Global Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity

  • Report Code : 1008331
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 227
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

Global Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity
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Global extended reality (XR) market will reach $1.23 trillion ($1,226.41 billion) by 2032, growing by 32.7% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, healthcare, and other industrial sectors.
Highlighted with 96 tables and 117 figures, this 227-page report "Global Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire global extended reality (XR) 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 is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery 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 global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify global extended reality (XR) market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End User, and Region.

Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR) (Nonimmersive Technology, Semi-Immersive Technology and Fully Immersive Technology)
• Mixed Reality (MR)

Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) production value ($ bn) for 2022-2032 included in each main section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Service & Content Creation

By Device Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
• MR Devices
o Wireless Devices
o Wired Devices

By Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Acer Inc.
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
DAQRI
Dell Technologies Inc.
EON Reality, Inc.
Google, LLC
HP Development Co., L.P.
HTC Corporation
Infinity Augmented Reality, Inc.
Intel Corporation
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Meta Company
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Occipital Inc.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Seiko Epson Corporation
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

1 Introduction 11
1.1 Industry Definition and Research Scope 11
1.1.1 Industry Definition 11
1.1.2 Research Scope 12
1.2 Research Methodology 15
1.2.1 Overview of Market Research Methodology 15
1.2.2 Market Assumption 16
1.2.3 Secondary Data 16
1.2.4 Primary Data 16
1.2.5 Data Filtration and Model Design 17
1.2.6 Market Size/Share Estimation 18
1.2.7 Research Limitations 19
1.3 Executive Summary 20
2 Market Overview and Dynamics 23
2.1 Market Size and Forecast 23
2.1.1 Impact of COVID-19 on World Economy 25
2.1.2 Impact of COVID-19 on the Market 28
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 30
2.2 Major Growth Drivers 34
2.3 Market Restraints and Challenges 39
2.4 Emerging Opportunities and Market Trends 42
2.5 Porter's Fiver Forces Analysis 46
3 Segmentation of Global Market by Technology 50
3.1 Market Overview by Technology 50
3.2 Augmented Reality (AR) 54
3.2.1 Marker-based AR 55
3.2.2 Markerless AR 56
3.2.3 Other Technologies 57
3.3 Virtual Reality (VR) 58
3.3.1 Nonimmersive Technology 59
3.3.2 Semi-Immersive Technology 60
3.3.3 Fully Immersive Technology 61
3.4 Mixed Reality (MR) 62
4 Segmentation of Global Market by Component 63
4.1 Market Overview by Component 63
4.2 Hardware 67
4.2.1 Sensors 69
4.2.2 Semiconductor Component 70
4.2.3 Displays and Projectors 71
4.2.4 Position Trackers 72
4.2.5 Cameras 73
4.2.6 Other Hardware 74
4.3 Software 75
4.3.1 Software Developer Kits 76
4.3.2 Cloud-based Solutions 77
4.4 Service & Content Creation 78
5 Segmentation of Global Market by Device Type 79
5.1 Market Overview by Device Type 79
5.2 AR Devices 81
5.2.1 Head-Mounted Display (HMD) 83
5.2.2 Head-Up Display (HUD) 84
5.2.3 Smart Glasses 85
5.2.4 Handheld Devices and Others 86
5.3 VR Devices 87
5.3.1 Head-Mounted Display (HMD) 89
5.3.2 Gesture-Tracking Device 90
5.3.3 Projector & Display Wall 91
5.4 MR Devices 92
5.4.1 Wireless Devices 93
5.4.2 Wired Devices 94
6 Segmentation of Global Market by Industry Vertical 95
6.1 Market Overview by Industry Vertical 95
6.2 Gaming & Entertainment 99
6.3 Industrial & Manufacturing 100
6.4 Aerospace & Defense 101
6.5 Healthcare 102
6.6 Education 103
6.7 Automotive 104
6.8 Retail & Marketing 105
6.9 Other Verticals 106
7 Segmentation of Global Market by End User 107
7.1 Market Overview by End User 107
7.2 Consumer 109
7.3 Enterprise 110
7.3.1 Large Enterprises 110
7.3.2 Small- & Medium-sized Enterprises (SMEs) 112
8 Segmentation of Global Market by Region 113
8.1 Geographic Market Overview 2022-2032 113
8.2 North America Market 2022-2032 by Country 119
8.2.1 Overview of North America Market 119
8.2.2 U.S. 123
8.2.3 Canada 126
8.2.4 Mexico 128
8.3 European Market 2022-2032 by Country 130
8.3.1 Overview of European Market 130
8.3.2 Germany 134
8.3.3 U.K. 136
8.3.4 France 138
8.3.5 Spain 140
8.3.6 Italy 142
8.3.7 Netherlands 144
8.3.8 Rest of European Market 146
8.4 Asia-Pacific Market 2022-2032 by Country 148
8.4.1 Overview of Asia-Pacific Market 148
8.4.2 Japan 152
8.4.3 China 155
8.4.4 Australia 157
8.4.5 India 159
8.4.6 South Korea 161
8.4.7 Rest of APAC Region 163
8.5 South America Market 2022-2032 by Country 165
8.5.1 Argentina 168
8.5.2 Brazil 170
8.5.3 Chile 172
8.5.4 Rest of South America Market 174
8.6 MEA Market 2022-2032 by Country 175
8.6.1 UAE 178
8.6.2 Saudi Arabia 180
8.6.3 South Africa 182
8.6.4 Other National Markets 184
9 Competitive Landscape 185
9.1 Overview of Key Vendors 185
9.2 New Product Launch, Partnership, Investment, and M&A 188
9.3 Company Profiles 189
Acer Inc. 189
Apple Inc. 191
Atheer, Inc. 192
Blippar Ltd. 193
Catchoom Technologies, S.L. 194
DAQRI 195
Dell Technologies Inc. 196
EON Reality, Inc. 197
Google, LLC 198
HP Development Co., L.P. 199
HTC Corporation 200
Infinity Augmented Reality, Inc. 201
Intel Corporation 202
Intellectsoft LLC 203
Leap Motion, Inc. 204
Lumus Ltd. 205
Magic Leap, Inc 206
Meta Company 207
Microsoft Corp. 208
Niantic Inc. 209
Nintendo Co., Ltd. 210
Occipital Inc. 211
Oculus VR, LLC 212
Optinvent S.A. 213
Popar Co., Ltd. 214
Qualcomm Technologies Inc. 215
Samsung Co., Ltd. 216
Seiko Epson Corporation 217
Sony Corporation 218
Total Immersion 219
Universal mCloud Corp. (NGRAIN) 220
Virtuix 221
Vuzix Corp. 222
Wayray AG 223
Wikitude GmbH 224
Zappar Ltd. 225
Zugara, Inc. 226
RELATED REPORTS 227

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