Global Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 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). Global demand for XR will exhibit a 2020-2026 CAGR of 45.0% to reach $346.39 billion in 2026. Global XR production was valued at $25.4 billion in 2019 and is expected to grow by 46.5% annually over 2020-2026. Highlighted with 128 tables and 116 figures, this 237-page report “Global Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire global extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Region. Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 global 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 global 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 global 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 global 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 regions and national markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania) • North America (U.S., Canada, and Mexico) • South America (Brazil, Chile, Argentina, Rest of Latin America) • RoW (Saudi Arabia, UAE, Iran) For each of the aforementioned regions and countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of all regional markets by country and the 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 global 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.)
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Table of Contents 1 Introduction 11 1.1 Industry Definition and Research Scope 11 1.1.1 Industry Definition 11 1.1.2 Research Scope 12 1.2 Research Methodology 14 1.2.1 Overview of Market Research Methodology 14 1.2.2 Market Assumption 15 1.2.3 Secondary Data 15 1.2.4 Primary Data 15 1.2.5 Data Filtration and Model Design 16 1.2.6 Market Size/Share Estimation 17 1.2.7 Research Limitations 18 1.3 Executive Summary 19 2 Market Overview and Qualitative Analysis 22 2.1 Market Size and Forecast 22 2.2 Major Growth Drivers 24 2.3 Market Restraints and Challenges 27 2.4 Emerging Opportunities and Market Trends 30 2.5 Porter’s Fiver Forces Analysis 33 3 Segmentation of Global Market by Technology 37 3.1 Market Overview by Technology 37 3.2 Global Augmented Reality (AR) Market 2015-2026 39 3.2.1 Marker-based Augmented Reality 41 3.2.2 Markerless Augmented Reality 42 3.3 Global Virtual Reality (VR) Market 2015-2026 43 3.3.1 Nonimmersive Technology 45 3.2.2 Semi-Immersive and Fully Immersive Technology 46 3.4 Global Mixed Reality (MR) Market 2015-2026 47 4 Segmentation of Global Market by Component 49 4.1 Market Overview by Component 49 4.2 Global XR Hardware Market 2015-2026 51 4.3 Global XR Software Market 2015-2026 53 4.4 Global XR Content Creation Market 2015-2026 55 5 Segmentation of Global Market by Device Type 57 5.1 Market Overview by Device Type 57 5.2 Global AR Devices Market 2015-2026 58 5.2.1 Head-Mounted Display (HMD) 59 5.2.2 Head-Up Display (HUD) 60 5.2.3 Handheld Device 60 5.3 Global VR Devices Market 2015-2026 61 5.3.1 Head-Mounted Display (HMD) 62 5.3.2 Gesture-Tracking Device 63 5.3.3 Projector & Display Wall 63 5.4 Global MR Devices Market 2015-2026 64 5.4.1 Wireless Head Mounted Display 65 5.4.2 Wired Head Mounted Display 65 6 Segmentation of Global Market by Industry Vertical 66 6.1 Market Overview by Industry Vertical 66 6.2 Global Extended Reality Market for Gaming 2015-2026 68 6.3 Global Extended Reality Market for Entertainment & Media 2015-2026 70 6.4 Global Extended Reality Market for Aerospace & Defense 2015-2026 72 6.5 Global Extended Reality Market for Healthcare 2015-2026 74 6.6 Global Extended Reality Market for Education 2015-2026 76 6.7 Global Extended Reality Market for Manufacturing 2015-2026 78 6.8 Global Extended Reality Market for Retail 2015-2026 80 6.9 Global Extended Reality Market for Other Sectors 2015-2026 82 7 Segmentation of Global Market by End-user 84 7.1 Market Overview by End-user 84 7.2 Global Consumer XR Market 2015-2026 85 7.3 Global Enterprise XR Market 2015-2026 86 8 Segmentation of Global Market by Region 88 8.1 Geographic Market Overview by Region 2015-2026 88 8.2 North America Market 2015-2026 by Country 92 8.2.1 Overview of North America Market 92 8.2.2 U.S. 95 8.2.3 Canada 99 8.2.4 Mexico 102 8.3 European Market 2015-2026 by Country 105 8.3.1 Overview of European Market 105 8.3.2 UK 108 8.3.3 France 111 8.3.4 Germany 114 8.3.5 Spain 117 8.3.6 Italy 120 8.3.7 Russia 123 8.3.8 Rest of European Market 126 8.4 Asia-Pacific Market 2015-2026 by Country 128 8.4.1 Overview of Asia-Pacific Market 128 8.4.2 China 132 8.4.3 Japan 135 8.4.4 India 138 8.4.5 Australia 141 8.4.6 South Korea 144 8.4.7 Rest of APAC Region 147 8.5 South America Market 2015-2026 by Country 148 8.5.1 Argentina 151 8.5.2 Brazil 154 8.5.3 Chile 157 8.5.4 Rest of South America Market 160 8.6 Rest of World Market 2015-2026 by Country 161 8.6.1 Saudi Arabia 164 8.6.2 Iran 167 8.6.3 UAE 170 8.6.4 Other National Markets 173 9 Competitive Landscape 174 9.1 Overview of Key Vendors 174 9.2 Company Profiles 177 Acer Inc. 177 Augmedix 180 Aurasma 181 Blippar.com Limited 182 Catchoom 183 DAQR 185 Dell Technologies Inc. 186 EON. Reality Inc. 188 Facebook 189 Google 192 HP Development Company LP 197 HTC Corporation 199 Koninklijke Philips N.V. 201 MAGIC LEAP, INC. 203 Medical Realities 204 Metaio 205 Microsoft 207 Niantic, Inc. 210 Nintendo Co., Ltd. 213 Psious 216 Samsung 217 Seiko Epson 219 Sony 223 Total Immersion 225 Vuzix Corporation 227 Wikitude GMBH 228 Zappar 230 10 Investing in Global Market: Risk Assessment and Management 231 10.1 Risk Evaluation of Global Market 231 10.2 Critical Success Factors (CSFs) 234 RELATED REPORTS AND PRODUCTS 237