Contact – +1-276-477-5910
 Email – [email protected]

Home >>

Computers, Electrics & Communications

>>

Europe Extended Reality XR Market


Europe Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity

Report code: SDMRCO1703123 | Industry: Computers, Electrics & Communications | Published On: 10/31/2023


Europe extended reality (XR) market was valued at $ 20.98 billion in 2022 and will grow by 32.8% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, healthcare, and other industrial sectors.
Highlighted with 46 tables and 83 figures, this 171-page report “Europe Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe extended reality (XR) 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 is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery 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 Europe market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe extended reality (XR) market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End User, and Country.

Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR) (Nonimmersive Technology, Semi-Immersive Technology and Fully Immersive Technology)
• Mixed Reality (MR)

Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) production value ($ bn) for 2022-2032 included in each main section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Service & Content Creation

By Device Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
• MR Devices
o Wireless Devices
o Wired Devices

By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Selected Key Players:
Acer Inc.
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
DAQRI
Dell Technologies Inc.
EON Reality, Inc.
Google, LLC
HP Development Co., L.P.
HTC Corporation
Infinity Augmented Reality, Inc.
Intel Corporation
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Meta Company
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Occipital Inc.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Seiko Epson Corporation
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

1  Introduction 10
1.1  Industry  Definition  and  Research  Scope 10
1.1.1  Industry  Definition 10
1.1.2  Research  Scope 11
1.2  Research  Methodology 14
1.2.1  Overview  of  Market  Research  Methodology 14
1.2.2  Market  Assumption 15
1.2.3  Secondary  Data 15
1.2.4  Primary  Data 15
1.2.5  Data  Filtration  and  Model  Design 16
1.2.6  Market  Size/Share  Estimation 17
1.2.7  Research  Limitations 18
1.3  Executive  Summary 19
2  Market  Overview  and  Dynamics 22
2.1  Market  Size  and  Forecast 22
2.1.1  Impact  of  COVID-19  on  World  Economy 24
2.1.2  Impact  of  COVID-19  on  the  Market 27
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 29
2.2  Major  Growth  Drivers 33
2.3  Market  Restraints  and  Challenges 38
2.4  Emerging  Opportunities  and  Market  Trends 41
2.5  Porter’s  Fiver  Forces  Analysis 45
3  Segmentation  of  Europe  Market  by  Technology 49
3.1  Market  Overview  by  Technology 49
3.2  Augmented  Reality  (AR) 53
3.2.1  Marker-based  AR 54
3.2.2  Markerless  AR 55
3.2.3  Other  Technologies 56
3.3  Virtual  Reality  (VR) 57
3.3.1  Nonimmersive  Technology 58
3.3.2  Semi-Immersive  Technology 59
3.3.3  Fully  Immersive  Technology 60
3.4  Mixed  Reality  (MR) 61
4  Segmentation  of  Europe  Market  by  Component 62
4.1  Market  Overview  by  Component 62
4.2  Hardware 66
4.2.1  Sensors 68
4.2.2  Semiconductor  Component 69
4.2.3  Displays  and  Projectors 70
4.2.4  Position  Trackers 71
4.2.5  Cameras 72
4.2.6  Other  Hardware 73
4.3  Software 74
4.3.1  Software  Developer  Kits 75
4.3.2  Cloud-based  Solutions 76
4.4  Service  &  Content  Creation 77
5  Segmentation  of  Europe  Market  by  Device  Type 78
5.1  Market  Overview  by  Device  Type 78
5.2  AR  Devices 80
5.2.1  Head-Mounted  Display  (HMD) 82
5.2.2  Head-Up  Display  (HUD) 83
5.2.3  Smart  Glasses 84
5.2.4  Handheld  Devices  and  Others 85
5.3  VR  Devices 86
5.3.1  Head-Mounted  Display  (HMD) 88
5.3.2  Gesture-Tracking  Device 89
5.3.3  Projector  &  Display  Wall 90
5.4  MR  Devices 91
5.4.1  Wireless  Devices 92
5.4.2  Wired  Devices 93
6  Segmentation  of  Europe  Market  by  Industry  Vertical 94
6.1  Market  Overview  by  Industry  Vertical 94
6.2  Gaming  &  Entertainment 98
6.3  Industrial  &  Manufacturing 99
6.4  Aerospace  &  Defense 100
6.5  Healthcare 101
6.6  Education 102
6.7  Automotive 103
6.8  Retail  &  Marketing 104
6.9  Other  Verticals 105
7  Segmentation  of  Europe  Market  by  End  User 106
7.1  Market  Overview  by  End  User 106
7.2  Consumer 108
7.3  Enterprise 109
7.3.1  Large  Enterprises 109
7.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 111
8  European  Market  2022-2032  by  Country 112
8.1  Overview  of  European  Market 112
8.2  Germany 115
8.3  U.K. 117
8.4  France 119
8.5  Spain 121
8.6  Italy 123
8.7  Netherlands 125
8.8  Rest  of  European  Market 127
9  Competitive  Landscape 129
9.1  Overview  of  Key  Vendors 129
9.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 132
9.3  Company  Profiles 133
Acer  Inc. 133
Apple  Inc. 135
Atheer,  Inc. 136
Blippar  Ltd. 137
Catchoom  Technologies,  S.L. 138
DAQRI 139
Dell  Technologies  Inc. 140
EON  Reality,  Inc. 141
Google,  LLC 142
HP  Development  Co.,  L.P. 143
HTC  Corporation 144
Infinity  Augmented  Reality,  Inc. 145
Intel  Corporation 146
Intellectsoft  LLC 147
Leap  Motion,  Inc. 148
Lumus  Ltd. 149
Magic  Leap,  Inc 150
Meta  Company 151
Microsoft  Corp. 152
Niantic  Inc. 153
Nintendo  Co.,  Ltd. 154
Occipital  Inc. 155
Oculus  VR,  LLC 156
Optinvent  S.A. 157
Popar  Co.,  Ltd. 158
Qualcomm  Technologies  Inc. 159
Samsung  Co.,  Ltd. 160
Seiko  Epson  Corporation 161
Sony  Corporation 162
Total  Immersion 163
Universal  mCloud  Corp.  (NGRAIN) 164
Virtuix 165
Vuzix  Corp. 166
Wayray  AG 167
Wikitude  GmbH 168
Zappar  Ltd. 169
Zugara,  Inc. 170
RELATED  REPORTS 171
List of Tables:

Table 1. Snapshot of Europe Extended Reality Market in Balanced Perspective, 2022-2032 20
Table 2. World Economic Outlook, 2021-2031 25
Table 3. World Economic Outlook, 2021-2023 26
Table 4. Scenarios for Economic Impact of Ukraine Crisis 30
Table 5. Main Product Trends and Market Opportunities in Europe Extended Reality Market 41
Table 6. Europe Extended Reality Market by Technology, 2022-2032, $ mn (Demand Value) 49
Table 7. Europe Extended Reality Market by Technology, 2022-2032, $ mn (Production Value) 51
Table 8. Europe Augmented Reality Market by Technology, 2022-2032, $ mn 53
Table 9. Europe Augmented Reality Market: Marker-based AR by Type, 2022-2032, $ mn 54
Table 10. Europe Augmented Reality Market: Markerless AR by Type, 2022-2032, $ mn 55
Table 11. Europe Virtual Reality Market by Technology, 2022-2032, $ mn 57
Table 12. Europe Extended Reality Market by Component, 2022-2032, $ mn (Demand Value) 62
Table 13. Europe Extended Reality Market by Component, 2022-2032, $ mn (Production Value) 64
Table 14. Europe Extended Reality Market: Hardware by Type, 2022-2032, $ mn 67
Table 15. Europe Extended Reality Market: Software by Type, 2022-2032, $ mn 74
Table 16. Europe Extended Reality Market by Device Type, 2022-2032, $ mn 78
Table 17. Europe Augmented Reality Market by Device, 2022-2032, $ mn 81
Table 18. Europe Virtual Reality Market by Device, 2022-2032, $ mn 87
Table 19. Europe Mixed Reality (MR) Market by Device, 2022-2032, $ mn 91
Table 20. Europe Extended Reality Market by Industry Vertical, 2022-2032, $ mn (Demand Value) 94
Table 21. Europe Extended Reality Market by Industry Vertical, 2022-2032, $ mn (Production Value) 96
Table 22. Europe Extended Reality Market by End User, 2022-2032, $ mn 106
Table 23. Europe Extended Reality Market by End User, 2022-2032, $ mn 109
Table 24. Europe Extended Reality Market by Country, 2022-2032, $ mn 114
Table 25. Germany Extended Reality Market by Technology, 2022-2032, $ mn 116
Table 26. Germany Extended Reality Market by Component, 2022-2032, $ mn 116
Table 27. Germany Extended Reality Market by Industry Vertical, 2022-2032, $ mn 116
Table 28. U.K. Extended Reality Market by Technology, 2022-2032, $ mn 118
Table 29. U.K. Extended Reality Market by Component, 2022-2032, $ mn 118
Table 30. U.K. Extended Reality Market by Industry Vertical, 2022-2032, $ mn 118
Table 31. France Extended Reality Market by Technology, 2022-2032, $ mn 120
Table 32. France Extended Reality Market by Component, 2022-2032, $ mn 120
Table 33. France Extended Reality Market by Industry Vertical, 2022-2032, $ mn 120
Table 34. Spain Extended Reality Market by Technology, 2022-2032, $ mn 122
Table 35. Spain Extended Reality Market by Component, 2022-2032, $ mn 122
Table 36. Spain Extended Reality Market by Industry Vertical, 2022-2032, $ mn 122
Table 37. Italy Extended Reality Market by Technology, 2022-2032, $ mn 124
Table 38. Italy Extended Reality Market by Component, 2022-2032, $ mn 124
Table 39. Italy Extended Reality Market by Industry Vertical, 2022-2032, $ mn 124
Table 40. Netherlands Extended Reality Market by Technology, 2022-2032, $ mn 126
Table 41. Netherlands Extended Reality Market by Component, 2022-2032, $ mn 126
Table 42. Netherlands Extended Reality Market by Industry Vertical, 2022-2032, $ mn 126
Table 43. Extended Reality Market in Rest of Europe by Country, 2022-2032, $ mn 128
Table 44. Acer Inc.: Company Snapshot 133
Table 45. Acer Inc.: Business Segmentation 134
Table 46. Acer Inc.: Product Portfolio 134
 Feel free to contact us

 
Choose License Type
Select User Type


Report code




x

Use Code

SDMR20

Purchase any report

AVAIL FLAT DISCOUNT