Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook

  • Report Code : 342139
  • Industry : Telecom and IT
  • Published On : Mar 2020
  • Pages : 168
  • Publisher : Grace Market Data
  • Format: CMI Insight PPT FormatCMI Insight PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Extended reality (XR) refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR). Asia Pacific XR market will grow by 49.0% over 2020-2026 with a total addressable market cap of $288.2 billion as the total demand in the fast-growing region. Highlighted with 76 tables and 67 figures, this 168-page report "Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook" is based on a comprehensive research of the entire Asia Pacific extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter's Fiver Forces The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Asia Pacific extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Augmented Reality (AR) o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker) o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing) • Virtual Reality (VR) o Nonimmersive Technology o Semi-Immersive and Fully Immersive Technology • Mixed Reality (MR) Based on component, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Hardware o Sensors o Semiconductor Component o Displays and Projectors o Position Trackers o Cameras o Others • Software o Software Developer Kits o Cloud Services • Content Creation Based on device type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality Devices o Head-Mounted Display (HMD) o Head-Up Display (HUD) o Handheld Device • Virtual Reality Devices o Head-Mounted Display (HMD) o Gesture-Tracking Device o Projector & Display Wall • Mixed Reality Devices o Wireless Head Mounted Display o Wired Head Mounted Display Based on industry vertical, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Manufacturing • Retail • Others Based on end-user, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Consumer • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises) Geographically, the following listed national markets are fully investigated: • Japan • China • South Korea • Australia • India • Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) For each of the aforementioned countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Asia Pacific extended reality market are assayed quantitatively and qualitatively through GMD's Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players: Acer Inc. Augmedix Aurasma Blippar.com Limited Catchoom DAQR Dell Technologies Inc. EON. Reality Inc. Facebook Google HP Development Company LP HTC Corporation Koninklijke Philips N.V. MAGIC LEAP, INC. Medical Realities Metaio Microsoft Niantic, Inc. Nintendo Co., Ltd. Psious Samsung Seiko Epson Sony Total Immersion Vuzix Corporation Wikitude GMBH Zappar (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Table of Contents
1 Introduction	8
1.1 Industry Definition and Research Scope	8
1.1.1 Industry Definition	8
1.1.2 Research Scope	9
1.2 Research Methodology	11
1.2.1 Overview of Market Research Methodology	11
1.2.2 Market Assumption	12
1.2.3 Secondary Data	12
1.2.4 Primary Data	12
1.2.5 Data Filtration and Model Design	13
1.2.6 Market Size/Share Estimation	14
1.2.7 Research Limitations	15
1.3 Executive Summary	16
2 Market Overview and Qualitative Analysis	19
2.1 Market Size and Forecast	19
2.2 Major Growth Drivers	21
2.3 Market Restraints and Challenges	24
2.4 Emerging Opportunities and Market Trends	27
2.5 Porter's Fiver Forces Analysis	30
3 Segmentation of Asia Pacific Market by Technology	34
3.1 Market Overview by Technology	34
3.2 Asia Pacific Augmented Reality (AR) Market 2015-2026	36
3.2.1 Marker-based Augmented Reality	38
3.2.2 Markerless Augmented Reality	39
3.3 Asia Pacific Virtual Reality (VR) Market 2015-2026	40
3.3.1 Nonimmersive Technology	42
3.2.2 Semi-Immersive and Fully Immersive Technology	43
3.4 Asia Pacific Mixed Reality (MR) Market 2015-2026	44
4 Segmentation of Asia Pacific Market by Component	46
4.1 Market Overview by Component	46
4.2 Asia Pacific XR Hardware Market 2015-2026	48
4.3 Asia Pacific XR Software Market 2015-2026	50
4.4 Asia Pacific XR Content Creation Market 2015-2026	52
5 Segmentation of Asia Pacific Market by Device Type	54
5.1 Market Overview by Device Type	54
5.2 Asia Pacific AR Devices Market 2015-2026	55
5.2.1 Head-Mounted Display (HMD)	56
5.2.2 Head-Up Display (HUD)	57
5.2.3 Handheld Device	57
5.3 Asia Pacific VR Devices Market 2015-2026	58
5.3.1 Head-Mounted Display (HMD)	59
5.3.2 Gesture-Tracking Device	60
5.3.3 Projector & Display Wall	60
5.4 Asia Pacific MR Devices Market 2015-2026	61
5.4.1 Wireless Head Mounted Display	62
5.4.2 Wired Head Mounted Display	62
6 Segmentation of Asia Pacific Market by Industry Vertical	63
6.1 Market Overview by Industry Vertical	63
6.2 Asia Pacific Extended Reality Market for Gaming 2015-2026	65
6.3 Asia Pacific Extended Reality Market for Entertainment & Media 2015-2026	67
6.4 Asia Pacific Extended Reality Market for Aerospace & Defense 2015-2026	69
6.5 Asia Pacific Extended Reality Market for Healthcare 2015-2026	71
6.6 Asia Pacific Extended Reality Market for Education 2015-2026	73
6.7 Asia Pacific Extended Reality Market for Manufacturing 2015-2026	75
6.8 Asia Pacific Extended Reality Market for Retail 2015-2026	77
6.9 Asia Pacific Extended Reality Market for Other Sectors 2015-2026	79
7 Segmentation of Asia Pacific Market by End-user	81
7.1 Market Overview by End-user	81
7.2 Asia Pacific Consumer XR Market 2015-2026	82
7.3 Asia Pacific Enterprise XR Market 2015-2026	83
8 Asia-Pacific Market 2015-2026 by Country	85
8.1 Overview of Asia-Pacific Market	85
8.2 China	89
8.3 Japan	92
8.4 India	95
8.5 Australia	98
8.6 South Korea	101
8.7 Rest of APAC Region	104
9 Competitive Landscape	105
9.1 Overview of Key Vendors	105
9.2 Company Profiles	108
Acer Inc.	108
Augmedix	111
Aurasma	112
Blippar.com Limited	113
Catchoom	114
DAQR	116
Dell Technologies Inc.	117
EON. Reality Inc.	119
Facebook	120
Google	123
HP Development Company LP	128
HTC Corporation	130
Koninklijke Philips N.V.	132
MAGIC LEAP, INC.	134
Medical Realities	135
Metaio	136
Microsoft	138
Niantic, Inc.	141
Nintendo Co., Ltd.	144
Psious	147
Samsung	148
Seiko Epson	150
Sony	154
Total Immersion	156
Vuzix Corporation	158
Wikitude GMBH	159
Zappar	161
10 Investing in Asia Pacific Market: Risk Assessment and Management	162
10.1 Risk Evaluation of Asia Pacific Market	162
10.2 Critical Success Factors (CSFs)	165
RELATED REPORTS AND PRODUCTS	168

List of Tables:

Table 1.  Snapshot of Asia Pacific Extended Reality Market, 2019-2026	17
Table 2.  Main Product Trends and Market Opportunities in Asia Pacific Extended Reality Market	27
Table 3. Asia Pacific Extended Reality Market by Technology, 2015-2026, $ bn	34
Table 4. Asia Pacific Extended Reality Production by Technology, 2015-2026, $ bn	35
Table 5. Asia Pacific Augmented Reality Market by Technology, 2015-2026, $ bn	37
Table 6. Asia Pacific Marker-based AR Market by Technology, 2015-2026, $ bn	38
Table 7. Asia Pacific Markerless Augmented Reality Market by Technology, 2015-2026, $ bn	39
Table 8. Asia Pacific Virtual Reality Market by Technology, 2015-2026, $ bn	41
Table 9. Asia Pacific Extended Reality Market by Component, 2015-2026, $ bn	46
Table 10. Asia Pacific Extended Reality Production by Component, 2015-2026, $ bn	47
Table 11. Asia Pacific XR Hardware Market by Type, 2015-2026, $ bn	49
Table 12. Asia Pacific XR Software Market by Type, 2015-2026, $ bn	51
Table 13. Asia Pacific Extended Reality Market by Device Type, 2015-2026, $ bn	54
Table 14. Asia Pacific Augmented Reality Devices Market by Type, 2015-2026, $ bn	56
Table 15. Asia Pacific Virtual Reality Devices Market by Type, 2015-2026, $ bn	59
Table 16. Asia Pacific Mixed Reality Devices Market by Type, 2015-2026, $ bn	62
Table 17. Asia Pacific Extended Reality Market by Industry Vertical, 2015-2026, $ bn	63
Table 18. Asia Pacific Extended Reality Production by Industry Vertical, 2015-2026, $ bn	64
Table 19. Asia Pacific Extended Reality Market by End-user, 2015-2026, $ bn	81
Table 20. Asia Pacific Enterprise XR Market by Organization Size, 2015-2026, $ bn	84
Table 21. APAC Extended Reality Market by Country, 2015-2026, $ bn	86
Table 22. China Extended Reality Market by Technology, 2015-2026, $ bn	91
Table 23. China Extended Reality Market by Component, 2015-2026, $ bn	91
Table 24. China Extended Reality Market by Industry Vertical, 2015-2026, $ bn	91
Table 25. Japan Extended Reality Market by Technology, 2015-2026, $ bn	94
Table 26. Japan Extended Reality Market by Component, 2015-2026, $ bn	94
Table 27. Japan Extended Reality Market by Industry Vertical, 2015-2026, $ bn	94
Table 28. India Extended Reality Market by Technology, 2015-2026, $ bn	97
Table 29. India Extended Reality Market by Component, 2015-2026, $ bn	97
Table 30. India Extended Reality Market by Industry Vertical, 2015-2026, $ bn	97
Table 31. Australia Extended Reality Market by Technology, 2015-2026, $ bn	100
Table 32. Australia Extended Reality Market by Component, 2015-2026, $ bn	100
Table 33. Australia Extended Reality Market by Industry Vertical, 2015-2026, $ bn	100
Table 34. South Korea Extended Reality Market by Technology, 2015-2026, $ bn	103
Table 35. South Korea Extended Reality Market by Component, 2015-2026, $ bn	103
Table 36. South Korea Extended Reality Market by Industry Vertical, 2015-2026, $ bn	103
Table 37. Acer Inc.: Company Snapshot	108
Table 38. Acer Inc.: Revenue, 2016-2018, NTD bn	109
Table 39. Acer Inc.: Business Segmentation	109
Table 40. Aurasma: Company Snapshot	112
Table 41. Blippar.com Limited: Company Snapshot	113
Table 42. Catchoom: Company Snapshot	114
Table 43. Dell Technologies Inc.: Company Snapshot	117
Table 44. Dell Technologies Inc.: Revenue, 2017-2019, $ bn	118
Table 45. Dell Technologies Inc.: Business Segmentation	118
Table 46. Facebook Inc.: Company Snapshot	120
Table 47. Facebook Inc.: Business Segmentation	121
Table 48. Facebook Inc.: Product Portfolio	121
Table 49. Facebook Inc.: Revenue, 2017-2019, $ bn	122
Table 50. Google LLC: Company Snapshot	123
Table 51. Google LLC: Product Portfolio	125
Table 52. Google LLC: Revenue, 2016-2018, $ bn	126
Table 53. Google LLC: Product Portfolio	126
Table 54. Google LLC: Recent Developments	127
Table 55. HP Development Company LP: Company Snapshot	128
Table 56. HP Development Company LP: Revenue, 2016-2018, $ bn	128
Table 57. HP Development Company LP: Business Segmentation	129
Table 58. HTC Corporation: Business Segmentation	130
Table 59. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn	132
Table 60. Medical Realities: Company Snapshot	135
Table 61. Metaio: Company Snapshot	136
Table 62. Microsoft Corporation: Company Snapshot	138
Table 63. Microsoft Corporation: Business Segmentation	139
Table 64. Microsoft Corporation: Revenue, 2017-2019, $ bn	139
Table 65. Niantic, Inc.: Company Snapshot	141
Table 66. Niantic, Inc.: Business Segmentation	142
Table 67. Nintendo Co., Ltd.: Company Snapshot	144
Table 68. Nintendo Co., Ltd.: Business Segmentation	145
Table 69. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn	145
Table 70. Psious: Company Snapshot	147
Table 71.  Samsung Electronics Revenue, 2015-2018, $ bn	149
Table 72. Total Immersion : Company Snapshot	156
Table 73. Wikitude GMBH: Company Snapshot	159
Table 74. Zappar: Company Snapshot	161
Table 75.  Risk Evaluation for Investing in Asia Pacific Market, 2019-2026	163
Table 76. Critical Success Factors and Key Takeaways	166

List of Figures:	

Figure 1.  Research Method Flow Chart	11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation	14
Figure 3. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026	16
Figure 4. Asia Pacific Extended Reality Market by Revenue, 2015-2026, $ bn	19
Figure 5. Asia Pacific Extended Reality Production by Revenue, 2015-2026, $ bn	20
Figure 6. Primary Drivers and Impact Factors of Asia Pacific Extended Reality Market	21
Figure 7. Primary Restraints and Impact Factors of Asia Pacific Extended Reality Market	24
Figure 8. Porter's Fiver Forces Analysis of Asia Pacific Extended Reality Market	30
Figure 9. Breakdown of Asia Pacific Extended Reality Market by Technology, 2019-2026, % of Revenue	34
Figure 10. Breakdown of Asia Pacific Extended Reality Production by Technology, 2019-2026, % of Revenue	35
Figure 11. Asia Pacific Augmented Reality (AR) Market, 2015-2026, $ bn	36
Figure 12. Asia Pacific Augmented Reality (AR) Production, 2015-2026, $ bn	37
Figure 13. Asia Pacific Virtual Reality (VR) Market, 2015-2026, $ bn	40
Figure 14. Asia Pacific Virtual Reality (VR) Production, 2015-2026, $ bn	41
Figure 15. Asia Pacific Mixed Reality (MR) Market, 2015-2026, $ bn	44
Figure 16. Asia Pacific Mixed Reality (MR) Production, 2015-2026, $ bn	45
Figure 17. Breakdown of Asia Pacific Extended Reality Market by Component, 2019-2026, % of Revenue	46
Figure 18. Breakdown of Asia Pacific Extended Reality Production by Component, 2019-2026, % of Revenue	47
Figure 19. Asia Pacific XR Hardware Market, 2015-2026, $ bn	48
Figure 20. Asia Pacific XR Hardware Production, 2015-2026, $ bn	49
Figure 21. Asia Pacific XR Software Market, 2015-2026, $ bn	50
Figure 22. Asia Pacific XR Software Production, 2015-2026, $ bn	51
Figure 23. Asia Pacific XR Content Creation Market, 2015-2026, $ bn	52
Figure 24. Asia Pacific XR Content Creation Production, 2015-2026, $ bn	53
Figure 25. Breakdown of Asia Pacific Extended Reality Market by Device Type, 2019-2026, % of Revenue	54
Figure 26. Asia Pacific AR Devices Market, 2015-2026, $ bn	55
Figure 27. Asia Pacific VR Devices Market, 2015-2026, $ bn	58
Figure 28. Asia Pacific MR Devices Market, 2015-2026, $ bn	61
Figure 29. Breakdown of Asia Pacific Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue	63
Figure 30. Breakdown of Asia Pacific Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue	64
Figure 31. Asia Pacific Extended Reality Market for Gaming, 2015-2026, $ bn	65
Figure 32. Asia Pacific Extended Reality Production for Gaming, 2015-2026, $ bn	66
Figure 33. Asia Pacific Extended Reality Market for Entertainment & Media, 2015-2026, $ bn	67
Figure 34. Asia Pacific Extended Reality Production for Entertainment & Media, 2015-2026, $ bn	68
Figure 35. Asia Pacific Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn	69
Figure 36. Asia Pacific Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn	70
Figure 37. Asia Pacific Extended Reality Market for Healthcare, 2015-2026, $ bn	71
Figure 38. Asia Pacific Extended Reality Production for Healthcare, 2015-2026, $ bn	72
Figure 39. Asia Pacific Extended Reality Market for Education, 2015-2026, $ bn	73
Figure 40. Asia Pacific Extended Reality Production for Education, 2015-2026, $ bn	74
Figure 41. Asia Pacific Extended Reality Market for Manufacturing, 2015-2026, $ bn	75
Figure 42. Asia Pacific Extended Reality Production for Manufacturing, 2015-2026, $ bn	76
Figure 43. Asia Pacific Extended Reality Market for Retail, 2015-2026, $ bn	77
Figure 44. Asia Pacific Extended Reality Production for Retail, 2015-2026, $ bn	78
Figure 45. Asia Pacific Extended Reality Market for Other Sectors, 2015-2026, $ bn	79
Figure 46. Asia Pacific Extended Reality Production for Other Sectors, 2015-2026, $ bn	80
Figure 47. Breakdown of Asia Pacific Extended Reality Market by End-user, 2019-2026, % of Revenue	81
Figure 48. Asia Pacific Consumer XR Market, 2015-2026, $ bn	82
Figure 49. Asia Pacific Enterprise XR Market, 2015-2026, $ bn	83
Figure 50. Breakdown of APAC Extended Reality Market by Country, 2019 and 2026, % of Revenue	86
Figure 51. Contribution to APAC 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%)	88
Figure 52.  Extended Reality Market in China by Revenue, 2015-2026, $ bn	89
Figure 53.  Extended Reality Production in China by Revenue, 2015-2026, $ bn	90
Figure 54.  Extended Reality Market in Japan by Revenue, 2015-2026, $ bn	93
Figure 55.  Extended Reality Production in Japan by Revenue, 2015-2026, $ bn	93
Figure 56.  Extended Reality Market in India by Revenue, 2015-2026, $ bn	95
Figure 57.  Extended Reality Production in India by Revenue, 2015-2026, $ bn	96
Figure 58.  Extended Reality Market in Australia by Revenue, 2015-2026, $ bn	98
Figure 59.  Extended Reality Production in Australia by Revenue, 2015-2026, $ bn	99
Figure 60.  Extended Reality Market in South Korea by Revenue, 2015-2026, $ bn	101
Figure 61.  Extended Reality Production in South Korea by Revenue, 2015-2026, $ bn	102
Figure 62.  Extended Reality Market in Rest of APAC by Revenue, 2015-2026, $ bn	104
Figure 63. Growth Stage of Asia Pacific Extended Reality Industry over the Forecast Period	105
Figure 64.  Seiko Epson Revenue, 2014-2018, $ mn	151
Figure 65.  Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn	151
Figure 66.  Seiko Epson Revenue Breakdown by Business Segment, 2018	152
Figure 67.  Seiko Epson Revenue Breakdown by Region, 2018	152

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