Extended Reality Market

Extended Reality Market Size, Share, Statistics and Industry Growth Analysis by Technology (AR, VR, MR), Offering (Hardware, Software), Device Type (AR Devices, VR Devices, MR Devices), Application (Consumer, Commercial, Enterprises, Automotive) and Region - Global Forecast to 2028

Report Code: SE 7890 Apr, 2023, by marketsandmarkets.com

Updated on : March 19, 2024

The global extended reality market size is projected to reach USD 111.5 billion by 2028 from USD 40.1 billion in 2023, at a CAGR of 22.7% from 2023 to 2028. Surging deployment of extended reality in education sector and industrial training and continuous developments in 5G technology are some of the major factors driving the market growth globally.

Extended Reality Market

Extended Reality Market

Extended Reality Market Forecast to 2028

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Extended Reality Market Dynamics

Driver: Availability of affordable VR devices

The availability of affordable VR devices has not only increased the number of consumers using XR technology but has also encouraged the development of new and innovative XR applications. This has led to a proliferation of XR content, including games, simulations, and training programs, all of which are driving the growth of the XR market. In addition, the affordability of VR devices has encouraged businesses to explore the use of XR technology in a range of industries, including healthcare, education, and entertainment. This has led to the development of new XR applications that are tailored to specific industries, further driving the growth of the XR market.

Restraint: Excessive use of extended reality devices cause 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. Moreover, the regular use of such devices is anticipated to accelerate the propagation of myopia at a global level.

Opportunity: Growth of global travel and tourism industry

The travel and tourism industry is one of the fastest-growing industries worldwide. Extended reality technology is witnessing acceptance across various sectors, such as hospitality. It is also being adopted in airlines and travel services. Extended reality technology can create magic by delivering immersive experiences to users that will change the way one connects with people and information for enhanced experiences. For instance, Air New Zealand uses the HoloLens of Microsoft to enhance the in-flight experiences of passengers. The cabin crew of airlines uses HoloLens headsets to access key information such as the choice of meals, drinks, onward travel plans, and even the emotions of passengers. Hotel Marriott International launched extended reality technology-based services such as VRoom services and VR postcards to allow guests to experience exotic locations in the comfort and convenience of their hotel rooms.

Challenge:  Display latency and limited field of view

The major challenge faced by these AR/VR manufacturers is to provide a wide field of view (FOV). The field of view is defined as the extent of the observable world at any given moment. Ideally, a human eye has a visual field of ~200° horizontally and 135° vertically. Currently, AR and VR devices are able to provide a FOV of up to 90°. For AR devices to create immersive experiences, they must capture as much of the FOV as possible.

A wide display can increase immersion and induce presence. But the problem with making wide FOV AR HUD with the existing projector-and-mirror technology is that it is huge. However, there have been substantial developments to cater to wide FOV with minimum space requirements. For instance, at CES 2019, RealMax Qian, a China-based company, showcased a wireless AR/VR headset with 100° FOV. Still, there is a long way to go, as many AR and VR manufacturers, such as Microsoft HoloLens and Magic Leap, are still struggling to offer a wide FOV.

Extended Reality Market Ecosystem

The prominent players in the extended reality market are Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), Google (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Apple Inc. (US), Qualcomm Technologies, Inc. (US), and Samsung Electronics Co., Ltd. (South Korea). These companies not only boast a comprehensive product portfolio but also have a strong geographic footprint.

Extended Reality Market by Ecosystem

In 2023, the software segment held the larger share of the extended reality market.

In 2023, the software segment held the larger share of the extended reality Industry and is expected to continue to do so during the forecast period. The dominance of the segment can be attributed to the large-scale adoption of different extended reality technologies such as augmented reality, virtual reality, and mixed reality. For instance, retail stores like IKEA and Walmart use AR/VR applications to enhance the shopping experience of their customers. Also, AR/VR gaming applications are gaining traction now-a-days, leading to increased pressure on software providers to develop advanced and innovative gaming applications. This is expected to support market growth in the coming years.

Automotive application segment is likely to grow at the highest CAGR during the forecast period

The automotive application segment is likely to grow at the highest CAGR during the forecast period. The growth can be attributed to the increased focus of automotive manufacturers on enhancing the user experience. XR solutions are used by automotive manufacturers to train their staff. For instance, Maruti Suzuki set up a chain of simulation-based training centers in India, while Ford created a virtual laboratory for designing prototypes. In addition, AR and VR solutions are used in automotive showrooms to allow customers to experiment with the features of a new vehicle from a distance in a safe environment. These devices are also used by the staff to speed up the repair process. For instance, Porsche technicians leverage AR glasses to see schematic illustrations of vehicles in real time, leading to a 40% reduction in service resolution time. Owing to this, the segment is expected to witness growth in the future.

North America led the extended reality market in 2022

North America led the extended reality market in 2022. Growing use of smartphones, increasing adoption of smart electronic devices, increasing deployment of 5G technology, 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. For instance, according to Telefonaktiebolaget LM Ericsson, it is predicted that North America will have the highest 5G subscription penetration rate among all regions, surpassing 90% by 2028.

Extended Reality Market by Region

Extended Reality Market by Region

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Top Extended Reality Companies - Key Market Players

The major players in the extended reality Companies include Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), Google (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Apple Inc. (US), Qualcomm Technologies, Inc. (US), and Samsung Electronics Co., Ltd. (South Korea). These companies have used both organic and inorganic growth strategies such as product launches and developments, partnerships, collaborations, contracts, agreements, alliances, joint ventures, expansions, and acquisitions to strengthen their position in the extended reality market.

Extended Reality Market Report Scope :

Report Metric

Details

Estimated Market Size USD 40.1 Billion
Projected Market Size USD 111.5 Billion
Growth Rate CAGR of 22.7%

Market size available for years

2019–2028

Base year considered

2022

Forecast period

2023–2028

Forecast units

Value (USD Million/Billion), Volume (Thousand Units)

Segments covered

  • By Technology,
  • By Offering,
  • By Device Type,
  • By Application, and
  • By Region

Geographies covered

  • North America,
  • Europe,
  • Asia Pacific, and
  • Rest of World

Companies covered

The major players in the extended reality market are Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), Google (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Apple Inc. (US), Qualcomm Technologies, Inc. (US), and Samsung Electronics Co., Ltd. (South Korea).

Extended Reality Market Highlights

The study segments the extended reality market based on technology, offering, device type, application, Trends and region at the regional and global level.

Segment

Subsegment

By Technology

  • AR Technology
  • VR Technology
  • MR Technology

By Offering

  • Hardware
  • Software

By Device Type

  • AR Devices
  • VR Devices
  • MR Devices

Application

  • Consumer
  • Commercial
  • Enterprises
  • Healthcare
  • Aerospace & Defense
  • Energy
  • Automotive
  • Others

By Region

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Recent Developments in Extended Reality Industry

  • In February 2023, Sony Group Corporation launched PlayStation VR2 and PlayStation VR2 Sense Controller Charging Station to offer a unique gameplay experience. The PS VR2 features headset feedback, eye tracking, 3D audio, and adaptive triggers and haptic feedback from the PS VR2 Sense controllers.
  • In January 2023, HTC Corporation launched the VIVE XR Elite, its latest all-in-one consumer flagship. This compact and lightweight headset that consists of powerful and versatile capabilities that merge mixed reality (MR) and virtual reality (VR) technologies. It is an ideal choice for various activities, such as gaming, productivity, fitness, and more.
  • In November 2021, Samsung Electronics Co., Ltd. launched Dreamground, an AR experience aimed at encouraging creativity and discovery. This innovative concept merges physical structures with on-screen animation and customized AR features, providing users with both physical and digital playgrounds. Dreamground is available at two locations: Samsung 837, the company's flagship experiential store in New York City, and Hollywood Park in Los Angeles.
  • In June 2020, PTC Inc. and Rockwell Automation together offered the PTC Vuforia Chalk AR software free of charge till August 2020 to help customers maintain business continuity while complying with applicable stay-at-home orders to tackle the spread of the COVID-19.
  • In March 2020, Microsoft partnered with HP and Valve to launch a new VR headset in the market that delivers a highly immersive and comfortable VR experience to users.

Frequently Asked Questions (FAQ):

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 24)
    1.1 STUDY OBJECTIVES 
    1.2 MARKET DEFINITION 
           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 CONSIDERED 
    1.5 UNITS CONSIDERED 
    1.6 STAKEHOLDERS 
    1.7 SUMMARY OF CHANGES 
           1.7.1 RECESSION IMPACT
 
2 RESEARCH METHODOLOGY (Page No. - 29)
    2.1 RESEARCH DATA 
           FIGURE 2 EXTENDED REALITY MARKET: RESEARCH DESIGN
           2.1.1 SECONDARY AND PRIMARY RESEARCH
           2.1.2 SECONDARY DATA
                    2.1.2.1 Secondary sources
                    2.1.2.2 List of key secondary sources
           2.1.3 PRIMARY DATA
                    2.1.3.1 Primary interviews with experts
                    2.1.3.2 Breakdown of primaries
                    2.1.3.3 Key data from primary sources
                    2.1.3.4 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
                    2.2.1.1 Estimating market size using bottom-up analysis (demand side)
                               FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
           2.2.2 TOP-DOWN APPROACH
                    2.2.2.1 Estimating market size using top-down approach (supply side)
                               FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH            
    2.3 DATA TRIANGULATION 
           FIGURE 7 DATA TRIANGULATION
    2.4 RESEARCH ASSUMPTIONS 
           FIGURE 8 RESEARCH ASSUMPTIONS
    2.5 RESEARCH LIMITATIONS 
    2.6 RISK ASSESSMENT 
           TABLE 1 RISK FACTOR ANALYSIS
    2.7 FORECASTING ASSUMPTIONS 
    2.8 IMPACT OF RECESSION ON EXTENDED REALITY MARKET 
 
3 EXECUTIVE SUMMARY (Page No. - 43)
    3.1 OVERVIEW OF IMPACT OF RECESSION ON EXTENDED REALITY MARKET 
           3.1.1 GLOBAL ECONOMY OUTLOOK
           3.1.2 PRE-RECESSION SCENARIO
           3.1.3 POST-RECESSION SCENARIO
                    FIGURE 9 GROWTH PROJECTION OF EXTENDED REALITY MARKET IN PRE- AND POST-RECESSION SCENARIOS
                    FIGURE 10 AR TECHNOLOGY SEGMENT LED EXTENDED REALITY MARKET FROM 2023 TO 2028
                    FIGURE 11 SOFTWARE OFFERING SEGMENT TO CAPTURE LARGER SIZE OF EXTENDED REALITY MARKET IN 2023
                    FIGURE 12 AUTOMOTIVE SEGMENT EXPECTED TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
                    FIGURE 13 NORTH AMERICA HELD LARGEST SHARE OF EXTENDED REALITY MARKET IN 2022
 
4 PREMIUM INSIGHTS (Page No. - 49)
    4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET 
           FIGURE 14 INCREASING DEMAND FOR EXTENDED REALITY DEVICES IN ASIA PACIFIC TO FUEL MARKET GROWTH
    4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY 
           FIGURE 15 AR TECHNOLOGY SEGMENT TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
    4.3 EXTENDED REALITY MARKET, BY OFFERING 
           FIGURE 16 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SIZE OF EXTENDED REALITY MARKET DURING FORECAST PERIOD
    4.4 EXTENDED REALITY MARKET, BY DEVICE TYPE 
           FIGURE 17 VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
    4.5 MARKET, BY APPLICATION 
           FIGURE 18 CONSUMER ELECTRONICS SEGMENT LIKELY TO CAPTURE MAJOR SIZE OF EXTENDED REALITY MARKET BY 2028
    4.6 MARKET, BY REGION 
           FIGURE 19 ASIA PACIFIC TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
    4.7  MARKET, BY COUNTRY 
           FIGURE 20 CHINA TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
 
5 MARKET OVERVIEW (Page No. - 53)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           FIGURE 21 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET
           5.2.1 DRIVERS
                    5.2.1.1 Surging deployment of extended reality in education sector and industrial training
                    5.2.1.2 Increasing adoption of extended reality in healthcare sector
                    5.2.1.3 Rising demand for extended reality in entertainment and gaming sectors
                    5.2.1.4 Availability of affordable VR devices
                    5.2.1.5 Increasing ‘zoom fatigue’ resulting in rising adoption of XR technologies
                               FIGURE 22 IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
           5.2.2 RESTRAINTS
                    5.2.2.1 High installation and maintenance costs of extended reality devices
                    5.2.2.2 Health issues caused by excessive use of extended reality devices
                               FIGURE 23 IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Adoption of extended reality in automotive and enterprise sectors
                    5.2.3.2 Requirement of incorporation of extended reality technology in aerospace & defense sector
                    5.2.3.3 Continuous developments in 5G technology
                    5.2.3.4 Growth of global travel & tourism industry
                               FIGURE 24 IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
           5.2.4 CHALLENGES
                    5.2.4.1 Display latency and limited field of view
                    5.2.4.2 Maintenance of consumer privacy
                               FIGURE 25 IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
    5.3 VALUE CHAIN ANALYSIS 
           FIGURE 26 VALUE CHAIN ANALYSIS: EXTENDED REALITY MARKET
           FIGURE 27 EXTENDED REALITY MARKET: VALUE CHAIN ANALYSIS OF SOFTWARE PROVIDERS
    5.4 ECOSYSTEM ANALYSIS 
           FIGURE 28 ECOSYSTEM
           TABLE 2 EXTENDED REALITY MARKET: ECOSYSTEM
    5.5 PORTER’S FIVE FORCES ANALYSIS 
           TABLE 3 MARKET: PORTER’S FIVE FORCES ANALYSIS
           FIGURE 29 PORTER’S FIVE FORCES ANALYSIS
           5.5.1 INTENSITY OF COMPETITIVE RIVALRY
           5.5.2 THREAT OF SUBSTITUTES
           5.5.3 BARGAINING POWER OF BUYERS
           5.5.4 BARGAINING POWER OF SUPPLIERS
           5.5.5 THREAT OF NEW ENTRANTS
    5.6 TECHNOLOGY ANALYSIS 
           5.6.1 VR MICRODISPLAYS
                    5.6.1.1 LOMID project
                    5.6.1.2 Kopin’s VR HMD microdisplay
           5.6.2 MONITOR-BASED AR TECHNOLOGY
                    5.6.2.1 Mobile AR technology
                               TABLE 4 USE CASES OF MOBILE AR
           5.6.3 NEAR-EYE-BASED TECHNOLOGY
           5.6.4 WEBAR
                    TABLE 5 USE CASES OF WEBAR
    5.7 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS 
           FIGURE 30 REVENUE SHIFTS IN  MARKET
    5.8 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.8.1 KEY STAKEHOLDERS IN BUYING PROCESS
                    FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS
                    TABLE 6 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS (%)
           5.8.2 BUYING CRITERIA
                    FIGURE 32 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
                    TABLE 7 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
    5.9 CASE STUDY ANALYSIS 
           5.9.1 GATE AUGMENTED REALITY PLATFORM TO OFFER HIGH LEVEL OF WORK STANDARDIZATION IN PHARMACEUTICAL INDUSTRY
           5.9.2 AWS TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESS
           5.9.3 PROVIDING DYNAMIC SALES TRAINING TO TEAMS OF ROYAL ENFIELD DURING COVID-19 USING VUFORIA STUDIO
           5.9.4 JOINING FORCES OF ELLICOM AND OVA TO TAKE IMMERSIVE LEARNING TO NEXT LEVEL
           5.9.5 OFFERING SURGICAL TRAINING EXPERIENCES IN VIRTUAL REALITY
    5.10 PRICING ANALYSIS 
           5.10.1 AVERAGE SELLING PRICE (ASP) TREND OF PRODUCTS OFFERED BY KEY PLAYERS
                     TABLE 8 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
                     FIGURE 33 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
                     TABLE 9 AVERAGE SELLING PRICE OF SDKS OFFERED BY KEY PLAYERS
                     FIGURE 34 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
    5.11 PATENT ANALYSIS 
                     TABLE 10 KEY PATENTS FROM 2019 TO 2022
                     TABLE 11 TOP 20 PATENT OWNERS, 2013–2022
                     FIGURE 35 TOP 10 PATENT APPLICANTS, 2013–2022
                     FIGURE 36 PATENTS GRANTED WORLDWIDE, 2013–2022
    5.12 TRADE ANALYSIS 
           5.12.1 IMPORT SCENARIO
                     TABLE 12 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
                     FIGURE 37 IMPORT DATA, BY COUNTRY, 2017–2022
           5.12.2 EXPORT SCENARIO
                     TABLE 13 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
                     FIGURE 38 EXPORT DATA, BY COUNTRY, 2017–2021
    5.13 KEY CONFERENCES & EVENTS, 2023–2024 
           TABLE 14 EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS
    5.14 TARIFF ANALYSIS AND REGULATORY FRAMEWORK 
           5.14.1 TARIFF ANALYSIS
           5.14.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    5.14.2.1 North America
                    5.14.2.2 Europe
           5.14.3 STANDARDS
 
6 TYPES OF EXTENDED REALITY DEVICES (Page No. - 91)
    6.1 INTRODUCTION 
           FIGURE 39 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 APPLICATIONS OF EXTENDED REALITY SOLUTIONS BY DIFFERENT ENTERPRISES (Page No. - 93)
    7.1 INTRODUCTION 
           FIGURE 40 DIFFERENT TYPES OF ENTERPRISES USING EXTENDED REALITY SOLUTIONS
    7.2 SMALL ENTERPRISES 
    7.3 MID-SIZED ENTERPRISES 
    7.4 LARGE ENTERPRISES 
 
8 EXTENDED REALITY MARKET, BY TECHNOLOGY (Page No. - 96)
    8.1 INTRODUCTION 
           FIGURE 41 EXTENDED REALITY MARKET, BY TECHNOLOGY
           TABLE 15 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
           FIGURE 42 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
           TABLE 16  MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
    8.2 AR TECHNOLOGY 
           8.2.1 MARKER-BASED AR TECHNOLOGY
                    8.2.1.1 Passive markers
                               8.2.1.1.1 Use computer vision methods for recognition
                    8.2.1.2 Active markers
                               8.2.1.2.1 Use LEDs to track objects
           8.2.2 MARKERLESS AR TECHNOLOGY
                    8.2.2.1 Model-based tracking
                               8.2.2.1.1 Used to track position and orientation of physical objects in real time
                    8.2.2.2 Image processing-based tracking
                               8.2.2.2.1 Requires optical scanners or cameras to process images
           8.2.3 ANCHOR-BASED AR TECHNOLOGY
                    8.2.3.1 Used to overlay virtual images in real space
                               TABLE 17 AR TECHNOLOGY: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               FIGURE 43 EXTENDED REALITY MARKET IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
                               TABLE 18 AR TECHNOLOGY: MARKET, BY REGION, 2023–2028 (USD MILLION)
                               TABLE 19 NORTH AMERICA:  MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 20 NORTH AMERICA: MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 21 EUROPE: MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 22 EUROPE: MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 23 ASIA PACIFIC: MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 24 ASIA PACIFIC: MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 25 REST OF THE WORLD:  MARKET FOR AR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 26 REST OF THE WORLD: MARKET FOR AR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
 
    8.3 VR TECHNOLOGY 
           8.3.1 NON-IMMERSIVE
                    8.3.1.1 Can be experienced on wide range of devices
           8.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE
                    8.3.2.1 More expensive than non-immersive systems
                               TABLE 27 VR TECHNOLOGY:  MARKET, BY TECHNOLOGY TYPE, 2019–2022 (USD MILLION)
                               FIGURE 44 SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT OF VR TECHNOLOGY TO REGISTER HIGHER CAGR FROM 2023 TO 2028
                               TABLE 28 VR TECHNOLOGY:  MARKET, BY TECHNOLOGY TYPE, 2023–2028 (USD MILLION)
                               TABLE 29 VR TECHNOLOGY: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 30 VR TECHNOLOGY:  MARKET, BY REGION, 2023–2028 (USD MILLION)
                               TABLE 31 NORTH AMERICA: MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 32 NORTH AMERICA:  MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 33 EUROPE:  MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 34 EUROPE: MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 35 ASIA PACIFIC: MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 36 ASIA PACIFIC: MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 37 REST OF THE WORLD: MARKET FOR VR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 38 REST OF THE WORLD: MARKET FOR VR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
    8.4 MR TECHNOLOGY 
           8.4.1 HOLOGRAPHIC TECHNOLOGY
                    8.4.1.1 Can place digital content in real world
           8.4.2 IMMERSIVE TECHNOLOGY
                    8.4.2.1 Creates sense of presence by hiding physical world and replacing it with digital experience
                               TABLE 39 MR TECHNOLOGY: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 40 MR TECHNOLOGY: MARKET, BY REGION, 2023–2028 (USD MILLION)
                               TABLE 41 NORTH AMERICA: MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 42 NORTH AMERICA: MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 43 EUROPE: MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 44 EUROPE: MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 45 ASIA PACIFIC: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
                               TABLE 46 ASIA PACIFIC: MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
                               TABLE 47 REST OF THE WORLD: MARKET FOR MR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 48 REST OF THE WORLD:  MARKET FOR MR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
 
9 EXTENDED REALITY MARKET, BY OFFERING (Page No. - 116)
    9.1 INTRODUCTION 
           FIGURE 45 EXTENDED REALITY MARKET, BY OFFERING
           TABLE 49 EXTENDED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)
           FIGURE 46 SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
           TABLE 50 MARKET, BY OFFERING, 2023–2028 (USD MILLION)
    9.2 HARDWARE 
           9.2.1 SENSORS
                    9.2.1.1 Help detect motion, velocity, magnetic field, and presence of objects
                    9.2.1.2 Accelerometers
                    9.2.1.3 Gyroscopes
                    9.2.1.4 Magnetometers
                    9.2.1.5 Proximity sensors
           9.2.2 SEMICONDUCTOR COMPONENTS
                    9.2.2.1 Controllers and processors among core components in extended reality devices
                    9.2.2.2 Controllers and processors
                    9.2.2.3 Integrated circuits
           9.2.3 DISPLAYS AND PROJECTORS
                    9.2.3.1 To hold significant share of extended reality hardware market
           9.2.4 POSITION TRACKERS
                    9.2.4.1 Help maintain position accuracy in extended reality devices
           9.2.5 CAMERAS
                    9.2.5.1 Form crucial components to measure depth and amplitude of objects
           9.2.6 OTHERS
                    TABLE 51 HARDWARE:  MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                    FIGURE 47 DISPLAYS AND PROJECTORS TO DOMINATE EXTENDED REALITY HARDWARE MARKET IN 2023
                    TABLE 52 HARDWARE: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
 
    9.3 SOFTWARE 
           9.3.1 SOFTWARE DEVELOPMENT KITS
                    9.3.1.1 Provide tools to design, create, and test AR, VR, and MR experiences
           9.3.2 CLOUD-BASED SERVICES
                    9.3.2.1 Support high-resolution graphics
                               TABLE 53 AR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                               TABLE 54 AR SOFTWARE: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
                               TABLE 55 VR SOFTWARE: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                               TABLE 56 VR SOFTWARE: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
                               TABLE 57 MR SOFTWARE: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                               TABLE 58 MR SOFTWARE: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
 
10 EXTENDED REALITY MARKET, BY DEVICE TYPE (Page No. - 129)
     10.1 INTRODUCTION 
             FIGURE 48 EXTENDED REALITY MARKET, BY DEVICE TYPE
             TABLE 59 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
             FIGURE 49 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
             TABLE 60 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
             TABLE 61 MARKET, BY DEVICE TYPE, 2019–2022 (THOUSAND UNITS)
             TABLE 62 MARKET, BY DEVICE TYPE, 2023–2028 (THOUSAND UNITS)
     10.2 AR DEVICES 
             10.2.1 HEAD-MOUNTED DISPLAYS (HMDS)
                        10.2.1.1 Show integrated images of real and virtual environments
                        10.2.1.2 AR smart glasses
                                     10.2.1.2.1 Adopted by companies to improve work efficiency
                        10.2.1.3 Smart helmets
                                     10.2.1.3.1 Used in construction sector to optimize workflow
                                                    TABLE 63 AR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019–2022 (USD MILLION)
                                                    TABLE 64 AR DEVICES: MARKET, BY SUB-TYPE, 2023–2028 (USD MILLION)
                                                    TABLE 65 AR HMD: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                                                    FIGURE 50 ENTERPRISES SEGMENT TO DOMINATE AR DEVICES MARKET IN 2023
                                                    TABLE 66 AR HMD: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.2.2 HEADS-UP DISPLAYS (HUDS)
                        10.2.2.1 To be widely used for different applications in future
                                     TABLE 67 AR HUD: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                                     TABLE 68 AR HUD: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
     10.3 VR DEVICES 
             TABLE 69 VR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019–2022 (USD MILLION)
             TABLE 70 VR DEVICES: MARKET, BY SUB-TYPE, 2023–2028 (USD MILLION)
             10.3.1 HEAD-MOUNTED DISPLAYS (HMDS)
                        10.3.1.1 Increasing being used in gaming and entertainment applications
                                     TABLE 71 VR HMD: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                                     TABLE 72 VR HMD: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.3.2 PROJECTORS AND DISPLAY WALLS
                        10.3.2.1 Offer new growth avenues for VR hardware manufacturers
                                     TABLE 73 VR PROJECTORS & DISPLAY WALLS: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                                     TABLE 74 VR PROJECTORS & DISPLAY WALLS:  MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             10.3.3 GESTURE-TRACKING DEVICES
                        10.3.3.1 To play crucial role in healthcare and gaming applications
                        10.3.3.2 Data gloves
                        10.3.3.3 Others
                                     TABLE 75 VR GESTURE-TRACKING DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                                     TABLE 76 VR GESTURE-TRACKING DEVICES:  MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
     10.4 MR DEVICES 
             10.4.1 PLACE OBJECTS OR VIRTUAL BEINGS INTO PHYSICAL SITUATIONS FOR USERS
                        TABLE 77 MR DEVICES: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
                        TABLE 78 MR DEVICES: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
 
11 EXTENDED REALITY MARKET, BY APPLICATION (Page No. - 143)
     11.1 INTRODUCTION 
             FIGURE 51 EXTENDED REALITY MARKET, BY APPLICATION
             TABLE 79 EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             FIGURE 52 CONSUMER SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
             TABLE 80 EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
     11.2 CONSUMER 
             11.2.1 GAMING
                        11.2.1.1 Enhances gaming interactivity and provides highly immersive experience to gamers
             11.2.2 SPORTS AND ENTERTAINMENT
                        11.2.2.1 Sports
                                     11.2.2.1.1 Enhances training and viewing experience for players and audience
                        11.2.2.2 Entertainment
                                     11.2.2.2.1 Enhances viewing experience and interactivity of visitors in museums, theme parks, and exhibitions
                                                    TABLE 81 CONSUMER: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                                                    TABLE 82 CONSUMER: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                                                    TABLE 83 CONSUMER: MARKET, BY REGION, 2019–2022 (USD MILLION)
                                                    FIGURE 53 ASIA PACIFIC TO BE FASTEST-GROWING EXTENDED REALITY MARKET FROM 2023 TO 2028
                                                    TABLE 84 CONSUMER: MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.3 COMMERCIAL 
             11.3.1 RETAIL AND E-COMMERCE
                        11.3.1.1 Jewelry
                                     11.3.1.1.1 Enables consumers to try jewelry before buying
                        11.3.1.2 Beauty and cosmetics
                                     11.3.1.2.1 Virtual testing of cosmetic products to drive growth of extended reality market worldwide
                        11.3.1.3 Apparel fitting
                                     11.3.1.3.1 Virtual trial rooms to attract customer attention
                        11.3.1.4 Grocery shopping
                                     11.3.1.4.1 Provides personalized product tips to buyers during grocery shopping
                        11.3.1.5 Footwear
                                     11.3.1.5.1 Virtual try-before-you-buy feature contributes to use of extended reality in footwear
                        11.3.1.6 Furniture and light designing
                                     11.3.1.6.1 Reduced product exchange rates owing to use of extended reality in furniture and light designing
                        11.3.1.7 Advertisements and demonstration
                                     11.3.1.7.1 Enables proper virtual demonstration of products
             11.3.2 TRAVEL AND TOURISM
                        11.3.2.1 Used to enhance traveling experience of tourists
 
             11.3.3 E-LEARNING
                        11.3.3.1 Enables interactive learning experience for students
                                     TABLE 85 COMMERCIAL: MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                                     TABLE 86 COMMERCIAL: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                                     TABLE 87 COMMERCIAL: MARKET, BY REGION, 2019–2022 (USD MILLION)
                                     FIGURE 54 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR COMMERCIAL DURING FORECAST PERIOD
                                     TABLE 88 COMMERCIAL:  MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.4 ENTERPRISES (MANUFACTURING) 
             11.4.1 AIDS ENTERPRISES IN PROVIDING IMPROVED TRAINING TO THEIR WORKFORCE BY VISUALIZING CONTENT
                        TABLE 89 ENTERPRISES: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        TABLE 90 ENTERPRISES: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 91 ENTERPRISES: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        FIGURE 55 ENTERPRISES APPLICATION IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
                        TABLE 92 ENTERPRISES:  MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.5 HEALTHCARE 
             11.5.1 SURGERIES
                        11.5.1.1 Help save lives and treat patients seamlessly irrespective of severity of issues
             11.5.2 FITNESS MANAGEMENT
                        11.5.2.1 Helps add interactivity and fun to workouts
             11.5.3 PATIENT MANAGEMENT
                        11.5.3.1 Remote consulting feature drives use of extended reality in patient management
             11.5.4 PHARMACY MANAGEMENT
                        11.5.4.1 Enables improved scheduling of medicine flow
             11.5.5 MEDICAL TRAINING AND EDUCATION
                        11.5.5.1 Enrich learning experience for students
             11.5.6 OTHERS
                        TABLE 93 HEALTHCARE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        FIGURE 56 AR DEVICES SEGMENT OF HEALTHCARE APPLICATION TO REGISTER HIGHEST CAGR FROM 2023 TO 2028
                        TABLE 94 HEALTHCARE: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 95 HEALTHCARE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        TABLE 96 HEALTHCARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.6 AEROSPACE AND DEFENSE 
             11.6.1 SIMULATION TRAINING TO BE KEY FACTOR FOR ADOPTION OF EXTENDED REALITY IN AEROSPACE AND DEFENSE APPLICATIONS
                        TABLE 97 AEROSPACE & DEFENSE: MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        TABLE 98 AEROSPACE & DEFENSE: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 99 AEROSPACE & DEFENSE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        FIGURE 57 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION FROM 2023 TO 2028
                        TABLE 100 AEROSPACE & DEFENSE: MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.7 ENERGY 
             11.7.1 XR TECHNOLOGY HELPS ENSURE SAFETY IN OIL AND GAS INDUSTRY
                        TABLE 101 ENERGY: MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        TABLE 102 ENERGY: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 103 ENERGY: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        TABLE 104 ENERGY: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.8 AUTOMOTIVE 
             11.8.1 LIKELY TO REGISTER HIGHEST GROWTH RATE DURING FORECAST PERIOD
                        TABLE 105 AUTOMOTIVE: MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        TABLE 106 AUTOMOTIVE: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 107 AUTOMOTIVE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        TABLE 108 AUTOMOTIVE: MARKET, BY REGION, 2023–2028 (USD MILLION)
     11.9 OTHERS 
             11.9.1 TELECOMMUNICATIONS/IT DATA CENTERS
             11.9.2 AGRICULTURE
             11.9.3 REAL ESTATE
             11.9.4 GEOSPATIAL MINING
             11.9.5 TRANSPORTATION AND LOGISTICS
             11.9.6 CONSTRUCTION
             11.9.7 PUBLIC SAFETY
                        TABLE 109 OTHERS: MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
                        TABLE 110 OTHERS: MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
                        TABLE 111 OTHERS: MARKET, BY REGION, 2019–2022 (USD MILLION)
                        TABLE 112 OTHERS: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
12 EXTENDED REALITY MARKET, BY REGION (Page No. - 174)
     12.1 INTRODUCTION 
             FIGURE 58 EXTENDED REALITY MARKET, BY REGION
             TABLE 113 MARKET, BY REGION, 2019–2022 (USD MILLION)
             FIGURE 59 ASIA PACIFIC TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
             TABLE 114  MARKET, BY REGION, 2023–2028 (USD MILLION)
     12.2 NORTH AMERICA 
             FIGURE 60 NORTH AMERICA:MARKET SNAPSHOT
             TABLE 115 NORTH AMERICA: MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 116 NORTH AMERICA: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 117 NORTH AMERICA: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 118 NORTH AMERICA: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 119 NORTH AMERICA: MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 120 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             12.2.1 IMPACT OF RECESSION ON NORTH AMERICA
             12.2.2 US
                        12.2.2.1 Surging use of extended reality technology for marketing and promotional campaigns to contribute to market growth
             12.2.3 CANADA
                        12.2.3.1 Increasing investments in cutting-edge technologies to fuel market growth
             12.2.4 MEXICO
                        12.2.4.1 Evolving industrial sector to drive market growth
     12.3 EUROPE 
             FIGURE 61 EUROPE: EXTENDED REALITY MARKET SNAPSHOT
             TABLE 121 EUROPE: MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 122 EUROPE: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 123 EUROPE: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             FIGURE 62 AUTOMOTIVE SEGMENT TO GROW AT HIGHEST CAGR IN EXTENDED REALITY MARKET IN EUROPE FROM 2023 TO 2028
             TABLE 124 EUROPE: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 125 EUROPE: MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 126 EUROPE: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             12.3.1 GERMANY
                        12.3.1.1 Surging adoption of new technologies in manufacturing sector to aid market growth
             12.3.2 UK
                        12.3.2.1 Increasing focus on digitization to drive market growth
             12.3.3 FRANCE
                        12.3.3.1 Increasing adoption of extended reality in retail sector to enhance market growth
             12.3.4 REST OF EUROPE
     12.4 ASIA PACIFIC 
             FIGURE 63 ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT
             TABLE 127 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 128 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 129 ASIA PACIFIC: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             FIGURE 64 AUTOMOTIVE SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN ASIA PACIFIC FROM 2023 TO 2028
             TABLE 130 ASIA PACIFIC: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 131 ASIA PACIFIC: MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
             TABLE 132 ASIA PACIFIC: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
             12.4.1 CHINA
                        12.4.1.1 Rising number of local players producing extended reality devices to propel market
             12.4.2 JAPAN
                        12.4.2.1 Flourishing healthcare sector to fuel market growth
             12.4.3 SOUTH KOREA
                        12.4.3.1 Ongoing digital revolution in industrial sector to drive market
             12.4.4 INDIA
                        12.4.4.1 Increasing awareness related to advanced technologies to play crucial role in market growth
             12.4.5 REST OF ASIA PACIFIC
     12.5 REST OF THE WORLD 
             TABLE 133 REST OF THE WORLD: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
             TABLE 134 REST OF THE WORLD: MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
             TABLE 135 REST OF THE WORLD: MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
             TABLE 136 REST OF THE WORLD: MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
             TABLE 137 REST OF THE WORLD: MARKET, BY REGION, 2019–2022 (USD MILLION)
             TABLE 138 REST OF THE WORLD:  MARKET, BY REGION, 2023–2028 (USD MILLION)
             12.5.1 MIDDLE EAST AND AFRICA
                        12.5.1.1 Flourishing oil and gas and mining sectors to fuel demand for extended reality devices
             12.5.2 SOUTH AMERICA
                        12.5.2.1 Growing consumer sector to drive market growth
 
13 COMPETITIVE LANDSCAPE (Page No. - 200)
     13.1 OVERVIEW 
     13.2 MARKET EVALUATION FRAMEWORK 
             TABLE 139 STRATEGIES ADOPTED BY KEY EXTENDED REALITY SOLUTION MANUFACTURERS
             13.2.1 PRODUCT PORTFOLIO
             13.2.2 REGIONAL FOCUS
             13.2.3 MANUFACTURING FOOTPRINT
             13.2.4 ORGANIC/INORGANIC STRATEGIES
     13.3 MARKET SHARE ANALYSIS, 2022 
             FIGURE 65 MARKET SHARE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2022
             TABLE 140 MARKET SHARE ANALYSIS OF TOP FIVE COMPANIES, 2022
     13.4 REVENUE ANALYSIS: TOP FIVE COMPANIES, 2018–2022 
             FIGURE 66 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2018–2022
             TABLE 141 TOP FIVE AR DEVICE MANUFACTURING COMPANIES, 2022
             TABLE 142 TOP FIVE VR DEVICE MANUFACTURING COMPANIES, 2022
             TABLE 143 TOP FIVE MR DEVICE MANUFACTURING COMPANIES, 2022
     13.5 COMPANY EVALUATION QUADRANT, 2022 
             13.5.1 STARS
             13.5.2 EMERGING LEADERS
             13.5.3 PERVASIVE PLAYERS
             13.5.4 PARTICIPANTS
           FIGURE 67 COMPANY EVALUATION QUADRANT, 2022
     13.6 STARTUPS/SMES EVALUATION QUADRANT, 2022 
             13.6.1 PROGRESSIVE COMPANIES
             13.6.2 RESPONSIVE COMPANIES
             13.6.3 DYNAMIC COMPANIES
             13.6.4 STARTING BLOCKS
                        FIGURE 68 EXTENDED REALITY MARKET (GLOBAL) STARTUPS/SMES EVALUATION QUADRANT, 2022
     13.7 COMPANY FOOTPRINT 
             TABLE 144 COMPANY TECHNOLOGY FOOTPRINT
             TABLE 145 COMPANY OFFERING FOOTPRINT
             TABLE 146 COMPANY REGION FOOTPRINT
             TABLE 147 COMPANY OVERALL FOOTPRINT
     13.8 COMPETITIVE SCENARIOS AND TRENDS 
             13.8.1 PRODUCT LAUNCHES
                        TABLE 148 PRODUCT LAUNCHES, 2020–2023
             13.8.2 DEALS
                        TABLE 149 DEALS, 2020–2023
             13.8.3 OTHERS
                        TABLE 150 OTHERS, 2020–2023
 
14 COMPANY PROFILES (Page No. - 218)
     14.1 KEY PLAYERS 
(Business Overview, Products/Solutions offered, Recent Developments, MnM View)*  
             14.1.1 META PLATFORMS, INC.
                        TABLE 151 META PLATFORMS, INC.: BUSINESS OVERVIEW
                        FIGURE 69 META PLATFORMS, INC.: COMPANY SNAPSHOT
                        TABLE 152 META PLATFORMS, INC.: PRODUCT LAUNCHES
                        TABLE 153 META PLATFORMS, INC.: DEALS
             14.1.2 MICROSOFT
                        TABLE 154 MICROSOFT: BUSINESS OVERVIEW
                        FIGURE 70 MICROSOFT: COMPANY SNAPSHOT
                        TABLE 155 MICROSOFT: PRODUCT LAUNCHES
                        TABLE 156 MICROSOFT: DEALS
             14.1.3 SONY GROUP CORPORATION
                        TABLE 157 SONY GROUP CORPORATION: BUSINESS OVERVIEW
                        FIGURE 71 SONY GROUP CORPORATION: COMPANY SNAPSHOT
                        TABLE 158 SONY GROUP CORPORATION: PRODUCT LAUNCHES
                        TABLE 159 SONY GROUP CORPORATION: DEALS
             14.1.4 APPLE INC.
                        TABLE 160 APPLE INC.: BUSINESS OVERVIEW
                        FIGURE 72 APPLE INC.: COMPANY SNAPSHOT
                        TABLE 161 APPLE INC.: PRODUCT LAUNCHES
                        TABLE 162 APPLE INC.: DEALS
             14.1.5 GOOGLE
                        TABLE 163 GOOGLE: BUSINESS OVERVIEW
                        FIGURE 73 GOOGLE: COMPANY SNAPSHOT
                        TABLE 164 GOOGLE: PRODUCT LAUNCHES
                        TABLE 165 GOOGLE: DEALS        
             14.1.6 HTC CORPORATION
                        TABLE 166 HTC CORPORATION: BUSINESS OVERVIEW
                        FIGURE 74 HTC CORPORATION: COMPANY SNAPSHOT
                        TABLE 167 HTC CORPORATION: PRODUCT LAUNCHES
             14.1.7 PTC INC.
                        TABLE 168 PTC INC.: BUSINESS OVERVIEW
                        FIGURE 75 PTC INC.: COMPANY SNAPSHOT
                        TABLE 169 PTC INC.: PRODUCT LAUNCHES
                        TABLE 170 PTC INC.: DEALS
             14.1.8 SEIKO EPSON CORPORATION
                        TABLE 171 SEIKO EPSON CORPORATION: BUSINESS OVERVIEW
                        FIGURE 76 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
                        TABLE 172 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
                        TABLE 173 SEIKO EPSON CORPORATION: DEALS
             14.1.9 QUALCOMM TECHNOLOGIES, INC.
                        TABLE 174 QUALCOMM TECHNOLOGIES, INC.: BUSINESS OVERVIEW
                        FIGURE 77 QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
                        TABLE 175 QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES
                        TABLE 176 QUALCOMM TECHNOLOGIES, INC.: DEALS
                        TABLE 177 QUALCOMM TECHNOLOGIES, INC.: OTHERS
             14.1.10 SAMSUNG ELECTRONICS CO., LTD.
                        TABLE 178 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW
                        FIGURE 78 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
                        TABLE 179 SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES
                        TABLE 180 SAMSUNG ELECTRONICS CO., LTD.: DEALS
     14.2 OTHER PLAYERS 
             14.2.1 LENOVO
             14.2.2 INTEL CORPORATION
             14.2.3 PANASONIC HOLDINGS CORPORATION
             14.2.4 EON REALITY
             14.2.5 CONTINENTAL AG
             14.2.6 VISTEON CORPORATION
             14.2.7 XIAOMI CORPORATION
             14.2.8 MAXST CO., LTD.
             14.2.9 MAGIC LEAP, INC.
             14.2.10 VIRTUIX
             14.2.11 ULTRALEAP
             14.2.12 VUZIX CORPORATION
             14.2.13 NORTHERN DIGITAL INC.
             14.2.14 TATA ELXSI
             14.2.15 FUSION VR
*Details on Business Overview, Products/Solutions offered, Recent Developments, MnM View might not be captured in case of unlisted companies.  
 
15 APPENDIX (Page No. - 277)
     15.1 DISCUSSION GUIDE 
     15.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     15.3 CUSTOMIZATION OPTIONS 
     15.4 RELATED REPORTS 
     15.5 AUTHOR DETAILS 
 
     14.1 KEY PLAYERS 
(Business Overview, Products/Solutions offered, Recent Developments, MnM View)*  
             14.1.1 META PLATFORMS, INC.
                        TABLE 151 META PLATFORMS, INC.: BUSINESS OVERVIEW
                        FIGURE 69 META PLATFORMS, INC.: COMPANY SNAPSHOT
                        TABLE 152 META PLATFORMS, INC.: PRODUCT LAUNCHES
                        TABLE 153 META PLATFORMS, INC.: DEALS
             14.1.2 MICROSOFT
                        TABLE 154 MICROSOFT: BUSINESS OVERVIEW
                        FIGURE 70 MICROSOFT: COMPANY SNAPSHOT
                        TABLE 155 MICROSOFT: PRODUCT LAUNCHES
                        TABLE 156 MICROSOFT: DEALS
             14.1.3 SONY GROUP CORPORATION
                        TABLE 157 SONY GROUP CORPORATION: BUSINESS OVERVIEW
                        FIGURE 71 SONY GROUP CORPORATION: COMPANY SNAPSHOT
                        TABLE 158 SONY GROUP CORPORATION: PRODUCT LAUNCHES
                        TABLE 159 SONY GROUP CORPORATION: DEALS
             14.1.4 APPLE INC.
                        TABLE 160 APPLE INC.: BUSINESS OVERVIEW
                        FIGURE 72 APPLE INC.: COMPANY SNAPSHOT
                        TABLE 161 APPLE INC.: PRODUCT LAUNCHES
                        TABLE 162 APPLE INC.: DEALS
             14.1.5 GOOGLE
                        TABLE 163 GOOGLE: BUSINESS OVERVIEW
                        FIGURE 73 GOOGLE: COMPANY SNAPSHOT
                        TABLE 164 GOOGLE: PRODUCT LAUNCHES
                        TABLE 165 GOOGLE: DEALS        
             14.1.6 HTC CORPORATION
                        TABLE 166 HTC CORPORATION: BUSINESS OVERVIEW
                        FIGURE 74 HTC CORPORATION: COMPANY SNAPSHOT
                        TABLE 167 HTC CORPORATION: PRODUCT LAUNCHES
             14.1.7 PTC INC.
                        TABLE 168 PTC INC.: BUSINESS OVERVIEW
                        FIGURE 75 PTC INC.: COMPANY SNAPSHOT
                        TABLE 169 PTC INC.: PRODUCT LAUNCHES
                        TABLE 170 PTC INC.: DEALS
             14.1.8 SEIKO EPSON CORPORATION
                        TABLE 171 SEIKO EPSON CORPORATION: BUSINESS OVERVIEW
                        FIGURE 76 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
                        TABLE 172 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
                        TABLE 173 SEIKO EPSON CORPORATION: DEALS
             14.1.9 QUALCOMM TECHNOLOGIES, INC.
                        TABLE 174 QUALCOMM TECHNOLOGIES, INC.: BUSINESS OVERVIEW
                        FIGURE 77 QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
                        TABLE 175 QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES
                        TABLE 176 QUALCOMM TECHNOLOGIES, INC.: DEALS
                        TABLE 177 QUALCOMM TECHNOLOGIES, INC.: OTHERS
             14.1.10 SAMSUNG ELECTRONICS CO., LTD.
                        TABLE 178 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW
                        FIGURE 78 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
                        TABLE 179 SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES
                        TABLE 180 SAMSUNG ELECTRONICS CO., LTD.: DEALS
     14.2 OTHER PLAYERS 
             14.2.1 LENOVO
             14.2.2 INTEL CORPORATION
             14.2.3 PANASONIC HOLDINGS CORPORATION
             14.2.4 EON REALITY
             14.2.5 CONTINENTAL AG
             14.2.6 VISTEON CORPORATION
             14.2.7 XIAOMI CORPORATION
             14.2.8 MAXST CO., LTD.
             14.2.9 MAGIC LEAP, INC.
             14.2.10 VIRTUIX
             14.2.11 ULTRALEAP
             14.2.12 VUZIX CORPORATION
             14.2.13 NORTHERN DIGITAL INC.
             14.2.14 TATA ELXSI
             14.2.15 FUSION VR
*Details on Business Overview, Products/Solutions offered, Recent Developments, MnM View might not be captured in case of unlisted companies.  
 
15 APPENDIX (Page No. - 277)
     15.1 DISCUSSION GUIDE 
     15.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     15.3 CUSTOMIZATION OPTIONS 
     15.4 RELATED REPORTS 
     15.5 AUTHOR DETAILS 
 

 

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

Primary Research

In the primary research, various primary sources from both supply and demand sides were interviewed to obtain qualitative and quantitative insights required for this report. Primary sources from the supply side include experts such as CEOs, vice presidents, marketing directors, equipment manufacturers, technology and innovation directors, end users, and related executives from multiple key companies and organizations operating in the extended reality market ecosystem.

Extended Reality Market Size, and Share

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 market and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

Estimating market size using bottom-up analysis (demand side)

  • Entities in the extended reality value chain that influence the entire extended reality industry have been identified
  • All key companies and related product manufacturers for the implementation of extended reality devices and software have been analyzed
  • The market size for these extended reality technologies, devices, and applications has been estimated
  • The developments related to extended reality carried out by various companies have been tracked, and the size of the extended reality market has been forecast based on these developments and other critical parameters
  • Multiple discussions with the key opinion leaders have been conducted to understand the types of contracts made, along with the identification of devices and software sold by companies in the extended reality market; this is expected to help analyze the breakup of the scope of work carried out by each key company operating in the extended reality market
  • The market estimates have been arrived at after studying various application-specific extended reality installations
  • At every level, estimates have been verified and crosschecked through discussions with the key opinion leaders, which include chief executive officers (CEO), directors, and operation managers, and then finally with the domain experts in MarketsandMarkets
  • This process also includes the study of various paid and unpaid sources of information, such as annual reports, press releases, white papers, and databases

Market Size Estimation Methodology-Bottom-up Approach

Extended Reality Market Size, and Bottom-up approach

Estimating market size using top-down approach (supply side)

  • Information related to revenues of companies that was offered by key device manufacturers has been gathered
  • Multiple on-field discussions with the key opinion leaders have been conducted across each key company involved in the development of extended reality technologies and devices
  • Geographic split has been estimated using secondary sources based on various factors, such as the number of players in a specific country and region, their application areas, and technology types implemented

Extended Reality Market Size, and Top-down approach

Data Triangulation

After arriving at the overall market size from the estimation process explained above, the overall extended reality market has been split into several segments and sub-segments. To complete the overall market engineering process and arrive at the exact statistics for all segments and sub-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 sides. The extended reality market size has been validated using both top-down and bottom-up approaches.

Market Definition

The extended reality (XR) market represents the convergence of augmented reality (AR), virtual reality (VR), and mixed reality (MR). AR is an interactive, reality-based display environment that uses computer-generated sounds, text, and effects to enhance the real-world experience of users. It uses displays, sensors, and embedded electronic components to combine real and computer-based scenes and images to deliver a unified and enhanced view of the world. 

VR technology provides users with a virtual environment using computer hardware and software. It provides a fully immersive environment wherein users can interact with objects similar to those in the real world. This technology uses gesture-recognition systems, sensors, and embedded electronic components. Processors help execute input and give users an output to perceive that virtual objects are a part of the environment.

MR technology allows users to see and immerse themselves in the world around them even as they interact with virtual environments using their hands without removing their headsets. It merges real and virtual worlds to create new environments and visualizations wherein physical and digital objects coexist and interact in real time.

Stakeholders

  • Raw material suppliers
  • Semiconductor foundries
  • Original equipment manufacturers (OEMs)
  • Augmented reality (AR), virtual reality (VR), and mixed reality (MR) device manufacturers
  • Original design manufacturers (ODMs) and OEM technology solution providers
  • Research organizations
  • Technology standard organizations, forums, alliances, and associations
  • Technology investors
  • Governments, financial institutions, and investment communities
  • Analysts and strategic business planners

The main objectives of this study are as follows:

  • To define, describe, segment, and forecast the extended reality market size, by technology, offering, and application, in terms of value
  • To describe and forecast the extended reality market size in four key regions, namely, North America, Europe, Asia Pacific, and Rest of the World (RoW), 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 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 provide a detailed impact of the recession on the global extended reality market
  • To analyze opportunities in the market for stakeholders, along with a detailed competitive landscape of the extended reality market
  • To analyze micromarkets1 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 competencies2, along with the competitive leadership mapping chart
  • To analyze the competitive developments such as product launches and developments, partnerships, collaborations, contracts, agreements, alliances, 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:

  • Detailed analysis and profiling of additional market players (up to five)
Custom Market Research Services

We will customize the research for you, in case the report listed above does not meet with your exact requirements. Our custom research will comprehensively cover the business information you require to help you arrive at strategic and profitable business decisions.

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