Extended Reality Market by Technology (AR, VR, MR), Application (Consumer, Commercial, Enterprises, Healthcare, Aerospace and Defense), Offering, Device Type, and Region(North America, Europe, APAC) - 2026
[234 Pages Report] The extended reality market is projected to reach USD 125.2 billion by 2026, growing at a CAGR of 30.6% during the forecast period. The market growth can be attributed to several factors, such as surging deployment of extended reality in education sector and industrial training, rising demand for extended reality devices and technology in global automotive industry, surging adoption of extended reality in healthcare sector, and increasing demand for extended reality in entertainment and gaming industry.
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COVID-19 Impact on the Global Extended Reality Market
The extended reality market includes major Tier I and II suppliers such as Microsoft (US), Sony (Japan), Oculus VR (Facebook) (US), HTC (Taiwan), Google (US), Samsung Electronics (South Korea), Apple (US), PTC (US), Seiko Epson (Japan), and so on. These suppliers have their manufacturing facilities spread across various countries across North America, Europe, APAC, and RoW. COVID-19 has impacted their businesses as well.
Market Dynamics of Extended Reality
Driver : Surging adoption of extended reality in healthcare sector
The use of extended reality in the healthcare sector opens new opportunities for medical practitioners and holds a promising future, especially for modern healthcare organizations. The use of extended reality technology in the healthcare sector is reducing costs, and improving outcomes for individuals without taking risking the lives of patients.
Extended reality technology can help surgeons explore the target organs by picturing subtleties of the body of a patient, right before initiating any medical procedure to make it a risk-free process.
For instance, in May 2017, conjoined twins were successfully separated through a pediatric medical surgery at the Children’s Hospital of the University of Minnesota (US) by visualizing the connective tissue between hearts of twins using extended reality technology
Restraint: Excessive use of extended reality devices causes health issues
Extended reality devices are highly sophisticated ones, but they have also become the focus of health concerns. The most common risk is injuries caused to users due to their bumping into real objects while being engrossed in the virtual world. A number of users have also reported headaches, eye strain, dizziness, and nausea after using extended reality devices. According to research by the University of Leeds, exposure to virtual reality for 20 minutes is expected to affect the ability of some children to discern the distance to objects.
Opportunity : Continuous developments in 5G technology
The adoption of extended reality technology has been gaining momentum in both personal and professional applications. The advent of the 5G technology is expected to address some challenges by paving the way for optimized distribution of processing capabilities. Countries such as South Korea, China, and the US have already started 5G operations in some of their selected cities. Significant investments are being made globally to make 5G deployments across all regions of the world.
Challenge: Global economic slowdown owing to COVID-19
The ongoing pandemic has increased the demand for extended reality devices owing to the unexpected situation of lockdowns in key regions (Europe, APAC, and North America). The employees of several organizations are working from home in the wake of the COVID-19, thereby increasing the requirement of virtual meetings, training, and conferences. The pandemic has also affected the global manufacturing of extended reality devices. The severe impact of the pandemic on the manufacturing industry has halted the supply of extended reality devices across the world
VR devices to account for the largest share of extended reality market in 2020
On the basis of device type, the market is categorized into AR devices, VR devices, and MR devices. The growth of the VR devices segment of the market is expected to be led by HMD. These displays from companies such as Sony, Oculus, HTC, Samsung, and Google have received an overwhelming response from users. The key applications of HMD are gaming and entertainment. Gesture-tracking devices have been an integral part of VR hardware owing to their risen use in consumer applications.
Consumer application to account for the largest share of extended reality market during forecast period
On the basis of applications, the market is categorized into consumer, commercial, enterprise (manufacturing), healthcare, aerospace & defense, energy, automotive, and others. The consumer segment of the market comprises gaming and entertainment applications wherein AR technology is used to create 3D visual objects in the real world. The flourishing gaming and sports and entertainment sectors fuel the use of AR technology in consumer applications. VR technology also offers remarkable results regarding visual effects when used in gaming and sports broadcasts. The demand for HMD is high in consumer applications.
North America is leading the market for extended reality in 2020
North America held the largest share in the extended reality market in 2020. Growing use of smartphones, increasing adoption of smart electronic devices, and surging demand for extended reality technology in various applications are the key factors fueling the growth of the extended reality market in North America.
The outbreak and the spread of novel coronavirus, which started from China at the end of 2019 and later shifted its epicenter from China to Europe and then to the US, has caused serious economic crisis across the world by affecting almost every sector either more or less. The spread of the COVID-19 in North America has led to fatalities and loss of lives and livelihood. Border closures and lockdowns have led to disruptions in the supply chain of extended reality devices and the imposition of social distancing norms. They have resulted in the closure of manufacturing and assembling units in the US and Canada. The spread of the COVID-19 has severely affected the demand for displays and extended reality products in the US and other countries of North America.
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Top Key Players in Extended Reality Market :
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Microsoft (US),
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Sony (Japan),
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Oculus VR (Facebook) (US),
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HTC (Taiwan),
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Google (US), and so on.
Extended Reality Market Report Scope :
Report Metric |
Details |
Estimated Market Size | USD 33.0 Billion |
Projected Market Size | USD 125.2 Billion |
Growth Rate | CAGR of 30.6% |
Base Year Considered | 2020 |
Historical Data Available for Years |
2017–2026 |
Forecast Period |
2021–2026 |
Segments Covered |
|
Region Covered |
|
Market Leaders |
|
Key Market Driver | Surging adoption of extended reality in healthcare sector |
Key Market Opportunity | Continuous developments in 5G technology |
Largest Growing Region | North America |
Largest Market Share Segment | VR devices |
Largest Application Market Share | Consumer application |
In this research report, the extended reality market has been segmented on the basis of technology, offering, device type, application, and geography.
Extended Reality Market, by Technology
- AR Technology
- VR Technology
- MR Technology
Market, by Offering
- Hardware
- Software
Market, by Device Type
- AR Devices
- VR Devices
- MR Devices
Market, by Application
- Consumer
- Commercial
- Enterprise (Manufacturing)
- Healthcare
- Aerospace & Defense
- Energy
- Automotive
- Others
Extended Reality Market Geographic Analysis
- North America
- Europe
- APAC
- RoW
Recent Developments Extended Reality Industry
- In Jun 2020, Google developed a new technology to make the immersive augmented reality (AR) and virtual reality (VR) experiences available on consumer devices.
- In May 2019, Microsoft launched the second-gen HoloLens, the HoloLens 2. The complete set of the HoloLens 2 includes free trials of Unity Pro, Azure credits, and the Unity PiXYZ Plugin for CAD data. The company also announced the Unreal Engine 4 support for HoloLens 2 to offer a highly realistic experience to customers.
- In October 2018, Sony Interactive Entertainment (SIE), a subsidiary of Sony, signed a two-year patent license agreement with Lenovo. The objective of the agreement was to provide Lenovo with a license to use the patented PlayStationVR (PS VR) industrial design of Sony Interactive Entertainment for the Lenovo mirage solo VR headset.
Frequently Asked Questions (FAQ):
What is the current size of the global extended reality market?
The extended reality market is expected to grow from USD 33.0 billion in 2021 to USD 125.2 billion by 2026, at a CAGR of 30.6%.
Who are the winners in the global extended reality market?
Some of the key companies operating in the extended reality market are Microsoft (US), Sony (Japan), Oculus VR (Facebook) (US), HTC (Taiwan), Google (US), Samsung Electronics (South Korea), Apple (US), PTC (US), Seiko Epson (Japan), and so on. These players have adopted various growth strategies such as product launches/developments, partnerships/contracts/ collaborations/acquisitions to expand their global presence and increase their share in the global extended reality market.
What are the major drivers for the extended reality market?
The factors such as surging deployment of extended reality in education sector and industrial training, rising demand for extended reality devices and technology in global automotive industry, surging adoption of extended reality in healthcare sector, and increasing demand for extended reality in entertainment and gaming industry have proved to be the major driving forces for extended reality market.
What are the growing application verticals in the extended reality market?
The extended reality market is led by the consumer application. Gaming has been the most important sector in which mobile AR has been used. Pokémon Go has led the market and contributed significantly to the market growth. The demand for VR HMDs is high in consumer applications because of their use in gaming and sports & entertainment. The use of HMDs as smart glasses in sports (such as ski driving and fighting games) is increasing.
What are the impact of COVID-19 on the global extended reality market?
Due to COVID-19, the manufacturing units of major players are highly hampered due to worldwide lockdown and limited availability of labor and raw material. A number of scheduled product launches and related developments have been postponed due to the pandemic. However, the impact of COVID-19 is expected to reduce during the forecast period. .
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TABLE OF CONTENTS
1 INTRODUCTION (Page No. - 30)
1.1 STUDY OBJECTIVES
1.2 DEFINITION AND SCOPE
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
1.5 PACKAGE SIZE
1.6 LIMITATIONS
1.7 MARKET STAKEHOLDERS
2 RESEARCH METHODOLOGY (Page No. - 34)
2.1 RESEARCH DATA
FIGURE 2 RESEARCH DESIGN
2.1.1 SECONDARY DATA
2.1.1.1 Secondary sources
2.1.1.2 List of key secondary sources
2.1.2 PRIMARY DATA
2.1.2.1 Key data from primary sources
2.1.2.2 Primary interviews with experts
2.1.2.3 Breakdown of primaries
2.1.3 SECONDARY AND PRIMARY RESEARCH
2.1.3.1 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
FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
2.2.1.1 Estimating market size using bottom-up analysis (demand side)
2.2.2 TOP-DOWN APPROACH
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
2.2.2.1 Estimating market size using top-down approach (supply side)
2.3 DATA TRIANGULATION
FIGURE 7 DATA TRIANGULATION
2.4 RESEARCH ASSUMPTIONS
FIGURE 8 ASSUMPTIONS OF RESEARCH STUDY
2.5 RISK ASSESSMENT
TABLE 1 ANALYSIS OF RISK FACTORS
2.6 FORECASTING ASSUMPTIONS
3 EXECUTIVE SUMMARY (Page No. - 46)
FIGURE 9 EXTENDED REALITY MARKET: OPTIMISTIC, REALISTIC, AND PESSIMISTIC SCENARIO ANALYSIS, 2017–2026
3.1 MARKET: REALISTIC SCENARIO (POST-COVID-19)
3.2 MARKET: OPTIMISTIC SCENARIO (POST-COVID-19)
3.3 MARKET: PESSIMISTIC SCENARIO (POST-COVID-19)
FIGURE 10 SOFTWARE OFFERING SEGMENT TO HOLD LARGE SIZE OF MARKET FROM 2021 TO 2026
FIGURE 11 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF MARKET FROM 2021 TO 2026
FIGURE 12 CONSUMER SEGMENT TO HOLD LARGEST SIZE OF MARKET FROM 2021 TO 2026
FIGURE 13 NORTH AMERICA HELD LARGEST SHARE OF MARKET IN 2020
4 PREMIUM INSIGHTS (Page No. - 51)
4.1 KEY OPPORTUNITIES IN EXTENDED REALITY MARKET
FIGURE 14 MARKET IN APAC TO GROW AT HIGHEST CAGR FROM 2021 TO 2026
4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY
FIGURE 15 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2021 TO 2026
4.3 MARKET IN APAC, BY APPLICATION AND COUNTRY
FIGURE 16 CONSUMER SEGMENT AND CHINA HELD LARGEST SHARES OF EXTENDED REALITY MARKET IN APAC IN 2020
4.4 EXTENDED REALITY MARKET, BY COUNTRY
FIGURE 17 US ACCOUNTED FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2020
4.5 EXTENDED REALITY MARKET, BY APPLICATION
FIGURE 18 AUTOMOTIVE SEGMENT OF EXTENDED REALITY MARKET TO GROW AT HIGHEST CAGR FROM 2021 TO 2026
5 MARKET OVERVIEW (Page No. - 54)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS FOR EXTENDED REALITY MARKET
FIGURE 19 INCREASING DEMAND FOR EXTENDED REALITY APPLICATIONS IN HEALTHCARE, AUTOMOTIVE, AND GAMING INDUSTRIES TO DRIVE MARKET GROWTH
5.2.1 DRIVERS
5.2.1.1 Surging deployment of extended reality in education sector and industrial training
5.2.1.2 Rising demand for extended reality devices and technology in global automotive industry
5.2.1.3 Surging adoption of extended reality in healthcare sector
5.2.1.4 Increasing demand for extended reality in entertainment and gaming industry
FIGURE 20 IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
5.2.2 RESTRAINTS
5.2.2.1 Trade war between US and China
5.2.2.2 High installation and maintenance costs of extended reality devices
5.2.2.3 Excessive use of extended reality devices causes health issues
FIGURE 21 IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
5.2.3 OPPORTUNITIES
5.2.3.1 Requirement of incorporation of extended reality technology in aerospace and defense sector
5.2.3.2 Continuous developments in 5G technology
5.2.3.3 Growth of global travel and tourism industry
FIGURE 22 IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
5.2.4 CHALLENGES
5.2.4.1 Global economic slowdown owing to COVID-19
5.2.4.2 Low adoption rates of extended reality technology by enterprises and consumers
FIGURE 23 IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
5.3 VALUE CHAIN ANALYSIS
FIGURE 24 VALUE CHAIN ANALYSIS: EXTENDED REALITY MARKET
FIGURE 25 EXTENDED REALITY SOFTWARE MARKET VALUE CHAIN ANALYSIS: MAJOR VALUE ADDED THROUGH PRIMARY ACTIVITIES
5.4 REGULATORY LANDSCAPE
5.5 ECOSYSTEM ANALYSIS
FIGURE 26 ECOSYSTEM
TABLE 2 MARKET: ECOSYSTEM
5.6 PORTER’S FIVE FORCES ANALYSIS
FIGURE 27 MARKET: PORTER’S FIVE FORCES ANALYSIS
TABLE 3 EXTENDED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
5.6.1 INTENSITY OF COMPETITIVE RIVALRY
FIGURE 28 HIGHLY COMPETITIVE MARKET OWING TO PRESENCE OF SEVERAL WELL-ESTABLISHED PLAYERS
5.6.2 THREAT OF SUBSTITUTES
FIGURE 29 THREAT OF SUBSTITUTES TO CONTINUE HAVING LOW IMPACT ON MARKET OWING TO ABSENCE OF SUBSTITUTES
5.6.3 BARGAINING POWER OF BUYERS
FIGURE 30 BARGAINING POWER OF BUYERS TO BE MODERATE OWING TO INCREASED DEMAND FOR EXTENDED REALITY TECHNOLOGY IN DIFFERENT VERTICALS
5.6.4 BARGAINING POWER OF SUPPLIERS
FIGURE 31 BARGAINING POWER OF SUPPLIERS TO BE HIGH DUE TO INCREASED BRAND VALUE OF PLAYERS
5.6.5 THREAT OF NEW ENTRANTS
FIGURE 32 THREAT OF NEW ENTRANTS TO HAVE LOW IMPACT ON MARKET OWING TO REQUIREMENT OF HIGH CAPITAL INVESTMENTS
5.7 TECHNOLOGY ANALYSIS
5.7.1 VR MICRODISPLAYS
5.7.1.1 LOMID project
5.7.1.2 VR HMD microdisplay of Kopin
5.7.2 MONITOR-BASED AR TECHNOLOGY
5.7.3 NEAR-EYE-BASED TECHNOLOGY
5.7.4 WEBAR
TABLE 4 USE CASES OF WEBAR
5.8 TRENDS IMPACTING BUSINESSES OF CUSTOMERS
5.9 CASE STUDY ANALYSIS
5.9.1 OFFERING SURGICAL TRAINING EXPERIENCES IN VIRTUAL REALITY
5.9.2 JOINING FORCES OF ELLICOM AND OVA TO TAKE IMMERSIVE LEARNING TO NEXT LEVEL
5.9.3 PROVIDING DYNAMIC SALES TRAINING TO TEAMS OF ROYAL ENFIELD DURING PANDEMIC USING VUFORIA STUDIO
5.10 AVERAGE SELLING PRICES (ASP) TREND
TABLE 5 AVERAGE PRICES OF EXTENDED REALITY HMD
TABLE 6 COMPARISON OF SDK PRICES
5.11 PATENTS ANALYSIS
FIGURE 33 NUMBER OF PATENTS RELATED TO EXTENDED REALITY PUBLISHED FROM 2012 TO 2020
FIGURE 34 SHARE OF TOP 10 COMPANIES IN PATENT APPLICATIONS FROM 2012 TO 2020
TABLE 7 KEY PATENTS FROM 2019 TO 2020
5.12 TRADE ANALYSIS
FIGURE 35 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
FIGURE 36 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
6 TYPES OF EXTENDED REALITY DEVICES (Page No. - 81)
6.1 INTRODUCTION
FIGURE 37 DIFFERENT 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 EXTENDED REALITY MARKET, BY TECHNOLOGY (Page No. - 83)
7.1 INTRODUCTION
FIGURE 38 EXTENDED REALITY MARKET, BY TECHNOLOGY
FIGURE 39 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2021 TO 2026
TABLE 8 MARKET, BY TECHNOLOGY, 2017–2020 (USD BILLION)
TABLE 9 MARKET, BY TECHNOLOGY, 2021–2026 (USD BILLION)
7.2 AR TECHNOLOGY
7.2.1 MARKER-BASED AR TECHNOLOGY
7.2.1.1 Passive markers
7.2.1.1.1 Use of passive markers at large scale worldwide
7.2.1.2 Active markers
7.2.1.2.1 Active markers use LED to track objects
7.2.2 MARKERLESS AR TECHNOLOGY
7.2.2.1 Model-based tracking
7.2.2.1.1 Model-based tracking depends on camera movements
7.2.2.2 Image processing-based tracking
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images
7.2.3 ANCHOR-BASED AR TECHNOLOGY
7.2.3.1 Use of anchor-based AR technology to overlay virtual images in real space
TABLE 10 AR TECHNOLOGY MARKET, BY REGION, 2017–2020 (USD MILLION)
TABLE 11 AR TECHNOLOGY MARKET, BY REGION, 2021–2026 (USD MILLION)
TABLE 12 AR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 13 AR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 14 AR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 15 AR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 16 AR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 17 AR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 18 AR TECHNOLOGY MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
TABLE 19 AR TECHNOLOGY MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
7.3 VR TECHNOLOGY
7.3.1 NON-IMMERSIVE TECHNOLOGY
7.3.1.1 Use of non-immersive technology in VR software development set to drive market growth
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY
7.3.2.1 Demand for fully immersive technology fueled by its use in VR HMD
TABLE 20 VR TECHNOLOGY MARKET, BY TECHNOLOGY TYPE, 2017–2020 (USD MILLION)
TABLE 21 VR TECHNOLOGY MARKET, BY TECHNOLOGY TYPE, 2021–2026 (USD MILLION)
TABLE 22 VR TECHNOLOGY MARKET, BY REGION, 2017–2020 (USD MILLION)
TABLE 23 VR TECHNOLOGY MARKET, BY REGION, 2021–2026 (USD MILLION)
TABLE 24 VR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 25 VR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 26 VR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 27 VR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 28 VR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 29 VR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 30 VR TECHNOLOGY MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
TABLE 31 VR TECHNOLOGY MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
7.4 MR TECHNOLOGY
7.4.1 HOLOGRAPHIC TECHNOLOGY
7.4.1.1 Devices based on holographic technology can place digital content in real world
7.4.2 IMMERSIVE TECHNOLOGY
7.4.2.1 Devices based on immersive technology can create sense of presence by hiding physical world and replacing it with digital experience
TABLE 32 MR TECHNOLOGY MARKET, BY REGION, 2017–2020 (USD MILLION)
TABLE 33 MR TECHNOLOGY MARKET, BY REGION, 2021–2026 (USD MILLION)
TABLE 34 MR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 35 MR TECHNOLOGY MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 36 MR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 37 MR TECHNOLOGY MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 38 MR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 39 MR TECHNOLOGY MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 40 MR TECHNOLOGY MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
TABLE 41 MR TECHNOLOGY MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
8 EXTENDED REALITY MARKET, BY OFFERING (Page No. - 99)
8.1 INTRODUCTION
FIGURE 40 EXTENDED REALITY MARKET, BY OFFERING
FIGURE 41 SOFTWARE SEGMENT TO HOLD LARGE SIZE OF EXTENDED REALITY MARKET 2021 TO 2026
TABLE 42 MARKET, BY OFFERING, 2017–2020 (USD BILLION)
TABLE 43 MARKET, BY OFFERING, 2021–2026 (USD BILLION)
8.2 HARDWARE
8.2.1 SENSORS
8.2.1.1 Risen use of sensors in extended reality devices for detecting motion, velocity, magnetic field, and presence of objects
8.2.1.1.1 Accelerometers
8.2.1.1.2 Gyroscopes
8.2.1.1.3 Magnetometers
8.2.1.1.4 Proximity sensors
8.2.2 SEMICONDUCTOR COMPONENTS
8.2.2.1 Surged demand for controllers and processors in extended reality devices
8.2.2.1.1 Controllers and processors
8.2.2.1.2 Integrated circuits
8.2.3 DISPLAYS AND PROJECTORS
8.2.3.1 Displays and projectors hold significant share of extended reality hardware market
8.2.4 POSITION TRACKERS
8.2.4.1 Risen use of position trackers to maintain position accuracy in extended reality devices
8.2.5 CAMERAS
8.2.5.1 Cameras form crucial components to measure depth and amplitude of objects
8.2.6 OTHERS
TABLE 44 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT, 2017–2020 (USD MILLION)
TABLE 45 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT, 2021–2026 (USD MILLION)
8.3 SOFTWARE
8.3.1 SOFTWARE DEVELOPMENT KITS TO PLAY CRUCIAL ROLE IN EXTENDED REALITY SOFTWARE MARKET
8.3.1.1 Software development kits
8.3.1.2 Cloud-based services
9 EXTENDED REALITY MARKET, BY DEVICE TYPE (Page No. - 107)
9.1 INTRODUCTION
FIGURE 42 EXTENDED REALITY MARKET, BY DEVICE TYPE
FIGURE 43 AR DEVICES SEGMENT OF EXTENDED REALITY MARKET TO GROW AT HIGHEST CAGR FROM 2021 TO 2026
TABLE 46 MARKET, BY DEVICE TYPE, 2017–2020 (USD BILLION)
TABLE 47 MARKET, BY DEVICE TYPE, 2021–2026 (USD BILLION)
TABLE 48 MARKET, BY DEVICE TYPE, 2017–2020 (THOUSAND UNITS)
TABLE 49 MARKET, BY DEVICE TYPE, 2021–2026 (THOUSAND UNITS)
9.2 AR DEVICES
9.2.1 HEAD-MOUNTED DISPLAYS (HMD)
9.2.1.1 AR smart glasses
9.2.1.1.1 Adoption of AR smart glasses by companies to improve their work efficiency
9.2.1.2 Smart helmets
9.2.1.2.1 Use of smart helmets in construction sector to optimize workflow
9.2.2 HEAD-UP DISPLAYS (HUD)
9.2.2.1 AR HUD to be adopted widely in different applications in near future
TABLE 50 MARKET FOR AR DEVICES, BY SUBTYPE, 2017–2020 (USD MILLION)
TABLE 51 MARKET FOR AR DEVICES, BY SUBTYPE, 2021–2026 (USD MILLION)
TABLE 52 MARKET FOR AR HMD, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 53 MARKET FOR AR HMD, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 54 MARKET FOR AR HUD, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 55 MARKET FOR AR HUD, BY APPLICATION, 2021–2026 (USD MILLION)
9.3 VR DEVICES
9.3.1 HEAD-MOUNTED DISPLAYS (HMD)
9.3.1.1 Use of HMD in gaming and entertainment applications drives demand for VR hardware devices
9.3.2 PROJECTORS AND DISPLAY WALLS
9.3.2.1 Projectors and display walls offer new growth avenues for VR hardware market
9.3.3 GESTURE-TRACKING DEVICES
9.3.3.1 Gesture-tracking devices to play crucial role in healthcare and gaming applications
9.3.3.1.1 Data gloves
9.3.3.1.2 Others
TABLE 56 MARKET FOR VR DEVICES, BY SUBTYPE, 2017–2020 (USD MILLION)
TABLE 57 MARKET FOR VR DEVICES, BY SUBTYPE, 2021–2026 (USD MILLION)
TABLE 58 MARKET FOR VR HMD, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 59 MARKET FOR VR HMD, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 60 MARKET FOR VR PROJECTORS AND DISPLAY WALLS, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 61 MARKET FOR VR PROJECTORS AND DISPLAY WALLS, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 62 MARKET FOR VR GESTURE-TRACKING DEVICES, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 63 MARKET FOR VR GESTURE-TRACKING DEVICES, BY APPLICATION, 2021–2026 (USD MILLION)
9.4 MR DEVICES
9.4.1 MR DEVICES PLACE OBJECTS OR VIRTUAL BEINGS INTO PHYSICAL SITUATIONS FOR USERS
TABLE 64 EXTENDED REALITY MARKET FOR MR HEADSETS, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 65 EXTENDED REALITY MARKET FOR MR HEADSETS, BY APPLICATION, 2021–2026 (USD MILLION)
10 EXTENDED REALITY MARKET, BY APPLICATION (Page No. - 120)
10.1 INTRODUCTION
FIGURE 44 EXTENDED REALITY MARKET, BY APPLICATION
FIGURE 45 CONSUMER APPLICATION SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2021 TO 2026
TABLE 66 MARKET, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 67 MARKET, BY APPLICATION, 2021–2026 (USD BILLION)
10.2 CONSUMER
10.2.1 GAMING
10.2.1.1 Extended reality enhances interactivity in gaming and provides highly immersive experience to gamers
10.2.2 SPORTS AND ENTERTAINMENT
10.2.2.1 Sports
10.2.2.1.1 Extended reality enhances training experience of players and viewing experience of audience
10.2.2.2 Entertainment
10.2.2.2.1 Extended reality enhances viewing experience and interactivity of visitors in museums, theme parks, and exhibitions
TABLE 68 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 69 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 70 MARKET FOR CONSUMER APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 71 MARKET FOR CONSUMER APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.3 COMMERCIAL
10.3.1 RETAIL AND E-COMMERCE
10.3.1.1 Jewelry
10.3.1.1.1 Extended reality enables consumers to try jewelry before buying
10.3.1.2 Beauty and cosmetics
10.3.1.2.1 Virtual testing of cosmetic products to drive growth of extended reality market worldwide
10.3.1.3 Apparel fitting
10.3.1.3.1 Attention of customers gained by virtual trial rooms to fuel growth of extended reality market
10.3.1.4 Grocery shopping
10.3.1.4.1 Extended reality provides personalized product tips to buyers during grocery shopping
10.3.1.5 Footwear
10.3.1.5.1 Virtual try before you buy feature contributes to use of extended reality in footwear
10.3.1.6 Furniture and light designing
10.3.1.6.1 Reduced product exchange rates owing to use of extended reality in furniture and light designing
10.3.1.7 Advertisements and demonstration
10.3.1.7.1 Proper virtual demonstration of products through extended reality drives use of this technology in advertisements and demonstration
10.3.2 TRAVEL AND TOURISM
10.3.2.1 Extended reality plays crucial role in enhancing traveling experience of tourists
10.3.3 E-LEARNING
10.3.3.1 Extended reality enables interactive learning experience for students
TABLE 72 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 73 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 74 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 75 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.4 ENTERPRISES (MANUFACTURING)
10.4.1 EXTENDED REALITY AIDS ENTERPRISES IN PROVIDING IMPROVED TRAINING TO THEIR WORKFORCE BY VISUALIZING CONTENT
TABLE 76 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 77 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 78 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 79 MARKET FOR ENTERPRISES (MANUFACTURING) APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.5 HEALTHCARE
10.5.1 SURGERIES
10.5.1.1 Extended reality helps save lives and treat patients seamlessly irrespective of severity of issues
10.5.2 FITNESS MANAGEMENT
10.5.2.1 Extended reality adds interactivity and fun to workouts
10.5.3 PATIENT MANAGEMENT
10.5.3.1 Remote consulting feature drives use of extended reality in patient management
10.5.4 PHARMACY MANAGEMENT
10.5.4.1 Requirement of improved scheduling of medicine flow contributes to adoption of extended reality in pharmacy management
10.5.5 MEDICAL TRAINING AND EDUCATION
10.5.5.1 Extended reality enriches learning experience of students
10.5.6 OTHERS
TABLE 80 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 81 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 82 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 83 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.6 AEROSPACE AND DEFENSE
10.6.1 SIMULATION TRAINING TO BE KEY FACTOR FOR ADOPTION OF EXTENDED REALITY IN AEROSPACE AND DEFENSE APPLICATIONS
TABLE 84 MARKET FOR AEROSPACE AND DEFENSE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 85 MARKET FOR AEROSPACE AND DEFENSE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 86 MARKET FOR AEROSPACE AND DEFENSE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 87 MARKET FOR AEROSPACE AND DEFENSE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.7 ENERGY
10.7.1 REQUIREMENT OF ENSURING SAFETY IN OIL AND GAS INDUSTRY TO FUEL GROWTH OF EXTENDED REALITY MARKET FOR ENERGY APPLICATION
TABLE 88 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 89 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 90 MARKET FOR ENERGY APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 91 MARKET FOR ENERGY APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.8 AUTOMOTIVE
10.8.1 AUTOMOTIVE APPLICATION IS EXPECTED TO GROW AT HIGHEST RATE DURING FORECAST PERIOD
TABLE 92 EXTENDED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 93 MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 94 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2017–2020 (USD MILLION)
TABLE 95 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2021–2026 (USD MILLION)
10.9 OTHERS
10.9.1 TELECOMMUNICATION/IT DATA CENTERS
10.9.2 AGRICULTURE
10.9.3 REAL ESTATE
10.9.4 GEOSPATIAL MINING
10.9.5 TRANSPORTATION AND LOGISTICS
10.9.6 CONSTRUCTION
10.9.7 PUBLIC SAFETY
TABLE 96 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2017–2020 (USD MILLION)
TABLE 97 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2021–2026 (USD MILLION)
TABLE 98 MARKET FOR OTHER APPLICATIONS, BY REGION, 2017–2020 (USD MILLION)
TABLE 99 MARKET FOR OTHER APPLICATIONS, BY REGION, 2021–2026 (USD MILLION)
11 GEOGRAPHIC ANALYSIS (Page No. - 147)
11.1 INTRODUCTION
FIGURE 46 MARKET, BY REGION
TABLE 100 MARKET, BY REGION, 2017–2020 (USD BILLION)
TABLE 101 MARKET, BY REGION, 2021–2026 (USD BILLION)
11.2 NORTH AMERICA
FIGURE 47 MARKET IN NORTH AMERICA, BY COUNTRY
FIGURE 48 SNAPSHOT OF EXTENDED REALITY MARKET IN NORTH AMERICA
TABLE 102 MARKET IN NORTH AMERICA, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 103 MARKET IN NORTH AMERICA, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 104 MARKET IN NORTH AMERICA, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 105 MARKET IN NORTH AMERICA, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 106 MARKET IN NORTH AMERICA, BY TECHNOLOGY, 2017–2026 (USD MILLION)
TABLE 107 MARKET IN NORTH AMERICA, BY TECHNOLOGY, 2021–2026 (USD MILLION)
11.2.1 IMPACT OF COVID-19 ON EXTENDED REALITY MARKET IN NORTH AMERICA
FIGURE 49 ANALYSIS OF EXTENDED REALITY MARKET IN NORTH AMERICA: PRE- AND POST-COVID-19 SCENARIOS
11.2.2 US
11.2.2.1 Surging use of extended reality technology in US for marketing and promotional campaigns to contribute to market growth
11.2.3 CANADA
11.2.3.1 Increasing investments in cutting-edge technologies to fuel market growth in Canada
11.2.4 MEXICO
11.2.4.1 Evolving industries in Mexico to drive market growth
11.3 EUROPE
FIGURE 50 MARKET IN EUROPE, BY COUNTRY
FIGURE 51 SNAPSHOT OF MARKET IN EUROPE
TABLE 108 MARKET IN EUROPE, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 109 MARKET IN EUROPE, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 110 MARKET IN EUROPE, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 111 MARKET IN EUROPE, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 112 MARKET IN EUROPE, BY TECHNOLOGY, 2017–2026 (USD MILLION)
TABLE 113 MARKET IN EUROPE, BY TECHNOLOGY, 2021–2026 (USD MILLION)
11.3.1 IMPACT OF COVID-19 ON EXTENDED REALITY MARKET IN EUROPE
FIGURE 52 ANALYSIS OF EXTENDED REALITY MARKET IN EUROPE: PRE- AND POST-COVID-19 SCENARIOS
11.3.2 GERMANY
11.3.2.1 Surging adoption of new technologies in manufacturing sector to contribute to market growth in Germany
11.3.3 UK
11.3.3.1 Increasing focus on digitization in UK to drive market growth
11.3.4 FRANCE
11.3.4.1 Surging adoption of extended reality in retail sector to enhance market growth in France
11.3.5 REST OF EUROPE
11.4 APAC
FIGURE 53 MARKET IN APAC, BY COUNTRY
FIGURE 54 SNAPSHOT OF EXTENDED REALITY MARKET IN APAC
TABLE 114 MARKET IN APAC, BY COUNTRY, 2017–2020 (USD MILLION)
TABLE 115 MARKET IN APAC, BY COUNTRY, 2021–2026 (USD MILLION)
TABLE 116 MARKET IN APAC, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 117 MARKET IN APAC, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 118 MARKET IN APAC, BY TECHNOLOGY, 2017–2026 (USD MILLION)
TABLE 119 MARKET IN APAC, BY TECHNOLOGY, 2021–2026 (USD MILLION)
11.4.1 IMPACT OF COVID-19 ON EXTENDED REALITY MARKET IN APAC
FIGURE 55 ANALYSIS OF EXTENDED REALITY MARKET IN APAC: PRE- AND POST-COVID-19 SCENARIOS
11.4.2 CHINA
11.4.2.1 Rising number of local players producing extended reality devices to drive market growth in China
11.4.3 JAPAN
11.4.3.1 Flourishing healthcare sector to fuel market growth in Japan
11.4.4 SOUTH KOREA
11.4.4.1 Ongoing digital revolution in industrial sector of South Korea to drive market growth in country
11.4.5 INDIA
11.4.5.1 Increasing awareness related to advanced technologies in India to play crucial role in market growth in country
11.4.6 REST OF APAC
11.5 ROW
FIGURE 56 MARKET IN ROW, BY REGION
TABLE 120 MARKET IN ROW, BY REGION, 2017–2020 (USD MILLION)
TABLE 121 MARKET IN ROW, BY REGION, 2021–2026 (USD MILLION)
TABLE 122 MARKET IN ROW, BY APPLICATION, 2017–2020 (USD MILLION)
TABLE 123 MARKET IN ROW, BY APPLICATION, 2021–2026 (USD MILLION)
TABLE 124 MARKET IN ROW, BY TECHNOLOGY, 2017–2026 (USD MILLION)
TABLE 125 MARKET IN ROW, BY TECHNOLOGY, 2021–2026 (USD MILLION)
11.5.1 IMPACT OF COVID-19 ON EXTENDED REALITY MARKET IN ROW
FIGURE 57 ANALYSIS OF EXTENDED REALITY MARKET IN ROW: PRE- AND POST-COVID-19 SCENARIOS
11.5.2 MIDDLE EAST AND AFRICA
11.5.2.1 Flourishing oil and gas and mining sectors to fuel demand for extended reality devices in Middle East and Africa
11.5.3 SOUTH AMERICA
11.5.3.1 Growing consumer sector to drive market growth in South America
12 COMPETITIVE LANDSCAPE (Page No. - 174)
12.1 INTRODUCTION
12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
12.2.1 OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS IN MARKET
12.3 REVENUE ANALYSIS OF TOP PLAYERS
FIGURE 58 TOP PLAYERS IN EXTENDED REALITY MARKET, 2015–2019
12.4 MARKET SHARE ANALYSIS OF KEY PLAYERS IN MARKET IN 2020
FIGURE 59 MARKET SHARE ANALYSIS OF KEY PLAYERS IN EXTENDED REALITY MARKET IN 2020
TABLE 126 MARKET: DEGREE OF COMPETITION
TABLE 127 MARKET: RANKING ANALYSIS
12.5 COMPETITIVE LEADERSHIP MAPPING, 2020
12.5.1 STAR
12.5.2 EMERGING LEADER
12.5.3 PERVASIVE
12.5.4 PARTICIPANT
FIGURE 60 EXTENDED REALITY MARKET (GLOBAL) COMPETITIVE LEADERSHIP MAPPING, 2020
12.6 COMPANY EVALUATION QUADRANT – PRODUCT FOOTPRINT
12.6.1 COMPANY FOOTPRINT, BY TECHNOLOGY (20 COMPANIES)
12.6.2 COMPANY FOOTPRINT, BY APPLICATION (20 COMPANIES)
12.6.3 COMPANY FOOTPRINT, BY REGION (20 COMPANIES)
12.6.4 TOTAL SCORE
12.7 STARTUP/SME EVALUATION MATRIX, 2020
12.7.1 PROGRESSIVE COMPANY
12.7.2 RESPONSIVE COMPANY
12.7.3 DYNAMIC COMPANY
12.7.4 STARTING BLOCK
FIGURE 61 EXTENDED REALITY MARKET (GLOBAL) STARTUP/SME EVALUATION MATRIX, 2020
12.8 COMPETITIVE SITUATIONS AND TRENDS
12.8.1 NEW PRODUCT LAUNCHES/DEVELOPMENTS
TABLE 128 NEW PRODUCT LAUNCHES/DEVELOPMENTS, 2018–2020
12.8.2 DEALS
TABLE 129 DEALS, 2018–2020
13 COMPANY PROFILES (Page No. - 188)
13.1 INTRODUCTION
13.2 KEY PLAYERS
(Business Overview, Products/Solutions/Services offered, Recent Developments, and MnM View)*
13.2.1 MICROSOFT
TABLE 130 MICROSOFT: BUSINESS OVERVIEW
FIGURE 62 MICROSOFT: COMPANY SNAPSHOT
13.2.2 SONY
TABLE 131 SONY: BUSINESS OVERVIEW
FIGURE 63 SONY: COMPANY SNAPSHOT
13.2.3 OCULUS VR (FACEBOOK)
TABLE 132 OCULUS VR (FACEBOOK): BUSINESS OVERVIEW
13.2.4 HTC
TABLE 133 HTC: BUSINESS OVERVIEW
FIGURE 64 HTC: COMPANY SNAPSHOT
13.2.5 GOOGLE
TABLE 134 GOOGLE: BUSINESS OVERVIEW
FIGURE 65 GOOGLE: COMPANY SNAPSHOT
13.2.6 SAMSUNG ELECTRONICS
TABLE 135 SAMSUNG ELECTRONICS: BUSINESS OVERVIEW
FIGURE 66 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
13.2.7 PTC INC.
TABLE 136 PTC INC.: BUSINESS OVERVIEW
FIGURE 67 PTC INC.: COMPANY SNAPSHOT
13.2.8 SEIKO EPSON
TABLE 137 SEIKO EPSON: BUSINESS OVERVIEW
FIGURE 68 SEIKO EPSON: COMPANY SNAPSHOT
13.2.9 APPLE
TABLE 138 APPLE: BUSINESS OVERVIEW
FIGURE 69 APPLE: COMPANY SNAPSHOT
13.2.10 QUALCOMM
TABLE 139 QUALCOMM: BUSINESS OVERVIEW
FIGURE 70 QUALCOMM: COMPANY SNAPSHOT
* Business Overview, Products/Solutions/Services offered, Recent Developments, and MnM View might not be captured in case of unlisted companies.
13.3 OTHER PLAYERS
13.3.1 LENOVO
13.3.2 INTEL CORPORATION
13.3.3 PANASONIC CORPORATION
13.3.4 EON REALITY
13.3.5 CONTINENTAL
13.3.6 VISTEON CORPORATION
13.3.7 XIAOMI CORPORATION
13.3.8 MAXST
13.3.9 MAGIC LEAP, INC.
13.3.10 TATA ELXSI
13.3.11 VIRTUIX
13.3.12 LEAP MOTION (ULTRALEAP)
13.3.13 ATHEER INC.
13.3.14 VUZIX
13.3.15 META COMPANY
14 APPENDIX (Page No. - 228)
14.1 DISCUSSION GUIDE
14.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
14.3 AVAILABLE CUSTOMIZATIONS
14.4 RELATED REPORTS
14.5 AUTHOR DETAILS
The study involved four major activities in estimating the size of the extended reality market. Exhaustive secondary research was done to collect information on the market. The next step was to validate these findings, assumptions, and sizing with industry experts across the value chain through primary research. Both top-down and bottom-up approaches were employed to estimate the total market’s size. After that, market breakdown and data triangulation were used to determine the market sizes of segments and sub-segments.
Secondary Research
The secondary sources referred to for this research study include organizations such as Digital Olfaction Society (DOS), Tokyo Institute of Technology, National Institute of Information and Communications Technology, and so on; corporate filings (such as annual reports, investor presentations, and financial statements); and trade, and business. Secondary data has been collected and analyzed to arrive at the overall market size, which is further validated by primary research.
Primary Research
Extensive primary research has been conducted after acquiring an understanding of the extended reality market scenario through secondary research. Several primary interviews have been conducted with market experts from both the demand- (consumer, commercial, healthcare, automotive) and supply-side (OEM/ODM, system integrators, solution providers) players across four major regions, namely, North America, Europe, APAC, and Rest of the World (South America, Africa, Middle East). Approximately 75% and 25% of primary interviews have been conducted from the demand and supply side, respectively. Primary data has been collected through questionnaires, emails, and telephonic interviews. In the canvassing of primaries, various departments within organizations, such as sales, operations, and administration, were covered to provide a holistic viewpoint in our report.
After interacting with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings from our primaries. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the remainder of this report.
To know about the assumptions considered for the study, download the pdf brochure
Market Size Estimation
Both top-down and bottom-up approaches were used to estimate and validate the total size of the extended reality market. These methods were also extensively used to estimate the sizes of various market sub-segments. The research methodology used to estimate the market sizes includes the following:
- The key players in the market were identified through extensive secondary research.
- The industry’s supply chain and market size, in terms of value, were determined through primary and secondary research.
All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. Qualitative aspects such as market drivers, restraints, opportunities, and challenges have been taken into consideration while calculating and forecasting the market size.
To know about the assumptions considered for the study, Request for Free Sample Report
Data Triangulation
After arriving at the overall market size—using the market size estimation processes explained above—the market was split into several segments and sub-segments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation, and market breakdown procedures were employed, wherever applicable. The data was triangulated by studying various factors and trends from both the demand and supply sides.
Report Objectives:
- To define, describe, segment, and forecast the extended reality market in terms of value based on technology, offering, device type, and application
- To describe and forecast the size of the market for four main regions, namely, North America, Europe, Asia Pacific (APAC), and the Rest of the World (RoW), in terms of value
- To provide qualitative information about different extended reality devices
- To strategically analyze micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
- To provide detailed information regarding the key factors such as drivers, restraints, opportunities, and challenges influencing the growth of the market
- To provide a detailed value chain for the extended reality market
- To analyze opportunities in the market for stakeholders, along with a detailed competitive landscape of the extended reality market
- To strategically profile the key players and comprehensively analyze their market share and core competencies2, along with the competitive leadership mapping chart
- To analyze the competitive developments such as product launches/developments, contracts/collaborations/agreements/acquisitions in the extended reality market
Available Customizations:
With the given market data, MarketsandMarkets offers customizations according to the company’s specific needs. The following customization options are available for the report:
Company Information
- Detailed analysis and profiling of additional market players (up to 5)
Growth opportunities and latent adjacency in Extended Reality Market