全球擴充現實市場 2023-2030
市場調查報告書
商品編碼
1380278

全球擴充現實市場 2023-2030

Global Extended Reality Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 250 Pages | 商品交期: 2-3個工作天內

價格

全球延展實境市場預計在預測期內(2023-2030)將以 30.1% 的CAGR成長。擴充實境 (XR) 匯集了虛擬實境 (VR)、擴增實境 (AR) 和混合實境 (MR) 等尖端技術。擴充現實提供了行動解決方案,因為它們可以透過大多數電子設備輕鬆存取。此外,它還用於在安全和現實的環境中培訓員工新技能或程序,例如培訓醫療專業人員。例如,2022 年 6 月,Enhatch 與沉浸式技術供應商 Holo-Light 建立合作夥伴關係,利用擴增實境 (AR) 和虛擬實境 (VR) 技術提供用於外科手術培訓的 XR 串流平台。該平台有助於在手術期間查看高解析度 3D 模型,以改善手術結果。

細分市場前景

全球擴充現實市場按類型、技術和最終用戶進行細分。根據類型,市場分為硬體和軟體。根據技術,市場細分為AR技術、VR技術和MR技術。根據最終用戶,市場細分為消費品、航太和國防、工業、醫療保健等。在這些技術中,VR技術子領域預計將佔據相當大的市場佔有率,它創建了一個用戶可以使用耳機或其他設備進行互動的模擬環境。 VR 可用於在遊戲、娛樂、教育、培訓和醫療保健等各個領域創造沉浸式體驗。因此,各公司正在致力於 VR 技術的開發,並採取各種策略舉措,例如合作夥伴關係、產品發布和收購,以保持市場競爭力。例如,2022 年 9 月:Meta 與高通建立合作夥伴關係,為元宇宙的下一代擴充現實平台設計客製化晶片。高通和 Meta 已達成多年合作協議。在協議啟動之前,Meta 嘗試創建自己的自訂處理器。 Meta 多年來一直依賴高通為其 VR 耳機提供晶片,包括最新的 Quest2。

預計工業細分市場將在全球延展實境市場中佔據相當大的佔有率

在最終用戶中,工業細分市場預計將在全球延展實境市場中佔據相當大的佔有率。這種細分成長歸因於多個因素,例如,XR 被用來在安全和現實的環境中培訓員工新技能或新程序,並被用來提高製造環境中的生產力和安全性。例如,2022 年10 月,Meta 正在與Microsoft 合作開發工作場所的XR 體驗,「Mesh for Teams 建立在多年的研究和Microsoft 雲端創新的基礎上,從Azure 數位孿生到Dynamics 365 Remote Assist 和Teams 視訊會議」 。它旨在幫助人們在任何設備(包括智慧型手機、筆記型電腦和混合實境耳機)上進行虛擬工作。 Microsoft 365 應用程式將在 Meta Quest 裝置上提供,使人們能夠與他們最喜歡的生產力應用程式(包括 Word、Excel、powerpoint、Outlook 和 VR 中的 sharepoint)中的內容進行互動。將來,Windows 365 也將在 Meta Quest 裝置上提供,能夠串流 Windows 雲端 PC,包括您的個人化應用程式、內容和設定。

區域展望

全球擴充現實市場根據地理位置進一步細分,包括北美(美國和加拿大)、歐洲(英國、義大利、西班牙、德國、法國和歐洲其他地區)、亞太地區(印度、中國、日本) 、韓國和亞洲其他地區)以及世界其他地區(中東和非洲以及拉丁美洲)。其中,由於透過延展實境技術擴大採用智慧學習,預計亞太地區將在全球市場中佔據顯著佔有率。

北美地區預計全球延展實境市場複合CAGR顯著成長

在所有地區中,北美地區預計在預測期內將以相當大的CAGR成長。區域成長歸因於這些地區強大的技術基礎設施和主要市場參與者的高研發支出。例如,2023 年 9 月,Talespin 宣佈在 Meta Quest 上推出其擴充現實 (XR) 學習應用程式。 Meta 推出了售價 500 美元的 Meta Quest 3 虛擬實境耳機後。 Talespin 的沉浸式學習應用程式最初是為企業使用而設計的,現在已經向公眾開放,讓任何人都可以體驗虛擬世界並獲得寶貴的技能。

市場參與者展望

服務延展實境市場的主要公司包括:微軟公司、Google有限責任公司、Everysight Ltd.、HTC Corp、索尼公司、Lumus Ltd.、Optinvent、realwear, Inc.、理光有限公司等。市場參與者透過各種策略(包括併購、合作、合作、融資和新產品發布),為市場成長做出了巨大貢獻,以保持市場競爭力。例如,2023 年 1 月,HTC VIVE 持續突破創新界限,今天推出了全新消費性旗艦一體機 VIVE XR Elite。這款耳機將混合實境 (MR) 和虛擬實境 (VR) 功能結合到一款緊湊、輕巧、功能強大且高度通用的設備中 - 非常適合遊戲、健身、生產力等。 VIVE XR Elite 一體機代表了完全沉浸式網路發展的下一個里程碑,透過精確的直通視訊超越了當今的 VR,開啟了學習和遊戲的真實感新境界。

報告涵蓋:

  • 2022年市場價​​值資料分析及2030年預測。
  • 每個細分市場的年化市場收入(百萬美元)。
  • 主要地理區域的國家分析。
  • 在全球延展實境市場中營運的主要公司。根據現有資料,報告中還提供了與新產品發布相關的資訊以及相關新聞。
  • 透過確定未來強勁成長的關鍵細分市場來分析業務策略。
  • 市場進入和市場擴張策略分析。
  • 透過識別市場中「誰的立場」來制定競爭策略。

目錄

第 1 章:報告摘要

  • 目前行業分析及成長潛力展望
  • 研究方法和工具
  • 市場區隔
    • 按細分
    • 按地區

第 2 章:市場概述與見解

  • 報告範圍
  • 分析師見解和當前市場趨勢
    • 主要發現
    • 建議
    • 結論

第 3 章:競爭格局

  • 主要公司分析
  • Google LLC.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Meta Platforms inc.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Microsoft Corp.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • 關鍵策略分析

第 4 章:市場細分

  • 按類型分類的全球擴充現實市場
    • 硬體
    • 服務
  • 按技術分類的全球擴充現實市場
    • 擴增實境技術
    • 虛擬實境技術
    • MR技術
  • 按最終用戶分類的全球擴充現實市場
    • 消費性產品
    • 工業的
    • 航太和國防
    • 衛生保健
    • 其他(能源和教育)

第 5 章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第 6 章:公司簡介

  • Apple Inc.
  • Avegant Corp.
  • Everysight Ltd.
  • HTC Corp.
  • Lumus Ltd.
  • Optinvent,
  • PTC Inc.
  • Qualcomm Technologies, Inc.
  • Realwear, Inc.
  • Ricoh Company Ltd
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corp
  • Sony Corp.
Product Code: OMR2027781

Title: Global Extended Reality Market Size, Share & Trends Analysis Report by Type (Hardware and Software), by technology (AR Technology, VR Technology and MR Technology) and by End User (Consumer Products, Aerospace and Defense, Industrial, Healthcare, and Other),Forecast Period (2023-2030).

The global extended reality market is anticipated to grow at a CAGR of 30.1% during the Forecast Period (2023-2030). Extended Reality (XR) brings together cutting-edge technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Extended reality provides mobility solutions as they are easily accessible via most electronic devices. Also, it is used to train employees on new skills or procedures in a safe and realistic environment such as, train medical professionals. For instance, in June 2022, Enhatch entered into a partnership with Holo-Light, an immersive technology provider, to deliver an XR streaming platform for surgical training using Augmented Reality (AR) and Virtual Reality (VR) technologies. This platform helps to view high-resolution 3D models during surgery to improve surgical outcomes.

Segmental Outlook

The global extended reality market is segmented on the type, technology, and end user. Based on the type, the market is sub-segmented into Hardware and Software. Based on technology, the market is sub-segmented into AR technology, VR technology and MR technology. And based on the end user, the market is sub-segmented into consumer products, aerospace and defense, industrial, healthcare and other. Among the technology, the VR technology sub-segment is anticipated to hold a considerable share of the market, it creates a simulated environment that users can interact with using headsets or other devices. VR can be used to create immersive experiences in a variety of fields, including gaming, entertainment, education, training, and healthcare. Hence companies are working on development of VR technologies and adopting various strategic initiatives such as partnership, product launch and acquisition to stay competitive in the market. For instance, in September 2022: Meta formed a partnership with Qualcomm to design customized chips for the next-generation extended reality platforms for the Metaverse. Qualcomm and Meta have formed a multi-year agreement to work together. Before this agreement was initiated, Meta tried to create its own custom processor. Meta has relied on Qualcomm for its chips for their VR headsets for years, including the latest Quest2.

The Industrial Sub-Segment is Anticipated to Hold a Considerable Share of the Global Extended reality Market

Among the end user, the industrial sub-segment is expected to hold a considerable share of the global Extended reality market. This segmental growth is attributed to several factor such as, XR is being used to train employees on new skills or procedures in a safe and realistic environment and it is being used to improve productivity and safety in manufacturing environments. For instance, In October 2022, Meta is working with Microsoft to develop XR experiences for the workplace, "Mesh for Teams builds on years of research and Microsoft Cloud innovation, from Azure Digital Twins to Dynamics 365 Remote Assist and Teams video meetings". It is designed to help people gather virtually in the place where work happens on any device, including smartphones, laptops and mixed-reality headsets. Microsoft 365 apps will be available on Meta Quest devices, enabling people to interact with content from their favorite productivity apps including Word, Excel, powerpoint, Outlook, and sharepoint within VR. In the future, Windows 365 will also be available on Meta Quest devices, with the ability to stream a Windows Cloud PC including your personalized apps, content and settings.

Regional Outlook

The global Extended reality market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia pacific is anticipated to hold a prominent share of the market across the globe, owing to growing adoption of smart learning through extended reality.

The North America Region is Expected to Grow at a Significant CAGR in the Global Extended reality Market

Among all regions, the North America regions is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to strong technological infrastructure and high expenditure in R&D in these regions by key market players. For instance, in September 2023, Talespin, announced the launch of its extended reality (XR) learning app on Meta Quest. After Meta introduced its $500 Meta Quest 3 virtual reality headset. Initially designed for enterprise use, Talespin's immersive learning app has now been made accessible to the general public, allowing anyone to experience their virtual worlds and gain valuable skills.

Market Players Outlook

The major companies serving the Extended reality market include: Microsoft Corp., Google LLC, Everysight Ltd., HTC Corp, Sony Corp, Lumus Ltd., Optinvent, realwear, Inc., Ricoh Company Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, In January 2023, HTC VIVE continues to push the boundaries of innovation, today unveiling its new consumer flagship all-in-one, VIVE XR Elite. The headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device - perfect for gaming, fitness, productivity and more. The VIVE XR Elite all-in-one represents the next milestone in the progression towards the fully immersive internet, going beyond today's VR with accurate pass-through video to open up a new realm of realism in learning and playing.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global Extended reality market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Google LLC.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Meta Platforms inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Microsoft Corp.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Extended reality Market by Type
    • 4.1.1. Hardware
    • 4.1.2. Service
  • 4.2. Global Extended reality Market by Technology
    • 4.2.1. AR Technology
    • 4.2.2. VR Technology
    • 4.2.3. MR Technology
  • 4.3. Global Extended reality Market by End User
    • 4.3.1. Consumer products
    • 4.3.2. Industrial
    • 4.3.3. Aerospace and defense
    • 4.3.4. Healthcare
    • 4.3.5. Other (Energy and Education)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Apple Inc.
  • 6.2. Avegant Corp.
  • 6.3. Everysight Ltd.
  • 6.4. HTC Corp.
  • 6.5. Lumus Ltd.
  • 6.6. Optinvent,
  • 6.7. PTC Inc.
  • 6.8. Qualcomm Technologies, Inc.
  • 6.9. Realwear, Inc.
  • 6.10. Ricoh Company Ltd
  • 6.11. Samsung Electronics Co., Ltd.
  • 6.12. Seiko Epson Corp
  • 6.13. Sony Corp.

LIST OF TABLES

  • 1. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 5. GLOBAL AR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 6. GLOBAL VR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 7. GLOBAL MR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 8. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 14. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 15. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 17. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 18. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 19. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 20. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 21. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 22. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 23. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 24. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 25. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 26. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 27. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 29. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 30. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL EXTENDED REALITY MARKET SHARE BY TYPE, 2022 VS 2030 (%)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 4. GLOBAL EXTENDED REALITY MARKET SHARE BY TECHNOLOGY, 2022 VS 2030 (%)
  • 5. GLOBAL AR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 6. GLOBAL VR TECHNOLOGY REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 7. GLOBAL MR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 8. GLOBAL EXTENDED REALITY MARKET SHARE BY END USER, 2022 VS 2030 (%)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 14. GLOBAL EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 15. US EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. CANADA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. UK EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. FRANCE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. GERMANY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. ITALY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. SPAIN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. REST OF EUROPE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. INDIA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. CHINA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. JAPAN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 26. SOUTH KOREA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 27. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)