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

Home >>

Computers, Electrics & Communications

>>

Global Extended Reality XR Market


Global 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 Region: Trend Forecast and Growth Opportunity

Report code: SDMRCO1703121 | Industry: Computers, Electrics & Communications | Published On: 2023-11-02


Global 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 Region: Trend Forecast and Growth Opportunity
http://www.gracemarketdata.com/index.php/our-products/industry-research/7011-detail

Global extended reality (XR) market will reach $1.23 trillion ($1,226.41 billion) by 2032, growing by 32.7% 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 96 tables and 117 figures, this 227-page report “Global 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 Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global 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 global 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 global extended reality (XR) market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End User, and Region.

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

By End User, the global 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 regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market 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 11
1.1  Industry  Definition  and  Research  Scope 11
1.1.1  Industry  Definition 11
1.1.2  Research  Scope 12
1.2  Research  Methodology 15
1.2.1  Overview  of  Market  Research  Methodology 15
1.2.2  Market  Assumption 16
1.2.3  Secondary  Data 16
1.2.4  Primary  Data 16
1.2.5  Data  Filtration  and  Model  Design 17
1.2.6  Market  Size/Share  Estimation 18
1.2.7  Research  Limitations 19
1.3  Executive  Summary 20
2  Market  Overview  and  Dynamics 23
2.1  Market  Size  and  Forecast 23
2.1.1  Impact  of  COVID-19  on  World  Economy 25
2.1.2  Impact  of  COVID-19  on  the  Market 28
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 30
2.2  Major  Growth  Drivers 34
2.3  Market  Restraints  and  Challenges 39
2.4  Emerging  Opportunities  and  Market  Trends 42
2.5  Porter’s  Fiver  Forces  Analysis 46
3  Segmentation  of  Global  Market  by  Technology 50
3.1  Market  Overview  by  Technology 50
3.2  Augmented  Reality  (AR) 54
3.2.1  Marker-based  AR 55
3.2.2  Markerless  AR 56
3.2.3  Other  Technologies 57
3.3  Virtual  Reality  (VR) 58
3.3.1  Nonimmersive  Technology 59
3.3.2  Semi-Immersive  Technology 60
3.3.3  Fully  Immersive  Technology 61
3.4  Mixed  Reality  (MR) 62
4  Segmentation  of  Global  Market  by  Component 63
4.1  Market  Overview  by  Component 63
4.2  Hardware 67
4.2.1  Sensors 69
4.2.2  Semiconductor  Component 70
4.2.3  Displays  and  Projectors 71
4.2.4  Position  Trackers 72
4.2.5  Cameras 73
4.2.6  Other  Hardware 74
4.3  Software 75
4.3.1  Software  Developer  Kits 76
4.3.2  Cloud-based  Solutions 77
4.4  Service  &  Content  Creation 78
5  Segmentation  of  Global  Market  by  Device  Type 79
5.1  Market  Overview  by  Device  Type 79
5.2  AR  Devices 81
5.2.1  Head-Mounted  Display  (HMD) 83
5.2.2  Head-Up  Display  (HUD) 84
5.2.3  Smart  Glasses 85
5.2.4  Handheld  Devices  and  Others 86
5.3  VR  Devices 87
5.3.1  Head-Mounted  Display  (HMD) 89
5.3.2  Gesture-Tracking  Device 90
5.3.3  Projector  &  Display  Wall 91
5.4  MR  Devices 92
5.4.1  Wireless  Devices 93
5.4.2  Wired  Devices 94
6  Segmentation  of  Global  Market  by  Industry  Vertical 95
6.1  Market  Overview  by  Industry  Vertical 95
6.2  Gaming  &  Entertainment 99
6.3  Industrial  &  Manufacturing 100
6.4  Aerospace  &  Defense 101
6.5  Healthcare 102
6.6  Education 103
6.7  Automotive 104
6.8  Retail  &  Marketing 105
6.9  Other  Verticals 106
7  Segmentation  of  Global  Market  by  End  User 107
7.1  Market  Overview  by  End  User 107
7.2  Consumer 109
7.3  Enterprise 110
7.3.1  Large  Enterprises 110
7.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 112
8  Segmentation  of  Global  Market  by  Region 113
8.1  Geographic  Market  Overview  2022-2032 113
8.2  North  America  Market  2022-2032  by  Country 119
8.2.1  Overview  of  North  America  Market 119
8.2.2  U.S. 123
8.2.3  Canada 126
8.2.4  Mexico 128
8.3  European  Market  2022-2032  by  Country 130
8.3.1  Overview  of  European  Market 130
8.3.2  Germany 134
8.3.3  U.K. 136
8.3.4  France 138
8.3.5  Spain 140
8.3.6  Italy 142
8.3.7  Netherlands 144
8.3.8  Rest  of  European  Market 146
8.4  Asia-Pacific  Market  2022-2032  by  Country 148
8.4.1  Overview  of  Asia-Pacific  Market 148
8.4.2  Japan 152
8.4.3  China 155
8.4.4  Australia 157
8.4.5  India 159
8.4.6  South  Korea 161
8.4.7  Rest  of  APAC  Region 163
8.5  South  America  Market  2022-2032  by  Country 165
8.5.1  Argentina 168
8.5.2  Brazil 170
8.5.3  Chile 172
8.5.4  Rest  of  South  America  Market 174
8.6  MEA  Market  2022-2032  by  Country 175
8.6.1  UAE 178
8.6.2  Saudi  Arabia 180
8.6.3  South  Africa 182
8.6.4  Other  National  Markets 184
9  Competitive  Landscape 185
9.1  Overview  of  Key  Vendors 185
9.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 188
9.3  Company  Profiles 189
Acer  Inc. 189
Apple  Inc. 191
Atheer,  Inc. 192
Blippar  Ltd. 193
Catchoom  Technologies,  S.L. 194
DAQRI 195
Dell  Technologies  Inc. 196
EON  Reality,  Inc. 197
Google,  LLC 198
HP  Development  Co.,  L.P. 199
HTC  Corporation 200
Infinity  Augmented  Reality,  Inc. 201
Intel  Corporation 202
Intellectsoft  LLC 203
Leap  Motion,  Inc. 204
Lumus  Ltd. 205
Magic  Leap,  Inc 206
Meta  Company 207
Microsoft  Corp. 208
Niantic  Inc. 209
Nintendo  Co.,  Ltd. 210
Occipital  Inc. 211
Oculus  VR,  LLC 212
Optinvent  S.A. 213
Popar  Co.,  Ltd. 214
Qualcomm  Technologies  Inc. 215
Samsung  Co.,  Ltd. 216
Seiko  Epson  Corporation 217
Sony  Corporation 218
Total  Immersion 219
Universal  mCloud  Corp.  (NGRAIN) 220
Virtuix 221
Vuzix  Corp. 222
Wayray  AG 223
Wikitude  GmbH 224
Zappar  Ltd. 225
Zugara,  Inc. 226
RELATED  REPORTS 227
For more info kindly contact [email protected]
 Feel free to contact us

 
Choose License Type
Select User Type


Report code




x

Use Code

SDMR20

Purchase any report

AVAIL FLAT DISCOUNT