Extended Reality Market Size, Share and Trends

Report Code SE 7890
Published in Dec, 2024, By MarketsandMarkets™
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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

 

Extended Reality Market Size, Share & Trends

The extended reality market is keenly expected to grow from USD 24.42 billion in 2024 to USD 84.86 billion in 2029, with a CAGR of 28.3% within the forecast period. The growth of the market can be attributed to growing use of extended reality in education, industrial, healthcare, and gaming application, increasing focus of technology providers on developing affordable VR devices, integration of spatial computing in extended reality applications, and development of GenAI in extended reality applications.

Extended Reality Market

Attractive Opportunities in the Extended Reality Market

ASIA PACIFIC

Increased demand for low-priced extended reality solutions, easy availability of devices, along with flourishing e-commerce business, are driving the growth of the market in the region.

The AR technology segment is expected to capture the largest share of the extended reality market during the forecast period.

China, India, Japan, and South Korea are likely to offer high growth opportunities for the manufacturers of the extended reality solutions.

Product launches and developments are likely to offer lucrative opportunities for market players in the next five years.

The software segment is expected to dominate the market during the forecast period.

Impact of AI in Extended Reality Market

The impact of AI/Gen AI on the extended reality market is significant. It influences a variety of metrics, such as content creation, object recognition and tracking, user interaction, intelligent virtual assistants, and spatial mapping. Al improves user interaction with intuitive and responsive interaction through natural language processing, gesture recognition, and adaptive interfaces that give better user engagement. Furthermore, AI helps to improve content creation and empowers the fast and easy generation of quality assets, environments, and interactions. Also, with the help of Al object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world—key to gaming, training, and industrial applications. The key benefits offered by AI/Gen AI include Al-powered virtual assistants that can provide personalized aid and learning. Combining AI technologies boosts creativity, enhances XR application development, and offers leverage in improving the experience.

Extended Reality Market

Global Extended Reality Market Dynamics

DRIVER: Integration of spatial computing technology in XR applications

Spatial computing is a key technology that drives the development of more immersive and interactive XR experiences. As demand for XR applications rises, we can anticipate more innovative uses of spatial computing. Also, the demand for spatial computing increased with phenomenal growth after the introduction of remote work. The world realized a need to work from home after the COVID-19 pandemic; however, video conferencing in its traditional mode proved to be an extremely limited tool. Due to this, many organizations started researching spatial computing to develop new means for virtual teaming. Platforms such as Microsoft Mesh and Spatial use this technology to create shared virtual spaces through which teams can interact with one another using 3D data in real time. That way, meetings are much more interesting and less exhausting than a usual video call. This could enable teamwork and creativity, even among distant individuals. It is used in many industries such as gaming, education, design and engineering, and healthcare.

For instance, Qualcomm Technologies, Inc. announced two new spatial computing platforms– Snapdragon XR2 Gen 2 and Snapdragon AR1 Gen 1– that will enable the next generation of MR and VR devices and smart glasses. Also, AjnaLens launched high-performance spatial computing for next-generation gaming. Moreover, spatial audio is increasingly integrated into devices by companies such as Apple and Microsoft, offering a more immersive and realistic experience. It allows audio to be perceived as coming from different directions in 3D space. This enhances the realism of virtual environments.

RESTRAINTS: High installation, configuration, and maintenance costs of XR devices

To execute demanding XR applications, high-performance computers and mainframe servers are needed. Organizations intending to deploy XR solutions across multiple locations may face financial problems in these hardware requirements. For implementing XR technology in complex environments, professional installation services may be required, which lead to incurring additional costs. Furthermore, implementing extended reality solutions incurs extra costs owing to the ongoing maintenance expenses. Businesses often need to invest in training for their employees to ensure they can effectively use these technologies, which also adds to the total cost. These high costs can make it difficult for many businesses, especially small and medium-sized enterprises, to adopt extended reality technologies. Therefore, such high installation and maintenance costs are expected to delay the growth of the extended reality market globally.

 

OPPORTUNITY: Emergence of newer applications of XR in automotive and aerospace & defense sectors

The automotive industry is highly relying on XR technology to upgrade how cars are designed and developed. Using VR and AR, firms create 3D digital models of vehicles. This helps designers and engineers begin working on various changes that can be made without any need to develop physical prototypes, saving time and money. In the development process, XR also leaves a positive impact on the element of speed and efficiency. Simultaneously, the employees will undergo training in using XR technology, which will streamline and ease their work. Jaguar and Land Rover use XR technology to provide easy visualization of data and components with designs for viewing different angles on tablets and carrying out virtual crash tests. This improves vehicle manufacturing including assembly lines and improves vehicle safety.

CHALLENGE: Issues related to latency and limited field of view

The issue of display delay is critical for ensuring a seamless and immersive experience. High latency can lead to dizziness, discomfort, and even motion sickness because there can be a noticeable lag between a user's movements and what they observe in the XR environment. Reducing latency is a challenge that relies on fast and responsive offerings, enabling a smooth XR experience that feels like it is occurring in real time. HiSilicon has designed a series of chipsets to deliver the best possible XR experiences with minimal end-to-end latency. Its technology delivers ultra-HD low-latency encoding at 4K, which is critical for applications such as remote immersive video conferences. The series introduces powerful real-time scene identification AI processing capabilities that prevent minor processing delays. Despite such developments, the further advancements are necessary to avoid latency issues.

Additionally, field of view (FoV) defines the portion of the surroundings that is visible at any time. Ideally, a human eye can see around 200° of the surrounding environments in the horizontal plane and 135° vertically. Current AR and VR devices have, on average, a FOV that can reach up to 90°. To create a better immersive experience, AR devices should capture maximum natural FOV. A wider display enhances comfort and makes users feel more present in the virtual environment. However, achieving a wide FOV in AR headsets is challenging because the necessary components, including projectors and mirrors, often tend to be bulky.

Global Extended Reality Market Ecosystem Analysis

The major players operating in the extended reality market include Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), and Google (US). These companies are engaged in the development of extended reality-based products to meet global demand across various sectors such as healthcare, automotive, education, and aerospace and defense.

Top Companies in Extended Reality Market
 

In the technology segment, augmented reality technology segment to account for the largest market share during forecast period.

The AR technology segment is expected to capture the largest share of the extended reality market during the forecast period. The increasing adoption of AR in consumer and commercial applications drives the growth of AR technology across the world. In consumer applications, the technology is mainly used for gaming and entertainment purposes as it enables the creation of 3D visual objects in the real world. For instance, Pokémon GO is among the widely played AR video games. Considering the demand for AR solutions, key players in the market are involved in developing highly innovative and affordable devices and gaming applications. For instance, in March 2023, Meta Platforms, Inc. announced that it would launch its first AR glasses by 2027. The internal testing for these glasses is expected to begin in 2024. In June 2022, Apple Inc. launched ARKit 6, the latest version of its AR SDK, which enhances core capabilities and allows developers to create better AR apps for iPhones and iPads at WWDC 2022. This SDK enables users to create augmented reality (AR) experiences rendered in 4K HDR and customize camera settings for their applications. Additionally, information will be provided on how to export high-resolution still images from an ARKit session, utilize features such as plane estimation and motion capture, and incorporate AR location anchors in more cities. Thus, the flourishing gaming, sports, and entertainment industries fuel the growth of the AR technology segment of the extended reality market.

Consumer application segment to account for the largest market share during forecast period.

The consumer application segment is projected to account for the largest share of the extended reality market from 2024 to 2029. The consumer segment comprises gaming and entertainment applications wherein AR technology is used to create 3D visual objects in the real world. The gaming, sports, and entertainment sectors encourage the use of AR technology in consumer applications. VR technology also offers remarkable results regarding visual effects when used in gaming and sports broadcasts. The demand for head-mounted displays (HMDs) is high in consumer applications, particularly in smart glasses used for sports such as skiing and fighting games. Additionally, there is a growing need for the development of virtual reality (VR) applications in the entertainment sector. These apps aim to enhance users' experiences during sports broadcasts and provide information from social networking sites.

Asia Pacific to Grow at the Highest CAGR During Forecast Period

The Asia-Pacific region is expected to dominate the Extended Reality (XR) market during the forecast period owing to several factors which include rapid technological improvements, rising expenditure on digital transformation, and growing industries’ acceptance of XR technology. Major economies such as China, Japan, South Korea, and India are at the forefront of this growth owing to their strong technological infrastructure and high number of consumers. China being the world’s largest XR market has also witnessed an increased government and private sector investment in development of XR technology. The country already employs XR in gaming, entertainment, retail, and industrial use with the help of local companies such as Tencent, Huawei and Alibaba. The increasing adoption of extended reality technologies in consumer, commercial, and healthcare applications drives the extended reality market in Asia Pacific. The extended reality market in this region is projected to witness significant growth over the next few years owing to the increased adoption of this technology in Japan, China, and South Korea.

LARGEST MARKET SHARE IN 2024-2029
CHINA FASTER-GROWING MARKET IN REGION
Extended Reality Market Size and Share

Recent Developments of Extended Reality Market

  • In 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.
  • In 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.
  • In 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.
  • In February 2023, the 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.
  • In 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.

Key Market Players

List of Top Extended Reality Market

Extended Reality Market Report Scope

Report Attribute Details
Estimated Value USD 24.42 billion in 2024
Expected Value  USD 84.86 billion in 2029
Growth Rate CAGR of  28.3% 
Market size available for years 2020–2029
Base year considered 2023
Forecast period 2024–2029
Forecast units Value (USD Billion)
Segments Covered By Type, Enterprise Size, Outlook, Technology, Device type, Offering, Application and Regio
Regions covered North America, Europe, Asia Pacific, and RoW

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?
Asia Pacific to hold the largest share of the extended reality market. Moreover, the region benefits from significant investments in research and development, fostering innovation in extended reality across various industries, particularly consumer, healthcare, and aerospace and defense, which further boosts the demand for extended reality in the region.
What are the major drivers and opportunities related to the extended reality market?
Growing use of XR in education, industrial training, healthcare and gaming applications drives the extended reality market. However, expanding use of XR in automotive, aerospace and defense sectors provides significant opportunities for the extended reality providers.
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 position in the extended reality market.

 

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Table of Contents

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TITLE
PAGE NO
INTRODUCTION
27
RESEARCH METHODOLOGY
32
EXECUTIVE SUMMARY
44
PREMIUM INSIGHTS
48
MARKET OVERVIEW
52
  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    DRIVERS
    - Growing use of XR in education, industrial, healthcare, and gaming applications
    - Increasing focus of technology providers on developing affordable VR devices
    - Integration of spatial computing technology in XR applications
    - Surging deployment of GenAI in XR applications
    RESTRAINTS
    - High installation, configuration, and maintenance costs of XR devices
    - Disadvantages of constant advances in XR technology
    OPPORTUNITIES
    - Emergence of newer applications of XR in automotive and aerospace & defense sectors
    - Ongoing advancements in 5G technology
    - Thriving travel & tourism industry
    CHALLENGES
    - Challenges associated with protecting consumer privacy
    - 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.
    INTENSITY OF COMPETITIVE RIVALRY
    THREAT OF SUBSTITUTES
    BARGAINING POWER OF BUYERS
    BARGAINING POWER OF SUPPLIERS
    THREAT OF NEW ENTRANTS
  • 5.7 KEY STAKEHOLDERS AND BUYING CRITERIA
    KEY STAKEHOLDERS IN BUYING PROCESS
    BUYING CRITERIA
  • 5.8 TECHNOLOGY ANALYSIS
    KEY TECHNOLOGIES
    - Motion tracking
    - 3D rendering and modeling
    - Mobile AR
    - Near-eye displays
    COMPLEMENTARY TECHNOLOGIES
    - Artificial intelligence (AI) and machine learning (ML)
    - Web-based AR
    - AR-powered displays
    ADJACENT TECHNOLOGIES
    - Metaverse
  • 5.9 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.10 ECOSYSTEM ANALYSIS
  • 5.11 CASE STUDY ANALYSIS
    PTC OFFERS GATE AR PLATFORM TO MERCK’ TO ASSIST STAFF IN DAILY OPERATIONS
    AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS
    PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS
    ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUÉBEC EMPLOYEES
    OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES
  • 5.12 PRICING ANALYSIS
    INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED BY KEY PLAYERS, BY DEVICE TYPE, 2023
    INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023
    AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020–2023
    AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION, 2020–2023
  • 5.13 PATENT ANALYSIS
  • 5.14 TRADE ANALYSIS
    IMPORT SCENARIO (HS CODE 9004)
    EXPORT SCENARIO (HS CODE 9004)
  • 5.15 KEY CONFERENCES AND EVENTS, 2024–2025
  • 5.16 REGULATORY LANDSCAPE
    REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    STANDARDS
  • 5.17 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET
TYPES OF EXTENDED REALITY DEVICES
91
  • 6.1 INTRODUCTION
  • 6.2 MOBILE EXTENDED REALITY DEVICES.
    SMARTPHONE EXTENDED REALITY DEVICES
    STANDALONE EXTENDED REALITY DEVICES
  • 6.3 PC EXTENDED REALITY DEVICES.
EXTENDED REALITY BUSINESS OUTLOOK
93
  • 7.1 INTRODUCTION
  • 7.2 CONSUMER ENGAGEMENT
  • 7.3 BUSINESS ENGAGEMENT
EXTENDED REALITY MARKET, BY ENTERPRISE SIZE
94
  • 8.1 INTRODUCTION
  • 8.2 SMALL ENTERPRISES
  • 8.3 MID-SIZED ENTERPRISES
  • 8.4 LARGE ENTERPRISES
EXTENDED REALITY MARKET, BY TECHNOLOGY
97
  • 9.1 INTRODUCTION
  • 9.2 AR TECHNOLOGY
    MARKER-BASED AR
    - Growing use in advertising, education, and interactive product demonstration applications to drive market
    - Passive markers
    - Active markers
    MARKERLESS AR
    - Rising demand for smartphones, laptops, and tablets to fuel segmental growth
    - Model-based tracking
    - Image processing-based tracking
    ANCHOR-BASED AR
    - Growing use of anchor-based AR to overlay virtual images in real space to drive market
  • 9.3 VR TECHNOLOGY
    NON-IMMERSIVE
    - Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth
    SEMI-IMMERSIVE AND FULLY IMMERSIVE
    - Ability to offer richer experience in controlled environment to accelerate demand
  • 9.4 MR TECHNOLOGY
    EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND
    HOLOGRAPHIC
    IMMERSIVE
    EXTENDED REALITY MARKET, BY OFFERING
EXTENDED REALITY MARKET, BY OFFERING
131
  • 10.1 INTRODUCTION
  • 10.2 HARDWARE
    SENSORS
    - Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth
    - Accelerometers
    - Gyroscopes
    - Magnetometers
    - Proximity sensors
    SEMICONDUCTOR COMPONENTS
    - Rising focus on developing lightweight and portable XR devices to foster segmental growth
    - Controllers and processors
    - Integrated circuits
    DISPLAYS AND PROJECTORS
    - Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand
    POSITION TRACKERS
    - Excellence in tracking users' movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption
    CAMERAS
    - Ability to measure depth and size of objects in XR technologies to spur demand
    OTHER COMPONENTS
  • 10.3 SOFTWARE
    ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH
    SOFTWARE DEVELOPMENT KITS
    CLOUD-BASED SOFTWARE
EXTENDED REALITY MARKET, BY DEVICE TYPE
148
  • 11.1 INTRODUCTION
  • 11.2 AR DEVICES
    HMDS
    - Rising use by medical professionals and gamers to drive market
    - AR smart glasses
    - Smart helmets
    HUDS
    - Increasing adoption in automotive applications to display crucial information for drivers to propel market
  • 11.3 VR DEVICES
    HEAD-MOUNTED DISPLAYS
    - Commercialization of advanced HMDs by Sony and Samsung to boost adoption
    PROJECTORS & DISPLAY WALLS
    - Portability and high-quality projection capabilities to boost demand
    GESTURE-TRACKING DEVICES
    - Growing use in healthcare and gaming applications to contribute to segmental growth
  • 11.4 MR DEVICES
    ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND
EXTENDED REALITY MARKET, BY APPLICATION
159
  • 12.1 INTRODUCTION
  • 12.2 CONSUMER
    RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH
    GAMING
    SPORTS AND ENTERTAINMENT
    - Sports
    - Entertainment
  • 12.3 COMMERCIAL
    GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH
    RETAIL AND E-COMMERCE
    - Jewelry
    - Beauty and cosmetics
    - Apparel fitting
    - Grocery shopping
    - Footwear
    - Furniture and light design
    - Advertisements and demonstration
    TRAVEL AND TOURISM
    E-LEARNING
  • 12.4 ENTERPRISE
    INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND
  • 12.5 HEALTHCARE
    ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH
    SURGERIES
    FITNESS MANAGEMENT
    PATIENT MANAGEMENT
    PHARMACY MANAGEMENT
    MEDICAL TRAINING AND EDUCATION
    OTHER HEALTHCARE APPLICATIONS
  • 12.6 AEROSPACE & DEFENSE
    SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH
  • 12.7 ENERGY
    ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH
  • 12.8 AUTOMOTIVE
    INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH
  • 12.9 OTHER APPLICATIONS
    TELECOMMUNICATIONS/IT DATA CENTERS
    AGRICULTURE
    REAL ESTATE
    GEOSPATIAL MINING
    TRANSPORTATION & LOGISTICS
    CONSTRUCTION
    PUBLIC SAFETY
EXTENDED REALITY MARKET, BY REGION
179
  • 13.1 INTRODUCTION
  • 13.2 ASIA PACIFIC
    MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    CHINA
    - Increasing investment in AR and VR technologies to augment market growth
    JAPAN
    - Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market
    SOUTH KOREA
    - Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth
    INDIA
    - Increasing research and development of innovative technologies to fuel market growth
    REST OF ASIA PACIFIC
  • 13.3 NORTH AMERICA
    MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    US
    - Rapid advances in hardware, software, and connectivity technologies to augment market growth
    CANADA
    - Strong presence of startups developing wearable and other emerging technologies to boost market growth
    MEXICO
    - Rising emphasis on promoting disruptive technologies to fuel market growth
  • 13.4 EUROPE
    MACROECONOMIC OUTLOOK FOR EUROPE
    GERMANY
    - Mounting adoption of emerging technologies in manufacturing sector to bolster market growth
    UK
    - Rising deployment of AR technology in video gaming to fuel market growth
    FRANCE
    - Increasing investment in technology development projects to contribute to market growth
    ITALY
    - Growing awareness about immersive technologies to accelerate market growth
    REST OF EUROPE
  • 13.5 ROW
    MACROECONOMIC OUTLOOK FOR ROW
    MIDDLE EAST & AFRICA
    - Rising adoption of AR and VR technologies in healthcare sector to bolster market growth
    - GCC countries
    - Africa & Rest of Middle East
    SOUTH AMERICA
    - Growing demand for innovative technologies for commercial applications to stimulate market growth
COMPETITIVE LANDSCAPE
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
    STARS
    EMERGING LEADERS
    PERVASIVE PLAYERS
    PARTICIPANTS
    COMPANY FOOTPRINT: KEY PLAYERS, 2023
    - Company footprint
    - Region footprint
    - Technology footprint
    - Device type footprint
    - Offering footprint
    - Application footprint
  • 14.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    PROGRESSIVE COMPANIES
    RESPONSIVE COMPANIES
    DYNAMIC COMPANIES
    STARTING BLOCKS
    COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023
    - Detailed list of key startups/SMEs
    - Competitive benchmarking of key startups/SMEs
  • 14.9 COMPETITIVE SCENARIO
    PRODUCT LAUNCHES AND ENHANCEMENTS
    DEALS
COMPANY PROFILES
240
  • 15.1 KEY PLAYERS
    META PLATFORMS, INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    MICROSOFT
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    SONY GROUP CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    APPLE INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    GOOGLE
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    HTC CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    PTC INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    SEIKO EPSON CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    QUALCOMM TECHNOLOGIES, INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    SAMSUNG ELECTRONICS CO., LTD.
    - Business overview
    - Products/Solutions offered
    - Recent developments
  • 15.2 OTHER PLAYERS
    LENOVO
    INTEL CORPORATION
    PANASONIC HOLDINGS CORPORATION
    EON REALITY
    CONTINENTAL AG
    VISTEON CORPORATION
    XIAOMI CORPORATION
    MAXST CO., LTD.
    MAGIC LEAP, INC.
    VIRTUIX
    ULTRALEAP
    VUZIX CORPORATION
    NORTHERN DIGITAL INC.
    TATA ELXSI
    FUSION VR
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

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:

  • Detailed analysis and profiling of additional market players based on various blocks of the supply chain

Previous Versions of this Report

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

Report Code SE 7890
Published in Apr, 2023, By MarketsandMarkets™
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Growth opportunities and latent adjacency in Extended Reality Market

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