARE ANALYSIS, 2023
  • 14.5 COMPANY VALUATION AND FINANCIAL METRICS, 2024
  • 14.6 PRODUCT/BRAND COMPARISON
  • 14.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    • 14.7.1 STARS
    • 14.7.2 EMERGING LEADERS
    • 14.7.3 PERVASIVE PLAYERS
    • 14.7.4 PARTICIPANTS
    • 14.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
      • 14.7.5.1 Company footprint
      • 14.7.5.2 Region footprint
      • 14.7.5.3 Technology footprint
      • 14.7.5.4 Device type footprint
      • 14.7.5.5 Offering footprint
      • 14.7.5.6 Application footprint
  • 14.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    • 14.8.1 PROGRESSIVE COMPANIES
    • 14.8.2 RESPONSIVE COMPANIES
    • 14.8.3 DYNAMIC COMPANIES
    • 14.8.4 STARTING BLOCKS
    • 14.8.5 COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023
      • 14.8.5.1 Detailed list of key startups/SMEs
      • 14.8.5.2 Competitive benchmarking of key startups/SMEs
  • 14.9 COMPETITIVE SCENARIO
    • 14.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
    • 14.9.2 DEALS

15 COMPANY PROFILES

  • 15.1 KEY PLAYERS
    • 15.1.1 META PLATFORMS, INC.
      • 15.1.1.1 Business overview
      • 15.1.1.2 Products/Solutions offered
      • 15.1.1.3 Recent developments
        • 15.1.1.3.1 Product launches and enhancements
        • 15.1.1.3.2 Deals
        • 15.1.1.3.3 Other developments
      • 15.1.1.4 MnM view
        • 15.1.1.4.1 Key strengths/Right to win
        • 15.1.1.4.2 Strategic choices
        • 15.1.1.4.3 Weaknesses/Competitive threats
    • 15.1.2 MICROSOFT
      • 15.1.2.1 Business overview
      • 15.1.2.2 Products/Solutions offered
      • 15.1.2.3 Recent developments
        • 15.1.2.3.1 Product launches and enhancements
        • 15.1.2.3.2 Deals
        • 15.1.2.3.3 Other developments
      • 15.1.2.4 MnM view
        • 15.1.2.4.1 Key strengths/Right to win
        • 15.1.2.4.2 Strategic choices
        • 15.1.2.4.3 Weaknesses/Competitive threats
    • 15.1.3 SONY GROUP CORPORATION
      • 15.1.3.1 Business overview
      • 15.1.3.2 Products/Solutions offered
      • 15.1.3.3 Recent developments
        • 15.1.3.3.1 Product launches and enhancements
        • 15.1.3.3.2 Deals
      • 15.1.3.4 MnM view
        • 15.1.3.4.1 Key strengths/Right to win
        • 15.1.3.4.2 Strategic choices
        • 15.1.3.4.3 Weaknesses/Competitive threats
    • 15.1.4 APPLE INC.
      • 15.1.4.1 Business overview
      • 15.1.4.2 Products/Solutions offered
      • 15.1.4.3 Recent developments
        • 15.1.4.3.1 Product launches and enhancements
        • 15.1.4.3.2 Deals
      • 15.1.4.4 MnM view
        • 15.1.4.4.1 Key strengths/Right to win
        • 15.1.4.4.2 Strategic choices
        • 15.1.4.4.3 Weaknesses/Competitive threats
    • 15.1.5 GOOGLE
      • 15.1.5.1 Business overview
      • 15.1.5.2 Products/Solutions offered
      • 15.1.5.3 Recent developments
        • 15.1.5.3.1 Product launches and enhancements
        • 15.1.5.3.2 Deals
        • 15.1.5.3.3 Other developments
      • 15.1.5.4 MnM view
        • 15.1.5.4.1 Key strengths/Right to win
        • 15.1.5.4.2 Strategic choices
        • 15.1.5.4.3 Weaknesses/Competitive threats
    • 15.1.6 HTC CORPORATION
      • 15.1.6.1 Business overview
      • 15.1.6.2 Products/Solutions offered
      • 15.1.6.3 Recent developments
        • 15.1.6.3.1 Product launches and enhancements
    • 15.1.7 PTC INC.
      • 15.1.7.1 Business overview
      • 15.1.7.2 Products/Solutions offered
      • 15.1.7.3 Recent developments
        • 15.1.7.3.1 Product launches and enhancements
        • 15.1.7.3.2 Deals
    • 15.1.8 SEIKO EPSON CORPORATION
      • 15.1.8.1 Business overview
      • 15.1.8.2 Products/Solutions offered
      • 15.1.8.3 Recent developments
        • 15.1.8.3.1 Product launches and enhancements
        • 15.1.8.3.2 Deals
    • 15.1.9 QUALCOMM TECHNOLOGIES, INC.
      • 15.1.9.1 Business overview
      • 15.1.9.2 Products/Solutions offered
      • 15.1.9.3 Recent developments
        • 15.1.9.3.1 Product launches and enhancements
        • 15.1.9.3.2 Deals
    • 15.1.10 SAMSUNG ELECTRONICS CO., LTD.
      • 15.1.10.1 Business overview
      • 15.1.10.2 Products/Solutions offered
      • 15.1.10.3 Recent developments
        • 15.1.10.3.1 Product launches and enhancements
        • 15.1.10.3.2 Deals
  • 15.2 OTHER PLAYERS
    • 15.2.1 LENOVO
    • 15.2.2 INTEL CORPORATION
    • 15.2.3 PANASONIC HOLDINGS CORPORATION
    • 15.2.4 EON REALITY
    • 15.2.5 CONTINENTAL AG
    • 15.2.6 VISTEON CORPORATION
    • 15.2.7 XIAOMI CORPORATION
    • 15.2.8 MAXST CO., LTD.
    • 15.2.9 MAGIC LEAP, INC.
    • 15.2.10 VIRTUIX
    • 15.2.11 ULTRALEAP
    • 15.2.12 VUZIX CORPORATION
    • 15.2.13 NORTHERN DIGITAL INC.
    • 15.2.14 TATA ELXSI
    • 15.2.15 FUSION VR

16 APPENDIX

  • 16.1 DISCUSSION GUIDE
  • 16.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 16.3 CUSTOMIZATION OPTIONS
  • 16.4 RELATED REPORTS
  • 16.5 AUTHOR DETAILS
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