擴展現實 (XR) 市場:按技術類型、按應用、按地區:市場規模、份額、前景、機會分析,2023-2030 年
市場調查報告書
商品編碼
1330155

擴展現實 (XR) 市場:按技術類型、按應用、按地區:市場規模、份額、前景、機會分析,2023-2030 年

Extended Reality Market, By Technology Type (Virtual Reality, Augmented Reality, and Mixed Reality ), By Application, and By Geography - Size, Share, Outlook, and Opportunity Analysis, 2023 - 2030

出版日期: | 出版商: Coherent Market Insights | 英文 140 Pages | 商品交期: 2-3個工作天內

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簡介目錄

擴展實境 (XR) 一詞是指透過穿戴式裝置和電腦技術實現沉浸式體驗的真實和虛擬環境。也可以稱為所有將現實與虛擬世界結合的沉浸式技術的集合。擴展現實 (XR) 的應用數量和進步不斷增長,因為它被用於各種應用,包括娛樂、遊戲和醫療保健。隨著人機互動的不斷發展,這項技術也不斷發展。擴充實境包含沉浸式技術的三大支柱:虛擬實境(VR)、擴增實境(AR)和混合實境(MR)。

擴展現實市場是一個快速擴張的領域,它融合了數位世界和物理世界,為用戶提供身臨其境的互動體驗。擴充實境(XR)是虛擬實境技術的創新,它結合了圖形、電腦視覺、人機互動等相關領域,為使用者提供身臨其境的互動體驗。擴展現實透過提供高度虛擬和改進的環境來支援遊戲和媒體。擴充實境(XR)是擴增實境(AR)、虛擬實境(VR)和混合實境(MR)的統稱。該技術旨在將現實世界與可以與之互動並鏡像的 "數位孿生世界" 結合。

市場動態:

推動全球擴展現實市場的關鍵因素包括由於技術進步而增加的採用率、對沉浸式體驗的需求不斷增長、由於負擔能力和可及性的提高而增加的工業應用和用例、與其他技術的整合、跨產業協作等。

擴展實境(XR)和人工智慧(AI)正在許多外語課程中使用,以使體驗式學習方法(例如國際沉浸式課程)變得更容易使用。然而,關於多模態口語對話、沉浸式科技和第二語言協作學習的研究卻很少。因此,學生在這種環境中的體驗僅限於一對一的互動,主要關注詞彙和文法。CILLE 的人工智慧可以透過非二元、多模式對話與用戶交談,並且可以聽到、看到和理解。XR支援多方、多模式交互,讓使用者感覺他們在其他地方,而無需使用任何分散注意力的裝置。人工智慧 (AI) 和擴展現實 (XR) 協同工作,創建自然的對話交互,以實現完美的外語掌握。透過與大學的混合方法研究,評估 CILLE 作為外漢語教學 (CFL) 的工具。結果具有統計顯著性,顯示 CFL 的詞彙量、理解力和會話技巧有所提升。透過對學生回饋和研究人員觀察的分析,我們展示了 CILLE 是如何設計的,並讓學生體驗 CFL 的學習。

研究的主要特點

  • 該研究報告對全球擴展現實(XR)市場進行了詳細分析,並提供了以2022年為基準年的預測期(2023-2030年)的市場規模和復合年增長率(CAGR%)。
  • 它還揭示了各個細分市場的潛在收入機會,並為該市場提供了一系列有吸引力的投資建議。
  • 它還提供了有關市場驅動因素、限制因素、機會、新產品發布和批准、市場趨勢、區域前景、主要參與者採取的競爭策略等的重要見解。
  • 它根據公司亮點、產品組合、主要亮點、績效和策略等參數,介紹了全球擴展現實 (XR) 市場的主要參與者。
  • 本研究涵蓋的主要公司包括Meta Inc.、HTC Corporation、Unity Technologies、Microsoft Corporation、Samsung Electronics Co., Ltd.、Magic Leap、Sony Corporation、Vuzix Corporation Apple Inc.、Niantic Inc.、Northern Digital Inc.、Snap Inc. .SoftServe 和埃森哲。
  • 該報告的見解將幫助行銷人員和公司高層就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。
  • 本研究報告針對該產業的各個利害關係人,如投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。
  • 透過用於分析全球擴展現實(XR)市場的各種策略矩陣,將有助於利害關係人做出決策。

目錄

第一章 研究目的與前提

  • 研究目標
  • 先決條件
  • 縮略語

第二章 市場概況

  • 報告摘要
    • 市場定義和範圍
  • 執行摘要
  • 連貫的機會地圖 (COM)

第三章 市場動態、法規與趨勢分析

  • 市場動態
    • 促進者
  • 業務驅動力和製造技術
  • 由於擴充現實 (XR) 的新應用,對行動裝置的需求增加
    • 抑製劑
  • 過度使用擴充現實 (XR) 裝置導致的健康問題
  • 隱私和資料保護
    • 機會
  • 對基於行動的 AR 和 VR 平台的需求不斷增長
  • 5G技術持續進步
  • 影響分析
  • 主要亮點
  • 監管場景
  • 產品上市/核准
  • PEST分析
  • 波特的分析
  • 併購場景

第四章全球擴展現實(XR)市場-冠狀病毒(COVID-19)流行的影響

  • COVID-19 的流行病學
  • 供給面和需求面分析
  • 經濟影響

第 5 章 2018-2030 年全球擴充現實 (XR) 市場(依技術類型)

  • 虛擬實境
  • 增強現實
  • 混合現實

第六章 全球擴充現實 (XR) 市場:按應用劃分,2018-2030 年

  • 遊戲和娛樂
  • 教育/培訓
  • 衛生保健
  • 製造/工業
  • 零售和電子商務

第 7 章 擴充現實 (XR) 全球市場(按地區)2018-2030 年

  • 北美
  • 美國
  • 加拿大
  • 歐洲
  • 英國
  • 德國
  • 意大利
  • 法國
  • 西班牙
  • 俄羅斯
  • 歐洲其他地區
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 東盟
  • 澳大利亞
  • 韓國
  • 亞太其他地區
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲
  • 中東/非洲
  • 海灣合作委員會國家
  • 南非
  • 其他中東和非洲

第八章 競爭格局

  • Meta Inc.
  • HTC Corporation
  • Unity Technologies
  • Microsoft Corporation
  • Northern Digital Inc.
  • Samsung Electronics
  • Magic Leap
  • Sony Corporation
  • Vuzix Corporatio
  • Apple Inc.
  • Niantic Inc.
  • Northern Digital Inc.
  • Snap Inc.
  • SoftServe
  • Accenture

第9章 章節

  • 調查方法
  • 關於出版商
簡介目錄
Product Code: CMI5981

The term "extended reality" (XR) refers to both real and virtual environments that are made by wearable devices or computer technology to make an immersive experience possible. It is also possible to refer to it as a collection of all immersive technologies that combine the real and the virtual worlds. The number of extended reality (XR) applications and advancements with those applications is growing as extended reality (XR) is being used in a variety of entertainment, gaming, healthcare, and other applications. This technology is still evolving because of the ongoing development in human-machine interactions. Extended reality encompasses three main pillars of immersive technology: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

The extended reality market is a rapidly expanding sector that combines the digital and physical worlds to offer users immersive and interactive experiences. Extended reality (XR) is an innovation in virtual reality technology that creates an immersive and interactive experience for users by combining graphics, computer vision, human interaction, and other related fields. Broadened Reality has supported gaming and media outlets by giving high virtual improved climate. An umbrella term for augmented reality (AR), virtual reality (VR), and mixed reality (MR) is Extended Reality (XR). The technology aims to combine the real world with a "digital twin world" that can interact with it, or mirror it.

Market Dynamics:

A major factor driving the global extended reality market is the increasing by adoption of technological advancement, growing demand for immersive experience, industry applications and use cases with increasing affordability and accessibility, Integration with other technologies, cross-industry collaborations etc.

Extended Reality (XR) and Artificial Intelligence (AI) have been used in a number of programs for teaching foreign languages to make experiential learning methods like international immersion programs more accessible. However, there is little research on multi-modal spoken dialogue in L2 an immersive technologies, and collaborative learning. As a result, students' experiences in such settings are limited to one-on-one interactions that focus primarily on vocabulary and grammar, expect to fill this hole as it present the Mental Vivid Language Learning Climate (CILLE). CILLE's artificial intelligence can converse with its users in non-dyadic multimodal conversations and can hear, see, and comprehend them. XR supports multi-party, multi-modal interactions, and gives users the impression that they are somewhere else without having to use any intrusive devices. Artificial intelligence (AI) and extended reality (XR) work together to create conversational interactions that are naturalistic and geared toward the complete acquisition of foreign languages. Through a mixed-methods study with university, evaluate CILLE as a tool for teaching Chinese as a foreign language (CFL). The results are statistically significant and show that CFL vocabulary, comprehension, and conversation skills have remained improved. Demonstrate how CILLE is designed and experienced by students to learn CFL through an analysis of student feedback and observations made by the researcher.

Key features of the study:

  • This report provides an in-depth analysis of the global extended reality market, and provides market size (US$ Billion) and Compound Annual Growth Rate (CAGR%) for the forecast period (2023-2030), considering 2022 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global extended reality market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Meta Inc., HTC Corporation, Unity Technologies, Microsoft Corporation. Samsung Electronics Co., Ltd. Magic Leap, Sony Corporation. Vuzix Corporation Apple Inc, Niantic Inc., Northern Digital Inc., Snap Inc. SoftServe, and Accenture
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type upgrade, market expansion, and marketing tactics
  • The global extended reality market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global extended reality market

Detailed Segmentation:

  • Global Extended Reality Market, By Technology Type:
    • Augmented Reality (AR)
    • Virtual Reality (VR)
    • Mixed Reality (MR)
  • Global Extended Reality Market, By Application:
    • Gaming and Entertainment
    • Healthcare
    • Education and Training
    • Manufacturing and Industries
    • Retail and E-commerce
  • Global Extended Reality Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East and Africa
  • Company Profiles:
    • Meta Inc.
    • HTC Corporation
    • Unity Technologies
    • Microsoft Corporation.
    • Samsung Electronics Co., Ltd.
    • Magic Leap
    • Sony Corporation.
    • Vuzix Corporation
    • Apple Inc.
    • Niantic Inc.
    • Northern Digital Inc.
    • Snap Inc.
    • SoftServe
    • Accenture

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snapshot, By Technology Type
    • Market Snapshot, By Application
    • Market Snapshot, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trend Analysis

  • Market Dynamics
    • Drivers
  • Business drivers and manufacturing technologies
  • Increasing demand in mobile devices with new applications of extended reality
    • Restraints
  • Excessive use of extended reality devices causes health issues
  • Privacy and data protection
    • Opportunities
  • Growing demand for mobile-based AR and VR platforms
  • Continuous 5G technological advancements
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Extended Reality Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Extended Reality Market, By Technology Type, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, 2018 - 2030
    • Segment Trends
  • Virtual Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Augmented Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Mixed Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)

6. Global Extended Reality Market, By Application, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, 2018 - 2030
    • Segment Trends
  • Gaming and Entertainment
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Education and Training
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Healthcare
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Manufacturing and Industries
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030,(US$ Billion)
  • Retail and E-commerce
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)

7. Global Extended Reality Market, By Region, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, By Country, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, For Country 2018-2030
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • U.S.
  • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • U.K.
  • Germany
  • Italy
  • France
  • Spain
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • China
  • India
  • Japan
  • ASEAN
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • GCC Countries
  • South Africa
  • Rest of Middle East & Africa

8. Competitive Landscape

  • Meta Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • HTC Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Unity Technologies
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Microsoft Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Samsung Electronics
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Magic Leap
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Sony Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Vuzix Corporatio
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Apple Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Niantic Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Snap Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • SoftServe
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Accenture
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Analyst Views

9. Section

  • Research Methodology
  • About us