Europe Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook
Extended reality (XR) refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR). Europe XR market reached $7.59 billion in 2019 and the annual demand will skyrocket to $104.3 billion by 2026. The XR production in Europe is expected to grow by 47.0% annually over 2020-2026. Highlighted with 79 tables and 70 figures, this 171-page report “Europe Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire Europe extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Augmented Reality (AR) o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker) o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing) • Virtual Reality (VR) o Nonimmersive Technology o Semi-Immersive and Fully Immersive Technology • Mixed Reality (MR) Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Hardware o Sensors o Semiconductor Component o Displays and Projectors o Position Trackers o Cameras o Others • Software o Software Developer Kits o Cloud Services • Content Creation Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality Devices o Head-Mounted Display (HMD) o Head-Up Display (HUD) o Handheld Device • Virtual Reality Devices o Head-Mounted Display (HMD) o Gesture-Tracking Device o Projector & Display Wall • Mixed Reality Devices o Wireless Head Mounted Display o Wired Head Mounted Display Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Manufacturing • Retail • Others Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Consumer • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises) Geographically, the following listed national markets are fully investigated: • Germany • UK • France • Russia • Italy • Spain • Rest of Europe For each of the aforementioned countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Europe extended reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players: Acer Inc. Augmedix Aurasma Blippar.com Limited Catchoom DAQR Dell Technologies Inc. EON. Reality Inc. Facebook Google HP Development Company LP HTC Corporation Koninklijke Philips N.V. MAGIC LEAP, INC. Medical Realities Metaio Microsoft Niantic, Inc. Nintendo Co., Ltd. Psious Samsung Seiko Epson Sony Total Immersion Vuzix Corporation Wikitude GMBH Zappar (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
.
Table of Contents 1 Introduction 8 1.1 Industry Definition and Research Scope 8 1.1.1 Industry Definition 8 1.1.2 Research Scope 9 1.2 Research Methodology 11 1.2.1 Overview of Market Research Methodology 11 1.2.2 Market Assumption 12 1.2.3 Secondary Data 12 1.2.4 Primary Data 12 1.2.5 Data Filtration and Model Design 13 1.2.6 Market Size/Share Estimation 14 1.2.7 Research Limitations 15 1.3 Executive Summary 16 2 Market Overview and Qualitative Analysis 19 2.1 Market Size and Forecast 19 2.2 Major Growth Drivers 21 2.3 Market Restraints and Challenges 24 2.4 Emerging Opportunities and Market Trends 27 2.5 Porter’s Fiver Forces Analysis 30 3 Segmentation of Europe Market by Technology 34 3.1 Market Overview by Technology 34 3.2 Europe Augmented Reality (AR) Market 2015-2026 36 3.2.1 Marker-based Augmented Reality 38 3.2.2 Markerless Augmented Reality 39 3.3 Europe Virtual Reality (VR) Market 2015-2026 40 3.3.1 Nonimmersive Technology 42 3.2.2 Semi-Immersive and Fully Immersive Technology 43 3.4 Europe Mixed Reality (MR) Market 2015-2026 44 4 Segmentation of Europe Market by Component 46 4.1 Market Overview by Component 46 4.2 Europe XR Hardware Market 2015-2026 48 4.3 Europe XR Software Market 2015-2026 50 4.4 Europe XR Content Creation Market 2015-2026 52 5 Segmentation of Europe Market by Device Type 54 5.1 Market Overview by Device Type 54 5.2 Europe AR Devices Market 2015-2026 55 5.2.1 Head-Mounted Display (HMD) 56 5.2.2 Head-Up Display (HUD) 57 5.2.3 Handheld Device 57 5.3 Europe VR Devices Market 2015-2026 58 5.3.1 Head-Mounted Display (HMD) 59 5.3.2 Gesture-Tracking Device 60 5.3.3 Projector & Display Wall 60 5.4 Europe MR Devices Market 2015-2026 61 5.4.1 Wireless Head Mounted Display 62 5.4.2 Wired Head Mounted Display 62 6 Segmentation of Europe Market by Industry Vertical 63 6.1 Market Overview by Industry Vertical 63 6.2 Europe Extended Reality Market for Gaming 2015-2026 65 6.3 Europe Extended Reality Market for Entertainment & Media 2015-2026 67 6.4 Europe Extended Reality Market for Aerospace & Defense 2015-2026 69 6.5 Europe Extended Reality Market for Healthcare 2015-2026 71 6.6 Europe Extended Reality Market for Education 2015-2026 73 6.7 Europe Extended Reality Market for Manufacturing 2015-2026 75 6.8 Europe Extended Reality Market for Retail 2015-2026 77 6.9 Europe Extended Reality Market for Other Sectors 2015-2026 79 7 Segmentation of Europe Market by End-user 81 7.1 Market Overview by End-user 81 7.2 Europe Consumer XR Market 2015-2026 82 7.3 Europe Enterprise XR Market 2015-2026 83 8 European Market 2015-2026 by Country 85 8.1 Overview of European Market 85 8.2 UK 88 8.3 France 91 8.4 Germany 94 8.5 Spain 97 8.6 Italy 100 8.7 Russia 103 8.8 Rest of European Market 106 9 Competitive Landscape 108 9.1 Overview of Key Vendors 108 9.2 Company Profiles 111 Acer Inc. 111 Augmedix 114 Aurasma 115 Blippar.com Limited 116 Catchoom 117 DAQR 119 Dell Technologies Inc. 120 EON. Reality Inc. 122 Facebook 123 Google 126 HP Development Company LP 131 HTC Corporation 133 Koninklijke Philips N.V. 135 MAGIC LEAP, INC. 137 Medical Realities 138 Metaio 139 Microsoft 141 Niantic, Inc. 144 Nintendo Co., Ltd. 147 Psious 150 Samsung 151 Seiko Epson 153 Sony 157 Total Immersion 159 Vuzix Corporation 161 Wikitude GMBH 162 Zappar 164 10 Investing in Europe Market: Risk Assessment and Management 165 10.1 Risk Evaluation of Europe Market 165 10.2 Critical Success Factors (CSFs) 168 RELATED REPORTS AND PRODUCTS 171