Extended Reality [XR] Market - Global Industry Analysis

Extended Reality [XR] Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2020-2026

Category: Technology & Media Report Format : PDF Report Code: ZMR-5777 Status : Upcoming

Description

Global Extended Reality [XR] Market: Overview

Extended reality is an umbrella term for all the latest immersive technologies like augmented reality (AR), mixed reality (MR), and virtual reality (VR). These immersive technologies deliver a reality experience by either mixing physical and virtual worlds or by generating an immersive experience. AR and VR have emerged as a savior for the media & entertainment and retail industries for promotional campaigns and motion pictures. Moreover, people can virtually try clothes, shoes, makeup, and other wearables. The extended reality is expected to reshape many sectors in the future by streamlining their workflow efficiently.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Global Extended Reality [XR] Market: Growth Factors

One of the major factors fueling the global extended reality [XR] market is the increasing penetration of smart devices and mobile gaming coupled with ongoing advancements in computer technology. Video gaming is the major application of extended reality. In recent years, the number of gamers has gained a significant spike and the demand for advanced gaming is still continuing. The growing number of tech startups is another factor that is fueling the growth of the global extended reality [XR] market. The augment and virtual reality are known to be the pillars of extended reality technology. These technologies are developing at a very fast pace which is likely to mature the extended reality technology and boost the adoption rates among users. The growing need for the stimulated digital environment is anticipated to open a plethora of lucrative growth opportunities in the global extended reality [XR] market. There is vigorous growth in digital and sound graphics and thus it boosts the popularity of extended reality technologies. The availability of smartphones and other connectivity devices at affordable rates is bolstering the market growth globally. The exponential popularity of Instagram and Snapchat is indicating the ongoing trend of extended reality in the global world. VR, AR, and mixed reality develop more new and intuitive ways to interact effectively with computers and systems. However, the extended reality is at its nascent stage but with growing investment and research activities, it is expected to experience huge growth during the forecast period.

Global Extended Reality [XR] Market: Segmentation

The global extended reality [XR] market can be segmented into end-users, organization size, application, type, component, and region.

By end-users, the market can be segmented into media & entertainment, consumer goods & retail, manufacturing, government & public sector, telecommunications & IT, healthcare & life sciences, BFSI, and others.

By organization size, the market can be segmented into large enterprises and small & medium-sized enterprises.

By application, the market can be segmented into mixed reality, augmented reality, and virtual reality.

By type, the market can be segmented into business engagement and consumer engagement.

By component, the market can be segmented into services, software, and hardware. The hardware segment holds the largest share in the global market.

Global Extended Reality [XR] Market: Regional analysis

North America accounts for the largest share in the global extended reality [XR] market due to the growing number of technology startups in the region. Moreover, on-going technological advancements in the region are also fuelling the growth of the regional market.

Asia Pacific is anticipated to witness huge growth with high CAGR owing to the increasing investments by the prominent players in the regional market. Moreover, on-going research activities also boost the regional market growth.

Global Extended Reality [XR] Market: Competitive Players

Some of the prominent players in the global extended reality [XR] market like Vuzix Corporation, VirZOOM, Inc., Varjo Technologies Oy, Sony Interactive Entertainment LLC, Semcon, Samsung Electronics Co., Ltd., Qualcomm Incorporated, Oculus VR LLC, Nokia Corp., Microsoft Corp., Manus Machinae B.V., Magic Leap, Inc., HTC Corp., Honeywell International, Inc., Google, Inc., EON Reality, Inc., Dell Technologies Inc., Blippar.com Ltd., Atheer, Inc., VertexPlus Softwares Pvt. Ltd, SphereGen Technologies, Softweb Solutions Inc, SoftServe Inc, Qualcomm Technologies Inc, Northern Digital Inc, Microsoft Corporation, HTC Corporation, VRee, SphereGen, Talespin, Mirari LLC, AugRay, Softserve, Tata Elxsi, Agile Lens, Dassault Systemes SolidWorks Corporation, Accenture, Gofind Inc., HP Reveal, and Qualcomm Incorporated.

Global Extended Reality [XR] Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

What Reports Provides

  • Full in-depth analysis of the parent market
  • Important changes in market dynamics
  • Segmentation details of the market
  • Former, on-going, and projected market analysis in terms of volume and value
  • Assessment of niche industry developments
  • Market share analysis
  • Key strategies of major players
  • Emerging segments and regional markets
  • Testimonials to companies in order to fortify their foothold in the market.

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FrequentlyAsked Questions

One of the major factors fueling the global extended reality [XR] market is the increasing penetration of smart devices and mobile gaming coupled with ongoing advancements in computer technology. Video gaming is the major application of extended reality. In recent years, the number of gamers has gained a significant spike and the demand for advanced gaming is still continuing. The growing number of tech startups is another factor that is fueling the growth of the global extended reality [XR] market.

Some of the prominent players in the global extended reality [XR] market like Vuzix Corporation, VirZOOM, Inc., Varjo Technologies Oy, Sony Interactive Entertainment LLC, Semcon, Samsung Electronics Co., Ltd., Qualcomm Incorporated, Oculus VR LLC, Nokia Corp., Microsoft Corp., Manus Machinae B.V., Magic Leap, Inc., HTC Corp., Honeywell International, Inc., Google, Inc., EON Reality, Inc., and Dell Technologies Inc.

 

North America accounts for the largest share in the global extended reality [XR] market due to the growing number of technology startups in the region. Moreover, on-going technological advancements in the region are also fuelling the growth of the regional market.

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