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Extended Reality Market by Component, Technology, End-user: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 400 Pages
  • February 2023
  • Region: Global
  • Allied Market Research
  • ID: 5781761
Extended reality is a newly coined term that refers to all immersive technology. The ones that are still in development as well as the ones humans already have, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). By fusing the virtual and "real" worlds together or by generating a completely immersive experience, all immersive technologies expand the reality human’s experience. More than 60% of respondents, according to a recent study, thought XR would become widely used over the next five years.

Surge in increasing investments in extended reality and Increasing adoption of XR in healthcare industry primarily drive growth of the extended reality market. However, immoderate use of XR device has negative health effects and worldwide economic downturn because of COVID-19 hamper market growth to some extent. Moreover, continuous 5G technology advancements are expected to provide lucrative opportunities for market growth during the forecast period.

The global extended reality market is segmented on the basis of component, technology, end user and region. On the basis of component, it is bifurcated into hardware and software and services. On the basis of technology, it is segregated into VR technology, AR technology, and MR technology. On the basis of end user, it is classified into retail, healthcare, education, manufacturing, aerospace and defense, gaming, media and entertainment and others. On the basis of region, it is segregated into North America, Europe, Asia-Pacific, and LAMEA.

The key players operating in the market include Accenture Plc, Qualcomm Incorporated, Adobe Inc., Alphabet Inc., Microsoft Corporation, HTC Corporation, Softserve Inc., Unity Technologies, Sony Corporation, and Facebook. Furthermore, it highlights the strategies of the key players to improve the market share and sustain competition.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the extended reality market analysis from 2021 to 2031 to identify the prevailing extended reality market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the extended reality market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global extended reality market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Component

  • Hardware
  • Software
  • Services

By Technology

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)

By End User

  • Gaming
  • Retail
  • Healthcare
  • Manufacturing
  • Media and Entertainment
  • Education
  • Aerospace and Defense
  • Others

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Netherlands
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Accenture plc
  • Qualcomm Incorporated
  • Adobe Inc.
  • Alphabet Inc.
  • Microsoft Corporation
  • HTC Corporation
  • SoftServe Inc.
  • Unity Technologies
  • Sony Corporation
  • Facebook

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. High bargaining power of suppliers
3.3.2. High bargaining power of buyers
3.3.3. High threat of substitutes
3.3.4. High threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Increasing adoption of XR in healthcare industry
3.4.1.2. Increase in investments in extended reality
3.4.2. Restraints
3.4.2.1. Worldwide economic downturn because of COVID-19
3.4.2.2. Immoderate use of XR device has negative health effects
3.4.3. Opportunities
3.4.3.1. Continuous 5G technology advancements
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: EXTENDED REALITY MARKET, BY COMPONENT
4.1. Overview
4.1.1. Market size and forecast
4.2. Hardware
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Software
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Services
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
CHAPTER 5: EXTENDED REALITY MARKET, BY TECHNOLOGY
5.1. Overview
5.1.1. Market size and forecast
5.2. Virtual Reality (VR)
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Augmented Reality (AR)
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Mixed Reality (MR)
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
CHAPTER 6: EXTENDED REALITY MARKET, BY END USER
6.1. Overview
6.1.1. Market size and forecast
6.2. Gaming
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Retail
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Healthcare
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
6.5. Manufacturing
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market share analysis by country
6.6. Media and Entertainment
6.6.1. Key market trends, growth factors and opportunities
6.6.2. Market size and forecast, by region
6.6.3. Market share analysis by country
6.7. Education
6.7.1. Key market trends, growth factors and opportunities
6.7.2. Market size and forecast, by region
6.7.3. Market share analysis by country
6.8. Aerospace and Defense
6.8.1. Key market trends, growth factors and opportunities
6.8.2. Market size and forecast, by region
6.8.3. Market share analysis by country
6.9. Others
6.9.1. Key market trends, growth factors and opportunities
6.9.2. Market size and forecast, by region
6.9.3. Market share analysis by country
CHAPTER 7: EXTENDED REALITY MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key trends and opportunities
7.2.2. Market size and forecast, by Component
7.2.3. Market size and forecast, by Technology
7.2.4. Market size and forecast, by End User
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Key market trends, growth factors and opportunities
7.2.5.1.2. Market size and forecast, by Component
7.2.5.1.3. Market size and forecast, by Technology
7.2.5.1.4. Market size and forecast, by End User
7.2.5.2. Canada
7.2.5.2.1. Key market trends, growth factors and opportunities
7.2.5.2.2. Market size and forecast, by Component
7.2.5.2.3. Market size and forecast, by Technology
7.2.5.2.4. Market size and forecast, by End User
7.3. Europe
7.3.1. Key trends and opportunities
7.3.2. Market size and forecast, by Component
7.3.3. Market size and forecast, by Technology
7.3.4. Market size and forecast, by End User
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Key market trends, growth factors and opportunities
7.3.5.1.2. Market size and forecast, by Component
7.3.5.1.3. Market size and forecast, by Technology
7.3.5.1.4. Market size and forecast, by End User
7.3.5.2. Germany
7.3.5.2.1. Key market trends, growth factors and opportunities
7.3.5.2.2. Market size and forecast, by Component
7.3.5.2.3. Market size and forecast, by Technology
7.3.5.2.4. Market size and forecast, by End User
7.3.5.3. France
7.3.5.3.1. Key market trends, growth factors and opportunities
7.3.5.3.2. Market size and forecast, by Component
7.3.5.3.3. Market size and forecast, by Technology
7.3.5.3.4. Market size and forecast, by End User
7.3.5.4. Italy
7.3.5.4.1. Key market trends, growth factors and opportunities
7.3.5.4.2. Market size and forecast, by Component
7.3.5.4.3. Market size and forecast, by Technology
7.3.5.4.4. Market size and forecast, by End User
7.3.5.5. Spain
7.3.5.5.1. Key market trends, growth factors and opportunities
7.3.5.5.2. Market size and forecast, by Component
7.3.5.5.3. Market size and forecast, by Technology
7.3.5.5.4. Market size and forecast, by End User
7.3.5.6. Netherlands
7.3.5.6.1. Key market trends, growth factors and opportunities
7.3.5.6.2. Market size and forecast, by Component
7.3.5.6.3. Market size and forecast, by Technology
7.3.5.6.4. Market size and forecast, by End User
7.3.5.7. Rest of Europe
7.3.5.7.1. Key market trends, growth factors and opportunities
7.3.5.7.2. Market size and forecast, by Component
7.3.5.7.3. Market size and forecast, by Technology
7.3.5.7.4. Market size and forecast, by End User
7.4. Asia-Pacific
7.4.1. Key trends and opportunities
7.4.2. Market size and forecast, by Component
7.4.3. Market size and forecast, by Technology
7.4.4. Market size and forecast, by End User
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Key market trends, growth factors and opportunities
7.4.5.1.2. Market size and forecast, by Component
7.4.5.1.3. Market size and forecast, by Technology
7.4.5.1.4. Market size and forecast, by End User
7.4.5.2. India
7.4.5.2.1. Key market trends, growth factors and opportunities
7.4.5.2.2. Market size and forecast, by Component
7.4.5.2.3. Market size and forecast, by Technology
7.4.5.2.4. Market size and forecast, by End User
7.4.5.3. Japan
7.4.5.3.1. Key market trends, growth factors and opportunities
7.4.5.3.2. Market size and forecast, by Component
7.4.5.3.3. Market size and forecast, by Technology
7.4.5.3.4. Market size and forecast, by End User
7.4.5.4. Australia
7.4.5.4.1. Key market trends, growth factors and opportunities
7.4.5.4.2. Market size and forecast, by Component
7.4.5.4.3. Market size and forecast, by Technology
7.4.5.4.4. Market size and forecast, by End User
7.4.5.5. South Korea
7.4.5.5.1. Key market trends, growth factors and opportunities
7.4.5.5.2. Market size and forecast, by Component
7.4.5.5.3. Market size and forecast, by Technology
7.4.5.5.4. Market size and forecast, by End User
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Key market trends, growth factors and opportunities
7.4.5.6.2. Market size and forecast, by Component
7.4.5.6.3. Market size and forecast, by Technology
7.4.5.6.4. Market size and forecast, by End User
7.5. LAMEA
7.5.1. Key trends and opportunities
7.5.2. Market size and forecast, by Component
7.5.3. Market size and forecast, by Technology
7.5.4. Market size and forecast, by End User
7.5.5. Market size and forecast, by country
7.5.5.1. Latin America
7.5.5.1.1. Key market trends, growth factors and opportunities
7.5.5.1.2. Market size and forecast, by Component
7.5.5.1.3. Market size and forecast, by Technology
7.5.5.1.4. Market size and forecast, by End User
7.5.5.2. Middle East
7.5.5.2.1. Key market trends, growth factors and opportunities
7.5.5.2.2. Market size and forecast, by Component
7.5.5.2.3. Market size and forecast, by Technology
7.5.5.2.4. Market size and forecast, by End User
7.5.5.3. Africa
7.5.5.3.1. Key market trends, growth factors and opportunities
7.5.5.3.2. Market size and forecast, by Component
7.5.5.3.3. Market size and forecast, by Technology
7.5.5.3.4. Market size and forecast, by End User
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2021
CHAPTER 9: COMPANY PROFILES
9.1. Accenture plc
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Business performance
9.1.7. Key strategic moves and developments
9.2. Qualcomm Incorporated
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.2.7. Key strategic moves and developments
9.3. Unity Technologies
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Business performance
9.3.7. Key strategic moves and developments
9.4. Adobe Inc.
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Alphabet Inc.
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Business performance
9.6. Sony Corporation
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.6.7. Key strategic moves and developments
9.7. Microsoft Corporation
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. Business performance
9.7.7. Key strategic moves and developments
9.8. HTC Corporation
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. Business performance
9.8.7. Key strategic moves and developments
9.9. Facebook
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. SoftServe Inc.
9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Key strategic moves and developments
List of Tables
TABLE 01. GLOBAL EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 02. EXTENDED REALITY MARKET FOR HARDWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 03. EXTENDED REALITY MARKET FOR SOFTWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 04. EXTENDED REALITY MARKET FOR SERVICES, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 05. GLOBAL EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 06. EXTENDED REALITY MARKET FOR VIRTUAL REALITY (VR), BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 07. EXTENDED REALITY MARKET FOR AUGMENTED REALITY (AR), BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 08. EXTENDED REALITY MARKET FOR MIXED REALITY (MR), BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 09. GLOBAL EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 10. EXTENDED REALITY MARKET FOR GAMING, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 11. EXTENDED REALITY MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 12. EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 13. EXTENDED REALITY MARKET FOR MANUFACTURING, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 14. EXTENDED REALITY MARKET FOR MEDIA AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 15. EXTENDED REALITY MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 16. EXTENDED REALITY MARKET FOR AEROSPACE AND DEFENSE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 17. EXTENDED REALITY MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 18. EXTENDED REALITY MARKET, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 19. NORTH AMERICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 20. NORTH AMERICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 21. NORTH AMERICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 22. NORTH AMERICA EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 23. U.S. EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 24. U.S. EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 25. U.S. EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 26. CANADA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 27. CANADA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 28. CANADA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 29. EUROPE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 30. EUROPE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 31. EUROPE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 32. EUROPE EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 33. UK EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 34. UK EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 35. UK EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 36. GERMANY EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 37. GERMANY EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 38. GERMANY EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 39. FRANCE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 40. FRANCE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 41. FRANCE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 42. ITALY EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 43. ITALY EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 44. ITALY EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 45. SPAIN EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 46. SPAIN EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 47. SPAIN EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 48. NETHERLANDS EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 49. NETHERLANDS EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 50. NETHERLANDS EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 51. REST OF EUROPE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 52. REST OF EUROPE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 53. REST OF EUROPE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 54. ASIA-PACIFIC EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 55. ASIA-PACIFIC EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 56. ASIA-PACIFIC EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 57. ASIA-PACIFIC EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 58. CHINA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 59. CHINA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 60. CHINA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 61. INDIA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 62. INDIA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 63. INDIA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 64. JAPAN EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 65. JAPAN EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 66. JAPAN EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 67. AUSTRALIA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 68. AUSTRALIA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 69. AUSTRALIA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 70. SOUTH KOREA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 71. SOUTH KOREA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 72. SOUTH KOREA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 73. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 74. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 75. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 76. LAMEA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 77. LAMEA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 78. LAMEA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 79. LAMEA EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 80. LATIN AMERICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 81. LATIN AMERICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 82. LATIN AMERICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 83. MIDDLE EAST EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 84. MIDDLE EAST EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 85. MIDDLE EAST EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 86. AFRICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 87. AFRICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 88. AFRICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
TABLE 89. ACCENTURE PLC: KEY EXECUTIVES
TABLE 90. ACCENTURE PLC: COMPANY SNAPSHOT
TABLE 91. ACCENTURE PLC: SERVICE SEGMENTS
TABLE 92. ACCENTURE PLC: PRODUCT PORTFOLIO
TABLE 93. ACCENTURE PLC: KEY STRATERGIES
TABLE 94. QUALCOMM INCORPORATED: KEY EXECUTIVES
TABLE 95. QUALCOMM INCORPORATED: COMPANY SNAPSHOT
TABLE 96. QUALCOMM INCORPORATED: SERVICE SEGMENTS
TABLE 97. QUALCOMM INCORPORATED: PRODUCT PORTFOLIO
TABLE 98. QUALCOMM INCORPORATED: KEY STRATERGIES
TABLE 99. UNITY TECHNOLOGIES: KEY EXECUTIVES
TABLE 100. UNITY TECHNOLOGIES: COMPANY SNAPSHOT
TABLE 101. UNITY TECHNOLOGIES: SERVICE SEGMENTS
TABLE 102. UNITY TECHNOLOGIES: PRODUCT PORTFOLIO
TABLE 103. UNITY TECHNOLOGIES: KEY STRATERGIES
TABLE 104. ADOBE INC.: KEY EXECUTIVES
TABLE 105. ADOBE INC.: COMPANY SNAPSHOT
TABLE 106. ADOBE INC.: SERVICE SEGMENTS
TABLE 107. ADOBE INC.: PRODUCT PORTFOLIO
TABLE 108. ADOBE INC.: KEY STRATERGIES
TABLE 109. ALPHABET INC.: KEY EXECUTIVES
TABLE 110. ALPHABET INC.: COMPANY SNAPSHOT
TABLE 111. ALPHABET INC.: SERVICE SEGMENTS
TABLE 112. ALPHABET INC.: PRODUCT PORTFOLIO
TABLE 113. SONY CORPORATION: KEY EXECUTIVES
TABLE 114. SONY CORPORATION: COMPANY SNAPSHOT
TABLE 115. SONY CORPORATION: SERVICE SEGMENTS
TABLE 116. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 117. SONY CORPORATION: KEY STRATERGIES
TABLE 118. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 119. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 120. MICROSOFT CORPORATION: SERVICE SEGMENTS
TABLE 121. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 122. MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 123. HTC CORPORATION: KEY EXECUTIVES
TABLE 124. HTC CORPORATION: COMPANY SNAPSHOT
TABLE 125. HTC CORPORATION: PRODUCT SEGMENTS
TABLE 126. HTC CORPORATION: PRODUCT PORTFOLIO
TABLE 127. HTC CORPORATION: KEY STRATERGIES
TABLE 128. FACEBOOK: KEY EXECUTIVES
TABLE 129. FACEBOOK: COMPANY SNAPSHOT
TABLE 130. FACEBOOK: SERVICE SEGMENTS
TABLE 131. FACEBOOK: PRODUCT PORTFOLIO
TABLE 132. FACEBOOK: KEY STRATERGIES
TABLE 133. SOFTSERVE INC.: KEY EXECUTIVES
TABLE 134. SOFTSERVE INC.: COMPANY SNAPSHOT
TABLE 135. SOFTSERVE INC.: PRODUCT SEGMENTS
TABLE 136. SOFTSERVE INC.: PRODUCT PORTFOLIO
TABLE 137. SOFTSERVE INC.: KEY STRATERGIES
List of Figures
FIGURE 01. EXTENDED REALITY MARKET, 2021-2031
FIGURE 02. SEGMENTATION OF EXTENDED REALITY MARKET, 2021-2031
FIGURE 03. TOP INVESTMENT POCKETS IN EXTENDED REALITY MARKET (2022-2031)
FIGURE 04. HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 05. HIGH BARGAINING POWER OF BUYERS
FIGURE 06. HIGH THREAT OF SUBSTITUTES
FIGURE 07. HIGH THREAT OF NEW ENTRANTS
FIGURE 08. MODERATE INTENSITY OF RIVALRY
FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALEXTENDED REALITY MARKET
FIGURE 10. EXTENDED REALITY MARKET, BY COMPONENT, 2021 (%)
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR HARDWARE, BY COUNTRY 2021-2031 (%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR SOFTWARE, BY COUNTRY 2021-2031 (%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR SERVICES, BY COUNTRY 2021-2031 (%)
FIGURE 14. EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021 (%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR VIRTUAL REALITY (VR), BY COUNTRY 2021-2031 (%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR AUGMENTED REALITY (AR), BY COUNTRY 2021-2031 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MIXED REALITY (MR), BY COUNTRY 2021-2031 (%)
FIGURE 18. EXTENDED REALITY MARKET, BY END USER, 2021 (%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR GAMING, BY COUNTRY 2021-2031 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR RETAIL, BY COUNTRY 2021-2031 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR HEALTHCARE, BY COUNTRY 2021-2031 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MANUFACTURING, BY COUNTRY 2021-2031 (%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MEDIA AND ENTERTAINMENT, BY COUNTRY 2021-2031 (%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR EDUCATION, BY COUNTRY 2021-2031 (%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR AEROSPACE AND DEFENSE, BY COUNTRY 2021-2031 (%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR OTHERS, BY COUNTRY 2021-2031 (%)
FIGURE 27. EXTENDED REALITY MARKET BY REGION, 2021
FIGURE 28. U.S. EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 29. CANADA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 30. UK EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 31. GERMANY EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 32. FRANCE EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 33. ITALY EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 34. SPAIN EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 35. NETHERLANDS EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 36. REST OF EUROPE EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 37. CHINA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 38. INDIA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 39. JAPAN EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 40. AUSTRALIA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 41. SOUTH KOREA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 42. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 43. LATIN AMERICA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 44. MIDDLE EAST EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 45. AFRICA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 49. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 50. COMPETITIVE DASHBOARD
FIGURE 51. COMPETITIVE HEATMAP: EXTENDED REALITY MARKET
FIGURE 52. TOP PLAYER POSITIONING, 2021
FIGURE 53. ACCENTURE PLC: NET REVENUE, 2018-2020 ($MILLION)
FIGURE 54. ACCENTURE PLC: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 55. ACCENTURE PLC: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 56. QUALCOMM INCORPORATED: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022
FIGURE 57. QUALCOMM INCORPORATED: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 58. QUALCOMM INCORPORATED: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 59. UNITY TECHNOLOGIES: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 60. UNITY TECHNOLOGIES: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 61. UNITY TECHNOLOGIES: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 62. UNITY TECHNOLOGIES: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 63. ADOBE INC.: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 64. ADOBE INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 65. ADOBE INC.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 66. ALPHABET INC.: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 67. ALPHABET INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 68. ALPHABET INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 69. ALPHABET INC.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 70. SONY CORPORATION: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 71. SONY CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 72. SONY CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 73. MICROSOFT CORPORATION: NET REVENUE, 2018-2020 ($MILLION)
FIGURE 74. MICROSOFT CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2018-2020
FIGURE 75. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 76. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 77. HTC CORPORATION: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 78. HTC CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 79. FACEBOOK: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 80. FACEBOOK: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 81. FACEBOOK: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 82. FACEBOOK: REVENUE SHARE BY SEGMENT, 2021 (%)

Executive Summary

According to the report titled, “Extended Reality Market," the extended reality market was valued at $33 billion in 2021, and is estimated to reach $446.6 billion by 2031, growing at a CAGR of 30.1% from 2022 to 2031.

Extended reality is often referred to as virtual reality (VR) and augmented reality (AR). The goal of the technology is to integrate or mirror the real world with a"digital twin world" that can converse with it. Virtual reality and augmented reality are expanding quickly and are used for a variety of purposes, including entertainment, marketing, real estate, training, and remote work. Applications for extended reality are becoming more popular in both personal and business settings. In many firms, there is a need to improve the user experience. It shows a significant impact on market demand. In addition, service providers benefit from the consumer experience. One essential element that will improve the industry is the requirement for having great user experiences. Users of the XR platform risk having a hallucinogenic experience. It transports users to a completely different digital environment. The investment is increasing because of its enormous potential. The industries of education, retail, tourism, gaming, and healthcare are market innovators. Furthermore, head pose monitoring technology is in high demand. The market for extended reality is increasingly in demand thanks to these technologies. In addition, eye-tracking cameras and sensors are some of their innovations that are highly sought-after in the market. The extended reality (XR) industry has undergone tremendous growth as a result of all these important forces.

Furthermore, surge in investments in extended reality and increasing adoption of XR in healthcare industry primarily drive growth of the extended reality market. However, immoderate use of XR device has negative health effects and worldwide economic downturn because of COVID-19 hamper market growth to some extent. Moreover, continuous 5G technology advancements are expected to provide lucrative opportunities for market growth during the forecast period.

On the basis of component, hardware segment dominated the extended reality market in 2021, and is expected to maintain its dominance in the upcoming years, owing to rise in enterprises who are investing heavily in the hardware to provide personalized XR experience and improvising the designs as per changing demands across the globe. However, software segment is expected to witness highest growth, owing to enable businesses to utilize the rich 3D CAD data in extended reality (XR) in a completely automated manner by supplementing growth of the global extended reality industry.

Region-wise, the extended reality market size was dominated by North America in 2021 and is expected to retain its position during the forecast period, owing to the increased use of smartphones and other connected devices in gaming, media and entertainment, healthcare, and other sectors aiding the growth of the extended reality market. However, Asia Pacific is expected to witness significant growth during the forecast period, owing to numerous benefits offered by the new immersive technologies, which is expected to fuel the market growth in this region.

The COVID 19 pandemics have an impact on international industries. The market's difficulties are the lockdowns and restrictions. In addition, delivery, technology, and distribution problems are frequent at this time. The XR market saw a drop in demand throughout the early stages. However, in some areas, the need has begun to increase. Business reliance on AR, VR and XR platforms has increased. Due to the unanticipated circumstance of lockdowns in important areas, the ongoing epidemic has raised the need for extended reality devices. Since the COVID-19, many firms' employees work from home, which raises the demand for virtual meetings, training, and conferences. The pandemic has impacted extended reality gadget production all around the world as well. The pandemic's catastrophic effects on the manufacturing sector have put a stop to the global supply of extended reality gadgets.

Tools like AR, VR, and MR have emerged as a result of the pandemic to enable distant employment and allow for virtual shopping. During COVID-19, AR technology held the largest market share in 2020. With the use of these immersive platforms, people may converse, make purchases, and interact socially. AR and VR apps can assist end users in escaping the seclusion of the COVID-19 shutdown by facilitating online learning and opening access to cultural events and activities. These drivers have significantly contributed to market growth.

Key Findings of the Study

  • By component, the hardware segment accounted for the largest extended reality market share in 2021.
  • On the basis of technology, the virtual reality (VR) segment generated the highest revenue in 2021.
  • On the basis of end user, the gaming segment generated the highest revenue in 2021.
  • Region-wise, North America generated the highest revenue for extended reality market forecast in 2021
The key players profiled in the extended reality market analysis are as Accenture Plc, Qualcomm Incorporated, Adobe Inc., Alphabet Inc., Microsoft Corporation, HTC Corporation, Softserve Inc., Unity Technologies, Sony Corporation, and Facebook. These players have adopted various strategies to increase their market penetration and strengthen their position in the extended reality industry.

Companies Mentioned

  • Accenture plc
  • Qualcomm Incorporated
  • Adobe Inc.
  • Alphabet Inc.
  • Microsoft Corporation
  • HTC Corporation
  • SoftServe Inc.
  • Unity Technologies
  • Sony Corporation
  • Facebook

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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