North America 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). North America XR market is expected to grow by 42.5% annually in the forecast period and reach $132.39 billion by 2026. Highlighted with 70 tables and 62 figures, this 161-page report “North America Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire North America extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 North America 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 North America 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 North America 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 North America 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: • U.S. • Canada • Mexico 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 North America 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 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 North America Market by Technology 34 3.1 Market Overview by Technology 34 3.2 North America Augmented Reality (AR) Market 2015-2026 36 3.2.1 Marker-based Augmented Reality 38 3.2.2 Markerless Augmented Reality 39 3.3 North America 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 North America Mixed Reality (MR) Market 2015-2026 44 4 Segmentation of North America Market by Component 46 4.1 Market Overview by Component 46 4.2 North America XR Hardware Market 2015-2026 48 4.3 North America XR Software Market 2015-2026 50 4.4 North America XR Content Creation Market 2015-2026 52 5 Segmentation of North America Market by Device Type 54 5.1 Market Overview by Device Type 54 5.2 North America 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 North America 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 North America 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 North America Market by Industry Vertical 63 6.1 Market Overview by Industry Vertical 63 6.2 North America Extended Reality Market for Gaming 2015-2026 65 6.3 North America Extended Reality Market for Entertainment & Media 2015-2026 67 6.4 North America Extended Reality Market for Aerospace & Defense 2015-2026 69 6.5 North America Extended Reality Market for Healthcare 2015-2026 71 6.6 North America Extended Reality Market for Education 2015-2026 73 6.7 North America Extended Reality Market for Manufacturing 2015-2026 75 6.8 North America Extended Reality Market for Retail 2015-2026 77 6.9 North America Extended Reality Market for Other Sectors 2015-2026 79 7 Segmentation of North America Market by End-user 81 7.1 Market Overview by End-user 81 7.2 North America Consumer XR Market 2015-2026 82 7.3 North America Enterprise XR Market 2015-2026 83 8 North America Market 2015-2026 by Country 85 8.1 Overview of North America Market 85 8.2 U.S. 88 8.3 Canada 92 8.4 Mexico 95 9 Competitive Landscape 98 9.1 Overview of Key Vendors 98 9.2 Company Profiles 101 Acer Inc. 101 Augmedix 104 Aurasma 105 Blippar.com Limited 106 Catchoom 107 DAQR 109 Dell Technologies Inc. 110 EON. Reality Inc. 112 Facebook 113 Google 116 HP Development Company LP 121 HTC Corporation 123 Koninklijke Philips N.V. 125 MAGIC LEAP, INC. 127 Medical Realities 128 Metaio 129 Microsoft 131 Niantic, Inc. 134 Nintendo Co., Ltd. 137 Psious 140 Samsung 141 Seiko Epson 143 Sony 147 Total Immersion 149 Vuzix Corporation 151 Wikitude GMBH 152 Zappar 154 10 Investing in North America Market: Risk Assessment and Management 155 10.1 Risk Evaluation of North America Market 155 10.2 Critical Success Factors (CSFs) 158 RELATED REPORTS AND PRODUCTS 161