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

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USD 84.86 BN
MARKET SIZE, 2029
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CAGR 28.3%
(2024-2029)
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290
REPORT PAGES
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222
MARKET TABLES

OVERVIEW

extended-reality-market Overview

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

The extended reality market is projected to reach USD 84.86 billion by 2029 from USD 24.43 billion in 2024, at a CAGR of 28.3% from 2024 to 2029. The global Extended Reality market is driven by rapid digital transformation across industries, growing enterprise adoption of immersive technologies for training, design, and remote collaboration, and continuous advancements in XR hardware, software, and AI integration that enhance user experience and scalability.

KEY TAKEAWAYS

  • By Region
    The North America extended reality market dominated with a market share of 35.6% revenue share in 2023.
  • By Offering
    By offering, the hardware segment is expected to register the highest CAGR of 32.4%.
  • By Technology
    By technology, the AR segment is expected to dominate the market from 2024 to 2029.
  • By Application
    By application, the consumer segment is dominating the extended reality market
  • Competitive Landscape
    Meta, Apple, and Microsoft, among others, were identified as Star players in the extended reality market, as they have focused on innovation and have broad industry coverage and strong operational & financial strength.
  • Competitive Landscape
    Ultraleap, Lynx, and Magic Leap have distinguished themselves among startups and mid-sized players in the Extended Reality market through their strong technology portfolios, enterprise-focused solutions, and clear go-to-market strategies.

The extended reality market is gaining strong momentum as enterprises seek more immersive, efficient, and scalable ways to train workforces, design products, and enable remote collaboration. Growing adoption across manufacturing, healthcare, education, retail, and enterprise operations is driven by the need for improved productivity, reduced operational costs, and enhanced user engagement. Advancements in XR hardware, spatial computing, cloud connectivity, and AI-driven content creation are further improving realism, accessibility, and deployment at scale, accelerating overall market adoption.

TRENDS & DISRUPTIONS IMPACTING CUSTOMERS' CUSTOMERS

The Extended Reality market is undergoing rapid transformation driven by AI-enabled technologies that are reshaping revenue models and use cases. XR is shifting from traditional gaming and entertainment toward high-value applications in healthcare, automotive, retail, and enterprise operations. AI-powered vision, spatial computing, and real-time analytics are enhancing realism, interactivity, and decision-making. Adoption is accelerating across training, quality inspection, virtual try-ons, and immersive customer experiences. The convergence of XR with 5G and edge computing is improving scalability and performance. Increasing participation from AI-focused startups is intensifying innovation and competitive disruption.

extended-reality-market Disruptions

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET DYNAMICS

Drivers
Impact
Level
  • •Growing use of XR in education, industrial training, healthcare and entertainment and gaming
  • • Availability of affordable VR devices.
RESTRAINTS
Impact
Level
  • •High installation and maintenance costs of XR devices
  • •Rapid Technology changes in extended reality devices
OPPORTUNITIES
Impact
Level
  • •Expanding use of XR in the automotive, aerospace and defence sectors
  • •Ongoing advancements in 5G technology
CHALLENGES
Impact
Level
  • •Protecting consumer privacy
  • •Issues with display delays and limited field of view

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Driver: Growing use of XR in education, industrial training, healthcare and entertainment and gaming

XR provides immersive learning experiences that enhance engagement and retention. It is being used for surgical simulations, patient treatment, and medical training. Also, XR technology is in growing demand in gaming and entertainment sector. As more immersive games and experiences are developed, the popularity of XR in entertainment will continue to grow. Overall, these factors contribute to the rising adoption and integration of XR technologies across multiple sectors in the coming years.

Restraint: High installation and maintenance costs of XR devices

As XR devices continue to evolve with better hardware features such as higher-resolution displays, enhanced spatial audio, and advanced tracking systems, their production costs will also increase. The XR technology will become more sophisticated and widespread, the costs associated with installation and maintenance likely to increase in future.

Opportunity: Expanding use of XR in the automotive, aerospace and defence sectors.

As industry prioritize technological innovation and operational efficiency, the expanding use of XR in automotive, aerospace, and defense sectors will likely experience robust growth. The demand for better design processes, immersive training, and improved customer experiences will continue to drive XR adoption across these industries.

Challenge: Protecting consumer privacy

XR devices, such as VR headsets and AR glasses, are increasingly collecting vast amounts of personal data, including biometrics (eye movement, facial expressions), location, and behavior patterns. As these technologies evolve, they will gather even more detailed information to create immersive experiences, making privacy concerns more prominent.

EXTENDED REALITY MARKET SIZE, SHARE AND TRENDS 2030: COMMERCIAL USE CASES ACROSS INDUSTRIES

COMPANY USE CASE DESCRIPTION BENEFITS
Mixed Reality (MR) headsets used for remote assistance, guided maintenance, and training in manufacturing and industrial operations. Reduces downtime, improves first-time fix rates, lowers training costs, and enhances workforce productivity.
Industrial XR solutions for digital twins, factory layout planning, and immersive engineering design reviews. Accelerates design cycles, reduces errors before deployment, and improves collaboration across engineering teams.
VR-based safety training and skill simulation for manufacturing, logistics, and enterprise environments. Enhances learning retention, improves worker safety, and enables scalable training programs.
XR development platform used for automotive design visualization, virtual prototyping, and HMI testing. Reduces physical prototyping costs, speeds up design validation, and improves product quality.

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET ECOSYSTEM

The Extended Reality ecosystem comprises several key components, including hardware and platform manufacturers, software and service providers, and diverse end-user verticals. Manufacturers develop XR devices, optics, sensors, and computing platforms such as headsets and smart glasses that enable immersive experiences across consumer and enterprise environments. Service and software providers deliver XR content creation, application development, system integration, cloud platforms, and ongoing support to ensure scalable and effective deployment. End-user verticals—including healthcare, manufacturing, retail, automotive, education, and defense—adopt XR solutions to enhance training, design, operations, customer engagement, and decision-making. Together, these stakeholders form an interconnected ecosystem driving innovation, adoption, and commercialization of Extended Reality globally.

extended-reality-market Ecosystem

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET SEGMENTS

extended-reality-market Segments

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Extended Reality Market, By Offering

As of 2024, the software segment holds the largest market share. This dominance is driven by the widespread adoption of XR platforms, development tools, and content management systems that enable enterprises to design, deploy, and scale immersive applications across industries. Unlike hardware, XR software supports continuous updates, customization, and cross-device compatibility, making it critical for enterprise workflows such as training, simulation, remote collaboration, and digital twin visualization. Advancements in AI-enabled content creation, cloud-based XR platforms, and real-time rendering have further strengthened software adoption, reinforcing its leading position in the market.

Extended Reality Market, By Technology

By technology, the MR segment is projected to grow at the highest CAGR during the forecast period. This accelerated growth is driven by MR’s ability to seamlessly blend physical and digital environments, enabling more interactive and context-aware experiences than standalone AR or VR. Enterprises are increasingly adopting MR for complex use cases such as advanced training, remote assistance, digital twins, and collaborative design, where real-world interaction is critical. Improvements in spatial computing, sensor fusion, and enterprise-grade MR headsets are further expanding MR adoption, supporting its strong growth outlook.

Extended Reality Market, By Device Type

In 2024, the VR Devices segment accounts for the largest share. This leadership is supported by the widespread availability of cost-effective VR headsets and their strong adoption across gaming, entertainment, training, and simulation applications. VR devices offer fully immersive experiences with mature hardware ecosystems, making them easier to deploy at scale compared to other XR devices. Continuous improvements in display resolution, processing performance, and content ecosystems have further reinforced the dominance of VR devices in the market.

Extended Reality Market, By Application

By application, the consumer segment is projected to account for the largest share during the forecast period. This dominance is driven by strong adoption of XR technologies in gaming, entertainment, social interaction, fitness, and immersive media experiences. Growing availability of affordable VR and AR devices, expanding content libraries, and increasing integration of XR features into smartphones and consumer electronics are accelerating consumer adoption. Continuous innovation in immersive content, cloud gaming, and social XR platforms further supports the segment’s leading market share.

REGION

Asia Pacific to be fastest-growing region in global extended reality market during forecast period

Asia Pacific is projected to witness the highest growth in the extended reality market during the forecast period. This rapid growth is driven by increasing digitalization, rising investments in smart manufacturing and digital education, and expanding adoption of XR technologies across consumer and enterprise applications. Strong presence of electronics manufacturing hubs, growing gaming and entertainment markets, and supportive government initiatives for emerging technologies in countries such as China, Japan, South Korea, and India are further accelerating regional market growth.

extended-reality-market Region

EXTENDED REALITY MARKET SIZE, SHARE AND TRENDS 2030: COMPANY EVALUATION MATRIX

In the Extended Reality market matrix, Apple is positioned as a star player, driven by its strong ecosystem integration, premium hardware capabilities, and long-term vision for spatial computing through devices such as Vision Pro. Apple’s control over hardware, software, and content platforms enables seamless, high-quality immersive experiences across consumer and enterprise use cases, reinforcing its leadership trajectory. Samsung, positioned as an emerging leader, is strengthening its presence through advanced display technologies, partnerships within the Android and XR ecosystem, and growing investments in next-generation head-mounted devices. While Apple continues to set the benchmark through ecosystem-driven innovation and premium positioning, Samsung is steadily advancing toward leadership by leveraging scale, component expertise, and collaborative XR strategies.

extended-reality-market Evaluation Metrics

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

KEY MARKET PLAYERS

MARKET SCOPE

REPORT METRIC DETAILS
Market Size in 2024 (Value) USD 23.31 Billion
Market Forecast in 2029 (Value) USD 84.86 Billion
Growth Rate CAGR of 28.3% from 2024-2029
Years Considered 2020-2029
Base Year 2023
Forecast Period 2024-2029
Units Considered Value (USD Million), Volume (Thousand Units)
Report Coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments Covered
  • By Offering: Hardware and Software
  • By Technology:
    • AR Technology
    • VR Technology
    • and MR Technology
  • By Device Type:
    • AR Devices
    • VR Devices
    • and MR Devices
  • By Application:
    • Consumer
    • Commercial
    • Enterprises
    • Healthcare
    • Aerospace & Defense
    • Enery
    • Automotive and Others
Regions Covered Noth America, Europe, Asia Pacific, and RoW

WHAT IS IN IT FOR YOU: EXTENDED REALITY MARKET SIZE, SHARE AND TRENDS 2030 REPORT CONTENT GUIDE

extended-reality-market Content Guide

DELIVERED CUSTOMIZATIONS

We have successfully delivered the following deep-dive customizations:

CLIENT REQUEST CUSTOMIZATION DELIVERED VALUE ADDS
Oil & Gas Pipeline Operator
  • Phased Array UT (PAUT) and TOFD technology benchmarking across Olympus, Waygate, Sonatest, and Zetec
  • Corrosion mapping requirement analysis
  • Regional inspection standards mapping (API, ASME, ISO)
  • Enhances pipeline integrity planning
  • Enables selection of optimal UT modality
  • Lowers inspection downtime and leak risks
  • Improves compliance alignment for multi-country operations
Aerospace OEM
  • Immersion UT and high-frequency probe capability comparison
  • Qualification of UT equipment for composites, turbine blades, and additively manufactured parts
  • Testing workflow optimization
  • Improves defect detection resolution
  • Supports certification of critical aerospace components
  • Reduces rework and scrap rates
  • Strengthens audit readiness and process traceability
Industrial Manufacturing Leader
  • Thickness gauging and flaw detection equipment mapping
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  • Reduces downtime through early anomaly detection
  • Improves product durability
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RECENT DEVELOPMENTS

  • September 2024 : Meta added a new AI feature to Ray-Ban Meta Glasses to help users remember things such as parking locations. They also translate speech in real time, help the user experience the world, capture movements, and more, completely hands-free.
  • September 2024 : Meta launched the new Meta Quest 3S headset, which offers the same mixed reality features and fast performance as Meta Quest 3, but at a lower price.
  • August 2024 : Microsoft is reportedly planning to launch its own portable virtual reality (VR) headset next year. Microsoft has signed a supply contract with Samsung Display to receive hundreds of thousands of micro-OLED panels for the mixed reality headset. The VR headset will reportedly be geared towards gaming and entertainment, rather than focusing on the metaverse.
  • February 2023 : Sony Group Corporation launched the PlayStation VR2 device, and the PlayStation VR2 Sense controller charging docking station which offers an advanced and captivating interactive play experience. The PS VR2 has a feature that allows headset feedback, eye tracking, spatial audio, and the adaptive triggers and rumble functions found in the controllers in the PS VR2 Sense.
  • March 2023 : Meta declared its plan to launch its first AR glasses by 2027. Internal testing for these glasses is expected to begin in 2024.
  • COLUMN 'A' SHOULD BE IN TEXT FORMAT AND NOT DATE FORMAT :

 

Table of Contents

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TITLE
PAGE NO
1
INTRODUCTION
 
 
 
 
 
27
2
RESEARCH METHODOLOGY
 
 
 
 
 
32
3
EXECUTIVE SUMMARY
 
 
 
 
 
44
4
PREMIUM INSIGHTS
 
 
 
 
 
48
5
MARKET OVERVIEW
XR market growth driven by affordable VR, GenAI integration, and 5G advancements amid cost challenges.
 
 
 
 
 
52
 
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-QUÉBEC 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
Explore cutting-edge extended reality devices: mobile, smartphone, standalone, and PC-driven innovations.
 
 
 
 
 
91
 
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
Unlock new revenue streams with immersive consumer and business engagement strategies in extended reality.
 
 
 
 
 
93
 
7.1
INTRODUCTION
 
 
 
 
 
 
7.2
CONSUMER ENGAGEMENT
 
 
 
 
 
 
7.3
BUSINESS ENGAGEMENT
 
 
 
 
 
8
EXTENDED REALITY MARKET, BY ENTERPRISE SIZE
Market Size & Growth Rate Forecast Analysis
 
 
 
 
 
94
 
8.1
INTRODUCTION
 
 
 
 
 
 
8.2
SMALL ENTERPRISES
 
 
 
 
 
 
8.3
MID-SIZED ENTERPRISES
 
 
 
 
 
 
8.4
LARGE ENTERPRISES
 
 
 
 
 
9
EXTENDED REALITY MARKET, BY TECHNOLOGY
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 82 Data Tables
 
 
 
 
 
97
 
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
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 20 Data Tables
 
 
 
 
 
131
 
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
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million and Units | 14 Data Tables
 
 
 
 
 
148
 
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
Market Size & Growth Rate Forecast Analysis to 2029 in USD Million | 18 Data Tables
 
 
 
 
 
159
 
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
Comprehensive coverage of 10 Regions with country-level deep-dive of 11 Countries | 20 Data Tables.
 
 
 
 
 
179
 
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
Discover strategic moves and market dominance of top competitors and emerging players.
 
 
 
 
 
200
 
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
In-depth Company Profiles of Leading Market Players with detailed Business Overview, Product and Service Portfolio, Recent Developments, and Unique Analyst Perspective (MnM View)
 
 
 
 
 
240
 
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
 
 
 
 
 
 
15.1.3
SONY GROUP CORPORATION
 
 
 
 
 
 
15.1.4
APPLE INC.
 
 
 
 
 
 
15.1.5
GOOGLE
 
 
 
 
 
 
15.1.6
HTC CORPORATION
 
 
 
 
 
 
15.1.7
PTC INC.
 
 
 
 
 
 
15.1.8
SEIKO EPSON CORPORATION
 
 
 
 
 
 
15.1.9
QUALCOMM TECHNOLOGIES, INC.
 
 
 
 
 
 
15.1.10
SAMSUNG ELECTRONICS CO., LTD.
 
 
 
 
 
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
 
 
 
 
 
308
 
16.1
DISCUSSION GUIDE
 
 
 
 
 
 
16.2
KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
 
 
 
 
 
 
16.3
CUSTOMIZATION OPTIONS
 
 
 
 
 
 
16.4
RELATED REPORTS
 
 
 
 
 
 
16.5
AUTHOR DETAILS
 
 
 
 
 
LIST OF TABLES
 
 
 
 
 
 
 
TABLE 1
RISK FACTOR ANALYSIS
 
 
 
 
 
 
TABLE 2
ROLE OF COMPANIES IN EXTENDED REALITY ECOSYSTEM
 
 
 
 
 
 
TABLE 3
EXTENDED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
 
 
TABLE 4
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR APPLICATIONS (%)
 
 
 
 
 
 
TABLE 5
KEY BUYING CRITERIA FOR MAJOR APPLICATIONS
 
 
 
 
 
 
TABLE 6
USE CASES OF WEBAR
 
 
 
 
 
 
TABLE 7
INDICATIVE PRICING OF XR DEVICES PROVIDED BY KEY PLAYERS, 2023 (USD)
 
 
 
 
 
 
TABLE 8
INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023 (USD)
 
 
 
 
 
 
TABLE 9
KEY PATENTS, 2020–2023
 
 
 
 
 
 
TABLE 10
IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 11
EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 12
EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES AND EVENTS
 
 
 
 
 
 
TABLE 13
NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
 
 
TABLE 14
EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
 
 
TABLE 15
ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
 
 
TABLE 16
ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
 
 
TABLE 17
EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 18
EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 19
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 20
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 21
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 22
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 23
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 24
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 25
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 26
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 27
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 28
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 29
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 30
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 31
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 32
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 33
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 34
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 35
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 36
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 37
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 38
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 39
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 40
AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 41
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 42
AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 43
AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 44
AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 45
AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 46
AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 47
AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 48
AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 49
AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 50
AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 51
AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 52
AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 53
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 54
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 55
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 56
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 57
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 58
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 59
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 60
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 61
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 62
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 63
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 64
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 65
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 66
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 67
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 68
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 69
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 70
VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 71
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 72
VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 73
VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 74
VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 75
VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 76
VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 77
VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 78
VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 79
VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 80
VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 81
VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 82
VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 83
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 84
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 85
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 86
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 87
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 88
MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 89
MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 90
MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 91
MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 92
MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 93
MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 94
MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 95
MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 96
MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 97
MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 98
MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 99
EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 100
EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 101
HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 102
HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 103
HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 104
HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 105
HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 106
HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 107
HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 108
HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 109
HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 110
HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 111
HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 112
HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 113
SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 114
SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 115
SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 116
SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 117
SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 118
SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 119
EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 120
EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 121
EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
 
 
 
 
 
 
TABLE 122
EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
 
 
 
 
 
 
TABLE 123
AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 124
AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 125
AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 126
AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 127
AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 128
AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 129
VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 130
VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 131
VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (THOUSAND UNITS)
 
 
 
 
 
 
TABLE 132
VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (THOUSAND UNITS)
 
 
 
 
 
 
TABLE 133
EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 134
EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 135
CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 136
CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 137
COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 138
COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 139
ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 140
ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 141
HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 142
HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 143
AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 144
AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 145
ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 146
ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 147
AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 148
AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 149
OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 150
OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 151
EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 152
EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 153
ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 154
ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 155
ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 156
ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 157
NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 158
NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 159
NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 160
NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 161
EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 162
EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 163
EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 164
EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 165
ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 166
ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 167
ROW: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 168
ROW: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 169
MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
 
 
 
 
 
 
TABLE 170
MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
 
 
 
 
 
 
TABLE 171
EXTENDED REALITY MARKET: KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024
 
 
 
 
 
 
TABLE 172
MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED REALITY TECHNOLOGIES/DEVICES, 2023
 
 
 
 
 
 
TABLE 173
EXTENDED REALITY MARKET: REGION FOOTPRINT
 
 
 
 
 
 
TABLE 174
EXTENDED REALITY MARKET: TECHNOLOGY FOOTPRINT
 
 
 
 
 
 
TABLE 175
EXTENDED REALITY MARKET: DEVICE TYPE FOOTPRINT
 
 
 
 
 
 
TABLE 176
EXTENDED REALITY MARKET: OFFERING FOOTPRINT
 
 
 
 
 
 
TABLE 177
EXTENDED REALITY MARKET: APPLICATION FOOTPRINT
 
 
 
 
 
 
TABLE 178
EXTENDED REALITY MARKET: LIST OF STARTUPS/SMES
 
 
 
 
 
 
TABLE 179
EXTENDED REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
 
 
 
 
 
 
TABLE 180
EXTENDED REALITY MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, MARCH 2020–OCTOBER 2024
 
 
 
 
 
 
TABLE 181
EXTENDED REALITY MARKET: DEALS, MARCH 2020–OCTOBER 2024
 
 
 
 
 
 
TABLE 182
META PLATFORMS, INC.: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 183
META PLATFORMS, INC.: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 184
META PLATFORMS, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 185
META PLATFORMS, INC.: DEALS
 
 
 
 
 
 
TABLE 186
META PLATFORMS, INC.: OTHER DEVELOPMENTS
 
 
 
 
 
 
TABLE 187
MICROSOFT: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 188
MICROSOFT: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 189
MICROSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 190
MICROSOFT: DEALS
 
 
 
 
 
 
TABLE 191
MICROSOFT: OTHER DEVELOPMENTS
 
 
 
 
 
 
TABLE 192
SONY GROUP CORPORATION: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 193
SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 194
SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 195
SONY GROUP CORPORATION: DEALS
 
 
 
 
 
 
TABLE 196
APPLE INC.: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 197
APPLE INC.: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 198
APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 199
APPLE INC.: DEALS
 
 
 
 
 
 
TABLE 200
GOOGLE: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 201
GOOGLE: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 202
GOOGLE: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 203
GOOGLE: DEALS
 
 
 
 
 
 
TABLE 204
GOOGLE: OTHER DEVELOPMENTS
 
 
 
 
 
 
TABLE 205
HTC CORPORATION: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 206
HTC CORPORATION: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 207
HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 208
PTC INC.: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 209
PTC INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 210
PTC INC.: DEALS
 
 
 
 
 
 
TABLE 211
SEIKO EPSON CORPORATION: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 212
SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 213
SEIKO EPSON CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 214
SEIKO EPSON CORPORATION: DEALS
 
 
 
 
 
 
TABLE 215
QUALCOMM TECHNOLOGIES, INC.: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 216
QUALCOMM TECHNOLOGIES: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 217
QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 218
QUALCOMM TECHNOLOGIES, INC.: DEALS
 
 
 
 
 
 
TABLE 219
SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW
 
 
 
 
 
 
TABLE 220
SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS OFFERED
 
 
 
 
 
 
TABLE 221
SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
 
 
TABLE 222
SAMSUNG ELECTRONICS CO., LTD.: DEALS
 
 
 
 
 
 
LIST OF FIGURES
 
 
 
 
 
 
 
FIGURE 1
EXTENDED REALITY MARKET SEGMENTATION AND REGIONAL SCOPE
 
 
 
 
 
 
FIGURE 2
EXTENDED REALITY MARKET: RESEARCH DESIGN
 
 
 
 
 
 
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 TO ESTIMATE SIZE OF EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 5
MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
 
 
 
 
 
 
FIGURE 6
MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
 
 
 
 
 
 
FIGURE 7
DATA TRIANGULATION
 
 
 
 
 
 
FIGURE 8
RESEARCH ASSUMPTIONS
 
 
 
 
 
 
FIGURE 9
AR TECHNOLOGY SEGMENT TO SECURE LARGEST MARKET SHARE IN 2029
 
 
 
 
 
 
FIGURE 10
SOFTWARE OFFERINGS TO CAPTURE LARGER MARKET SHARE IN 2024
 
 
 
 
 
 
FIGURE 11
CONSUMER APPLICATIONS TO LEAD EXTENDED REALITY MARKET IN 2024
 
 
 
 
 
 
FIGURE 12
NORTH AMERICA DOMINATED EXTENDED REALITY MARKET IN 2023
 
 
 
 
 
 
FIGURE 13
GROWING USE OF XR IN EDUCATION, INDUSTRIAL, HEALTHCARE, AND GAMING APPLICATIONS TO OFFER LUCRATIVE GROWTH OPPORTUNITIES
 
 
 
 
 
 
FIGURE 14
AR TECHNOLOGY SEGMENT TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
 
 
 
 
 
 
FIGURE 15
SOFTWARE SEGMENT TO HOLD MAJORITY OF EXTENDED REALITY MARKET SHARE IN 2029
 
 
 
 
 
 
FIGURE 16
VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
 
 
 
 
 
 
FIGURE 17
CONSUMER SEGMENT TO HOLD COMMANDING SHARE OF EXTENDED REALITY MARKET IN 2029
 
 
 
 
 
 
FIGURE 18
ASIA PACIFIC TO BE LUCRATIVE MARKET FOR EXTENDED REALITY IN 2029
 
 
 
 
 
 
FIGURE 19
CHINA TO RECORD HIGHEST CAGR IN GLOBAL EXTENDED REALITY MARKET FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 20
DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 21
IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 22
IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 23
IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 24
IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 25
EXTENDED REALITY VALUE CHAIN ANALYSIS
 
 
 
 
 
 
FIGURE 26
ECOSYSTEM ANALYSIS
 
 
 
 
 
 
FIGURE 27
INVESTMENT AND FUNDING SCENARIO, 2020–2024
 
 
 
 
 
 
FIGURE 28
PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
 
 
FIGURE 29
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR APPLICATIONS
 
 
 
 
 
 
FIGURE 30
KEY BUYING CRITERIA FOR MAJOR APPLICATIONS
 
 
 
 
 
 
FIGURE 31
TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS
 
 
 
 
 
 
FIGURE 32
EXTENDED REALITY MARKET: ECOSYSTEM
 
 
 
 
 
 
FIGURE 33
AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020–2023
 
 
 
 
 
 
FIGURE 34
AVERAGE SELLING PRICE TREND OF AR DEVICES, BY REGION, 2020–2023
 
 
 
 
 
 
FIGURE 35
AVERAGE SELLING PRICE TREND OF VR DEVICES, BY REGION, 2020–2023
 
 
 
 
 
 
FIGURE 36
PATENTS APPLIED AND GRANTED, 2014–2023
 
 
 
 
 
 
FIGURE 37
IMPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS FOR TOP 5 COUNTRIES, 2019–2023
 
 
 
 
 
 
FIGURE 38
EXPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS FOR TOP 5 COUNTRIES, 2019–2023
 
 
 
 
 
 
FIGURE 39
IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET
 
 
 
 
 
 
FIGURE 40
TYPES OF EXTENDED REALITY DEVICES
 
 
 
 
 
 
FIGURE 41
ENTERPRISES USING EXTENDED REALITY SOLUTIONS, BY SIZE
 
 
 
 
 
 
FIGURE 42
EXTENDED REALITY MARKET, BY TECHNOLOGY
 
 
 
 
 
 
FIGURE 43
AR TECHNOLOGY SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
 
 
 
 
 
 
FIGURE 44
MARKERLESS AR TO LEAD EXTENDED REALITY MARKET, BY TECHNOLOGY, THROUGHOUT FORECAST PERIOD
 
 
 
 
 
 
FIGURE 45
ASIA PACIFIC TO RECORD HIGHEST CAGR IN EXTENDED REALITY MARKET FOR AR TECHNOLOGY FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 46
SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT TO DOMINATE EXTENDED REALITY MARKET FOR VR TECHNOLOGY FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 47
EXTENDED REALITY MARKET, BY OFFERING
 
 
 
 
 
 
FIGURE 48
SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED REALITY MARKET IN 2029
 
 
 
 
 
 
FIGURE 49
EXTENDED REALITY MARKET, BY DEVICE TYPE
 
 
 
 
 
 
FIGURE 50
MR DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN EXTENDED REALITY MARKET FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 51
ENTERPRISE APPLICATIONS TO SECURE LARGEST SHARE OF EXTENDED REALITY MARKET FOR HMD DEVICES FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 52
EXTENDED REALITY MARKET, BY APPLICATION
 
 
 
 
 
 
FIGURE 53
CONSUMER SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET THROUGHOUT FORECAST PERIOD
 
 
 
 
 
 
FIGURE 54
MR TECHNOLOGY SEGMENT TO REGISTER HIGHEST CAGR IN EXTENDED REALITY MARKET FOR HEALTHCARE APPLICATIONS FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 55
EXTENDED REALITY MARKET, BY REGION
 
 
 
 
 
 
FIGURE 56
ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FROM 2024 TO 2029
 
 
 
 
 
 
FIGURE 57
ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT
 
 
 
 
 
 
FIGURE 58
NORTH AMERICA: EXTENDED REALITY MARKET SNAPSHOT
 
 
 
 
 
 
FIGURE 59
EUROPE: EXTENDED REALITY MARKET SNAPSHOT
 
 
 
 
 
 
FIGURE 60
REVENUE ANALYSIS OF TOP 5 PLAYERS IN EXTENDED REALITY MARKET, 2019–2023
 
 
 
 
 
 
FIGURE 61
MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED REALITY TECHNOLOGIES/DEVICES, 2023
 
 
 
 
 
 
FIGURE 62
EXTENDED REALITY MARKET: COMPANY VALUATION, 2024
 
 
 
 
 
 
FIGURE 63
EXTENDED REALITY MARKET: FINANCIAL METRICS, 2024
 
 
 
 
 
 
FIGURE 64
EXTENDED REALITY MARKET: BRAND/DEVICE/TECHNOLOGY COMPARISON
 
 
 
 
 
 
FIGURE 65
EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
 
 
 
 
 
 
FIGURE 66
EXTENDED REALITY MARKET: COMPANY FOOTPRINT
 
 
 
 
 
 
FIGURE 67
EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
 
 
 
 
 
 
FIGURE 68
META PLATFORMS, INC.: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 69
MICROSOFT: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 70
SONY GROUP CORPORATION: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 71
APPLE INC.: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 72
GOOGLE: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 73
HTC CORPORATION: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 74
PTC INC.: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 75
SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 76
QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
 
 
 
 
 
 
FIGURE 77
SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
 
 
 
 
 
 

Methodology

The research study involved 4 major activities in estimating the size of the extended reality market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the value chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information required for this study. The secondary sources include annual reports, press releases, investor presentations of companies, white papers, and articles from recognized authors. Secondary research has been mainly done to obtain key information about the market’s value chain, the pool of key market players, market segmentation according to industry trends, regional outlook, and developments from both market and technology perspectives.

In the extended reality market report, the global market size has been estimated using both the top-down and bottom-up approaches, along with several other dependent submarkets. The major players in the market were identified using extensive secondary research, and their presence in the market was determined using secondary and primary research. All the percentage share splits and breakdowns have been determined using secondary sources and verified through primary sources.

Primary Research

Extensive primary research has been conducted after understanding the extended reality market scenario through secondary research. Several primary interviews have been conducted with key opinion leaders from both demand- and supply-side vendors across 4 major regions—North America, Europe, Asia Pacific, and the Rest of the World. Approximately 25% of the primary interviews have been conducted with the demand-side vendors and 75% with the supply-side vendors. Primary data has been collected mainly through telephonic interviews, which consist of 80% of the total primary interviews; questionnaires and emails have also been used to collect the data.

After successful interaction with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings of our primary research. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the report.

Extended Reality Market Size, and Share

Note: “Others” includes sales, marketing, and product managers

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

In the market engineering process, both top-down and bottom-up approaches, along with data triangulation methods, have been used to estimate and validate the size of the extended reality and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

The bottom-up procedure has been employed to arrive at the overall size of the extended reality market.

  • Identifying various extended reality devices and software provided or expected to be offered by players in the value chain
  • Tracking the major manufacturers and providers of extended reality devices and related software for different regions
  • Estimating the extended reality market for devices and software in the respective countries of each region
  • Tracking the ongoing and upcoming product launches and different inorganic strategies such as acquisitions, partnerships, and collaborations
  • Forecasting the extended reality market in each region based on trade data and GDP analysis
  • Conducting multiple discussions with key opinion leaders to understand the types of devices and software deployed by extended reality players and analyzing the break-up of the scope of work carried out by each major company
  • Arriving at the market estimates by analyzing the revenues generated by extended reality manufacturers and software providers based in their locations (countries) and then combining the shares to get the market estimate for each region
  • Verifying and crosschecking the estimates at every level by discussing with key opinion leaders, including CEOs, directors, and operation managers, and then finally with the domain experts at MarketsandMarkets
  • Studying various paid and unpaid information sources such as annual reports, press releases, and white papers

The top-down approach has been used to estimate and validate the total size of the extended reality market.

  • Focusing, initially, on the top-line investments and spending in the ecosystems of various industries. Tracking further splits based on product launches, advancements in extended reality technologies, and extended reality devices and software used for various industrial applications, and developments in the key market areas
  • Representing and developing the information related to market revenue offered by key hardware and software providers
  • Carrying out multiple on-field discussions with key opinion leaders across each major company involved in the development of hardware and software components pertaining to extended reality
  • Estimating the geographic split using secondary sources based on factors such as the number of players in a specific country and region, types of products and types of software implemented.

Extended Reality Market : Top-Down and Bottom-Up Approach

Extended Reality Market Top Down and Bottom Up Approach

Data Triangulation

After arriving at the overall market size by the market size estimation process explained in the earlier section, the overall extended reality market has been divided into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments, the data triangulation and market breakdown procedures have been used, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply side perspectives. Along with data triangulation and market breakdown, the market has been validated by top-down and bottom-up approaches.

Market Definition

Extended Reality (XR) is an umbrella term that includes immersive technologies like Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). These technologies serve to enhance the user experience by combining the physical and digital elements. Augmented reality (AR) captures a user’s view of reality and enhances it with virtual images or sounds. VR develops a live fictitious environment that users can fully immerse themselves in. MR integrates the real world and virtual worlds creating an interactive environment comprised of both the real and virtual worlds. Extended reality systems function with sophisticated devices like head mounted displays (HMD) units, smart goggles or in some cases even handheld devices and software systems, content development equipment and other elements. The incorporation of innovations, such as AI technology, 5G and motion sensors makes it possible to create innovative and realistic experiences for the end user.

The market for extended reality spans across multiple sectors such as games and entertainment, healthcare, education, retail, automotive, and industrial training, among others. It serves for various purposes including training and simulation, teamwork done through the internet, going on virtual tours, playing computer games, surgeries, etc. This shifts the paradigm on the way people perceive and use technology, while it is as well embraced by businesses for the purpose of enhancing productivity, developing customer relationships and optimizing processes.

Key Stakeholders

  • Raw Material and Component Suppliers
  • OEMs
  • Display Manufactures
  • Third-party Service Providers
  • Distributors and Resellers
  • Service Providers
  • Regulatory Bodies
  • Research and Development Institutes
  • End Users

Report Objectives

  • To define, describe, segment, and forecast the extended reality market size by technology, offering, and application in terms of value
  • To define, describe, segment, and forecast the extended reality market size by device type in terms of value and volume
  • To provide qualitative information about different extended reality devices and the applications of extended reality solutions in different enterprises
  • To describe and forecast the extended reality market size in four key regions, namely, North America, Europe, Asia Pacific, and the Rest of the World (RoW), in terms of value
  • To provide detailed information regarding the key factors such as drivers, restraints, opportunities, and challenges influencing the growth of the market
  • To provide details about the value chain of the extended reality market and provide detailed information regarding Porter's five forces, technology trends, product pricing, trade, use cases, and import and export trends pertaining to the extended reality market
  • To analyze opportunities in the market for stakeholders, along with a detailed competitive landscape of the extended reality market
  • To analyze micromarkets with respect to individual growth trends, prospects, and contributions to the total market
  • To strategically profile the key players and comprehensively analyze their market share and core competencies, along with the competitive leadership mapping chart
  • To analyze the competitive developments such as product launches, partnerships, collaborations, contracts, agreements, joint ventures, expansions, and acquisitions in the extended reality market

Available Customizations

With the given market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:

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Key Questions Addressed by the Report

What is the current size of the global extended reality market?
The extended reality market is projected to reach USD 84.86 billion by 2029 from USD 24.42 billion in 2024 at a CAGR of 28.3% between 2024 and 2029.
Who are the winners in the global extended reality market?
Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), and Google (US) are the winners in the market.
Which region is expected to hold the largest market share?
North America is expected to account for the largest share of the extended reality market. The region benefits from significant investments in research and development, fostering innovation in extended reality across various industries, particularly consumer, healthcare, and aerospace & defense, further boosting the demand for extended reality in the region.
What are the major drivers and opportunities related to the extended reality market?
The increasing adoption of extended reality in industrial training, healthcare, education, and gaming is a key driver of the extended reality market. The growing application of extended reality in the automotive, aerospace & defense sectors presents significant opportunities for extended reality solution providers to expand their market reach.
What are the major strategies adopted by market players?
The key players have adopted product launches, partnerships, collaborations, acquisitions, agreements, contracts, and expansions to strengthen their positions in the extended reality market.

 

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Growth opportunities and latent adjacency in Extended Reality Market

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