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

  • Report Code : 342138
  • Pages : 171
  • Published On : Mar 2020
  • Industry : Telecom and IT
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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). Europe XR market reached $7.59 billion in 2019 and the annual demand will skyrocket to $104.3 billion by 2026. The XR production in Europe is expected to grow by 47.0% annually over 2020-2026. Highlighted with 79 tables and 70 figures, this 171-page report "Europe Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook" is based on a comprehensive research of the entire Europe extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter's Fiver Forces The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 Europe 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 Europe 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 Europe 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 Europe 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: • Germany • UK • France • Russia • Italy • Spain • Rest of Europe 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 Europe 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 Europe Market by Technology 34 3.1 Market Overview by Technology 34 3.2 Europe Augmented Reality (AR) Market 2015-2026 36 3.2.1 Marker-based Augmented Reality 38 3.2.2 Markerless Augmented Reality 39 3.3 Europe 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 Europe Mixed Reality (MR) Market 2015-2026 44 4 Segmentation of Europe Market by Component 46 4.1 Market Overview by Component 46 4.2 Europe XR Hardware Market 2015-2026 48 4.3 Europe XR Software Market 2015-2026 50 4.4 Europe XR Content Creation Market 2015-2026 52 5 Segmentation of Europe Market by Device Type 54 5.1 Market Overview by Device Type 54 5.2 Europe 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 Europe 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 Europe 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 Europe Market by Industry Vertical 63 6.1 Market Overview by Industry Vertical 63 6.2 Europe Extended Reality Market for Gaming 2015-2026 65 6.3 Europe Extended Reality Market for Entertainment & Media 2015-2026 67 6.4 Europe Extended Reality Market for Aerospace & Defense 2015-2026 69 6.5 Europe Extended Reality Market for Healthcare 2015-2026 71 6.6 Europe Extended Reality Market for Education 2015-2026 73 6.7 Europe Extended Reality Market for Manufacturing 2015-2026 75 6.8 Europe Extended Reality Market for Retail 2015-2026 77 6.9 Europe Extended Reality Market for Other Sectors 2015-2026 79 7 Segmentation of Europe Market by End-user 81 7.1 Market Overview by End-user 81 7.2 Europe Consumer XR Market 2015-2026 82 7.3 Europe Enterprise XR Market 2015-2026 83 8 European Market 2015-2026 by Country 85 8.1 Overview of European Market 85 8.2 UK 88 8.3 France 91 8.4 Germany 94 8.5 Spain 97 8.6 Italy 100 8.7 Russia 103 8.8 Rest of European Market 106 9 Competitive Landscape 108 9.1 Overview of Key Vendors 108 9.2 Company Profiles 111 Acer Inc. 111 Augmedix 114 Aurasma 115 Blippar.com Limited 116 Catchoom 117 DAQR 119 Dell Technologies Inc. 120 EON. Reality Inc. 122 Facebook 123 Google 126 HP Development Company LP 131 HTC Corporation 133 Koninklijke Philips N.V. 135 MAGIC LEAP, INC. 137 Medical Realities 138 Metaio 139 Microsoft 141 Niantic, Inc. 144 Nintendo Co., Ltd. 147 Psious 150 Samsung 151 Seiko Epson 153 Sony 157 Total Immersion 159 Vuzix Corporation 161 Wikitude GMBH 162 Zappar 164 10 Investing in Europe Market: Risk Assessment and Management 165 10.1 Risk Evaluation of Europe Market 165 10.2 Critical Success Factors (CSFs) 168 RELATED REPORTS AND PRODUCTS 171 List of Tables: Table 1. Snapshot of Europe Extended Reality Market, 2019-2026 17 Table 2. Main Product Trends and Market Opportunities in Europe Extended Reality Market 27 Table 3. Europe Extended Reality Market by Technology, 2015-2026, $ bn 34 Table 4. Europe Extended Reality Production by Technology, 2015-2026, $ bn 35 Table 5. Europe Augmented Reality Market by Technology, 2015-2026, $ bn 37 Table 6. Europe Marker-based AR Market by Technology, 2015-2026, $ bn 38 Table 7. Europe Markerless Augmented Reality Market by Technology, 2015-2026, $ bn 39 Table 8. Europe Virtual Reality Market by Technology, 2015-2026, $ bn 41 Table 9. Europe Extended Reality Market by Component, 2015-2026, $ bn 46 Table 10. Europe Extended Reality Production by Component, 2015-2026, $ bn 47 Table 11. Europe XR Hardware Market by Type, 2015-2026, $ bn 49 Table 12. Europe XR Software Market by Type, 2015-2026, $ bn 51 Table 13. Europe Extended Reality Market by Device Type, 2015-2026, $ bn 54 Table 14. Europe Augmented Reality Devices Market by Type, 2015-2026, $ bn 56 Table 15. Europe Virtual Reality Devices Market by Type, 2015-2026, $ bn 59 Table 16. Europe Mixed Reality Devices Market by Type, 2015-2026, $ bn 62 Table 17. Europe Extended Reality Market by Industry Vertical, 2015-2026, $ bn 63 Table 18. Europe Extended Reality Production by Industry Vertical, 2015-2026, $ bn 64 Table 19. Europe Extended Reality Market by End-user, 2015-2026, $ bn 81 Table 20. Europe Enterprise XR Market by Organization Size, 2015-2026, $ bn 84 Table 21. Europe Extended Reality Market by Country, 2015-2026, $ bn 86 Table 22. UK Extended Reality Market by Technology, 2015-2026, $ bn 90 Table 23. UK Extended Reality Market by Component, 2015-2026, $ bn 90 Table 24. UK Extended Reality Market by Industry Vertical, 2015-2026, $ bn 90 Table 25. France Extended Reality Market by Technology, 2015-2026, $ bn 93 Table 26. France Extended Reality Market by Component, 2015-2026, $ bn 93 Table 27. France Extended Reality Market by Industry Vertical, 2015-2026, $ bn 93 Table 28. Germany Extended Reality Market by Technology, 2015-2026, $ bn 96 Table 29. Germany Extended Reality Market by Component, 2015-2026, $ bn 96 Table 30. Germany Extended Reality Market by Industry Vertical, 2015-2026, $ bn 96 Table 31. Spain Extended Reality Market by Technology, 2015-2026, $ bn 99 Table 32. Spain Extended Reality Market by Component, 2015-2026, $ bn 99 Table 33. Spain Extended Reality Market by Industry Vertical, 2015-2026, $ bn 99 Table 34. Italy Extended Reality Market by Technology, 2015-2026, $ bn 102 Table 35. Italy Extended Reality Market by Component, 2015-2026, $ bn 102 Table 36. Italy Extended Reality Market by Industry Vertical, 2015-2026, $ bn 102 Table 37. Russia Extended Reality Market by Technology, 2015-2026, $ bn 105 Table 38. Russia Extended Reality Market by Component, 2015-2026, $ bn 105 Table 39. Russia Extended Reality Market by Industry Vertical, 2015-2026, $ bn 105 Table 40. Acer Inc.: Company Snapshot 111 Table 41. Acer Inc.: Revenue, 2016-2018, NTD bn 112 Table 42. Acer Inc.: Business Segmentation 112 Table 43. Aurasma: Company Snapshot 115 Table 44. Blippar.com Limited: Company Snapshot 116 Table 45. Catchoom: Company Snapshot 117 Table 46. Dell Technologies Inc.: Company Snapshot 120 Table 47. Dell Technologies Inc.: Revenue, 2017-2019, $ bn 121 Table 48. Dell Technologies Inc.: Business Segmentation 121 Table 49. Facebook Inc.: Company Snapshot 123 Table 50. Facebook Inc.: Business Segmentation 124 Table 51. Facebook Inc.: Product Portfolio 124 Table 52. Facebook Inc.: Revenue, 2017-2019, $ bn 125 Table 53. Google LLC: Company Snapshot 126 Table 54. Google LLC: Product Portfolio 128 Table 55. Google LLC: Revenue, 2016-2018, $ bn 129 Table 56. Google LLC: Product Portfolio 129 Table 57. Google LLC: Recent Developments 130 Table 58. HP Development Company LP: Company Snapshot 131 Table 59. HP Development Company LP: Revenue, 2016-2018, $ bn 131 Table 60. HP Development Company LP: Business Segmentation 132 Table 61. HTC Corporation: Business Segmentation 133 Table 62. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn 135 Table 63. Medical Realities: Company Snapshot 138 Table 64. Metaio: Company Snapshot 139 Table 65. Microsoft Corporation: Company Snapshot 141 Table 66. Microsoft Corporation: Business Segmentation 142 Table 67. Microsoft Corporation: Revenue, 2017-2019, $ bn 142 Table 68. Niantic, Inc.: Company Snapshot 144 Table 69. Niantic, Inc.: Business Segmentation 145 Table 70. Nintendo Co., Ltd.: Company Snapshot 147 Table 71. Nintendo Co., Ltd.: Business Segmentation 148 Table 72. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn 148 Table 73. Psious: Company Snapshot 150 Table 74. Samsung Electronics Revenue, 2015-2018, $ bn 152 Table 75. Total Immersion : Company Snapshot 159 Table 76. Wikitude GMBH: Company Snapshot 162 Table 77. Zappar: Company Snapshot 164 Table 78. Risk Evaluation for Investing in Europe Market, 2019-2026 166 Table 79. Critical Success Factors and Key Takeaways 169 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. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 16 Figure 4. Europe Extended Reality Market by Revenue, 2015-2026, $ bn 19 Figure 5. Europe Extended Reality Production by Revenue, 2015-2026, $ bn 20 Figure 6. Primary Drivers and Impact Factors of Europe Extended Reality Market 21 Figure 7. Primary Restraints and Impact Factors of Europe Extended Reality Market 24 Figure 8. Porter's Fiver Forces Analysis of Europe Extended Reality Market 30 Figure 9. Breakdown of Europe Extended Reality Market by Technology, 2019-2026, % of Revenue 34 Figure 10. Breakdown of Europe Extended Reality Production by Technology, 2019-2026, % of Revenue 35 Figure 11. Europe Augmented Reality (AR) Market, 2015-2026, $ bn 36 Figure 12. Europe Augmented Reality (AR) Production, 2015-2026, $ bn 37 Figure 13. Europe Virtual Reality (VR) Market, 2015-2026, $ bn 40 Figure 14. Europe Virtual Reality (VR) Production, 2015-2026, $ bn 41 Figure 15. Europe Mixed Reality (MR) Market, 2015-2026, $ bn 44 Figure 16. Europe Mixed Reality (MR) Production, 2015-2026, $ bn 45 Figure 17. Breakdown of Europe Extended Reality Market by Component, 2019-2026, % of Revenue 46 Figure 18. Breakdown of Europe Extended Reality Production by Component, 2019-2026, % of Revenue 47 Figure 19. Europe XR Hardware Market, 2015-2026, $ bn 48 Figure 20. Europe XR Hardware Production, 2015-2026, $ bn 49 Figure 21. Europe XR Software Market, 2015-2026, $ bn 50 Figure 22. Europe XR Software Production, 2015-2026, $ bn 51 Figure 23. Europe XR Content Creation Market, 2015-2026, $ bn 52 Figure 24. Europe XR Content Creation Production, 2015-2026, $ bn 53 Figure 25. Breakdown of Europe Extended Reality Market by Device Type, 2019-2026, % of Revenue 54 Figure 26. Europe AR Devices Market, 2015-2026, $ bn 55 Figure 27. Europe VR Devices Market, 2015-2026, $ bn 58 Figure 28. Europe MR Devices Market, 2015-2026, $ bn 61 Figure 29. Breakdown of Europe Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue 63 Figure 30. Breakdown of Europe Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue 64 Figure 31. Europe Extended Reality Market for Gaming, 2015-2026, $ bn 65 Figure 32. Europe Extended Reality Production for Gaming, 2015-2026, $ bn 66 Figure 33. Europe Extended Reality Market for Entertainment & Media, 2015-2026, $ bn 67 Figure 34. Europe Extended Reality Production for Entertainment & Media, 2015-2026, $ bn 68 Figure 35. Europe Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn 69 Figure 36. Europe Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn 70 Figure 37. Europe Extended Reality Market for Healthcare, 2015-2026, $ bn 71 Figure 38. Europe Extended Reality Production for Healthcare, 2015-2026, $ bn 72 Figure 39. Europe Extended Reality Market for Education, 2015-2026, $ bn 73 Figure 40. Europe Extended Reality Production for Education, 2015-2026, $ bn 74 Figure 41. Europe Extended Reality Market for Manufacturing, 2015-2026, $ bn 75 Figure 42. Europe Extended Reality Production for Manufacturing, 2015-2026, $ bn 76 Figure 43. Europe Extended Reality Market for Retail, 2015-2026, $ bn 77 Figure 44. Europe Extended Reality Production for Retail, 2015-2026, $ bn 78 Figure 45. Europe Extended Reality Market for Other Sectors, 2015-2026, $ bn 79 Figure 46. Europe Extended Reality Production for Other Sectors, 2015-2026, $ bn 80 Figure 47. Breakdown of Europe Extended Reality Market by End-user, 2019-2026, % of Revenue 81 Figure 48. Europe Consumer XR Market, 2015-2026, $ bn 82 Figure 49. Europe Enterprise XR Market, 2015-2026, $ bn 83 Figure 50. Breakdown of European Extended Reality Market by Country, 2019 and 2026, % of Revenue 86 Figure 51. Contribution to Europe 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 87 Figure 52. Extended Reality Market in UK by Revenue, 2015-2026, $ bn 88 Figure 53. Extended Reality Production in UK by Revenue, 2015-2026, $ bn 89 Figure 54. Extended Reality Market in France by Revenue, 2015-2026, $ bn 91 Figure 55. Extended Reality Production in France by Revenue, 2015-2026, $ bn 92 Figure 56. Extended Reality Market in Germany by Revenue, 2015-2026, $ bn 94 Figure 57. Extended Reality Production in Germany by Revenue, 2015-2026, $ bn 95 Figure 58. Extended Reality Market in Spain by Revenue, 2015-2026, $ bn 97 Figure 59. Extended Reality Production in Spain by Revenue, 2015-2026, $ bn 98 Figure 60. Extended Reality Market in Italy by Revenue, 2015-2026, $ bn 100 Figure 61. Extended Reality Production in Italy by Revenue, 2015-2026, $ bn 101 Figure 62. Extended Reality Market in Russia by Revenue, 2015-2026, $ bn 103 Figure 63. Extended Reality Production in Russia by Revenue, 2015-2026, $ bn 104 Figure 64. Extended Reality Market in Rest of Europe by Revenue, 2015-2026, $ bn 106 Figure 65. Extended Reality Production in Rest of Europe by Revenue, 2015-2026, $ bn 107 Figure 66. Growth Stage of Europe Extended Reality Industry over the Forecast Period 108 Figure 67. Seiko Epson Revenue, 2014-2018, $ mn 154 Figure 68. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn 154 Figure 69. Seiko Epson Revenue Breakdown by Business Segment, 2018 155 Figure 70. Seiko Epson Revenue Breakdown by Region, 2018 155

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