市場調查報告書

XR (延展實境)的全球市場 - 產業分析與成長預測 (到2030年)

Extended Reality Market Research Report: By Component, Device Type, User, Delivery Model, Application, Industry - Global Industry Analysis and Growth Forecast to 2030

出版商 Prescient & Strategic Intelligence Private Limited 商品編碼 968344
出版日期 內容資訊 英文 204 Pages
商品交期: 2-3個工作天內
價格
XR (延展實境)的全球市場 - 產業分析與成長預測 (到2030年) Extended Reality Market Research Report: By Component, Device Type, User, Delivery Model, Application, Industry - Global Industry Analysis and Growth Forecast to 2030
出版日期: 2020年08月01日內容資訊: 英文 204 Pages
簡介

全球XR (Extended Reality) 市場,2019年達到了186億美元。市場,2020年∼2030年預計將以年複合成長率48.3%的速度成長。

本報告提供全球XR (Extended Reality) 市場相關調查分析,提供市場概要,市場規模與預測,各市場區隔的市場分析,各地區的市場分析,競爭情形等相關的系統性資訊。

目錄

第1章 調查背景

第2章 調查手法

第3章 摘要整理

第4章 簡介

第5章 全球市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各地區

第6章 北美的市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各國

第7章 歐洲的市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各國

第8章 亞太地區的市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各國

第9章 南美的市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各國

第10章 中東·非洲的市場規模與預測

  • 各零件
  • 不同設備類型
  • 各用戶
  • 各提供(播送)模式
  • 各應用領域
  • 各業界
  • 各國

第11章 XR (Extended Reality)的主要市場

  • 美國
  • 英國
  • 德國
  • 中國
  • 印度
  • 韓國

第12章 競爭情形

  • 企業與其產品的清單
  • 主要企業的市場佔有率分析
  • 主要企業的產品基準
  • 市場上策略性發展

第13章 企業簡介

  • Qualcomm Incorporated
  • Accenture plc
  • Adobe Inc.
  • Unity Technologies
  • SoftServe Inc.
  • Alphabet Inc.
  • Sony Corporation
  • Northern Digital Inc.
  • Microsoft Corporation
  • Facebook Inc.
  • Semcon AB
  • Tata Elxsi Ltd.
  • HTC Corporation

第14章 附錄

目錄

Title:
Extended Reality (XR) Market Research Report: By Component (Hardware, Software, Services), Device Type (Mobile, Personal Computer, Headset), User (Single-User, Multi-User), Delivery Model (Consumer Engagement, Business Engagement), Application (Virtual Reality, Augmented Reality, Mixed Reality), Industry (Retail, Education, Industrial & Manufacturing, Healthcare, Media & Entertainment, Gaming, Aerospace & Defense) - Global Industry Analysis and Growth Forecast to 2030.

The global extended reality (XR) market attained a valuation of $18.6 billion in 2019 and is predicted to progress at a CAGR of 48.3% from 2020 to 2030. The rising usage of connected devices and smartphones, increasing adoption of virtual reality (VR)/augmented reality (AR) solutions, and the growing number of collaborations being announced among the market players are the main factors fueling the surge of the extended reality industry.

The COVID-19 pandemic has massively pushed up the requirement for XR solutions, on account of the rising rate of digitization in various industries such as healthcare, retail, manufacturing, and education for the training of employees and the increasing number of employees working from home, due to the lockdown. For example, Spaces Inc. launched a new PC VR application called SPACES in March 2020. The app allows users to participate in live video conferencing in virtual reality environment.

The app makes it possible for the user to integrate into the VR environment with the help of virtual markers and whiteboard and a camera that can be easily adjusted according to the user's convenience. The lockdown initiated in several countries for controlling the spread of the virus has caused the shutting down of manufacturing plants and affected the distribution network, owing to which, the sales of XR devices have been very low in the recent times.

Under the device type segment of the extended reality market, the headset category is predicted to exhibit the highest CAGR in the coming years, on account of the mushrooming requirement for AR/VR headsets all over the world and the launch of new and advanced headsets by the extended reality devices producing companies. For instance, HTC Corporation developed the VIVE Focus Plus headset, which is a standalone headset that includes a couple of updated motion controllers, in February 2019. This headset is powered by the powerful Qualcomm Snapdragon 835 and contains a 3K active-matrix organic light-emitting diode (AMOLED) display. It supports 6DoF (six degrees of freedom) tracking.

In the years gone by, the industrial and manufacturing category registered the highest share, under the industry segment of the extended reality market. The excessive utilization of various immersive technologies for training and skill development in several heavy industries such as mining, chemicals, and oil and gas is the primary factor driving the advancement of the category in the market. Additionally, the rising usage of VR and AR technologies by manufacturing companies is further augmenting the expansion of the category. According to the 2020 PricewaterhouseCoopers (PwC) Annual Manufacturing Report, AR technology was adopted by almost 29% of the manufacturing companies in the U.K. till 2019.

Globally, the extended reality market recorded the highest growth in North America in 2019. This was the result of the widespread adoption of VR and AR solutions, the existence of prominent market players, and the large-scale adoption of several immersive technologies in multiple industries including mining, construction, and oil and gas industries, for training and development purposes. The Asia-Pacific (APAC) extended reality market is predicted to be very prosperous in the upcoming years, because of the growing internet penetration and the rising adoption of XR solutions by several industries in the emerging economies such as Indonesia, China, and India.

Table of Contents

Chapter 1. Research Background

  • 1.1 Research Objectives
  • 1.2 Market Definition
  • 1.3 Research Scope
    • 1.3.1 Market Segmentation by Component
    • 1.3.2 Market Segmentation by Device Type
    • 1.3.3 Market Segmentation by User
    • 1.3.4 Market Segmentation by Delivery Model
    • 1.3.5 Market Segmentation by Application
    • 1.3.6 Market Segmentation by Industry
    • 1.3.7 Market Segmentation by Region
    • 1.3.8 Analysis Period
    • 1.3.9 Market Data Reporting Unit
      • 1.3.9.1 Value
  • 1.4 Key Stakeholders

Chapter 2. Research Methodology

  • 2.1 Secondary Research
    • 2.1.1 Paid
    • 2.1.2 Unpaid
  • 2.2 Primary Research
    • 2.2.1 Breakdown of Primary Research Respondents
      • 2.2.1.1 By region
      • 2.2.1.2 By industry participant
      • 2.2.1.3 By company type
  • 2.3 Market Size Estimation
  • 2.4 Data Triangulation
  • 2.5 Currency Conversion Rates
  • 2.6 Assumptions for the Study

Chapter 3. Executive Summary

  • 3.1 Voice of Industry Experts/KOLs

Chapter 4. Introduction

  • 4.1 Definition of Market Segments
    • 4.1.1 By Component
      • 4.1.1.1 Hardware
      • 4.1.1.2 Software
      • 4.1.1.3 Services
    • 4.1.2 By Device Type
      • 4.1.2.1 Mobile
      • 4.1.2.2 PC
      • 4.1.2.3 Headset
    • 4.1.3 By User
      • 4.1.3.1 Single-user
      • 4.1.3.2 Multi-user
    • 4.1.4 By Delivery Model
      • 4.1.4.1 Consumer engagement
      • 4.1.4.2 Business engagement
    • 4.1.5 By Application
      • 4.1.5.1 VR
      • 4.1.5.2 AR
      • 4.1.5.3 MR
    • 4.1.6 By Industry
      • 4.1.6.1 Retail
      • 4.1.6.2 Education
      • 4.1.6.3 Industrial & manufacturing
      • 4.1.6.4 Healthcare
      • 4.1.6.5 Media & entertainment
      • 4.1.6.6 Gaming
      • 4.1.6.7 Aerospace & defense
      • 4.1.6.8 Others
  • 4.2 Value Chain Analysis
  • 4.3 Market Dynamics
    • 4.3.1 Trends
      • 4.3.1.1 Increasing adoption of 5G
      • 4.3.1.2 Growing focus on gesture-based computing
    • 4.3.2 Drivers
      • 4.3.2.1 Growing penetration of smartphones and connected devices
      • 4.3.2.2 Increasing collaborations among market players
      • 4.3.2.3 Rising adoption of AR and VR
      • 4.3.2.4 Impact analysis of drivers on market forecast
    • 4.3.3 Restraints
      • 4.3.3.1 High initial cost
      • 4.3.3.2 Impact analysis of restraints on market forecast
    • 4.3.4 Opportunities
      • 4.3.4.1 Growing AR/VR market in developing economies
      • 4.3.4.2 Launch of new headsets
  • 4.4 Impact of COVID-19 on Global Extended Reality Market
    • 4.4.1 Current Scenario
    • 4.4.2 COVID-19 Scenario
    • 4.4.3 Future Scenario
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Bargaining Power of Buyers
    • 4.5.2 Bargaining Power of Suppliers
    • 4.5.3 Intensity of Rivalry
    • 4.5.4 Threat of New Entrants
    • 4.5.5 Threat of Substitutes

Chapter 5. Global Market Size and Forecast

  • 5.1 By Component
  • 5.2 By Device Type
  • 5.3 By User
  • 5.4 By Delivery Model
  • 5.5 By Application
  • 5.6 By Industry
  • 5.7 By Region

Chapter 6. North America Market Size and Forecast

  • 6.1 By Component
  • 6.2 By Device Type
  • 6.3 By User
  • 6.4 By Delivery Model
  • 6.5 By Application
  • 6.6 By Industry
  • 6.7 By Country

Chapter 7. Europe Market Size and Forecast

  • 7.1 By Component
  • 7.2 By Device Type
  • 7.3 By User
  • 7.4 By Delivery Model
  • 7.5 By Application
  • 7.6 By Industry
  • 7.7 By Country

Chapter 8. APAC Market Size and Forecast

  • 8.1 By Component
  • 8.2 By Device Type
  • 8.3 By User
  • 8.4 By Delivery Model
  • 8.5 By Application
  • 8.6 By Industry
  • 8.7 By Country

Chapter 9. LATAM Market Size and Forecast

  • 9.1 By Component
  • 9.2 By Device Type
  • 9.3 By User
  • 9.4 By Delivery Model
  • 9.5 By Application
  • 9.6 By Industry
  • 9.7 By Country

Chapter 10. MEA Market Size and Forecast

  • 10.1 By Component
  • 10.2 By Device Type
  • 10.3 By User
  • 10.4 By Delivery Model
  • 10.5 By Application
  • 10.6 By Industry
  • 10.7 By Country

Chapter 11. Major Markets For Extended Reality

  • 11.1 U.S. Extended Reality Market Revenue
    • 11.1.1 By Application
    • 11.1.2 By Industry
  • 11.2 U.K. Extended Reality Market Revenue
    • 11.2.1 By Application
    • 11.2.2 By Industry
  • 11.3 Germany Extended Reality Market Revenue
    • 11.3.1 By Application
    • 11.3.2 By Industry
  • 11.4 China Extended Reality Market Revenue
    • 11.4.1 By Application
    • 11.4.2 By Industry
  • 11.5 India Extended Reality Market Revenue
    • 11.5.1 By Application
    • 11.5.2 By Industry
  • 11.6 South Korea Extended Reality Market Revenue
    • 11.6.1 By Application
    • 11.6.2 By Industry

Chapter 12. Competitive Landscape

  • 12.1 List of Players and Their Offerings
  • 12.2 Market Share Analysis of Key Players
  • 12.3 Product Benchmarking of Key Players
  • 12.4 Strategic Developments in the Market
    • 12.4.1 Mergers and Acquisitions
    • 12.4.2 Product Launches
    • 12.4.3 Partnerships
    • 12.4.4 Others

Chapter 13. Company Profiles

  • 13.1 Qualcomm Incorporated
    • 13.1.1 Business Overview
    • 13.1.2 Product and Service Offerings
    • 13.1.3 Key Financial Summary
  • 13.2 Accenture plc
    • 13.2.1 Business Overview
    • 13.2.2 Product and Service Offerings
    • 13.2.3 Key Financial Summary
  • 13.3 Adobe Inc.
    • 13.3.1 Business Overview
    • 13.3.2 Product and Service Offerings
    • 13.3.3 Key Financial Summary
  • 13.4 Unity Technologies
    • 13.4.1 Business Overview
    • 13.4.2 Product and Service Offerings
  • 13.5 SoftServe Inc.
    • 13.5.1 Business Overview
    • 13.5.2 Product and Service Offerings
  • 13.6 Alphabet Inc.
    • 13.6.1 Business Overview
    • 13.6.2 Product and Service Offerings
    • 13.6.3 Key Financial Summary
  • 13.7 Sony Corporation
    • 13.7.1 Business Overview
    • 13.7.2 Product and Service Offerings
    • 13.7.3 Key Financial Summary
  • 13.8 Northern Digital Inc.
    • 13.8.1 Business Overview
    • 13.8.2 Product and Service Offerings
  • 13.9 Microsoft Corporation
    • 13.9.1 Business Overview
    • 13.9.2 Product and Service Offerings
    • 13.9.3 Key Financial Summary
  • 13.10 Facebook Inc.
    • 13.10.1 Business Overview
    • 13.10.2 Product and Service Offerings
    • 13.10.3 Key Financial Summary
  • 13.11 Semcon AB
    • 13.11.1 Business Overview
    • 13.11.2 Product and Service Offerings
    • 13.11.3 Key Financial Summary
  • 13.12 Tata Elxsi Ltd.
    • 13.12.1 Business Overview
    • 13.12.2 Product and Service Offerings
    • 13.12.3 Key Financial Summary
  • 13.13 HTC Corporation
    • 13.13.1 Business Overview
    • 13.13.2 Product and Service Offerings
    • 13.13.3 Key Financial Summary

Chapter 14. Appendix

  • 14.1 Abbreviations
  • 14.2 Sources and References
  • 14.3 Related Reports

List of Tables

  • TABLE 1 ANALYSIS PERIOD OF THE STUDY
  • TABLE 2 DRIVERS FOR THE MARKET: IMPACT ANALYSIS
  • TABLE 3 RESTRAINTS FOR THE MARKET: IMPACT ANALYSIS
  • TABLE 4 COVID-19 IMPACT ANALYSIS ON DIFFERENT SECTORS
  • TABLE 5 GLOBAL EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 6 GLOBAL EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 7 GLOBAL EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 8 GLOBAL EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 9 GLOBAL EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 10 GLOBAL EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 11 GLOBAL EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 12 GLOBAL EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 13 GLOBAL EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 14 GLOBAL EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 15 GLOBAL EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 16 GLOBAL EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 17 GLOBAL EXTENDED REALITY MARKET, BY REGION, $M (2014-2019)
  • TABLE 18 GLOBAL EXTENDED REALITY MARKET, BY REGION, $M (2020-2030)
  • TABLE 19 NORTH AMERICA EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 20 NORTH AMERICA EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 21 NORTH AMERICA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 22 NORTH AMERICA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 23 NORTH AMERICA EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 24 NORTH AMERICA EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 25 NORTH AMERICA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 26 NORTH AMERICA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 27 NORTH AMERICA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 28 NORTH AMERICA EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 29 NORTH AMERICA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 30 NORTH AMERICA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 31 NORTH AMERICA EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 32 NORTH AMERICA EXTENDED REALITY MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 33 EUROPE EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 34 EUROPE EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 35 EUROPE EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 36 EUROPE EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 37 EUROPE EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 38 EUROPE EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 39 EUROPE EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 40 EUROPE EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 41 EUROPE EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 42 EUROPE EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 43 EUROPE EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 44 EUROPE EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 45 EUROPE EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 46 EUROPE EXTENDED REALITY MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 47 APAC EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 48 APAC EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 49 APAC EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 50 APAC EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 51 APAC EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 52 APAC EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 53 APAC EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 54 APAC EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 55 APAC EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 56 APAC EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 57 APAC EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 58 APAC EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 59 APAC EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 60 APAC EXTENDED REALITY MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 61 LATAM EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 62 LATAM EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 63 LATAM EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 64 LATAM EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 65 LATAM EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 66 LATAM EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 67 LATAM EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 68 LATAM EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 69 LATAM EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 70 LATAM EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 71 LATAM EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 72 LATAM EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 73 LATAM EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 74 LATAM EXTENDED REALITY MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 75 MEA EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2019)
  • TABLE 76 MEA EXTENDED REALITY MARKET, BY COMPONENT, $M (2020-2030)
  • TABLE 77 MEA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2019)
  • TABLE 78 MEA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2020-2030)
  • TABLE 79 MEA EXTENDED REALITY MARKET, BY USER, $M (2014-2019)
  • TABLE 80 MEA EXTENDED REALITY MARKET, BY USER, $M (2020-2030)
  • TABLE 81 MEA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2019)
  • TABLE 82 MEA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2020-2030)
  • TABLE 83 MEA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 84 MEA EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 85 MEA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 86 MEA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 87 MEA EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 88 MEA EXTENDED REALITY MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 89 U.S. EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 90 U.S. EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 91 U.S. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 92 U.S. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 93 U.K. EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 94 U.K. EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 95 U.K. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 96 U.K. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 97 GERMANY EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 98 GERMANY EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 99 GERMANY EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 100 GERMANY EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 101 CHINA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 102 CHINA EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 103 CHINA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 104 CHINA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 105 INDIA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 106 INDIA EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 107 INDIA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 108 INDIA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 109 SOUTH KOREA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 110 SOUTH KOREA EXTENDED REALITY MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 111 SOUTH KOREA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2019)
  • TABLE 112 SOUTH KOREA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2020-2030)
  • TABLE 113 LIST OF PLAYERS AND THEIR OFFERINGS
  • TABLE 114 PRODUCT BENCHMARKING OF KEY PLAYERS (2019)
  • TABLE 115 QUALCOMM INCORPORATED - AT A GLANCE
  • TABLE 116 QUALCOMM INCORPORATED - KEY FINANCIAL SUMMARY
  • TABLE 117 ACCENTURE PLC - AT A GLANCE
  • TABLE 118 ACCENTURE PLC - KEY FINANCIAL SUMMARY
  • TABLE 119 ADOBE INC. - AT A GLANCE
  • TABLE 120 ADOBE INC. - KEY FINANCIAL SUMMARY
  • TABLE 121 UNITY TECHNOLOGIES - AT A GLANCE
  • TABLE 122 SOFTSERVE INC. - AT A GLANCE
  • TABLE 123 ALPHABET INC. - AT A GLANCE
  • TABLE 124 ALPHABET INC. - KEY FINANCIAL SUMMARY
  • TABLE 125 SONY CORPORATION - AT A GLANCE
  • TABLE 126 SONY CORPORATION - KEY FINANCIAL SUMMARY
  • TABLE 127 NORTHERN DIGITAL INC. - AT A GLANCE
  • TABLE 128 MICROSOFT CORPORATION - AT A GLANCE
  • TABLE 129 MICROSOFT CORPORATION - KEY FINANCIAL SUMMARY
  • TABLE 130 FACEBOOK INC. - AT A GLANCE
  • TABLE 131 FACEBOOK INC. - KEY FINANCIAL SUMMARY
  • TABLE 132 SEMCON AB - AT A GLANCE
  • TABLE 133 SEMCON AB - KEY FINANCIAL SUMMARY
  • TABLE 134 TATA ELXSI LTD. - AT A GLANCE
  • TABLE 135 TATA ELXSI LTD. - KEY FINANCIAL SUMMARY
  • TABLE 136 HTC CORPORATION - AT A GLANCE
  • TABLE 137 HTC CORPORATION - KEY FINANCIAL SUMMARY

List of Figures

  • FIG 1 RESEARCH SCOPE
  • FIG 2 RESEARCH METHODOLOGY
  • FIG 3 BREAKDOWN OF PRIMARY RESEARCH BY REGION
  • FIG 4 BREAKDOWN OF PRIMARY RESEARCH BY INDUSTRY PARTICIPANT
  • FIG 5 BREAKDOWN OF PRIMARY RESEARCH BY COMPANY TYPE
  • FIG 6 DATA TRIANGULATION APPROACH
  • FIG 7 CURRENCY CONVERSION RATES FOR USD (2019)
  • FIG 8 GLOBAL EXTENDED REALITY MARKET SUMMARY
  • FIG 9 OPINION OF INDUSTRY EXPERTS/KOLS
  • FIG 10 VALUE CHAIN ANALYSIS
  • FIG 11 BARGAINING POWER OF BUYERS
  • FIG 12 BARGAINING POWER OF SUPPLIERS
  • FIG 13 INTENSITY OF RIVALRY
  • FIG 14 THREAT OF NEW ENTRANTS
  • FIG 15 THREAT OF SUBSTITUTES
  • FIG 16 GLOBAL EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 17 GLOBAL EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 18 GLOBAL EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 19 GLOBAL EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 20 GLOBAL EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 21 GLOBAL EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 22 WORLDWIDE MAJOR MARKETS FOR EXTENDED REALITY (XR)
  • FIG 23 GLOBAL EXTENDED REALITY MARKET, BY REGION, $M (2014-2030)
  • FIG 24 NORTH AMERICA EXTENDED REALITY MARKET SNAPSHOT
  • FIG 25 NORTH AMERICA EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 26 NORTH AMERICA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 27 NORTH AMERICA EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 28 NORTH AMERICA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 29 NORTH AMERICA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 30 NORTH AMERICA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 31 NORTH AMERICA EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 32 EUROPE EXTENDED REALITY MARKET SNAPSHOT
  • FIG 33 EUROPE EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 34 EUROPE EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 35 EUROPE EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 36 EUROPE EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 37 EUROPE EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 38 EUROPE EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 39 EUROPE EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 40 APAC EXTENDED REALITY MARKET SNAPSHOT
  • FIG 41 APAC EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 42 APAC EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 43 APAC EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 44 APAC EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 45 APAC EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 46 APAC EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 47 APAC EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 48 LATAM EXTENDED REALITY MARKET SNAPSHOT
  • FIG 49 LATAM EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 50 LATAM EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 51 LATAM EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 52 LATAM EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 53 LATAM EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 54 LATAM EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 55 LATAM EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 56 MEA EXTENDED REALITY MARKET SNAPSHOT
  • FIG 57 MEA EXTENDED REALITY MARKET, BY COMPONENT, $M (2014-2030)
  • FIG 58 MEA EXTENDED REALITY MARKET, BY DEVICE TYPE, $M (2014-2030)
  • FIG 59 MEA EXTENDED REALITY MARKET, BY USER, $M (2014-2030)
  • FIG 60 MEA EXTENDED REALITY MARKET, BY DELIVERY MODEL, $M (2014-2030)
  • FIG 61 MEA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 62 MEA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 63 MEA EXTENDED REALITY MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 64 U.S. EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 65 U.S. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 66 U.K. EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 67 U.K. EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 68 GERMANY EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 69 GERMANY EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 70 CHINA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 71 CHINA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 72 INDIA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 73 INDIA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 74 SOUTH KOREA EXTENDED REALITY MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 75 SOUTH KOREA EXTENDED REALITY MARKET, BY INDUSTRY, $M (2014-2030)
  • FIG 76 GLOBAL EXTENDED REALITY MARKET SHARE OF KEY PLAYERS (2019)
  • FIG 77 QUALCOMM INCORPORATED - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 78 ACCENTURE PLC - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 79 ADOBE INC. - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 80 ALPHABET INC. - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 81 SONY CORPORATION - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2020)
  • FIG 82 MICROSOFT CORPORATION - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 83 FACEBOOK INC. - REVENUE SPLIT BY GEOGRAPHY (2019)
  • FIG 84 SEMCON AB - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 85 TATA ELXSI LTD. - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 86 HTC CORPORATION - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)