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Asia Pacific Extended Reality XR Market


Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook

Report code: SDMRCO979312 | Industry: Computers, Electrics & Communications | Published On: 43908


Extended reality (XR) refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR). Asia Pacific XR market will grow by 49.0% over 2020-2026 with a total addressable market cap of $288.2 billion as the total demand in the fast-growing region.
Highlighted with 76 tables and 67 figures, this 168-page report “Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire Asia Pacific extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Asia Pacific extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.
Based on technology, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided.
• Augmented Reality (AR)
o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
• Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive and Fully Immersive Technology
• Mixed Reality (MR)
Based on component, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Others
• Software
o Software Developer Kits
o Cloud Services
• Content Creation
Based on device type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Augmented Reality Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Handheld Device
• Virtual Reality Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
• Mixed Reality Devices
o Wireless Head Mounted Display
o Wired Head Mounted Display
Based on industry vertical, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Manufacturing
• Retail
• Others
Based on end-user, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Consumer
• Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following listed national markets are fully investigated:
• Japan
• China
• South Korea
• Australia
• India
• Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
For each of the aforementioned countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Asia Pacific extended reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players:
Acer Inc.
Augmedix
Aurasma
Blippar.com Limited
Catchoom
DAQR
Dell Technologies Inc.
EON. Reality Inc.
Facebook
Google
HP Development Company LP
HTC Corporation
Koninklijke Philips N.V.
MAGIC LEAP, INC.
Medical Realities
Metaio
Microsoft
Niantic, Inc.
Nintendo Co., Ltd.
Psious
Samsung
Seiko Epson
Sony
Total Immersion
Vuzix Corporation
Wikitude GMBH
Zappar
(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Table  of  Contents
1  Introduction 8
1.1  Industry  Definition  and  Research  Scope 8
1.1.1  Industry  Definition 8
1.1.2  Research  Scope 9
1.2  Research  Methodology 11
1.2.1  Overview  of  Market  Research  Methodology 11
1.2.2  Market  Assumption 12
1.2.3  Secondary  Data 12
1.2.4  Primary  Data 12
1.2.5  Data  Filtration  and  Model  Design 13
1.2.6  Market  Size/Share  Estimation 14
1.2.7  Research  Limitations 15
1.3  Executive  Summary 16
2  Market  Overview  and  Qualitative  Analysis 19
2.1  Market  Size  and  Forecast 19
2.2  Major  Growth  Drivers 21
2.3  Market  Restraints  and  Challenges 24
2.4  Emerging  Opportunities  and  Market  Trends 27
2.5  Porter’s  Fiver  Forces  Analysis 30
3  Segmentation  of  Asia  Pacific  Market  by  Technology 34
3.1  Market  Overview  by  Technology 34
3.2  Asia  Pacific  Augmented  Reality  (AR)  Market  2015-2026 36
3.2.1  Marker-based  Augmented  Reality 38
3.2.2  Markerless  Augmented  Reality 39
3.3  Asia  Pacific  Virtual  Reality  (VR)  Market  2015-2026 40
3.3.1  Nonimmersive  Technology 42
3.2.2  Semi-Immersive  and  Fully  Immersive  Technology 43
3.4  Asia  Pacific  Mixed  Reality  (MR)  Market  2015-2026 44
4  Segmentation  of  Asia  Pacific  Market  by  Component 46
4.1  Market  Overview  by  Component 46
4.2  Asia  Pacific  XR  Hardware  Market  2015-2026 48
4.3  Asia  Pacific  XR  Software  Market  2015-2026 50
4.4  Asia  Pacific  XR  Content  Creation  Market  2015-2026 52
5  Segmentation  of  Asia  Pacific  Market  by  Device  Type 54
5.1  Market  Overview  by  Device  Type 54
5.2  Asia  Pacific  AR  Devices  Market  2015-2026 55
5.2.1  Head-Mounted  Display  (HMD) 56
5.2.2  Head-Up  Display  (HUD) 57
5.2.3  Handheld  Device 57
5.3  Asia  Pacific  VR  Devices  Market  2015-2026 58
5.3.1  Head-Mounted  Display  (HMD) 59
5.3.2  Gesture-Tracking  Device 60
5.3.3  Projector  &  Display  Wall 60
5.4  Asia  Pacific  MR  Devices  Market  2015-2026 61
5.4.1  Wireless  Head  Mounted  Display 62
5.4.2  Wired  Head  Mounted  Display 62
6  Segmentation  of  Asia  Pacific  Market  by  Industry  Vertical 63
6.1  Market  Overview  by  Industry  Vertical 63
6.2  Asia  Pacific  Extended  Reality  Market  for  Gaming  2015-2026 65
6.3  Asia  Pacific  Extended  Reality  Market  for  Entertainment  &  Media  2015-2026 67
6.4  Asia  Pacific  Extended  Reality  Market  for  Aerospace  &  Defense  2015-2026 69
6.5  Asia  Pacific  Extended  Reality  Market  for  Healthcare  2015-2026 71
6.6  Asia  Pacific  Extended  Reality  Market  for  Education  2015-2026 73
6.7  Asia  Pacific  Extended  Reality  Market  for  Manufacturing  2015-2026 75
6.8  Asia  Pacific  Extended  Reality  Market  for  Retail  2015-2026 77
6.9  Asia  Pacific  Extended  Reality  Market  for  Other  Sectors  2015-2026 79
7  Segmentation  of  Asia  Pacific  Market  by  End-user 81
7.1  Market  Overview  by  End-user 81
7.2  Asia  Pacific  Consumer  XR  Market  2015-2026 82
7.3  Asia  Pacific  Enterprise  XR  Market  2015-2026 83
8  Asia-Pacific  Market  2015-2026  by  Country 85
8.1  Overview  of  Asia-Pacific  Market 85
8.2  China 89
8.3  Japan 92
8.4  India 95
8.5  Australia 98
8.6  South  Korea 101
8.7  Rest  of  APAC  Region 104
9  Competitive  Landscape 105
9.1  Overview  of  Key  Vendors 105
9.2  Company  Profiles 108
Acer  Inc. 108
Augmedix 111
Aurasma 112
Blippar.com  Limited 113
Catchoom 114
DAQR 116
Dell  Technologies  Inc. 117
EON.  Reality  Inc. 119
Facebook 120
Google 123
HP  Development  Company  LP 128
HTC  Corporation 130
Koninklijke  Philips  N.V. 132
MAGIC  LEAP,  INC. 134
Medical  Realities 135
Metaio 136
Microsoft 138
Niantic,  Inc. 141
Nintendo  Co.,  Ltd. 144
Psious 147
Samsung 148
Seiko  Epson 150
Sony 154
Total  Immersion 156
Vuzix  Corporation 158
Wikitude  GMBH 159
Zappar 161
10  Investing  in  Asia  Pacific  Market:  Risk  Assessment  and  Management 162
10.1  Risk  Evaluation  of  Asia  Pacific  Market 162
10.2  Critical  Success  Factors  (CSFs) 165
RELATED  REPORTS  AND  PRODUCTS 168
List of Tables:

Table 1. Snapshot of Asia Pacific Extended Reality Market, 2019-2026 17
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Extended Reality Market 27
Table 3. Asia Pacific Extended Reality Market by Technology, 2015-2026, $ bn 34
Table 4. Asia Pacific Extended Reality Production by Technology, 2015-2026, $ bn 35
Table 5. Asia Pacific Augmented Reality Market by Technology, 2015-2026, $ bn 37
Table 6. Asia Pacific Marker-based AR Market by Technology, 2015-2026, $ bn 38
Table 7. Asia Pacific Markerless Augmented Reality Market by Technology, 2015-2026, $ bn 39
Table 8. Asia Pacific Virtual Reality Market by Technology, 2015-2026, $ bn 41
Table 9. Asia Pacific Extended Reality Market by Component, 2015-2026, $ bn 46
Table 10. Asia Pacific Extended Reality Production by Component, 2015-2026, $ bn 47
Table 11. Asia Pacific XR Hardware Market by Type, 2015-2026, $ bn 49
Table 12. Asia Pacific XR Software Market by Type, 2015-2026, $ bn 51
Table 13. Asia Pacific Extended Reality Market by Device Type, 2015-2026, $ bn 54
Table 14. Asia Pacific Augmented Reality Devices Market by Type, 2015-2026, $ bn 56
Table 15. Asia Pacific Virtual Reality Devices Market by Type, 2015-2026, $ bn 59
Table 16. Asia Pacific Mixed Reality Devices Market by Type, 2015-2026, $ bn 62
Table 17. Asia Pacific Extended Reality Market by Industry Vertical, 2015-2026, $ bn 63
Table 18. Asia Pacific Extended Reality Production by Industry Vertical, 2015-2026, $ bn 64
Table 19. Asia Pacific Extended Reality Market by End-user, 2015-2026, $ bn 81
Table 20. Asia Pacific Enterprise XR Market by Organization Size, 2015-2026, $ bn 84
Table 21. APAC Extended Reality Market by Country, 2015-2026, $ bn 86
Table 22. China Extended Reality Market by Technology, 2015-2026, $ bn 91
Table 23. China Extended Reality Market by Component, 2015-2026, $ bn 91
Table 24. China Extended Reality Market by Industry Vertical, 2015-2026, $ bn 91
Table 25. Japan Extended Reality Market by Technology, 2015-2026, $ bn 94
Table 26. Japan Extended Reality Market by Component, 2015-2026, $ bn 94
Table 27. Japan Extended Reality Market by Industry Vertical, 2015-2026, $ bn 94
Table 28. India Extended Reality Market by Technology, 2015-2026, $ bn 97
Table 29. India Extended Reality Market by Component, 2015-2026, $ bn 97
Table 30. India Extended Reality Market by Industry Vertical, 2015-2026, $ bn 97
Table 31. Australia Extended Reality Market by Technology, 2015-2026, $ bn 100
Table 32. Australia Extended Reality Market by Component, 2015-2026, $ bn 100
Table 33. Australia Extended Reality Market by Industry Vertical, 2015-2026, $ bn 100
Table 34. South Korea Extended Reality Market by Technology, 2015-2026, $ bn 103
Table 35. South Korea Extended Reality Market by Component, 2015-2026, $ bn 103
Table 36. South Korea Extended Reality Market by Industry Vertical, 2015-2026, $ bn 103
Table 37. Acer Inc.: Company Snapshot 108
Table 38. Acer Inc.: Revenue, 2016-2018, NTD bn 109
Table 39. Acer Inc.: Business Segmentation 109
Table 40. Aurasma: Company Snapshot 112
Table 41. Blippar.com Limited: Company Snapshot 113
Table 42. Catchoom: Company Snapshot 114
Table 43. Dell Technologies Inc.: Company Snapshot 117
Table 44. Dell Technologies Inc.: Revenue, 2017-2019, $ bn 118
Table 45. Dell Technologies Inc.: Business Segmentation 118
Table 46. Facebook Inc.: Company Snapshot 120
Table 47. Facebook Inc.: Business Segmentation 121
Table 48. Facebook Inc.: Product Portfolio 121
Table 49. Facebook Inc.: Revenue, 2017-2019, $ bn 122
Table 50. Google LLC: Company Snapshot 123
Table 51. Google LLC: Product Portfolio 125
Table 52. Google LLC: Revenue, 2016-2018, $ bn 126
Table 53. Google LLC: Product Portfolio 126
Table 54. Google LLC: Recent Developments 127
Table 55. HP Development Company LP: Company Snapshot 128
Table 56. HP Development Company LP: Revenue, 2016-2018, $ bn 128
Table 57. HP Development Company LP: Business Segmentation 129
Table 58. HTC Corporation: Business Segmentation 130
Table 59. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn 132
Table 60. Medical Realities: Company Snapshot 135
Table 61. Metaio: Company Snapshot 136
Table 62. Microsoft Corporation: Company Snapshot 138
Table 63. Microsoft Corporation: Business Segmentation 139
Table 64. Microsoft Corporation: Revenue, 2017-2019, $ bn 139
Table 65. Niantic, Inc.: Company Snapshot 141
Table 66. Niantic, Inc.: Business Segmentation 142
Table 67. Nintendo Co., Ltd.: Company Snapshot 144
Table 68. Nintendo Co., Ltd.: Business Segmentation 145
Table 69. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn 145
Table 70. Psious: Company Snapshot 147
Table 71. Samsung Electronics Revenue, 2015-2018, $ bn 149
Table 72. Total Immersion : Company Snapshot 156
Table 73. Wikitude GMBH: Company Snapshot 159
Table 74. Zappar: Company Snapshot 161
Table 75. Risk Evaluation for Investing in Asia Pacific Market, 2019-2026 163
Table 76. Critical Success Factors and Key Takeaways 166
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