Extended Reality Market Size, Share and Trends

Report Code SE 7890
Published in Dec, 2024, By MarketsandMarkets™
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Extended Reality Market by Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Head-mounted Displays, Head-up Displays, Sensors, Controllers and Processors, Displays, Gaming, Retail, E-commerce and E-learning - Global Forecast to 2029

 

Extended Reality Market Size, Share & Trends

The extended reality market is projected to grow from USD 24.42 billion in 2024 to USD 84.86 billion by 2029, at a compound annual growth rate (CAGR) of 28.3%, during the forecast period. Several factors have influenced the development of the extended reality market. These include the growing use of extended reality in education, industrial sectors, healthcare, and gaming applications. Technology providers are increasingly concentrating on developing affordable virtual reality (VR) devices. The integration of spatial computing into extended reality applications and the expansion of generative AI in this context have also contributed to the growth of the market.

Extended Reality Market

Attractive Opportunities in the Extended Reality Market

ASIA PACIFIC

Increased demand for low-priced extended reality solutions, easy availability of devices, along with flourishing e-commerce business, are driving the growth of the market in the region.

The AR technology segment is expected to capture the largest share of the extended reality market during the forecast period.

China, India, Japan, and South Korea are likely to offer high growth opportunities for the manufacturers of the extended reality solutions.

Product launches and developments are likely to offer lucrative opportunities for market players in the next five years.

The software segment is expected to dominate the market during the forecast period.

Impact of AI in Extended Reality Market

AI/Gen AI has a considerable influence on extended reality. It significantly impacts many metrics, such as content creation, object recognition and tracking, user interaction, intelligent virtual assistants, and spatial mapping. Enhancing user interactivity and communication through natural language processing, gesture recognition, and adaptive interfaces significantly improved user engagement. AI helps to improve content creation and empowers the fast and easy generation of quality assets, environments, and interactions. Also, with the help of AI object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world—key to gaming, training, and industrial applications. The key benefits offered by AI/Gen AI include AI-powered virtual assistants that can provide personalized aid and learning. Combining AI technologies boosts creativity, enhances extended reality application development, and offers leverage in improving the experience.

Extended Reality Market

Global Extended Reality Market Dynamics

DRIVER: Surging deployment of GenAI in extended reality applications

Generative AI or GenAI refers to the abstraction of artificial intelligence (AI) that generates content from images, videos, text, or 3D models for inputs. GenAI is becoming central to immersive environments, automating content generation, personalizing it, and learning outcomes. It transforms content creation into extended reality applications. GenAI can automate the making of 3D models, textures, and environments with the requirement of lower cost and time during production. An AI can create realistic landscapes and detailed building designs from simple instructions. Most applications are incorporated with GenAI, including gaming & entertainment, training, and simulation. Most notably, GenAI is applied for gaming purposes to create non-player characters who can integrate into the gameplay event much more lifelike. This is believed to facilitate storytelling within virtual worlds. This also plays a significant part in simulated training for dynamic environment applications. A business can train employees in real-world conditions through effective digital communication of a situation that resembles real life without any actual resources. Adobe's latest product update includes new Firefly AI image generator features and Substance 3D tools to improve such content creation specifically for converting 3D assets into extended reality applications. The tools are expected to enable designers to rapidly develop 3D asset creation or the making of textures and even animations.

RESTRAINTS: Disadvantages of constant advances in extended reality technology

Most extended reality devices have always been improving in display resolutions to provide sharper and better images to users. As technology progresses, the market floor introduces several new devices, with better specifications. Under such rapid technological changes, the onus has fallen on the user to upgrade their equipment as the performance justifies the cost continually, and the maintenance costs increase. Newer technologies may also create interoperability problems between various extended reality devices. Devices made by different organizations may not work seamlessly with each other. This is expected to create considerable problems when an organization tries to use the new devices with other still effective existing prototypes. They may have to spend extra money to integrate the devices or replace the old infrastructure altogether. Rapid technological changes can make it difficult for users to stay updated. There is a need for continuous training so that employees regularly learn new features on how to use the current devices and applications. Thus, continuous training strains budgets and takes some concentration away from other critical business activities. As these technologies grow, hardware and software are expected to need to be updated more often to stay compatible, making it challenging to keep up with the fast pace of change.

 

OPPORTUNITY: Ongoing advancements in 5G technology

The rapid development and roll-out of 5G technology offer significant potential for the growth of extended reality, which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). They offer faster data speeds and low latency along with increased bandwidth, which is necessary for smoother and more immersive extended reality experiences. Low latency enabled by 5G is vital in VR to engage in real-time interactions where users can move and participate without any delay or interruptions. This is very important for applications such as gaming, virtual collaboration, and training simulations, all of which demand high responsiveness in real time. Huawei and China Mobile are testing a new 5G-advanced network prototype that focuses on key parts of video streams in extended reality. This technology could enhance extended reality experiences and allow up to five times more users to connect simultaneously in the same area, improving user experience and lowering network costs. Such developments are expected to create lucrative opportunities for the providers of extended reality technology. Technological advancements can create numerous use cases across various industries, presenting significant opportunities for extended reality.

CHALLENGE: Challenges associated with protecting consumer privacy

Consumer data privacy is one of the major issues in the extended reality market, considering technologies like VR and AR capture a significant amount of personal information provided by users. This includes the `spy' information like motion patterns, biometric inputs including eye tracking and facial expression reading, and individual preferences as well. Besides, there is scope to access such information completely without comprehending the consent of users. Thereafter, these devices document sound in conjunction with the visuals from the immediate vicinity as well, which leads to heightened privacy concerns. In response to these problems, companies are now focusing on developing secure data management systems, working out privacy features integrated into extended reality platforms, and creating more general awareness among consumers about the significance of protecting their personal information in an immersive experience. As these technologies evolve, they are expected to gather more detailed information to create immersive experiences, making privacy concerns more prominent.

Global Extended Reality Market Ecosystem Analysis

The major players operating in the extended reality market include Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), Google (US), HTC Corporation (Taiwan), PTC Inc. (US), Seiko Epson Corporation (Japan), and Qualcomm Technologies Inc (US). These companies are developing extended reality-based products to meet global demand across various sectors such as healthcare, automotive, education, and aerospace & defense.

Top Companies in Extended Reality Market
 

In the technology segment, the MR technology segment to grow at the highest CAGR during the forecast period

It is expected that the MR technology segment will register the highest CAGR in the extended reality market during the forecast period. The driving factors are the increased use of MR solutions in different areas such as healthcare, education, manufacturing, and retail. It gives a mixture of actual and virtual surroundings to make room for either physical or digital objects to be addressed effectively. MR is primarily used in healthcare for simulating advanced surgical education and training for professionals, enabling them to perform procedures within controlled virtual environments. An example is converting MR platforms in the hands of big healthcare houses to an immersive experience for improving diagnosis and therapeutic outcomes for patients. In education, MR-enhanced pathways for learning digital content with real-world settings provide an even richer context for students in their learning. Various players in the MR space are busy considering innovative and more versatile applications and easy-to-use solutions

Microsoft's HoloLens 2, a flagship MR platform, is expanding to more industries with refined features in advanced hand tracking, voice recognition, and spatial mapping.

Commercial application segment to register highest CAGR during the forecast period.

The commercial sector is expected to record the highest growth in terms of CAGR in the extended reality market from 2024 to 2029. The commercial applications include retail, healthcare, education, manufacturing, and real estate; all of these sectors are using extended reality technologies to improve operational efficiencies and provide clients with an immersion experience. In retail, AR and VR technologies are used to help customers visualize products in real-world environments before making a purchase, enhancing their interactive shopping experience. In the healthcare sector, advanced training simulations for medical personnel and improved precision in surgery are made possible through extended reality technologies that enhance patient care using realistic, immersive diagnostic tools. The education sector is among the leading adopters of extended reality technology, the interactive learning environment where complex lessons become simple via AR and VR applications. For the manufacturing industry, the extended reality applications are centered on mixed reality for streamlining processes like equipment maintenance and training toward prototyping. Mixed reality-based digital twins provide efficient solutions, reducing downtime and increasing efficiency in operations.

Asia Pacific to Grow at the Highest CAGR During Forecast Period

The Asia Pacific region is expected to register the highest CAGR in the extended reality market throughout the forecast period. This is due to several factors, such as technological advancements, high investments in extended reality development, and increased adoption across industries. Currently, it is the second-largest market worldwide, with increasing government support and private sector investments in extended reality technologies driving the pace of adoption across applications. Policies directed toward digital transformation, innovation, and extended reality adoption across industries, including gaming & entertainment, education, retail, and manufacturing, have boosted the market's expansion. Tencent Holdings Ltd., Huawei Technologies Co., Ltd., and Alibaba Group Holding Ltd are leading the race toward extended reality solution courses. The gaming & entertainment sectors have been driving the popularity of extended reality in the region. The availability of affordable extended reality devices, such as VR headsets, is increasing access to these technologies for consumers and businesses, further propelling the growth of the extended reality market in the region

LARGEST MARKET SHARE IN 2024-2029
CHINA FASTER-GROWING MARKET IN REGION
Extended Reality Market Size and Share

Recent Developments of Extended Reality Market

  • In September 2024, Meta added a new AI feature to Ray-Ban Meta Glasses to help users remember things such as parking locations. They also translate speech in real time, help the user experience the world, capture movements, and more, completely hands-free.
  • In September 2024, Meta launched the new Meta Quest 3S headset, which offers the same mixed reality features and fast performance as Meta Quest 3, at a lower price.
  • In August 2024, Microsoft announced plans to launch its own portable VR headset in 2025 . It signed a supply contract with Samsung Display to receive hundreds of thousands of micro-OLED panels for the mixed reality headset. The VR headset is expected to be reportedly geared toward gaming & entertainment, rather than focusing on the metaverse.
  • In February 2023, the Sony Group Corporation launched the PlayStation VR2 device, and the PlayStation VR2 Sense controller charging docking station, which offers an advanced and captivating interactive play experience. The PS VR2 has a feature that allows headset feedback, eye tracking, spatial audio, and the adaptive triggers and rumble functions found in the controllers in the PS VR2 Sense.
  • In September 2023, Meta unveiled Orion, a technologically advanced pair of AR glasses. Orion bridges the physical and virtual worlds, putting users at the center so that they can be more present, connected, and empowered in the world.

Key Market Players

List of Top Extended Reality Market

Extended Reality Market Report Scope

Report Attribute Details
Estimated Value USD 24.42 billion in 2024
Expected Value  USD 84.86 billion in 2029
Growth Rate CAGR of  28.3% 
Market size available for years 2020–2029
Base year considered 2023
Forecast period 2024–2029
Forecast units Value (USD Billion)
Segments Covered By Type, Enterprise Size, Outlook, Technology, Device type, Offering, Application and Regio
Regions covered North America, Europe, Asia Pacific, and RoW

Key Questions Addressed by the Report

What is the current size of the global extended reality market?
The extended reality market is projected to reach USD 84.86 billion by 2029 from USD 24.42 billion in 2024 at a CAGR of 28.3% between 2024 and 2029.
Who are the winners in the global extended reality market?
Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), and Google (US) are the winners in the market.
Which region is expected to hold the largest market share?
North America is expected to account for the largest share of the extended reality market. The region benefits from significant investments in research and development, fostering innovation in extended reality across various industries, particularly consumer, healthcare, and aerospace & defense, further boosting the demand for extended reality in the region.
What are the major drivers and opportunities related to the extended reality market?
The increasing adoption of extended reality in industrial training, healthcare, education, and gaming is a key driver of the extended reality market. The growing application of extended reality in the automotive, aerospace & defense sectors presents significant opportunities for extended reality solution providers to expand their market reach.
What are the major strategies adopted by market players?
The key players have adopted product launches, partnerships, collaborations, acquisitions, agreements, contracts, and expansions to strengthen their positions in the extended reality market.

 

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Table Of Contents

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TITLE
PAGE NO
INTRODUCTION
27
RESEARCH METHODOLOGY
32
EXECUTIVE SUMMARY
44
PREMIUM INSIGHTS
48
MARKET OVERVIEW
52
  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    DRIVERS
    - Growing use of XR in education, industrial, healthcare, and gaming applications
    - Increasing focus of technology providers on developing affordable VR devices
    - Integration of spatial computing technology in XR applications
    - Surging deployment of GenAI in XR applications
    RESTRAINTS
    - High installation, configuration, and maintenance costs of XR devices
    - Disadvantages of constant advances in XR technology
    OPPORTUNITIES
    - Emergence of newer applications of XR in automotive and aerospace & defense sectors
    - Ongoing advancements in 5G technology
    - Thriving travel & tourism industry
    CHALLENGES
    - Challenges associated with protecting consumer privacy
    - Issues related to latency and limited field of view
  • 5.3 VALUE CHAIN ANALYSIS
  • 5.4 ECOSYSTEM ANALYSIS
  • 5.5 INVESTMENT AND FUNDING SCENARIO, 2020–2024
  • 5.6 PORTER’S FIVE FORCES ANALYSIS.
    INTENSITY OF COMPETITIVE RIVALRY
    THREAT OF SUBSTITUTES
    BARGAINING POWER OF BUYERS
    BARGAINING POWER OF SUPPLIERS
    THREAT OF NEW ENTRANTS
  • 5.7 KEY STAKEHOLDERS AND BUYING CRITERIA
    KEY STAKEHOLDERS IN BUYING PROCESS
    BUYING CRITERIA
  • 5.8 TECHNOLOGY ANALYSIS
    KEY TECHNOLOGIES
    - Motion tracking
    - 3D rendering and modeling
    - Mobile AR
    - Near-eye displays
    COMPLEMENTARY TECHNOLOGIES
    - Artificial intelligence (AI) and machine learning (ML)
    - Web-based AR
    - AR-powered displays
    ADJACENT TECHNOLOGIES
    - Metaverse
  • 5.9 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.10 ECOSYSTEM ANALYSIS
  • 5.11 CASE STUDY ANALYSIS
    PTC OFFERS GATE AR PLATFORM TO MERCK’ TO ASSIST STAFF IN DAILY OPERATIONS
    AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS
    PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS
    ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUÉBEC EMPLOYEES
    OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES
  • 5.12 PRICING ANALYSIS
    INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED BY KEY PLAYERS, BY DEVICE TYPE, 2023
    INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023
    AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020–2023
    AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION, 2020–2023
  • 5.13 PATENT ANALYSIS
  • 5.14 TRADE ANALYSIS
    IMPORT SCENARIO (HS CODE 9004)
    EXPORT SCENARIO (HS CODE 9004)
  • 5.15 KEY CONFERENCES AND EVENTS, 2024–2025
  • 5.16 REGULATORY LANDSCAPE
    REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    STANDARDS
  • 5.17 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET
TYPES OF EXTENDED REALITY DEVICES
91
  • 6.1 INTRODUCTION
  • 6.2 MOBILE EXTENDED REALITY DEVICES.
    SMARTPHONE EXTENDED REALITY DEVICES
    STANDALONE EXTENDED REALITY DEVICES
  • 6.3 PC EXTENDED REALITY DEVICES.
EXTENDED REALITY BUSINESS OUTLOOK
93
  • 7.1 INTRODUCTION
  • 7.2 CONSUMER ENGAGEMENT
  • 7.3 BUSINESS ENGAGEMENT
EXTENDED REALITY MARKET, BY ENTERPRISE SIZE
94
  • 8.1 INTRODUCTION
  • 8.2 SMALL ENTERPRISES
  • 8.3 MID-SIZED ENTERPRISES
  • 8.4 LARGE ENTERPRISES
EXTENDED REALITY MARKET, BY TECHNOLOGY
97
  • 9.1 INTRODUCTION
  • 9.2 AR TECHNOLOGY
    MARKER-BASED AR
    - Growing use in advertising, education, and interactive product demonstration applications to drive market
    - Passive markers
    - Active markers
    MARKERLESS AR
    - Rising demand for smartphones, laptops, and tablets to fuel segmental growth
    - Model-based tracking
    - Image processing-based tracking
    ANCHOR-BASED AR
    - Growing use of anchor-based AR to overlay virtual images in real space to drive market
  • 9.3 VR TECHNOLOGY
    NON-IMMERSIVE
    - Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth
    SEMI-IMMERSIVE AND FULLY IMMERSIVE
    - Ability to offer richer experience in controlled environment to accelerate demand
  • 9.4 MR TECHNOLOGY
    EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND
    HOLOGRAPHIC
    IMMERSIVE
    EXTENDED REALITY MARKET, BY OFFERING
EXTENDED REALITY MARKET, BY OFFERING
131
  • 10.1 INTRODUCTION
  • 10.2 HARDWARE
    SENSORS
    - Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth
    - Accelerometers
    - Gyroscopes
    - Magnetometers
    - Proximity sensors
    SEMICONDUCTOR COMPONENTS
    - Rising focus on developing lightweight and portable XR devices to foster segmental growth
    - Controllers and processors
    - Integrated circuits
    DISPLAYS AND PROJECTORS
    - Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand
    POSITION TRACKERS
    - Excellence in tracking users' movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption
    CAMERAS
    - Ability to measure depth and size of objects in XR technologies to spur demand
    OTHER COMPONENTS
  • 10.3 SOFTWARE
    ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH
    SOFTWARE DEVELOPMENT KITS
    CLOUD-BASED SOFTWARE
EXTENDED REALITY MARKET, BY DEVICE TYPE
148
  • 11.1 INTRODUCTION
  • 11.2 AR DEVICES
    HMDS
    - Rising use by medical professionals and gamers to drive market
    - AR smart glasses
    - Smart helmets
    HUDS
    - Increasing adoption in automotive applications to display crucial information for drivers to propel market
  • 11.3 VR DEVICES
    HEAD-MOUNTED DISPLAYS
    - Commercialization of advanced HMDs by Sony and Samsung to boost adoption
    PROJECTORS & DISPLAY WALLS
    - Portability and high-quality projection capabilities to boost demand
    GESTURE-TRACKING DEVICES
    - Growing use in healthcare and gaming applications to contribute to segmental growth
  • 11.4 MR DEVICES
    ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND
EXTENDED REALITY MARKET, BY APPLICATION
159
  • 12.1 INTRODUCTION
  • 12.2 CONSUMER
    RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH
    GAMING
    SPORTS AND ENTERTAINMENT
    - Sports
    - Entertainment
  • 12.3 COMMERCIAL
    GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH
    RETAIL AND E-COMMERCE
    - Jewelry
    - Beauty and cosmetics
    - Apparel fitting
    - Grocery shopping
    - Footwear
    - Furniture and light design
    - Advertisements and demonstration
    TRAVEL AND TOURISM
    E-LEARNING
  • 12.4 ENTERPRISE
    INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND
  • 12.5 HEALTHCARE
    ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH
    SURGERIES
    FITNESS MANAGEMENT
    PATIENT MANAGEMENT
    PHARMACY MANAGEMENT
    MEDICAL TRAINING AND EDUCATION
    OTHER HEALTHCARE APPLICATIONS
  • 12.6 AEROSPACE & DEFENSE
    SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH
  • 12.7 ENERGY
    ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH
  • 12.8 AUTOMOTIVE
    INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH
  • 12.9 OTHER APPLICATIONS
    TELECOMMUNICATIONS/IT DATA CENTERS
    AGRICULTURE
    REAL ESTATE
    GEOSPATIAL MINING
    TRANSPORTATION & LOGISTICS
    CONSTRUCTION
    PUBLIC SAFETY
EXTENDED REALITY MARKET, BY REGION
179
  • 13.1 INTRODUCTION
  • 13.2 ASIA PACIFIC
    MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    CHINA
    - Increasing investment in AR and VR technologies to augment market growth
    JAPAN
    - Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market
    SOUTH KOREA
    - Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth
    INDIA
    - Increasing research and development of innovative technologies to fuel market growth
    REST OF ASIA PACIFIC
  • 13.3 NORTH AMERICA
    MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    US
    - Rapid advances in hardware, software, and connectivity technologies to augment market growth
    CANADA
    - Strong presence of startups developing wearable and other emerging technologies to boost market growth
    MEXICO
    - Rising emphasis on promoting disruptive technologies to fuel market growth
  • 13.4 EUROPE
    MACROECONOMIC OUTLOOK FOR EUROPE
    GERMANY
    - Mounting adoption of emerging technologies in manufacturing sector to bolster market growth
    UK
    - Rising deployment of AR technology in video gaming to fuel market growth
    FRANCE
    - Increasing investment in technology development projects to contribute to market growth
    ITALY
    - Growing awareness about immersive technologies to accelerate market growth
    REST OF EUROPE
  • 13.5 ROW
    MACROECONOMIC OUTLOOK FOR ROW
    MIDDLE EAST & AFRICA
    - Rising adoption of AR and VR technologies in healthcare sector to bolster market growth
    - GCC countries
    - Africa & Rest of Middle East
    SOUTH AMERICA
    - Growing demand for innovative technologies for commercial applications to stimulate market growth
COMPETITIVE LANDSCAPE
200
  • 14.1 OVERVIEW
  • 14.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024
  • 14.3 REVENUE ANALYSIS OF TOP 5 COMPANIES, 2019–2023
  • 14.4 MARKET SHARE ANALYSIS, 2023
  • 14.5 COMPANY VALUATION AND FINANCIAL METRICS, 2024
  • 14.6 PRODUCT/BRAND COMPARISON
  • 14.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    STARS
    EMERGING LEADERS
    PERVASIVE PLAYERS
    PARTICIPANTS
    COMPANY FOOTPRINT: KEY PLAYERS, 2023
    - Company footprint
    - Region footprint
    - Technology footprint
    - Device type footprint
    - Offering footprint
    - Application footprint
  • 14.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    PROGRESSIVE COMPANIES
    RESPONSIVE COMPANIES
    DYNAMIC COMPANIES
    STARTING BLOCKS
    COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023
    - Detailed list of key startups/SMEs
    - Competitive benchmarking of key startups/SMEs
  • 14.9 COMPETITIVE SCENARIO
    PRODUCT LAUNCHES AND ENHANCEMENTS
    DEALS
COMPANY PROFILES
240
  • 15.1 KEY PLAYERS
    META PLATFORMS, INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    MICROSOFT
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    SONY GROUP CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    APPLE INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    GOOGLE
    - Business overview
    - Products/Solutions offered
    - Recent developments
    - MnM view
    HTC CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    PTC INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    SEIKO EPSON CORPORATION
    - Business overview
    - Products/Solutions offered
    - Recent developments
    QUALCOMM TECHNOLOGIES, INC.
    - Business overview
    - Products/Solutions offered
    - Recent developments
    SAMSUNG ELECTRONICS CO., LTD.
    - Business overview
    - Products/Solutions offered
    - Recent developments
  • 15.2 OTHER PLAYERS
    LENOVO
    INTEL CORPORATION
    PANASONIC HOLDINGS CORPORATION
    EON REALITY
    CONTINENTAL AG
    VISTEON CORPORATION
    XIAOMI CORPORATION
    MAXST CO., LTD.
    MAGIC LEAP, INC.
    VIRTUIX
    ULTRALEAP
    VUZIX CORPORATION
    NORTHERN DIGITAL INC.
    TATA ELXSI
    FUSION VR
APPENDIX
308
  • 16.1 DISCUSSION GUIDE
  • 16.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
  • 16.3 CUSTOMIZATION OPTIONS
  • 16.4 RELATED REPORTS
  • 16.5 AUTHOR DETAILS
LIST OF TABLES
 
  • TABLE 1 RISK FACTOR ANALYSIS
  • TABLE 2 ROLE OF COMPANIES IN EXTENDED REALITY ECOSYSTEM
  • TABLE 3 EXTENDED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
  • TABLE 4 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR APPLICATIONS (%)
  • TABLE 5 KEY BUYING CRITERIA FOR MAJOR APPLICATIONS
  • TABLE 6 USE CASES OF WEBAR
  • TABLE 7 INDICATIVE PRICING OF XR DEVICES PROVIDED BY KEY PLAYERS, 2023 (USD)
  • TABLE 8 INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023 (USD)
  • TABLE 9 KEY PATENTS, 2020–2023
  • TABLE 10 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 11 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 12 EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES AND EVENTS
  • TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 16 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 17 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 18 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 19 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
  • TABLE 20 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
  • TABLE 21 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 22 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 23 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 24 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 25 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 26 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 27 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 28 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 29 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 30 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 31 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 32 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 33 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 34 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 35 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 36 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 37 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 38 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 39 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 40 AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 41 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 42 AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 43 AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 44 AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 45 AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 46 AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 47 AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 48 AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 49 AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 50 AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 51 AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 52 AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 53 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
  • TABLE 54 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
  • TABLE 55 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 56 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 57 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 58 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 59 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 60 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 61 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 62 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 63 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 64 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 65 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 66 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 67 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 68 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 69 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 70 VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 71 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 72 VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 73 VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 74 VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 75 VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 76 VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 77 VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 78 VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 79 VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 80 VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 81 VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 82 VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 83 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 84 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 85 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 86 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 87 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 88 MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 89 MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 90 MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 91 MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 92 MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 93 MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 94 MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 95 MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 96 MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 97 MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 98 MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 99 EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 100 EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 101 HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
  • TABLE 102 HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
  • TABLE 103 HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
  • TABLE 104 HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
  • TABLE 105 HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)
  • TABLE 106 HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)
  • TABLE 107 HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 108 HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 109 HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 110 HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 111 HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 112 HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 113 SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 114 SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 115 SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 116 SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 117 SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 118 SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 119 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
  • TABLE 120 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  • TABLE 121 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
  • TABLE 122 EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
  • TABLE 123 AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
  • TABLE 124 AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
  • TABLE 125 AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 126 AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 127 AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 128 AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 129 VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)
  • TABLE 130 VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)
  • TABLE 131 VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (THOUSAND UNITS)
  • TABLE 132 VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (THOUSAND UNITS)
  • TABLE 133 EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 134 EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 135 CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 136 CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 137 COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 138 COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 139 ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 140 ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 141 HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 142 HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 143 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 144 AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 145 ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 146 ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 147 AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 148 AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 149 OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 150 OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 151 EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 152 EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 153 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 154 ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 155 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 156 ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 157 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 158 NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 159 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 160 NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 161 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 162 EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 163 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 164 EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 165 ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 166 ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 167 ROW: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 168 ROW: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 169 MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 170 MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 171 EXTENDED REALITY MARKET: KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024
  • TABLE 172 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED REALITY TECHNOLOGIES/DEVICES, 2023
  • TABLE 173 EXTENDED REALITY MARKET: REGION FOOTPRINT
  • TABLE 174 EXTENDED REALITY MARKET: TECHNOLOGY FOOTPRINT
  • TABLE 175 EXTENDED REALITY MARKET: DEVICE TYPE FOOTPRINT
  • TABLE 176 EXTENDED REALITY MARKET: OFFERING FOOTPRINT
  • TABLE 177 EXTENDED REALITY MARKET: APPLICATION FOOTPRINT
  • TABLE 178 EXTENDED REALITY MARKET: LIST OF STARTUPS/SMES
  • TABLE 179 EXTENDED REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • TABLE 180 EXTENDED REALITY MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, MARCH 2020–OCTOBER 2024
  • TABLE 181 EXTENDED REALITY MARKET: DEALS, MARCH 2020–OCTOBER 2024
  • TABLE 182 META PLATFORMS, INC.: COMPANY OVERVIEW
  • TABLE 183 META PLATFORMS, INC.: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 184 META PLATFORMS, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 185 META PLATFORMS, INC.: DEALS
  • TABLE 186 META PLATFORMS, INC.: OTHER DEVELOPMENTS
  • TABLE 187 MICROSOFT: COMPANY OVERVIEW
  • TABLE 188 MICROSOFT: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 189 MICROSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 190 MICROSOFT: DEALS
  • TABLE 191 MICROSOFT: OTHER DEVELOPMENTS
  • TABLE 192 SONY GROUP CORPORATION: COMPANY OVERVIEW
  • TABLE 193 SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 194 SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 195 SONY GROUP CORPORATION: DEALS
  • TABLE 196 APPLE INC.: COMPANY OVERVIEW
  • TABLE 197 APPLE INC.: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 198 APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 199 APPLE INC.: DEALS
  • TABLE 200 GOOGLE: COMPANY OVERVIEW
  • TABLE 201 GOOGLE: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 202 GOOGLE: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 203 GOOGLE: DEALS
  • TABLE 204 GOOGLE: OTHER DEVELOPMENTS
  • TABLE 205 HTC CORPORATION: COMPANY OVERVIEW
  • TABLE 206 HTC CORPORATION: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 207 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 208 PTC INC.: COMPANY OVERVIEW
  • TABLE 209 PTC INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 210 PTC INC.: DEALS
  • TABLE 211 SEIKO EPSON CORPORATION: COMPANY OVERVIEW
  • TABLE 212 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 213 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 214 SEIKO EPSON CORPORATION: DEALS
  • TABLE 215 QUALCOMM TECHNOLOGIES, INC.: COMPANY OVERVIEW
  • TABLE 216 QUALCOMM TECHNOLOGIES: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 217 QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 218 QUALCOMM TECHNOLOGIES, INC.: DEALS
  • TABLE 219 SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW
  • TABLE 220 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS OFFERED
  • TABLE 221 SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 222 SAMSUNG ELECTRONICS CO., LTD.: DEALS
LIST OF FIGURES
 
  • FIGURE 1 EXTENDED REALITY MARKET SEGMENTATION AND REGIONAL SCOPE
  • FIGURE 2 EXTENDED REALITY MARKET: RESEARCH DESIGN
  • FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 1 (SUPPLY SIDE): REVENUE OF KEY PLAYERS
  • FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 2 (DEMAND SIZE): BOTTOM-UP APPROACH TO ESTIMATE SIZE OF EXTENDED REALITY MARKET
  • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 7 DATA TRIANGULATION
  • FIGURE 8 RESEARCH ASSUMPTIONS
  • FIGURE 9 AR TECHNOLOGY SEGMENT TO SECURE LARGEST MARKET SHARE IN 2029
  • FIGURE 10 SOFTWARE OFFERINGS TO CAPTURE LARGER MARKET SHARE IN 2024
  • FIGURE 11 CONSUMER APPLICATIONS TO LEAD EXTENDED REALITY MARKET IN 2024
  • FIGURE 12 NORTH AMERICA DOMINATED EXTENDED REALITY MARKET IN 2023
  • FIGURE 13 GROWING USE OF XR IN EDUCATION, INDUSTRIAL, HEALTHCARE, AND GAMING APPLICATIONS TO OFFER LUCRATIVE GROWTH OPPORTUNITIES
  • FIGURE 14 AR TECHNOLOGY SEGMENT TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
  • FIGURE 15 SOFTWARE SEGMENT TO HOLD MAJORITY OF EXTENDED REALITY MARKET SHARE IN 2029
  • FIGURE 16 VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
  • FIGURE 17 CONSUMER SEGMENT TO HOLD COMMANDING SHARE OF EXTENDED REALITY MARKET IN 2029
  • FIGURE 18 ASIA PACIFIC TO BE LUCRATIVE MARKET FOR EXTENDED REALITY IN 2029
  • FIGURE 19 CHINA TO RECORD HIGHEST CAGR IN GLOBAL EXTENDED REALITY MARKET FROM 2024 TO 2029
  • FIGURE 20 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET
  • FIGURE 21 IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET
  • FIGURE 22 IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET
  • FIGURE 23 IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET
  • FIGURE 24 IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET
  • FIGURE 25 EXTENDED REALITY VALUE CHAIN ANALYSIS
  • FIGURE 26 ECOSYSTEM ANALYSIS
  • FIGURE 27 INVESTMENT AND FUNDING SCENARIO, 2020–2024
  • FIGURE 28 PORTER’S FIVE FORCES ANALYSIS
  • FIGURE 29 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR APPLICATIONS
  • FIGURE 30 KEY BUYING CRITERIA FOR MAJOR APPLICATIONS
  • FIGURE 31 TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS
  • FIGURE 32 EXTENDED REALITY MARKET: ECOSYSTEM
  • FIGURE 33 AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020–2023
  • FIGURE 34 AVERAGE SELLING PRICE TREND OF AR DEVICES, BY REGION, 2020–2023
  • FIGURE 35 AVERAGE SELLING PRICE TREND OF VR DEVICES, BY REGION, 2020–2023
  • FIGURE 36 PATENTS APPLIED AND GRANTED, 2014–2023
  • FIGURE 37 IMPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS FOR TOP 5 COUNTRIES, 2019–2023
  • FIGURE 38 EXPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS FOR TOP 5 COUNTRIES, 2019–2023
  • FIGURE 39 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET
  • FIGURE 40 TYPES OF EXTENDED REALITY DEVICES
  • FIGURE 41 ENTERPRISES USING EXTENDED REALITY SOLUTIONS, BY SIZE
  • FIGURE 42 EXTENDED REALITY MARKET, BY TECHNOLOGY
  • FIGURE 43 AR TECHNOLOGY SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029
  • FIGURE 44 MARKERLESS AR TO LEAD EXTENDED REALITY MARKET, BY TECHNOLOGY, THROUGHOUT FORECAST PERIOD
  • FIGURE 45 ASIA PACIFIC TO RECORD HIGHEST CAGR IN EXTENDED REALITY MARKET FOR AR TECHNOLOGY FROM 2024 TO 2029
  • FIGURE 46 SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT TO DOMINATE EXTENDED REALITY MARKET FOR VR TECHNOLOGY FROM 2024 TO 2029
  • FIGURE 47 EXTENDED REALITY MARKET, BY OFFERING
  • FIGURE 48 SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED REALITY MARKET IN 2029
  • FIGURE 49 EXTENDED REALITY MARKET, BY DEVICE TYPE
  • FIGURE 50 MR DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN EXTENDED REALITY MARKET FROM 2024 TO 2029
  • FIGURE 51 ENTERPRISE APPLICATIONS TO SECURE LARGEST SHARE OF EXTENDED REALITY MARKET FOR HMD DEVICES FROM 2024 TO 2029
  • FIGURE 52 EXTENDED REALITY MARKET, BY APPLICATION
  • FIGURE 53 CONSUMER SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET THROUGHOUT FORECAST PERIOD
  • FIGURE 54 MR TECHNOLOGY SEGMENT TO REGISTER HIGHEST CAGR IN EXTENDED REALITY MARKET FOR HEALTHCARE APPLICATIONS FROM 2024 TO 2029
  • FIGURE 55 EXTENDED REALITY MARKET, BY REGION
  • FIGURE 56 ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FROM 2024 TO 2029
  • FIGURE 57 ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT
  • FIGURE 58 NORTH AMERICA: EXTENDED REALITY MARKET SNAPSHOT
  • FIGURE 59 EUROPE: EXTENDED REALITY MARKET SNAPSHOT
  • FIGURE 60 REVENUE ANALYSIS OF TOP 5 PLAYERS IN EXTENDED REALITY MARKET, 2019–2023
  • FIGURE 61 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED REALITY TECHNOLOGIES/DEVICES, 2023
  • FIGURE 62 EXTENDED REALITY MARKET: COMPANY VALUATION, 2024
  • FIGURE 63 EXTENDED REALITY MARKET: FINANCIAL METRICS, 2024
  • FIGURE 64 EXTENDED REALITY MARKET: BRAND/DEVICE/TECHNOLOGY COMPARISON
  • FIGURE 65 EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
  • FIGURE 66 EXTENDED REALITY MARKET: COMPANY FOOTPRINT
  • FIGURE 67 EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
  • FIGURE 68 META PLATFORMS, INC.: COMPANY SNAPSHOT
  • FIGURE 69 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 70 SONY GROUP CORPORATION: COMPANY SNAPSHOT
  • FIGURE 71 APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 72 GOOGLE: COMPANY SNAPSHOT
  • FIGURE 73 HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 74 PTC INC.: COMPANY SNAPSHOT
  • FIGURE 75 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
  • FIGURE 76 QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT
  • FIGURE 77 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT

The research study involved 4 major activities in estimating the size of the extended reality market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the value chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information required for this study. The secondary sources include annual reports, press releases, investor presentations of companies, white papers, and articles from recognized authors. Secondary research has been mainly done to obtain key information about the market’s value chain, the pool of key market players, market segmentation according to industry trends, regional outlook, and developments from both market and technology perspectives.

In the extended reality market report, the global market size has been estimated using both the top-down and bottom-up approaches, along with several other dependent submarkets. The major players in the market were identified using extensive secondary research, and their presence in the market was determined using secondary and primary research. All the percentage share splits and breakdowns have been determined using secondary sources and verified through primary sources.

Primary Research

Extensive primary research has been conducted after understanding the extended reality market scenario through secondary research. Several primary interviews have been conducted with key opinion leaders from both demand- and supply-side vendors across 4 major regions—North America, Europe, Asia Pacific, and the Rest of the World. Approximately 25% of the primary interviews have been conducted with the demand-side vendors and 75% with the supply-side vendors. Primary data has been collected mainly through telephonic interviews, which consist of 80% of the total primary interviews; questionnaires and emails have also been used to collect the data.

After successful interaction with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings of our primary research. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the report.

Extended Reality Market Size, and Share

Note: “Others” includes sales, marketing, and product managers

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

In the market engineering process, both top-down and bottom-up approaches, along with data triangulation methods, have been used to estimate and validate the size of the extended reality and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

The bottom-up procedure has been employed to arrive at the overall size of the extended reality market.

  • Identifying various extended reality devices and software provided or expected to be offered by players in the value chain
  • Tracking the major manufacturers and providers of extended reality devices and related software for different regions
  • Estimating the extended reality market for devices and software in the respective countries of each region
  • Tracking the ongoing and upcoming product launches and different inorganic strategies such as acquisitions, partnerships, and collaborations
  • Forecasting the extended reality market in each region based on trade data and GDP analysis
  • Conducting multiple discussions with key opinion leaders to understand the types of devices and software deployed by extended reality players and analyzing the break-up of the scope of work carried out by each major company
  • Arriving at the market estimates by analyzing the revenues generated by extended reality manufacturers and software providers based in their locations (countries) and then combining the shares to get the market estimate for each region
  • Verifying and crosschecking the estimates at every level by discussing with key opinion leaders, including CEOs, directors, and operation managers, and then finally with the domain experts at MarketsandMarkets
  • Studying various paid and unpaid information sources such as annual reports, press releases, and white papers

The top-down approach has been used to estimate and validate the total size of the extended reality market.

  • Focusing, initially, on the top-line investments and spending in the ecosystems of various industries. Tracking further splits based on product launches, advancements in extended reality technologies, and extended reality devices and software used for various industrial applications, and developments in the key market areas
  • Representing and developing the information related to market revenue offered by key hardware and software providers
  • Carrying out multiple on-field discussions with key opinion leaders across each major company involved in the development of hardware and software components pertaining to extended reality
  • Estimating the geographic split using secondary sources based on factors such as the number of players in a specific country and region, types of products and types of software implemented.

Extended Reality Market : Top-Down and Bottom-Up Approach

Extended Reality Market Top Down and Bottom Up Approach

Data Triangulation

After arriving at the overall market size by the market size estimation process explained in the earlier section, the overall extended reality market has been divided into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments, the data triangulation and market breakdown procedures have been used, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply side perspectives. Along with data triangulation and market breakdown, the market has been validated by top-down and bottom-up approaches.

Market Definition

Extended Reality (XR) is an umbrella term that includes immersive technologies like Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). These technologies serve to enhance the user experience by combining the physical and digital elements. Augmented reality (AR) captures a user’s view of reality and enhances it with virtual images or sounds. VR develops a live fictitious environment that users can fully immerse themselves in. MR integrates the real world and virtual worlds creating an interactive environment comprised of both the real and virtual worlds. Extended reality systems function with sophisticated devices like head mounted displays (HMD) units, smart goggles or in some cases even handheld devices and software systems, content development equipment and other elements. The incorporation of innovations, such as AI technology, 5G and motion sensors makes it possible to create innovative and realistic experiences for the end user.

The market for extended reality spans across multiple sectors such as games and entertainment, healthcare, education, retail, automotive, and industrial training, among others. It serves for various purposes including training and simulation, teamwork done through the internet, going on virtual tours, playing computer games, surgeries, etc. This shifts the paradigm on the way people perceive and use technology, while it is as well embraced by businesses for the purpose of enhancing productivity, developing customer relationships and optimizing processes.

Key Stakeholders

  • Raw Material and Component Suppliers
  • OEMs
  • Display Manufactures
  • Third-party Service Providers
  • Distributors and Resellers
  • Service Providers
  • Regulatory Bodies
  • Research and Development Institutes
  • End Users

Report Objectives

  • To define, describe, segment, and forecast the extended reality market size by technology, offering, and application in terms of value
  • To define, describe, segment, and forecast the extended reality market size by device type in terms of value and volume
  • To provide qualitative information about different extended reality devices and the applications of extended reality solutions in different enterprises
  • To describe and forecast the extended reality market size in four key regions, namely, North America, Europe, Asia Pacific, and the Rest of the World (RoW), in terms of value
  • To provide detailed information regarding the key factors such as drivers, restraints, opportunities, and challenges influencing the growth of the market
  • To provide details about the value chain of the extended reality market and provide detailed information regarding Porter's five forces, technology trends, product pricing, trade, use cases, and import and export trends pertaining to the extended reality market
  • To analyze opportunities in the market for stakeholders, along with a detailed competitive landscape of the extended reality market
  • To analyze micromarkets with respect to individual growth trends, prospects, and contributions to the total market
  • To strategically profile the key players and comprehensively analyze their market share and core competencies, along with the competitive leadership mapping chart
  • To analyze the competitive developments such as product launches, partnerships, collaborations, contracts, agreements, joint ventures, expansions, and acquisitions in the extended reality market

Available Customizations

With the given market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:

  • Detailed analysis and profiling of additional market players based on various blocks of the supply chain

Previous Versions of this Report

Extended Reality Market by Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Head-mounted Displays, Head-up Displays, Sensors, Controllers and Processors, Displays, Gaming, Retail, E-commerce and E-learning - Global Forecast to 2029

Report Code SE 7890
Published in Apr, 2023, By MarketsandMarkets™

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Growth opportunities and latent adjacency in Extended Reality Market

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