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

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    Report

  • 168 Pages
  • March 2020
  • Region: Asia Pacific
  • GMD Research
  • ID: 5006471
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.

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)
  • Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
  • Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)

Virtual Reality (VR)
  • Nonimmersive Technology
  • 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
  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others

Software
  • Software Developer Kits
  • 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
  • Head-Mounted Display (HMD)
  • Head-Up Display (HUD)
  • Handheld Device

Virtual Reality Devices
  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector & Display Wall

Mixed Reality Devices
  • Wireless Head Mounted Display
  • 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 a 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
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary
2 Market Overview and Qualitative Analysis
2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis
3 Segmentation of Asia Pacific Market by Technology
3.1 Market Overview by Technology
3.2 Asia Pacific Augmented Reality (AR) Market 2015-2026
3.2.1 Marker-based Augmented Reality
3.2.2 Markerless Augmented Reality
3.3 Asia Pacific Virtual Reality (VR) Market 2015-2026
3.3.1 Nonimmersive Technology
3.2.2 Semi-Immersive and Fully Immersive Technology
3.4 Asia Pacific Mixed Reality (MR) Market 2015-2026
4 Segmentation of Asia Pacific Market by Component
4.1 Market Overview by Component
4.2 Asia Pacific XR Hardware Market 2015-2026
4.3 Asia Pacific XR Software Market 2015-2026
4.4 Asia Pacific XR Content Creation Market 2015-2026
5 Segmentation of Asia Pacific Market by Device Type
5.1 Market Overview by Device Type
5.2 Asia Pacific AR Devices Market 2015-2026
5.2.1 Head-Mounted Display (HMD)
5.2.2 Head-Up Display (HUD)
5.2.3 Handheld Device
5.3 Asia Pacific VR Devices Market 2015-2026
5.3.1 Head-Mounted Display (HMD)
5.3.2 Gesture-Tracking Device
5.3.3 Projector & Display Wall
5.4 Asia Pacific MR Devices Market 2015-2026
5.4.1 Wireless Head Mounted Display
5.4.2 Wired Head Mounted Display
6 Segmentation of Asia Pacific Market by Industry Vertical
6.1 Market Overview by Industry Vertical
6.2 Asia Pacific Extended Reality Market for Gaming 2015-2026
6.3 Asia Pacific Extended Reality Market for Entertainment & Media 2015-2026
6.4 Asia Pacific Extended Reality Market for Aerospace & Defense 2015-2026
6.5 Asia Pacific Extended Reality Market for Healthcare 2015-2026
6.6 Asia Pacific Extended Reality Market for Education 2015-2026
6.7 Asia Pacific Extended Reality Market for Manufacturing 2015-2026
6.8 Asia Pacific Extended Reality Market for Retail 2015-2026
6.9 Asia Pacific Extended Reality Market for Other Sectors 2015-2026
7 Segmentation of Asia Pacific Market by End-user
7.1 Market Overview by End-user
7.2 Asia Pacific Consumer XR Market 2015-2026
7.3 Asia Pacific Enterprise XR Market 2015-2026
8 Asia-Pacific Market 2015-2026 by Country
8.1 Overview of Asia-Pacific Market
8.2 China
8.3 Japan
8.4 India
8.5 Australia
8.6 South Korea
8.7 Rest of APAC Region
9 Competitive Landscape
9.1 Overview of Key Vendors
9.2 Company Profiles
  • 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

10 Investing in Asia Pacific Market: Risk Assessment and Management
10.1 Risk Evaluation of Asia Pacific Market
10.2 Critical Success Factors (CSFs)
List of Tables:
Table 1. Snapshot of Asia Pacific Extended Reality Market, 2019-2026
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Extended Reality Market
Table 3. Asia Pacific Extended Reality Market by Technology, 2015-2026, $ bn
Table 4. Asia Pacific Extended Reality Production by Technology, 2015-2026, $ bn
Table 5. Asia Pacific Augmented Reality Market by Technology, 2015-2026, $ bn
Table 6. Asia Pacific Marker-based AR Market by Technology, 2015-2026, $ bn
Table 7. Asia Pacific Markerless Augmented Reality Market by Technology, 2015-2026, $ bn
Table 8. Asia Pacific Virtual Reality Market by Technology, 2015-2026, $ bn
Table 9. Asia Pacific Extended Reality Market by Component, 2015-2026, $ bn
Table 10. Asia Pacific Extended Reality Production by Component, 2015-2026, $ bn
Table 11. Asia Pacific XR Hardware Market by Type, 2015-2026, $ bn
Table 12. Asia Pacific XR Software Market by Type, 2015-2026, $ bn
Table 13. Asia Pacific Extended Reality Market by Device Type, 2015-2026, $ bn
Table 14. Asia Pacific Augmented Reality Devices Market by Type, 2015-2026, $ bn
Table 15. Asia Pacific Virtual Reality Devices Market by Type, 2015-2026, $ bn
Table 16. Asia Pacific Mixed Reality Devices Market by Type, 2015-2026, $ bn
Table 17. Asia Pacific Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 18. Asia Pacific Extended Reality Production by Industry Vertical, 2015-2026, $ bn
Table 19. Asia Pacific Extended Reality Market by End-user, 2015-2026, $ bn
Table 20. Asia Pacific Enterprise XR Market by Organization Size, 2015-2026, $ bn
Table 21. APAC Extended Reality Market by Country, 2015-2026, $ bn
Table 22. China Extended Reality Market by Technology, 2015-2026, $ bn
Table 23. China Extended Reality Market by Component, 2015-2026, $ bn
Table 24. China Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 25. Japan Extended Reality Market by Technology, 2015-2026, $ bn
Table 26. Japan Extended Reality Market by Component, 2015-2026, $ bn
Table 27. Japan Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 28. India Extended Reality Market by Technology, 2015-2026, $ bn
Table 29. India Extended Reality Market by Component, 2015-2026, $ bn
Table 30. India Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 31. Australia Extended Reality Market by Technology, 2015-2026, $ bn
Table 32. Australia Extended Reality Market by Component, 2015-2026, $ bn
Table 33. Australia Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 34. South Korea Extended Reality Market by Technology, 2015-2026, $ bn
Table 35. South Korea Extended Reality Market by Component, 2015-2026, $ bn
Table 36. South Korea Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 37. Acer Inc.: Company Snapshot
Table 38. Acer Inc.: Revenue, 2016-2018, NTD bn
Table 39. Acer Inc.: Business Segmentation
Table 40. Aurasma: Company Snapshot
Table 41. Blippar.com Limited: Company Snapshot
Table 42. Catchoom: Company Snapshot
Table 43. Dell Technologies Inc.: Company Snapshot
Table 44. Dell Technologies Inc.: Revenue, 2017-2019, $ bn
Table 45. Dell Technologies Inc.: Business Segmentation
Table 46. Facebook Inc.: Company Snapshot
Table 47. Facebook Inc.: Business Segmentation
Table 48. Facebook Inc.: Product Portfolio
Table 49. Facebook Inc.: Revenue, 2017-2019, $ bn
Table 50. Google LLC: Company Snapshot
Table 51. Google LLC: Product Portfolio
Table 52. Google LLC: Revenue, 2016-2018, $ bn
Table 53. Google LLC: Product Portfolio
Table 54. Google LLC: Recent Developments
Table 55. HP Development Company LP: Company Snapshot
Table 56. HP Development Company LP: Revenue, 2016-2018, $ bn
Table 57. HP Development Company LP: Business Segmentation
Table 58. HTC Corporation: Business Segmentation
Table 59. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn
Table 60. Medical Realities: Company Snapshot
Table 61. Metaio: Company Snapshot
Table 62. Microsoft Corporation: Company Snapshot
Table 63. Microsoft Corporation: Business Segmentation
Table 64. Microsoft Corporation: Revenue, 2017-2019, $ bn
Table 65. Niantic, Inc.: Company Snapshot
Table 66. Niantic, Inc.: Business Segmentation
Table 67. Nintendo Co., Ltd.: Company Snapshot
Table 68. Nintendo Co., Ltd.: Business Segmentation
Table 69. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn
Table 70. Psious: Company Snapshot
Table 71. Samsung Electronics Revenue, 2015-2018, $ bn
Table 72. Total Immersion : Company Snapshot
Table 73. Wikitude GMBH: Company Snapshot
Table 74. Zappar: Company Snapshot
Table 75. Risk Evaluation for Investing in Asia Pacific Market, 2019-2026
Table 76. Critical Success Factors and Key Takeaways
List of Figures:
Figure 1. Research Method Flow Chart
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 3. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026
Figure 4. Asia Pacific Extended Reality Market by Revenue, 2015-2026, $ bn
Figure 5. Asia Pacific Extended Reality Production by Revenue, 2015-2026, $ bn
Figure 6. Primary Drivers and Impact Factors of Asia Pacific Extended Reality Market
Figure 7. Primary Restraints and Impact Factors of Asia Pacific Extended Reality Market
Figure 8. Porter’s Fiver Forces Analysis of Asia Pacific Extended Reality Market
Figure 9. Breakdown of Asia Pacific Extended Reality Market by Technology, 2019-2026, % of Revenue
Figure 10. Breakdown of Asia Pacific Extended Reality Production by Technology, 2019-2026, % of Revenue
Figure 11. Asia Pacific Augmented Reality (AR) Market, 2015-2026, $ bn
Figure 12. Asia Pacific Augmented Reality (AR) Production, 2015-2026, $ bn
Figure 13. Asia Pacific Virtual Reality (VR) Market, 2015-2026, $ bn
Figure 14. Asia Pacific Virtual Reality (VR) Production, 2015-2026, $ bn
Figure 15. Asia Pacific Mixed Reality (MR) Market, 2015-2026, $ bn
Figure 16. Asia Pacific Mixed Reality (MR) Production, 2015-2026, $ bn
Figure 17. Breakdown of Asia Pacific Extended Reality Market by Component, 2019-2026, % of Revenue
Figure 18. Breakdown of Asia Pacific Extended Reality Production by Component, 2019-2026, % of Revenue
Figure 19. Asia Pacific XR Hardware Market, 2015-2026, $ bn
Figure 20. Asia Pacific XR Hardware Production, 2015-2026, $ bn
Figure 21. Asia Pacific XR Software Market, 2015-2026, $ bn
Figure 22. Asia Pacific XR Software Production, 2015-2026, $ bn
Figure 23. Asia Pacific XR Content Creation Market, 2015-2026, $ bn
Figure 24. Asia Pacific XR Content Creation Production, 2015-2026, $ bn
Figure 25. Breakdown of Asia Pacific Extended Reality Market by Device Type, 2019-2026, % of Revenue
Figure 26. Asia Pacific AR Devices Market, 2015-2026, $ bn
Figure 27. Asia Pacific VR Devices Market, 2015-2026, $ bn
Figure 28. Asia Pacific MR Devices Market, 2015-2026, $ bn
Figure 29. Breakdown of Asia Pacific Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue
Figure 30. Breakdown of Asia Pacific Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue
Figure 31. Asia Pacific Extended Reality Market for Gaming, 2015-2026, $ bn
Figure 32. Asia Pacific Extended Reality Production for Gaming, 2015-2026, $ bn
Figure 33. Asia Pacific Extended Reality Market for Entertainment & Media, 2015-2026, $ bn
Figure 34. Asia Pacific Extended Reality Production for Entertainment & Media, 2015-2026, $ bn
Figure 35. Asia Pacific Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn
Figure 36. Asia Pacific Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn
Figure 37. Asia Pacific Extended Reality Market for Healthcare, 2015-2026, $ bn
Figure 38. Asia Pacific Extended Reality Production for Healthcare, 2015-2026, $ bn
Figure 39. Asia Pacific Extended Reality Market for Education, 2015-2026, $ bn
Figure 40. Asia Pacific Extended Reality Production for Education, 2015-2026, $ bn
Figure 41. Asia Pacific Extended Reality Market for Manufacturing, 2015-2026, $ bn
Figure 42. Asia Pacific Extended Reality Production for Manufacturing, 2015-2026, $ bn
Figure 43. Asia Pacific Extended Reality Market for Retail, 2015-2026, $ bn
Figure 44. Asia Pacific Extended Reality Production for Retail, 2015-2026, $ bn
Figure 45. Asia Pacific Extended Reality Market for Other Sectors, 2015-2026, $ bn
Figure 46. Asia Pacific Extended Reality Production for Other Sectors, 2015-2026, $ bn
Figure 47. Breakdown of Asia Pacific Extended Reality Market by End-user, 2019-2026, % of Revenue
Figure 48. Asia Pacific Consumer XR Market, 2015-2026, $ bn
Figure 49. Asia Pacific Enterprise XR Market, 2015-2026, $ bn
Figure 50. Breakdown of APAC Extended Reality Market by Country, 2019 and 2026, % of Revenue
Figure 51. Contribution to APAC 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%)
Figure 52. Extended Reality Market in China by Revenue, 2015-2026, $ bn
Figure 53. Extended Reality Production in China by Revenue, 2015-2026, $ bn
Figure 54. Extended Reality Market in Japan by Revenue, 2015-2026, $ bn
Figure 55. Extended Reality Production in Japan by Revenue, 2015-2026, $ bn
Figure 56. Extended Reality Market in India by Revenue, 2015-2026, $ bn
Figure 57. Extended Reality Production in India by Revenue, 2015-2026, $ bn
Figure 58. Extended Reality Market in Australia by Revenue, 2015-2026, $ bn
Figure 59. Extended Reality Production in Australia by Revenue, 2015-2026, $ bn
Figure 60. Extended Reality Market in South Korea by Revenue, 2015-2026, $ bn
Figure 61. Extended Reality Production in South Korea by Revenue, 2015-2026, $ bn
Figure 62. Extended Reality Market in Rest of APAC by Revenue, 2015-2026, $ bn
Figure 63. Growth Stage of Asia Pacific Extended Reality Industry over the Forecast Period
Figure 64. Seiko Epson Revenue, 2014-2018, $ mn
Figure 65. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn
Figure 66. Seiko Epson Revenue Breakdown by Business Segment, 2018
Figure 67. Seiko Epson Revenue Breakdown by Region, 2018

Companies Mentioned

A selection of companies mentioned in this report includes:

  • 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

Methodology

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