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

  • ID: 5006475
  • Report
  • March 2020
  • Region: Europe
  • 171 pages
  • GMD Research
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FEATURED COMPANIES

  • Acer Inc.
  • Catchoom
  • Facebook
  • Koninklijke Philips N.V.
  • Microsoft
  • Samsung
  • MORE
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.

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)
  • 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 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
  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others
Software
  • Software Developer Kits
  • 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
  • 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 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 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.)
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Acer Inc.
  • Catchoom
  • Facebook
  • Koninklijke Philips N.V.
  • Microsoft
  • Samsung
  • MORE
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 Europe Market by Technology
3.1 Market Overview by Technology
3.2 Europe Augmented Reality (AR) Market 2015-2026
3.2.1 Marker-based Augmented Reality
3.2.2 Markerless Augmented Reality
3.3 Europe Virtual Reality (VR) Market 2015-2026
3.3.1 Nonimmersive Technology
3.2.2 Semi-Immersive and Fully Immersive Technology
3.4 Europe Mixed Reality (MR) Market 2015-2026

4 Segmentation of Europe Market by Component
4.1 Market Overview by Component
4.2 Europe XR Hardware Market 2015-2026
4.3 Europe XR Software Market 2015-2026
4.4 Europe XR Content Creation Market 2015-2026

5 Segmentation of Europe Market by Device Type
5.1 Market Overview by Device Type
5.2 Europe 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 Europe 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 Europe MR Devices Market 2015-2026
5.4.1 Wireless Head Mounted Display
5.4.2 Wired Head Mounted Display

6 Segmentation of Europe Market by Industry Vertical
6.1 Market Overview by Industry Vertical
6.2 Europe Extended Reality Market for Gaming 2015-2026
6.3 Europe Extended Reality Market for Entertainment & Media 2015-2026
6.4 Europe Extended Reality Market for Aerospace & Defense 2015-2026
6.5 Europe Extended Reality Market for Healthcare 2015-2026
6.6 Europe Extended Reality Market for Education 2015-2026
6.7 Europe Extended Reality Market for Manufacturing 2015-2026
6.8 Europe Extended Reality Market for Retail 2015-2026
6.9 Europe Extended Reality Market for Other Sectors 2015-2026

7 Segmentation of Europe Market by End-user
7.1 Market Overview by End-user
7.2 Europe Consumer XR Market 2015-2026
7.3 Europe Enterprise XR Market 2015-2026

8 European Market 2015-2026 by Country
8.1 Overview of European Market
8.2 UK
8.3 France
8.4 Germany
8.5 Spain
8.6 Italy
8.7 Russia
8.8 Rest of European Market

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 Europe Market: Risk Assessment and Management
10.1 Risk Evaluation of Europe Market
10.2 Critical Success Factors (CSFs)

List of Tables:
Table 1. Snapshot of Europe Extended Reality Market, 2019-2026
Table 2. Main Product Trends and Market Opportunities in Europe Extended Reality Market
Table 3. Europe Extended Reality Market by Technology, 2015-2026, $ bn
Table 4. Europe Extended Reality Production by Technology, 2015-2026, $ bn
Table 5. Europe Augmented Reality Market by Technology, 2015-2026, $ bn
Table 6. Europe Marker-based AR Market by Technology, 2015-2026, $ bn
Table 7. Europe Markerless Augmented Reality Market by Technology, 2015-2026, $ bn
Table 8. Europe Virtual Reality Market by Technology, 2015-2026, $ bn
Table 9. Europe Extended Reality Market by Component, 2015-2026, $ bn
Table 10. Europe Extended Reality Production by Component, 2015-2026, $ bn
Table 11. Europe XR Hardware Market by Type, 2015-2026, $ bn
Table 12. Europe XR Software Market by Type, 2015-2026, $ bn
Table 13. Europe Extended Reality Market by Device Type, 2015-2026, $ bn
Table 14. Europe Augmented Reality Devices Market by Type, 2015-2026, $ bn
Table 15. Europe Virtual Reality Devices Market by Type, 2015-2026, $ bn
Table 16. Europe Mixed Reality Devices Market by Type, 2015-2026, $ bn
Table 17. Europe Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 18. Europe Extended Reality Production by Industry Vertical, 2015-2026, $ bn
Table 19. Europe Extended Reality Market by End-user, 2015-2026, $ bn
Table 20. Europe Enterprise XR Market by Organization Size, 2015-2026, $ bn
Table 21. Europe Extended Reality Market by Country, 2015-2026, $ bn
Table 22. UK Extended Reality Market by Technology, 2015-2026, $ bn
Table 23. UK Extended Reality Market by Component, 2015-2026, $ bn
Table 24. UK Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 25. France Extended Reality Market by Technology, 2015-2026, $ bn
Table 26. France Extended Reality Market by Component, 2015-2026, $ bn
Table 27. France Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 28. Germany Extended Reality Market by Technology, 2015-2026, $ bn
Table 29. Germany Extended Reality Market by Component, 2015-2026, $ bn
Table 30. Germany Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 31. Spain Extended Reality Market by Technology, 2015-2026, $ bn
Table 32. Spain Extended Reality Market by Component, 2015-2026, $ bn
Table 33. Spain Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 34. Italy Extended Reality Market by Technology, 2015-2026, $ bn
Table 35. Italy Extended Reality Market by Component, 2015-2026, $ bn
Table 36. Italy Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 37. Russia Extended Reality Market by Technology, 2015-2026, $ bn
Table 38. Russia Extended Reality Market by Component, 2015-2026, $ bn
Table 39. Russia Extended Reality Market by Industry Vertical, 2015-2026, $ bn
Table 40. Acer Inc.: Company Snapshot
Table 41. Acer Inc.: Revenue, 2016-2018, NTD bn
Table 42. Acer Inc.: Business Segmentation
Table 43. Aurasma: Company Snapshot
Table 44. Blippar.com Limited: Company Snapshot
Table 45. Catchoom: Company Snapshot
Table 46. Dell Technologies Inc.: Company Snapshot
Table 47. Dell Technologies Inc.: Revenue, 2017-2019, $ bn
Table 48. Dell Technologies Inc.: Business Segmentation
Table 49. Facebook Inc.: Company Snapshot
Table 50. Facebook Inc.: Business Segmentation
Table 51. Facebook Inc.: Product Portfolio
Table 52. Facebook Inc.: Revenue, 2017-2019, $ bn
Table 53. Google LLC: Company Snapshot
Table 54. Google LLC: Product Portfolio
Table 55. Google LLC: Revenue, 2016-2018, $ bn
Table 56. Google LLC: Product Portfolio
Table 57. Google LLC: Recent Developments
Table 58. HP Development Company LP: Company Snapshot
Table 59. HP Development Company LP: Revenue, 2016-2018, $ bn
Table 60. HP Development Company LP: Business Segmentation
Table 61. HTC Corporation: Business Segmentation
Table 62. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn
Table 63. Medical Realities: Company Snapshot
Table 64. Metaio: Company Snapshot
Table 65. Microsoft Corporation: Company Snapshot
Table 66. Microsoft Corporation: Business Segmentation
Table 67. Microsoft Corporation: Revenue, 2017-2019, $ bn
Table 68. Niantic, Inc.: Company Snapshot
Table 69. Niantic, Inc.: Business Segmentation
Table 70. Nintendo Co., Ltd.: Company Snapshot
Table 71. Nintendo Co., Ltd.: Business Segmentation
Table 72. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn
Table 73. Psious: Company Snapshot
Table 74. Samsung Electronics Revenue, 2015-2018, $ bn
Table 75. Total Immersion : Company Snapshot
Table 76. Wikitude GMBH: Company Snapshot
Table 77. Zappar: Company Snapshot
Table 78. Risk Evaluation for Investing in Europe Market, 2019-2026
Table 79. 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. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026
Figure 4. Europe Extended Reality Market by Revenue, 2015-2026, $ bn
Figure 5. Europe Extended Reality Production by Revenue, 2015-2026, $ bn
Figure 6. Primary Drivers and Impact Factors of Europe Extended Reality Market
Figure 7. Primary Restraints and Impact Factors of Europe Extended Reality Market
Figure 8. Porter’s Fiver Forces Analysis of Europe Extended Reality Market
Figure 9. Breakdown of Europe Extended Reality Market by Technology, 2019-2026, % of Revenue
Figure 10. Breakdown of Europe Extended Reality Production by Technology, 2019-2026, % of Revenue
Figure 11. Europe Augmented Reality (AR) Market, 2015-2026, $ bn
Figure 12. Europe Augmented Reality (AR) Production, 2015-2026, $ bn
Figure 13. Europe Virtual Reality (VR) Market, 2015-2026, $ bn
Figure 14. Europe Virtual Reality (VR) Production, 2015-2026, $ bn
Figure 15. Europe Mixed Reality (MR) Market, 2015-2026, $ bn
Figure 16. Europe Mixed Reality (MR) Production, 2015-2026, $ bn
Figure 17. Breakdown of Europe Extended Reality Market by Component, 2019-2026, % of Revenue
Figure 18. Breakdown of Europe Extended Reality Production by Component, 2019-2026, % of Revenue
Figure 19. Europe XR Hardware Market, 2015-2026, $ bn
Figure 20. Europe XR Hardware Production, 2015-2026, $ bn
Figure 21. Europe XR Software Market, 2015-2026, $ bn
Figure 22. Europe XR Software Production, 2015-2026, $ bn
Figure 23. Europe XR Content Creation Market, 2015-2026, $ bn
Figure 24. Europe XR Content Creation Production, 2015-2026, $ bn
Figure 25. Breakdown of Europe Extended Reality Market by Device Type, 2019-2026, % of Revenue
Figure 26. Europe AR Devices Market, 2015-2026, $ bn
Figure 27. Europe VR Devices Market, 2015-2026, $ bn
Figure 28. Europe MR Devices Market, 2015-2026, $ bn
Figure 29. Breakdown of Europe Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue
Figure 30. Breakdown of Europe Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue
Figure 31. Europe Extended Reality Market for Gaming, 2015-2026, $ bn
Figure 32. Europe Extended Reality Production for Gaming, 2015-2026, $ bn
Figure 33. Europe Extended Reality Market for Entertainment & Media, 2015-2026, $ bn
Figure 34. Europe Extended Reality Production for Entertainment & Media, 2015-2026, $ bn
Figure 35. Europe Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn
Figure 36. Europe Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn
Figure 37. Europe Extended Reality Market for Healthcare, 2015-2026, $ bn
Figure 38. Europe Extended Reality Production for Healthcare, 2015-2026, $ bn
Figure 39. Europe Extended Reality Market for Education, 2015-2026, $ bn
Figure 40. Europe Extended Reality Production for Education, 2015-2026, $ bn
Figure 41. Europe Extended Reality Market for Manufacturing, 2015-2026, $ bn
Figure 42. Europe Extended Reality Production for Manufacturing, 2015-2026, $ bn
Figure 43. Europe Extended Reality Market for Retail, 2015-2026, $ bn
Figure 44. Europe Extended Reality Production for Retail, 2015-2026, $ bn
Figure 45. Europe Extended Reality Market for Other Sectors, 2015-2026, $ bn
Figure 46. Europe Extended Reality Production for Other Sectors, 2015-2026, $ bn
Figure 47. Breakdown of Europe Extended Reality Market by End-user, 2019-2026, % of Revenue
Figure 48. Europe Consumer XR Market, 2015-2026, $ bn
Figure 49. Europe Enterprise XR Market, 2015-2026, $ bn
Figure 50. Breakdown of European Extended Reality Market by Country, 2019 and 2026, % of Revenue
Figure 51. Contribution to Europe 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%)
Figure 52. Extended Reality Market in UK by Revenue, 2015-2026, $ bn
Figure 53. Extended Reality Production in UK by Revenue, 2015-2026, $ bn
Figure 54. Extended Reality Market in France by Revenue, 2015-2026, $ bn
Figure 55. Extended Reality Production in France by Revenue, 2015-2026, $ bn
Figure 56. Extended Reality Market in Germany by Revenue, 2015-2026, $ bn
Figure 57. Extended Reality Production in Germany by Revenue, 2015-2026, $ bn
Figure 58. Extended Reality Market in Spain by Revenue, 2015-2026, $ bn
Figure 59. Extended Reality Production in Spain by Revenue, 2015-2026, $ bn
Figure 60. Extended Reality Market in Italy by Revenue, 2015-2026, $ bn
Figure 61. Extended Reality Production in Italy by Revenue, 2015-2026, $ bn
Figure 62. Extended Reality Market in Russia by Revenue, 2015-2026, $ bn
Figure 63. Extended Reality Production in Russia by Revenue, 2015-2026, $ bn
Figure 64. Extended Reality Market in Rest of Europe by Revenue, 2015-2026, $ bn
Figure 65. Extended Reality Production in Rest of Europe by Revenue, 2015-2026, $ bn
Figure 66. Growth Stage of Europe Extended Reality Industry over the Forecast Period
Figure 67. Seiko Epson Revenue, 2014-2018, $ mn
Figure 68. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn
Figure 69. Seiko Epson Revenue Breakdown by Business Segment, 2018
Figure 70. Seiko Epson Revenue Breakdown by Region, 2018
Note: Product cover images may vary from those shown
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  • 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
Note: Product cover images may vary from those shown
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