Extended Reality Market Size, Share, Trends, 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
Updated on : October 22, 2024
The Global Extended reality market size is experiencing unprecedented growth, driven by rising demand across various sectors such as entertainment, healthcare, education, and retail. As organizations increasingly recognize the value of immersive experiences, the future of XR looks promising, with new technologies like augmented reality (AR), virtual reality (VR), and mixed reality (MR) leading the charge. Key trends shaping this market include advancements in hardware, such as more powerful headsets and haptic feedback devices, as well as software innovations that enhance user engagement and interactivity. With an expanding ecosystem of applications and a growing user base, the extended reality market is poised for remarkable expansion in the coming years.
Extended Reality Market Size
The extended reality market size is projected to reach USD 111.5 billion by 2028 from USD 40.1 billion in 2023, Growing at a CAGR of 22.7% from 2023 to 2028. Increasing adoption of extended reality in the education sector and industrial training, continuous developments in 5G technology, and advancements in display technology such as increasing usage of OLEDoS in HMDs are some of the major factors driving the market growth globally. Moreover, mixed reality (MR) technology will have a significant positive impact on the extended reality market since it can seamlessly merge digital and physical surroundings, transforming user experience across many applications.
Extended Reality Market Size & Forecast to 2028
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Impact of AI/Gen AI on Extended Reality Market
The major use cases of Al/Gen Al in the extended reality industry includes content creation, object recognition and tracking, user interaction, intelligent virtual assistants, and spatial mapping. Al- enhanced content creation empowers the fast and easy generation of quality assets, environments, and interactions that provide more immersive and dynamic AR and VR experiences. Al-driven object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world-key in gaming, training, and industrial applications. Besides, Al enhances user interaction with intuitive and responsive interaction through natural language processing, gesture recognition, and adaptive interfaces that give better user engagement. Other benefits are Al-powered virtual assistants that can provide personalized aid; however, their full potential is again limited because of technological and integrational challenges. Finally, spatial mapping enhanced by Al is required in the development of most immersive AR and VR experiences, since it accurately perceives and reconstructs physical environments. This spatial awareness is essential for applications like navigation, gaming, and training, enabling XR systems to effectively interact with and respond to the physical world.
Extended Reality Market Trends & Dynamics
Driver: Increasing demand for extended reality in the entertainment and gaming industry
The gaming and entertainment sector has witnessed significant growth as a result of its increased adoption of extended reality technologies. Several companies in the industry, such as Meta and Sony Group Corporation, are developing XR-based entertainment content such as games, films, videos, and other media. The ability of extended reality devices to produce realistic-looking virtual scenarios and operate as natural user interfaces, along with the capability of 6-degree flexibility, are the main drivers behind the adoption of this technology and the enhancement of end users' overall gaming experiences. XR-based gaming gaining traction, with several developers creating games exclusively for XR devices. For example, in February 2023, Sony Group Corporation released PlayStation VR 2. When the user approaches an object or wall, the headset scans their surroundings and alerts them with a warning. The mapped area can be adjusted by the user using the Sense controllers. In addition, the floor limits can be raised or lowered in case the automatic mapping is incorrect. Two video modes are available for selection in the new headset - VR mode, which provides games with resolutions of up to 4000 x 2040 pixels (2000 x 2040 per eye), HDR, and a refresh rate of 120Hz, or cinematic mode for media viewing in a personal virtual theatre experience.
Restraint: High installation and maintenance costs of extended reality devices
Extended reality technology combines AR, VR, and MR. Extended reality devices use 3D and other modern technology to create a virtual environment that appears realistic. They include advanced and expensive gears and software. In addition, installing extended reality devices and solutions incurs additional costs. The overall cost needed to implement this technology is increased due to their maintenance costs. The total cost is increased since businesses frequently have to pay for specific training in order for employees to properly maintain and use this technology.
Opportunity: Adoption of extended reality in automotive and enterprise to create opportunities for market players
The entire value chain of the extended reality market -from product development and research & development to manufacturing, marketing, and after-sales-has been entirely transformed by extended reality applications. Numerous automobile manufacturers employ virtual reality-driven prototyping systems that allow them to identify and rectify conception-related mistakes on prototypes relatively early on. Consequently, increased manufacturing unit productivity leads to lower production costs and the development of higher-quality products. For example, instead of making expensive physical models at different stages of their product development process, Ford Motors uses virtual prototyping technology.
Extended reality technology is also used for providing training to staff by enabling them to be highly efficient, automated, and risk-free. Automotive giants such as Jaguar Land Rover (JLR) has started using extended reality technology to educate its employees. The technology allowed them to visualize internal data of JLR vehicles with individual components viewed from different angles on a tablet. This solution helped the company reduce the manufacturing costs, as well as enhance the efficiency and improve the quality of JLR vehicles. Also, these solutions can be used to showcase exterior accessories, carry out virtual test driving, and access virtual showrooms.
Challenge: Display latency and limited field of view
The major concern faced by AR/VR/MR 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, VR, and MR 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 size are Microsoft (US), Sony Group Corporation (Japan), Meta (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 Share
By Offering, the software segment held the largest share of the extended reality market in 2023
By Offering, the software segment held the largest market share of the extended reality market in 2023 and a similar trend is expected during the forecast period. This market growth can be ascribed to the increasing adoption of VR, AR, and MR in a wide range of applications. For example, retailers like Walmart and IKEA use AR/VR applications to improve their customers' shopping experiences. Furthermore, AR/VR gaming apps are growing in popularity, putting additional pressure on software vendors to provide complex and unique gaming applications. This is projected to help drive market expansion in the coming years.
Automotive application segment is expected to exhibit the fastest CAGR during the forecast period
Over the forecast period, the automotive application segment is anticipated to expand at the fastest CAGR. The growing emphasis of automobile manufacturers on improving the user experience is one of the major reasons of this expansion. The automotive industry trains their workers with XR solutions. For instance, Ford has built a virtual prototype lab, while Maruti Suzuki established a chain of simulation-based training centers throughout India. Additionally, automobile dealers use AR and VR technologies to let customers assess new automobiles' features without the need of physically being there.
Extended Reality (XR) Market Regional Analysis
North America dominated the extended reality market in 2023
In 2023, North America dominated the global extended reality market share. The major drivers behind the significant growth of the extended reality industry in this region include the growing utilization of smartphones, an increasing number of smart electronic devices as well as 5G technology deployment, and rising application of extended reality technology in several industries such as aerospace & defense and healthcare. For instance, according to Telefonaktiebolaget LM Ericsson, it is estimated that by 2028 North America will have reached over 90% in 5G subscription penetration rate – the highest compared to other parts of the globe.
Extended Reality Market size & by Region
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Extended Reality Companies : Top Key Players
The major players in the extended reality companies include
- Microsoft (US),
- Sony Group Corporation (Japan),
- Meta (US),
- HTC Corporation (Taiwan),
- Google (US), PTC (US),
- Seiko Epson Corporation (Japan),
- Apple Inc. (US),
- Qualcomm Technologies, Inc. (US),
- Samsung Electronics Co., Ltd. (South Korea),
- Intel Corporation (US),
- EON Reality (US),
- Xiaomi Corporation (China),
- Lenovo (Hong Kong), and
- Ultraleap (UK).
Extended Reality Market Report Scope :
Report Metric |
Details |
Estimated Market Size | USD 40.1 Billion |
Projected Market Size | USD 111.5 Billion |
Growth Rate | Growing 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 |
|
Geographies covered |
|
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 sizebased on technology, offering, device type, application, Trends and region at the regional and global level.
Segment |
Subsegment |
Extended Reality Market Size, By Technology |
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Extended Reality Market Trends, By Offering |
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Extended Reality Market Size, By Device Type |
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Application |
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Extended Reality Market Size, By Region |
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Recent Developments in Extended Reality Industry
- In June 2024, Google formed a collaboration with the artist Grand Palais Immersif's recent exhibition "Loading: Urban Art in the Digital Age Exhibition" which is an immersive exhibition that portrays the history of urban art and sheds light on the impact of digital technologies.
- In May 2024, Alo Moves and Meta formed a partnership that will feature 3D classes for a new level of immersion. Under this partnership, Alo Moves will utilize Meta Quest 3 in the same rooms as the instructors for classes spanning yoga, Pilates, and meditation.
- In December 2023, DPVR and SchooVR, a company that offers immersive educational content entered into a partnership. This partnership between DPVR and SchooVR was aimed at improving instructional strategies for educators and learners by incorporating virtual reality (VR) into the classroom setting.
- In September 2023, DPVR launched P2, a PC-based immersive virtual reality headset. It is ideal for traffic use and helps FEC owners with revenue growth and business transformation due to its stereo speakers, longer detachable cord, and leather faceliner.
- In January 2023, HTC Corporation unveiled VIVE XR Elite, its next all-in-one consumer flagship. This small and light headset has numerous powerful and adaptable features that incorporate mixed reality (MR) and virtual reality (VR) technologies. It serves as an excellent option for different tasks like gaming, productivity, sports etc.
Frequently Asked Questions (FAQ):
What is the current size of the global extended reality market?
The extended reality market 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.
Who are the winners in the global extended reality market?
Companies such as Microsoft (US), Sony Group Corporation (Japan), Meta Platforms, Inc. (US), HTC Corporation (Taiwan), Google (US), fall under the winners category.
Which region is expected to hold the highest market share?
Asia Pacific is expected to dominate the extended reality market during forecast period. Presence of established consumer electronics manufacturing companies, increasing yearly production of automotive and growing usage of smartphones are some of the major factors driving the market growth in the region.
What are the major drivers and opportunities related to extended reality market?
Surging deployment of extended reality in education sector and industrial training and continuous developments in 5G technology are some of the major drivers and opportunities for extended reality market.
What are the major strategies adopted by market players?
The key players have adopted product launches and developments, partnerships, collaborations, contracts, agreements, alliances, joint ventures, expansions, and acquisitions to strengthen their position in the extended reality market.
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- 5.1 INTRODUCTION
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5.2 MARKET DYNAMICSDRIVERS- Surging deployment of extended reality in education sector and industrial training- Increasing adoption of extended reality in healthcare sector- Rising demand for extended reality in entertainment and gaming sectors- Availability of affordable VR devices- Increasing ‘zoom fatigue’ resulting in rising adoption of XR technologiesRESTRAINTS- High installation and maintenance costs of extended reality devices- Health issues caused by excessive use of extended reality devicesOPPORTUNITIES- Adoption of extended reality in automotive and enterprise sectors- Requirement of incorporation of extended reality technology in aerospace & defense sector- Continuous developments in 5G technology- Growth of global travel & tourism industryCHALLENGES- Display latency and limited field of view- Maintenance of consumer privacy
- 5.3 VALUE CHAIN ANALYSIS
- 5.4 ECOSYSTEM ANALYSIS
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5.5 PORTER’S FIVE FORCES ANALYSISINTENSITY OF COMPETITIVE RIVALRYTHREAT OF SUBSTITUTESBARGAINING POWER OF BUYERSBARGAINING POWER OF SUPPLIERSTHREAT OF NEW ENTRANTS
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5.6 TECHNOLOGY ANALYSISVR MICRODISPLAYS- LOMID project- Kopin’s VR HMD microdisplayMONITOR-BASED AR TECHNOLOGY- Mobile AR technologyNEAR-EYE-BASED TECHNOLOGYWEBAR
- 5.7 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
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5.8 KEY STAKEHOLDERS AND BUYING CRITERIAKEY STAKEHOLDERS IN BUYING PROCESSBUYING CRITERIA
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5.9 CASE STUDY ANALYSISGATE AUGMENTED REALITY PLATFORM TO OFFER HIGH LEVEL OF WORK STANDARDIZATION IN PHARMACEUTICAL INDUSTRYAWS TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESSPROVIDING DYNAMIC SALES TRAINING TO TEAMS OF ROYAL ENFIELD DURING COVID-19 USING VUFORIA STUDIOJOINING FORCES OF ELLICOM AND OVA TO TAKE IMMERSIVE LEARNING TO NEXT LEVELOFFERING SURGICAL TRAINING EXPERIENCES IN VIRTUAL REALITY
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5.10 PRICING ANALYSISAVERAGE SELLING PRICE (ASP) TREND OF PRODUCTS OFFERED BY KEY PLAYERS
- 5.11 PATENT ANALYSIS
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5.12 TRADE ANALYSISIMPORT SCENARIOEXPORT SCENARIO
- 5.13 KEY CONFERENCES & EVENTS, 2023–2024
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5.14 TARIFF ANALYSIS AND REGULATORY FRAMEWORKTARIFF ANALYSISREGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS- North America- EuropeSTANDARDS
- 6.1 INTRODUCTION
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6.2 MOBILE EXTENDED REALITY DEVICESSMARTPHONE EXTENDED REALITY DEVICESSTANDALONE EXTENDED REALITY DEVICES
- 6.3 PC-TETHERED EXTENDED REALITY DEVICES
- 7.1 INTRODUCTION
- 7.2 SMALL ENTERPRISES
- 7.3 MID-SIZED ENTERPRISES
- 7.4 LARGE ENTERPRISES
- 8.1 INTRODUCTION
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8.2 AR TECHNOLOGYMARKER-BASED AR TECHNOLOGY- Passive markers- Active markersMARKERLESS AR TECHNOLOGY- Model-based tracking- Image processing-based trackingANCHOR-BASED AR TECHNOLOGY- Used to overlay virtual images in real space
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8.3 VR TECHNOLOGYNON-IMMERSIVE- Can be experienced on wide range of devicesSEMI-IMMERSIVE AND FULLY IMMERSIVE- More expensive than non-immersive systems
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8.4 MR TECHNOLOGYHOLOGRAPHIC TECHNOLOGY- Can place digital content in real worldIMMERSIVE TECHNOLOGY- Creates sense of presence by hiding physical world and replacing it with digital experience
- 9.1 INTRODUCTION
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9.2 HARDWARESENSORS- Help detect motion, velocity, magnetic field, and presence of objects- Accelerometers- Gyroscopes- Magnetometers- Proximity sensorsSEMICONDUCTOR COMPONENTS- Controllers and processors among core components in extended reality devices- Controllers and processors- Integrated circuitsDISPLAYS AND PROJECTORS- To hold significant share of extended reality hardware marketPOSITION TRACKERS- Help maintain position accuracy in extended reality devicesCAMERAS- Form crucial components to measure depth and amplitude of objectsOTHERS
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9.3 SOFTWARESOFTWARE DEVELOPMENT KITS- Provide tools to design, create, and test AR, VR, and MR experiencesCLOUD-BASED SERVICES- Support high-resolution graphics
- 10.1 INTRODUCTION
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10.2 AR DEVICESHEAD-MOUNTED DISPLAYS (HMDS)- Show integrated images of real and virtual environments- AR smart glasses- Smart helmetsHEADS-UP DISPLAYS (HUDS)- To be widely used for different applications in future
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10.3 VR DEVICESHEAD-MOUNTED DISPLAYS (HMDS)- Increasing being used in gaming and entertainment applicationsPROJECTORS AND DISPLAY WALLS- Offer new growth avenues for VR hardware manufacturersGESTURE-TRACKING DEVICES- To play crucial role in healthcare and gaming applications- Data gloves- Others
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10.4 MR DEVICESPLACE OBJECTS OR VIRTUAL BEINGS INTO PHYSICAL SITUATIONS FOR USERS
- 11.1 INTRODUCTION
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11.2 CONSUMERGAMING- Enhances gaming interactivity and provides highly immersive experience to gamersSPORTS AND ENTERTAINMENT- Sports- Entertainment
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11.3 COMMERCIALRETAIL AND E-COMMERCE- Jewelry- Beauty and cosmetics- Apparel fitting- Grocery shopping- Footwear- Furniture and light designing- Advertisements and demonstrationTRAVEL AND TOURISM- Used to enhance traveling experience of touristsE-LEARNING- Enables interactive learning experience for students
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11.4 ENTERPRISES (MANUFACTURING)AIDS ENTERPRISES IN PROVIDING IMPROVED TRAINING TO THEIR WORKFORCE BY VISUALIZING CONTENT
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11.5 HEALTHCARESURGERIES- Help save lives and treat patients seamlessly irrespective of severity of issuesFITNESS MANAGEMENT- Helps add interactivity and fun to workoutsPATIENT MANAGEMENT- Remote consulting feature drives use of extended reality in patient managementPHARMACY MANAGEMENT- Enables improved scheduling of medicine flowMEDICAL TRAINING AND EDUCATION- Enrich learning experience for studentsOTHERS
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11.6 AEROSPACE AND DEFENSESIMULATION TRAINING TO BE KEY FACTOR FOR ADOPTION OF EXTENDED REALITY IN AEROSPACE AND DEFENSE APPLICATIONS
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11.7 ENERGYXR TECHNOLOGY HELPS ENSURE SAFETY IN OIL AND GAS INDUSTRY
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11.8 AUTOMOTIVELIKELY TO REGISTER HIGHEST GROWTH RATE DURING FORECAST PERIOD
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11.9 OTHERSTELECOMMUNICATIONS/IT DATA CENTERSAGRICULTUREREAL ESTATEGEOSPATIAL MININGTRANSPORTATION AND LOGISTICSCONSTRUCTIONPUBLIC SAFETY
- 12.1 INTRODUCTION
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12.2 NORTH AMERICAIMPACT OF RECESSION ON NORTH AMERICAUS- Surging use of extended reality technology for marketing and promotional campaigns to contribute to market growthCANADA- Increasing investments in cutting-edge technologies to fuel market growthMEXICO- Evolving industrial sector to drive market growth
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12.3 EUROPEGERMANY- Surging adoption of new technologies in manufacturing sector to aid market growthUK- Increasing focus on digitization to drive market growthFRANCE- Increasing adoption of extended reality in retail sector to enhance market growthREST OF EUROPE
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12.4 ASIA PACIFICCHINA- Rising number of local players producing extended reality devices to propel marketJAPAN- Flourishing healthcare sector to fuel market growthSOUTH KOREA- Ongoing digital revolution in industrial sector to drive marketINDIA- Increasing awareness related to advanced technologies to play crucial role in market growthREST OF ASIA PACIFIC
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12.5 REST OF THE WORLDMIDDLE EAST AND AFRICA- Flourishing oil and gas and mining sectors to fuel demand for extended reality devicesSOUTH AMERICA- Growing consumer sector to drive market growth
- 13.1 OVERVIEW
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13.2 MARKET EVALUATION FRAMEWORKPRODUCT PORTFOLIOREGIONAL FOCUSMANUFACTURING FOOTPRINTORGANIC/INORGANIC STRATEGIES
- 13.3 MARKET SHARE ANALYSIS, 2022
- 13.4 REVENUE ANALYSIS: TOP FIVE COMPANIES, 2018–2022
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13.5 COMPANY EVALUATION QUADRANT, 2022STARSEMERGING LEADERSPERVASIVE PLAYERSPARTICIPANTS
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13.6 STARTUPS/SMES EVALUATION QUADRANT, 2022PROGRESSIVE COMPANIESRESPONSIVE COMPANIESDYNAMIC COMPANIESSTARTING BLOCKS
- 13.7 COMPANY FOOTPRINT
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13.8 COMPETITIVE SCENARIOS AND TRENDSPRODUCT LAUNCHESDEALSOTHERS
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14.1 KEY PLAYERSMETA PLATFORMS, INC.- Business overview- Products/Solutions offered- Recent developments- MnM viewMICROSOFT- Business overview- Products/Solutions offered- Recent developments- MnM viewSONY GROUP CORPORATION- Business overview- Products/Solutions offered- Recent developments- MnM viewAPPLE INC.- Business overview- Products/Solutions offered- Recent developments- MnM viewGOOGLE- Business overview- Products/Solutions offered- Recent developments- MnM viewHTC CORPORATION- Business overview- Products/Solutions offered- Recent developmentsPTC INC.- Business overview- Products/Solutions offered- Recent developmentsSEIKO EPSON CORPORATION- Business overview- Products/Solutions offered- Recent developmentsQUALCOMM TECHNOLOGIES, INC.- Business overview- Products/Solutions offered- Recent developmentsSAMSUNG ELECTRONICS CO., LTD.- Business overview- Products/Solutions offered- Recent developments
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14.2 OTHER PLAYERSLENOVOINTEL CORPORATIONPANASONIC HOLDINGS CORPORATIONEON REALITYCONTINENTAL AGVISTEON CORPORATIONXIAOMI CORPORATIONMAXST CO., LTD.MAGIC LEAP, INC.VIRTUIXULTRALEAPVUZIX CORPORATIONNORTHERN DIGITAL INC.TATA ELXSIFUSION VR
- 15.1 DISCUSSION GUIDE
- 15.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
- 15.3 CUSTOMIZATION OPTIONS
- 15.4 RELATED REPORTS
- 15.5 AUTHOR DETAILS
- TABLE 1 RISK FACTOR ANALYSIS
- TABLE 2 EXTENDED REALITY MARKET: ECOSYSTEM
- TABLE 3 EXTENDED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
- TABLE 4 USE CASES OF MOBILE AR
- TABLE 5 USE CASES OF WEBAR
- TABLE 6 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS (%)
- TABLE 7 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
- TABLE 8 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
- TABLE 9 AVERAGE SELLING PRICE OF SDKS OFFERED BY KEY PLAYERS
- TABLE 10 KEY PATENTS FROM 2019 TO 2022
- TABLE 11 TOP 20 PATENT OWNERS, 2013–2022
- TABLE 12 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
- TABLE 13 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
- TABLE 14 EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS
- TABLE 15 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
- TABLE 16 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 17 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 18 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 19 NORTH AMERICA: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 20 NORTH AMERICA: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 21 EUROPE: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 22 EUROPE: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 23 ASIA PACIFIC: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 24 ASIA PACIFIC: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 25 REST OF THE WORLD: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
- TABLE 26 REST OF THE WORLD: EXTENDED REALITY MARKET FOR AR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
- TABLE 27 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TECHNOLOGY TYPE, 2019–2022 (USD MILLION)
- TABLE 28 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TECHNOLOGY TYPE, 2023–2028 (USD MILLION)
- TABLE 29 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 30 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 31 NORTH AMERICA: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 32 NORTH AMERICA: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 33 EUROPE: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 34 EUROPE: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 35 ASIA PACIFIC: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 36 ASIA PACIFIC: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 37 REST OF THE WORLD: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
- TABLE 38 REST OF THE WORLD: EXTENDED REALITY MARKET FOR VR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
- TABLE 39 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 40 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 41 NORTH AMERICA: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 42 NORTH AMERICA: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 43 EUROPE: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 44 EUROPE: EXTENDED REALITY 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: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 47 REST OF THE WORLD: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY REGION, 2019–2022 (USD MILLION)
- TABLE 48 REST OF THE WORLD: EXTENDED REALITY MARKET FOR MR TECHNOLOGY, BY REGION, 2023–2028 (USD MILLION)
- TABLE 49 EXTENDED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)
- TABLE 50 EXTENDED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)
- TABLE 51 HARDWARE: EXTENDED REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
- TABLE 52 HARDWARE: EXTENDED REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
- TABLE 53 AR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 54 AR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 55 VR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 56 VR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 57 MR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 58 MR SOFTWARE: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 59 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 60 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 61 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (THOUSAND UNITS)
- TABLE 62 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (THOUSAND UNITS)
- TABLE 63 AR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019–2022 (USD MILLION)
- TABLE 64 AR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2023–2028 (USD MILLION)
- TABLE 65 AR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 66 AR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 67 AR HUD: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 68 AR HUD: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 69 VR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2019–2022 (USD MILLION)
- TABLE 70 VR DEVICES: EXTENDED REALITY MARKET, BY SUB-TYPE, 2023–2028 (USD MILLION)
- TABLE 71 VR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 72 VR HMD: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 73 VR PROJECTORS & DISPLAY WALLS: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 74 VR PROJECTORS & DISPLAY WALLS: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 75 VR GESTURE-TRACKING DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 76 VR GESTURE-TRACKING DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 77 MR DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 78 MR DEVICES: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 79 EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 80 EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 81 CONSUMER: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 82 CONSUMER: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 83 CONSUMER: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 84 CONSUMER: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 85 COMMERCIAL: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 86 COMMERCIAL: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 87 COMMERCIAL: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 88 COMMERCIAL: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 89 ENTERPRISES: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 90 ENTERPRISES: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 91 ENTERPRISES: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 92 ENTERPRISES: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 93 HEALTHCARE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 94 HEALTHCARE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 95 HEALTHCARE: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 96 HEALTHCARE: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 97 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 98 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 99 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 100 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 101 ENERGY: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 102 ENERGY: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 103 ENERGY: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 104 ENERGY: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 105 AUTOMOTIVE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 106 AUTOMOTIVE: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 107 AUTOMOTIVE: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 108 AUTOMOTIVE: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 109 OTHERS: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)
- TABLE 110 OTHERS: EXTENDED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)
- TABLE 111 OTHERS: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 112 OTHERS: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 113 EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 114 EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 115 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
- TABLE 116 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 117 NORTH AMERICA: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 118 NORTH AMERICA: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 119 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 120 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 121 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
- TABLE 122 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 123 EUROPE: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 124 EUROPE: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 125 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 126 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 127 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
- TABLE 128 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 129 ASIA PACIFIC: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 130 ASIA PACIFIC: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 131 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
- TABLE 132 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
- TABLE 133 REST OF THE WORLD: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
- TABLE 134 REST OF THE WORLD: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
- TABLE 135 REST OF THE WORLD: EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
- TABLE 136 REST OF THE WORLD: EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
- TABLE 137 REST OF THE WORLD: EXTENDED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)
- TABLE 138 REST OF THE WORLD: EXTENDED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)
- TABLE 139 STRATEGIES ADOPTED BY KEY EXTENDED REALITY SOLUTION MANUFACTURERS
- TABLE 140 MARKET SHARE ANALYSIS OF TOP FIVE COMPANIES, 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
- TABLE 144 COMPANY TECHNOLOGY FOOTPRINT
- TABLE 145 COMPANY OFFERING FOOTPRINT
- TABLE 146 COMPANY REGION FOOTPRINT
- TABLE 147 COMPANY OVERALL FOOTPRINT
- TABLE 148 PRODUCT LAUNCHES, 2020–2023
- TABLE 149 DEALS, 2020–2023
- TABLE 150 OTHERS, 2020–2023
- TABLE 151 META PLATFORMS, INC.: BUSINESS OVERVIEW
- TABLE 152 META PLATFORMS, INC.: PRODUCT LAUNCHES
- TABLE 153 META PLATFORMS, INC.: DEALS
- TABLE 154 MICROSOFT: BUSINESS OVERVIEW
- TABLE 155 MICROSOFT: PRODUCT LAUNCHES
- TABLE 156 MICROSOFT: DEALS
- TABLE 157 SONY GROUP CORPORATION: BUSINESS OVERVIEW
- TABLE 158 SONY GROUP CORPORATION: PRODUCT LAUNCHES
- TABLE 159 SONY GROUP CORPORATION: DEALS
- TABLE 160 APPLE INC.: BUSINESS OVERVIEW
- TABLE 161 APPLE INC.: PRODUCT LAUNCHES
- TABLE 162 APPLE INC.: DEALS
- TABLE 163 GOOGLE: BUSINESS OVERVIEW
- TABLE 164 GOOGLE: PRODUCT LAUNCHES
- TABLE 165 GOOGLE: DEALS
- TABLE 166 HTC CORPORATION: BUSINESS OVERVIEW
- TABLE 167 HTC CORPORATION: PRODUCT LAUNCHES
- TABLE 168 PTC INC.: BUSINESS OVERVIEW
- TABLE 169 PTC INC.: PRODUCT LAUNCHES
- TABLE 170 PTC INC.: DEALS
- TABLE 171 SEIKO EPSON CORPORATION: BUSINESS OVERVIEW
- TABLE 172 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
- TABLE 173 SEIKO EPSON CORPORATION: DEALS
- TABLE 174 QUALCOMM TECHNOLOGIES, INC.: BUSINESS OVERVIEW
- TABLE 175 QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES
- TABLE 176 QUALCOMM TECHNOLOGIES, INC.: DEALS
- TABLE 177 QUALCOMM TECHNOLOGIES, INC.: OTHERS
- TABLE 178 SAMSUNG ELECTRONICS CO., LTD.: BUSINESS OVERVIEW
- TABLE 179 SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES
- TABLE 180 SAMSUNG ELECTRONICS CO., LTD.: DEALS
- FIGURE 1 EXTENDED REALITY MARKET SEGMENTATION
- 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 FOR ESTIMATION OF 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 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
- FIGURE 14 INCREASING DEMAND FOR EXTENDED REALITY DEVICES IN ASIA PACIFIC TO FUEL MARKET GROWTH
- FIGURE 15 AR TECHNOLOGY SEGMENT TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 16 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SIZE OF EXTENDED REALITY MARKET DURING FORECAST PERIOD
- FIGURE 17 VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
- FIGURE 18 CONSUMER ELECTRONICS SEGMENT LIKELY TO CAPTURE MAJOR SIZE OF EXTENDED REALITY MARKET BY 2028
- FIGURE 19 ASIA PACIFIC TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2028
- FIGURE 20 CHINA TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 21 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET
- FIGURE 22 IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
- FIGURE 23 IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
- FIGURE 24 IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
- FIGURE 25 IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
- FIGURE 26 VALUE CHAIN ANALYSIS: EXTENDED REALITY MARKET
- FIGURE 27 EXTENDED REALITY MARKET: VALUE CHAIN ANALYSIS OF SOFTWARE PROVIDERS
- FIGURE 28 ECOSYSTEM
- FIGURE 29 PORTER’S FIVE FORCES ANALYSIS
- FIGURE 30 REVENUE SHIFTS IN EXTENDED REALITY MARKET
- FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE APPLICATIONS
- FIGURE 32 KEY BUYING CRITERIA FOR MAJOR END-USE APPLICATIONS
- FIGURE 33 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
- FIGURE 34 AVERAGE SELLING PRICE OF EXTENDED REALITY HEADSETS OFFERED BY KEY PLAYERS
- FIGURE 35 TOP 10 PATENT APPLICANTS, 2013–2022
- FIGURE 36 PATENTS GRANTED WORLDWIDE, 2013–2022
- FIGURE 37 IMPORT DATA, BY COUNTRY, 2017–2022
- FIGURE 38 EXPORT DATA, BY COUNTRY, 2017–2021
- FIGURE 39 TYPES OF EXTENDED REALITY DEVICES
- FIGURE 40 DIFFERENT TYPES OF ENTERPRISES USING EXTENDED REALITY SOLUTIONS
- FIGURE 41 EXTENDED REALITY MARKET, BY TECHNOLOGY
- FIGURE 42 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 43 EXTENDED REALITY MARKET IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
- FIGURE 44 SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT OF VR TECHNOLOGY TO REGISTER HIGHER CAGR FROM 2023 TO 2028
- FIGURE 45 EXTENDED REALITY MARKET, BY OFFERING
- FIGURE 46 SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 47 DISPLAYS AND PROJECTORS TO DOMINATE EXTENDED REALITY HARDWARE MARKET IN 2023
- FIGURE 48 EXTENDED REALITY MARKET, BY DEVICE TYPE
- FIGURE 49 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR FROM 2023 TO 2028
- FIGURE 50 ENTERPRISES SEGMENT TO DOMINATE AR DEVICES MARKET IN 2023
- FIGURE 51 EXTENDED REALITY MARKET, BY APPLICATION
- FIGURE 52 CONSUMER SEGMENT TO HOLD LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 53 ASIA PACIFIC TO BE FASTEST-GROWING EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 54 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR COMMERCIAL DURING FORECAST PERIOD
- FIGURE 55 ENTERPRISES APPLICATION IN ASIA PACIFIC LIKELY TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
- FIGURE 56 AR DEVICES SEGMENT OF HEALTHCARE APPLICATION TO REGISTER HIGHEST CAGR FROM 2023 TO 2028
- FIGURE 57 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION FROM 2023 TO 2028
- FIGURE 58 EXTENDED REALITY MARKET, BY REGION
- FIGURE 59 ASIA PACIFIC TO ACCOUNT FOR LARGEST SIZE OF EXTENDED REALITY MARKET FROM 2023 TO 2028
- FIGURE 60 NORTH AMERICA: EXTENDED REALITY MARKET SNAPSHOT
- FIGURE 61 EUROPE: EXTENDED REALITY MARKET SNAPSHOT
- FIGURE 62 AUTOMOTIVE SEGMENT TO GROW AT HIGHEST CAGR IN EXTENDED REALITY MARKET IN EUROPE FROM 2023 TO 2028
- FIGURE 63 ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT
- FIGURE 64 AUTOMOTIVE SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN ASIA PACIFIC FROM 2023 TO 2028
- FIGURE 65 MARKET SHARE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2022
- FIGURE 66 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN EXTENDED REALITY MARKET, 2018–2022
- FIGURE 67 COMPANY EVALUATION QUADRANT, 2022
- FIGURE 68 EXTENDED REALITY MARKET (GLOBAL) STARTUPS/SMES EVALUATION QUADRANT, 2022
- FIGURE 69 META PLATFORMS, INC.: COMPANY SNAPSHOT
- FIGURE 70 MICROSOFT: COMPANY SNAPSHOT
- FIGURE 71 SONY GROUP CORPORATION: COMPANY SNAPSHOT
- FIGURE 72 APPLE INC.: COMPANY SNAPSHOT
- FIGURE 73 GOOGLE: COMPANY SNAPSHOT
- FIGURE 74 HTC CORPORATION: COMPANY SNAPSHOT
- FIGURE 75 PTC INC.: COMPANY SNAPSHOT
- FIGURE 76 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
- FIGURE 77 QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
- FIGURE 78 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 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.
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
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
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)
Growth opportunities and latent adjacency in Extended Reality Market