세계의 확장현실 시장 : 기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별 - 예측(-2029년)
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
상품코드:1620869
리서치사:MarketsandMarkets
발행일:2024년 12월
페이지 정보:영문 315 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
확장현실 시장 규모는 2024년 244억 2,000만 달러에서 2029년 848억 6,000만 달러로 성장해 예측 기간 동안 28.3%의 CAGR을 기록할 것으로 예상됩니다.
이러한 배경에는 기술 우위의 증가, 분야 간 애플리케이션의 증가, 몰입형 활동에 대한 수요 증가가 있습니다. 고해상도 및 저지연 디바이스를 포함한 확장현실 하드웨어의 발전은 5G 네트워크 및 AI의 준비와 함께 확장현실의 능력을 향상시키고, 그 결과 전체 애플리케이션의 활용도를 향상시키고 있습니다.
조사 범위
조사 대상 연도
2020-2029년
기준 연도
2023년
예측 기간
2024-2029년
검토 단위
금액(10억 달러)
부문별
기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별
대상 지역
북미, 유럽, 아시아태평양 및 기타 지역
증강현실(AR) 기술은 예측 기간 동안 확장현실 시장에서 두 번째로 높은 CAGR을 기록할 것으로 예상되며, 증강현실(AR)을 통해 고객은 가상으로 옷을 입어보고, 증강된 방식으로 제품과 상호 작용하는 등의 경험을 즐길 수 있습니다. 부동산에서는 AR이 오픈하우스 대신 가상으로 집을 둘러보며 구매자를 설득하는 데 도움을 주고, 의료 산업에서 AR은 외과의사, 의대생, 환자들을 돕고, 제조업과 자동차 산업에서도 AR이 활용되고 있으며, AR은 장비에 실시간 지침을 겹쳐서 표시함으로써 기술자에게 기술자를 지원하여 성능을 향상시키고, 실수를 최소화할 수 있도록 도와줍니다. 또한, AR을 지원하는 스마트폰, 태블릿, 기타 핸드헬드 및 웨어러블 기기의 보급도 시장 성장을 촉진하는 요인으로 작용하고 있습니다. 다양한 비즈니스에서 AR의 중요성이 인식되면서 AR 지원 기기의 사용 빈도가 증가하고 있습니다. 따라서 이러한 증강현실 시장의 성장 추세는 예측 기간 동안 확장현실 시장의 성장 추세에 긍정적인 영향을 미칠 것으로 보입니다.
예측 기간 동안 기업 및 상업 분야는 확장현실 시장에서 두 번째로 큰 비중을 차지할 것으로 예상됩니다. 가상현실(VR), 증강현실(AR), 혼합현실(MR)을 포함한 확장현실 기술은 비즈니스 프로세스, 교육, 고객 서비스를 강화하기 위해 소매업, 헬스케어, 제조, 교육 등 다양한 분야에서 널리 사용되고 있습니다. 예를 들어, 제조업의 경우, 기업들은 확장현실을 통해 물리적 모델을 사용하지 않고 복잡한 작업을 수행하는 직원 교육에 활용함으로써 시간과 비용을 절감하고 있습니다. 소매업의 경우, 확장현실 기술을 통해 고객이 가상 환경에서 제품을 체험해 볼 수 있게함으로써 고객 경험을 개선하고 매출을 증가시킬 수 있습니다. 이러한 확장현실 기술의 발전은 주로 가까운 미래의 비즈니스 프로세스에 대응하여 효율성을 높이고 비용을 절감하며 고객과의 상호작용을 개선하는 데 도움이 될 것입니다. 그 결과, 예측 기간 동안 기업 및 영리 기업이 확장현실 시장의 주요 시장 점유율을 차지할 가능성이 높습니다.
이 보고서는 세계 확장현실 시장을 조사하여 기업 규모별, 기술별, 제공별, 디바이스 유형별, 용도별, 지역별 동향, 시장 진입 기업 프로파일 등을 정리한 보고서입니다.
목차
제1장 소개
제2장 조사 방법
제3장 주요 요약
제4장 주요 인사이트
제5장 시장 개요
소개
시장 역학
밸류체인 분석
생태계 분석
투자와 자금 조달 시나리오, 2020-2024년
Porter's Five Forces 분석
주요 이해관계자와 구입 기준
기술 분석
고객 비즈니스에 영향을 미치는 동향과 혼란
생태계 분석
사례 연구 분석
가격 분석
특허 분석
무역 분석
2024-2025년의 주요 회의와 이벤트
규제 상황
AI/생성형 AI가 확장현실 시장에 미치는 영향
제6장 확장현실 디바이스 유형
소개
모바일 확장현실 디바이스
PC 확장현실 디바이스
제7장 확장현실 비즈니스 전망
소개
소비자 참여
비즈니스 참여
제8장 확장현실 시장, 기업 규모별
소개
중소기업
중규모 기업
대기업
제9장 확장현실 시장, 기술별
소개
AR 기술
VR 기술
MR 기술
제10장 확장현실 시장, 제공별
소개
하드웨어
소프트웨어
제11장 확장현실 시장, 디바이스 유형별
소개
AR 디바이스
VR 디바이스
MR 디바이스
제12장 확장현실 시장, 용도별
소개
소비자
상업
기업
헬스케어
항공우주 및 방위
에너지
자동차
기타
제13장 확장현실 시장, 지역,
소개
아시아태평양
아시아태평양의 거시경제 전망
중국
일본
한국
인도
기타
북미
북미의 거시경제 전망
미국
캐나다
멕시코
유럽
유럽의 거시경제 전망
독일
영국
프랑스
이탈리아
기타
기타 지역
기타 지역의 거시경제 전망
중동 및 아프리카
남미
제14장 경쟁 구도
개요
주요 진출 기업 전략/강점, 2020-2024년
2019-2023년 상위 5개 기업 매출 분석
시장 점유율 분석, 2023년
기업 평가와 재무 지표, 2024년
제품/브랜드 비교
기업 평가 매트릭스 : 주요 진출 기업, 2023년
기업 평가 매트릭스 : 스타트업/중소기업, 2023년
경쟁 시나리오
제15장 기업 개요
주요 진출 기업
META PLATFORMS, INC.
MICROSOFT
SONY GROUP CORPORATION
APPLE INC.
GOOGLE
HTC CORPORATION
PTC INC.
SEIKO EPSON CORPORATION
QUALCOMM TECHNOLOGIES, INC.
SAMSUNG ELECTRONICS CO., LTD.
기타 기업
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
제16장 부록
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영문 목차
영문목차
The extended reality market is expected to grow from USD 24.42 billion in 2024 to USD 84.86 billion in 2029, with a CAGR of 28.3% within the forecast period. This is due to the growing superiority of technologies, increased applications across sectors, and the growing need for immersive activities. Advances in extended reality hardware, including devices with higher resolution and lower latency, along with the ready availability of 5G networks and AI, are improving extended reality abilities, thus improving usage across applications.
Scope of the Report
Years Considered for the Study
2020-2029
Base Year
2023
Forecast Period
2024-2029
Units Considered
Value (USD Billion)
Segments
By Type, Enterprise Size, Outlook, Technology, Device type, Offering, Application and Region
Regions covered
North America, Europe, APAC, RoW
"Based technology, AR Technology to register the second highest CAGR in the extended reality market during the forecast period."
It is anticipated that Augmented Reality (AR) technology will have the second-highest CAGR in the extended reality market in the forecast period. The AR allows customers to enjoy experiences such as trying virtual clothes or interacting with products in an enhanced manner. In real estate, AR enables virtual tours of the property instead of open houses, helping convince the buyer. AR assists surgeons, medical students, and even patients in the healthcare industry. AR is also used in the manufacturing and automotive industries. AR aids technicians through displaying superimposed live instructions on the equipment thus enhancing performance and minimizing mistakes. In addition, the proliferation of AR-ready smartphones, tablets, and other handheld and wearable devices is also a factor adding to market growth. With growing recognition of AR's significance in different businesses, the frequency of AR-enabled equipment utilization is rising. Therefore, such growth trends in the augmented reality market will positively affect the growth trends in the extended reality market during the forecasted period.
"Enterprises & Commercial to account for the second largest market share in the market during the forecast period."
During the forecast period, the enterprise and commercial sectors are expected to hold the second-largest share of the extended reality market. Extended reality technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), have been widely accepted in retail, healthcare, manufacturing, and education across regions because they enhance business processes, training, and customer service. For instance, in the manufacturing segment, companies employ extended reality in training employees in complicated tasks without any physical models, which helps save time and cost. In case of retail, extended reality technology enables customers to test the products in a virtual environment, leading to enhanced customer experience and increased sales. The advancement of these extended reality technologies primarily addresses business processes in the near future, posing efficiency, cost reduction, and improved customer interaction. As a result, enterprises and commercial enterprises are likely to hold a major market share of the extended reality market in the forecast period.
"Asia Pacific accounted for the second largest market share in 2024."
Asia Pacific accounted for the second-largest market share in 2024. This is primarily due to growth in the healthcare, commercial, and consumer sectors. The rising number of companies is also supporting this growth. Investments in the commercial and consumer markets, particularly in Japan, India, and China, are a major factor behind this trend. The high demand for extended reality devices and software from the commercial sector is expected to drive the extended reality market in Asia Pacific. The region is an attractive market for cell phones, tablets, laptops, and television manufacturers. Companies such as Samsung Electronics Co., Ltd. and LG Electronics are based in South Korea, while Sony Group Corporation, Sharp Corporation, and Panasonic Holdings Corporation are based in Japan. Asia Pacific registers the highest demand for consumer products such as smartphones, tablets, laptops, and TV sets.
The break-up of the profile of primary participants in the extended reality market-
By Company Type: Tier 1 - 25%, Tier 2 - 35%, Tier 3 - 40%
By Designation Type: C Level - 40%, Director Level - 30%, Others - 30%
By Region Type: North America - 40%, Europe - 25%, Asia Pacific - 20%, Rest of the World - 15%
The report profiles key players such as Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), Google (US), HTC Corp (Taiwan), PTC Inc. (US), Seiko Epson Corporation (Japan), Qualcomm Technologies Inc. (US), Samsung Electronics Co. Ltd (South Korea), Lenovo Group Ltd. (China).
Research Coverage
The report segments the extended reality market and forecasts its size by type, enterprises, outlook, technology, device type, offering, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions-North America, Europe, Asia Pacific, and RoW. Value chain analysis has been included in the report, along with the key players and their competitive analysis in the extended reality ecosystem.
Reasons to buy the report:
The report will help market leaders/new entrants in this market with information on the closest approximate revenues for the overall extended reality market and related segments. It will also help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, opportunities, and challenges.
The report provides insights on the following pointers:
Analysis of key drivers (Growing use of XR in education, industrial training, healthcare, entertainment, and gaming, availability of affordable VR devices, rising demand for spatial computing in XR technologies, and growing demand for GenAI in XR technologies), restraints (High installation and maintenance costs of XR devices and rapid technology changes in extended reality devices), opportunities (Expanding use of XR in the automotive, aerospace and defence sectors, ongoing advancements in 5G technology, and rise in the global travel and tourism industry), and challenges (Protecting consumer privacy, issues with display delays and limited field of view)
Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new solution and service launches in the extended reality market.
Market Development: Comprehensive information about lucrative markets - the report analyses the extended reality market across various regions.
Market Diversification: Exhaustive information about new solutions and services, untapped geographies, recent developments, and investments in the extended reality market.
Competitive Assessment: In-depth assessment of market shares, growth strategies, and solution and service offerings of leading players, including Meta Platform Inc. (US), Microsoft (US), Sony Group Corp (Japan), Apple (US), and Google (US).
TABLE OF CONTENTS
1 INTRODUCTION
1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION
1.3 STUDY SCOPE
1.3.1 MARKETS COVERED AND REGIONAL SCOPE
1.3.2 YEARS CONSIDERED
1.3.3 INCLUSIONS AND EXCLUSIONS
1.4 CURRENCY CONSIDERED
1.5 UNITS CONSIDERED
1.6 STAKEHOLDERS
1.7 SUMMARY OF CHANGES
2 RESEARCH METHODOLOGY
2.1 RESEARCH DATA
2.1.1 SECONDARY AND PRIMARY RESEARCH
2.1.2 SECONDARY DATA
2.1.2.1 Secondary sources
2.1.2.2 List of key secondary sources
2.1.3 PRIMARY DATA
2.1.3.1 Primary interview participants
2.1.3.2 Breakdown of primaries
2.1.3.3 Key data from primary sources
2.1.3.4 Key industry insights
2.2 MARKET SIZE ESTIMATION
2.2.1 BOTTOM-UP APPROACH
2.2.1.1 Estimating market size using bottom-up approach (demand side)
2.2.2 TOP-DOWN APPROACH
2.2.2.1 Estimating market size using top-down approach (supply side)
2.3 DATA TRIANGULATION
2.4 RESEARCH ASSUMPTIONS
2.5 RISK ASSESSMENT
2.6 RESEARCH LIMITATIONS
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET
4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY
4.3 EXTENDED REALITY MARKET, BY OFFERING
4.4 EXTENDED REALITY MARKET, BY DEVICE TYPE
4.5 EXTENDED REALITY MARKET, BY APPLICATION
4.6 EXTENDED REALITY MARKET, BY REGION
4.7 EXTENDED REALITY MARKET, BY COUNTRY
5 MARKET OVERVIEW
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
5.2.1 DRIVERS
5.2.1.1 Growing use of XR in education, industrial, healthcare, and gaming applications
5.2.1.2 Increasing focus of technology providers on developing affordable VR devices
5.2.1.3 Integration of spatial computing technology in XR applications
5.2.1.4 Surging deployment of GenAI in XR applications
5.2.2 RESTRAINTS
5.2.2.1 High installation, configuration, and maintenance costs of XR devices
5.2.2.2 Disadvantages of constant advances in XR technology
5.2.3 OPPORTUNITIES
5.2.3.1 Emergence of newer applications of XR in automotive and aerospace & defense sectors
5.2.3.2 Ongoing advancements in 5G technology
5.2.3.3 Thriving travel & tourism industry
5.2.4 CHALLENGES
5.2.4.1 Challenges associated with protecting consumer privacy
5.2.4.2 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.
5.6.1 INTENSITY OF COMPETITIVE RIVALRY
5.6.2 THREAT OF SUBSTITUTES
5.6.3 BARGAINING POWER OF BUYERS
5.6.4 BARGAINING POWER OF SUPPLIERS
5.6.5 THREAT OF NEW ENTRANTS
5.7 KEY STAKEHOLDERS AND BUYING CRITERIA
5.7.1 KEY STAKEHOLDERS IN BUYING PROCESS
5.7.2 BUYING CRITERIA
5.8 TECHNOLOGY ANALYSIS
5.8.1 KEY TECHNOLOGIES
5.8.1.1 Motion tracking
5.8.1.2 3D rendering and modeling
5.8.1.3 Mobile AR
5.8.1.4 Near-eye displays
5.8.2 COMPLEMENTARY TECHNOLOGIES
5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
5.8.2.2 Web-based AR
5.8.2.3 AR-powered displays
5.8.3 ADJACENT TECHNOLOGIES
5.8.3.1 Metaverse
5.9 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
5.10 ECOSYSTEM ANALYSIS
5.11 CASE STUDY ANALYSIS
5.11.1 PTC OFFERS GATE AR PLATFORM TO MERCK' TO ASSIST STAFF IN DAILY OPERATIONS
5.11.2 AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS
5.11.3 PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS
5.11.4 ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUEBEC EMPLOYEES
5.11.5 OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES
5.12 PRICING ANALYSIS
5.12.1 INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED BY KEY PLAYERS, BY DEVICE TYPE, 2023
5.12.2 INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023
5.12.3 AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020-2023
5.12.4 AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION, 2020-2023
5.13 PATENT ANALYSIS
5.14 TRADE ANALYSIS
5.14.1 IMPORT SCENARIO (HS CODE 9004)
5.14.2 EXPORT SCENARIO (HS CODE 9004)
5.15 KEY CONFERENCES AND EVENTS, 2024-2025
5.16 REGULATORY LANDSCAPE
5.16.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
5.16.2 STANDARDS
5.17 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET
6 TYPES OF EXTENDED REALITY DEVICES
6.1 INTRODUCTION
6.2 MOBILE EXTENDED REALITY DEVICES.
6.2.1 SMARTPHONE EXTENDED REALITY DEVICES
6.2.2 STANDALONE EXTENDED REALITY DEVICES
6.3 PC EXTENDED REALITY DEVICES.
7 EXTENDED REALITY BUSINESS OUTLOOK
7.1 INTRODUCTION
7.2 CONSUMER ENGAGEMENT
7.3 BUSINESS ENGAGEMENT
8 EXTENDED REALITY MARKET, BY ENTERPRISE SIZE
8.1 INTRODUCTION
8.2 SMALL ENTERPRISES
8.3 MID-SIZED ENTERPRISES
8.4 LARGE ENTERPRISES
9 EXTENDED REALITY MARKET, BY TECHNOLOGY
9.1 INTRODUCTION
9.2 AR TECHNOLOGY
9.2.1 MARKER-BASED AR
9.2.1.1 Growing use in advertising, education, and interactive product demonstration applications to drive market
9.2.1.2 Passive markers
9.2.1.3 Active markers
9.2.2 MARKERLESS AR
9.2.2.1 Rising demand for smartphones, laptops, and tablets to fuel segmental growth
9.2.2.2 Model-based tracking
9.2.2.3 Image processing-based tracking
9.2.3 ANCHOR-BASED AR
9.2.3.1 Growing use of anchor-based AR to overlay virtual images in real space to drive market
9.3 VR TECHNOLOGY
9.3.1 NON-IMMERSIVE
9.3.1.1 Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth
9.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE
9.3.2.1 Ability to offer richer experience in controlled environment to accelerate demand
9.4 MR TECHNOLOGY
9.4.1 EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND
9.4.2 HOLOGRAPHIC
9.4.3 IMMERSIVE
10 EXTENDED REALITY MARKET, BY OFFERING
10.1 INTRODUCTION
10.2 HARDWARE
10.2.1 SENSORS
10.2.1.1 Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth
10.2.1.2 Accelerometers
10.2.1.3 Gyroscopes
10.2.1.4 Magnetometers
10.2.1.5 Proximity sensors
10.2.2 SEMICONDUCTOR COMPONENTS
10.2.2.1 Rising focus on developing lightweight and portable XR devices to foster segmental growth
10.2.2.2 Controllers and processors
10.2.2.3 Integrated circuits
10.2.3 DISPLAYS AND PROJECTORS
10.2.3.1 Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand
10.2.4 POSITION TRACKERS
10.2.4.1 Excellence in tracking users' movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption
10.2.5 CAMERAS
10.2.5.1 Ability to measure depth and size of objects in XR technologies to spur demand
10.2.6 OTHER COMPONENTS
10.3 SOFTWARE
10.3.1 ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH
10.3.2 SOFTWARE DEVELOPMENT KITS
10.3.3 CLOUD-BASED SOFTWARE
11 EXTENDED REALITY MARKET, BY DEVICE TYPE
11.1 INTRODUCTION
11.2 AR DEVICES
11.2.1 HMDS
11.2.1.1 Rising use by medical professionals and gamers to drive market
11.2.1.2 AR smart glasses
11.2.1.3 Smart helmets
11.2.2 HUDS
11.2.2.1 Increasing adoption in automotive applications to display crucial information for drivers to propel market
11.3 VR DEVICES
11.3.1 HEAD-MOUNTED DISPLAYS
11.3.1.1 Commercialization of advanced HMDs by Sony and Samsung to boost adoption
11.3.2 PROJECTORS & DISPLAY WALLS
11.3.2.1 Portability and high-quality projection capabilities to boost demand
11.3.3 GESTURE-TRACKING DEVICES
11.3.3.1 Growing use in healthcare and gaming applications to contribute to segmental growth
11.4 MR DEVICES
11.4.1 ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND
12 EXTENDED REALITY MARKET, BY APPLICATION
12.1 INTRODUCTION
12.2 CONSUMER
12.2.1 RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH
12.2.2 GAMING
12.2.3 SPORTS AND ENTERTAINMENT
12.2.3.1 Sports
12.2.3.2 Entertainment
12.3 COMMERCIAL
12.3.1 GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH
12.3.2 RETAIL AND E-COMMERCE
12.3.2.1 Jewelry
12.3.2.2 Beauty and cosmetics
12.3.2.3 Apparel fitting
12.3.2.4 Grocery shopping
12.3.2.5 Footwear
12.3.2.6 Furniture and light design
12.3.2.7 Advertisements and demonstration
12.3.3 TRAVEL AND TOURISM
12.3.4 E-LEARNING
12.4 ENTERPRISE
12.4.1 INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND
12.5 HEALTHCARE
12.5.1 ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH
12.5.2 SURGERIES
12.5.3 FITNESS MANAGEMENT
12.5.4 PATIENT MANAGEMENT
12.5.5 PHARMACY MANAGEMENT
12.5.6 MEDICAL TRAINING AND EDUCATION
12.5.7 OTHER HEALTHCARE APPLICATIONS
12.6 AEROSPACE & DEFENSE
12.6.1 SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH
12.7 ENERGY
12.7.1 ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH
12.8 AUTOMOTIVE
12.8.1 INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH
12.9 OTHER APPLICATIONS
12.9.1 TELECOMMUNICATIONS/IT DATA CENTERS
12.9.2 AGRICULTURE
12.9.3 REAL ESTATE
12.9.4 GEOSPATIAL MINING
12.9.5 TRANSPORTATION & LOGISTICS
12.9.6 CONSTRUCTION
12.9.7 PUBLIC SAFETY
13 EXTENDED REALITY MARKET, BY REGION
13.1 INTRODUCTION
13.2 ASIA PACIFIC
13.2.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
13.2.2 CHINA
13.2.2.1 Increasing investment in AR and VR technologies to augment market growth
13.2.3 JAPAN
13.2.3.1 Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market
13.2.4 SOUTH KOREA
13.2.4.1 Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth
13.2.5 INDIA
13.2.5.1 Increasing research and development of innovative technologies to fuel market growth
13.2.6 REST OF ASIA PACIFIC
13.3 NORTH AMERICA
13.3.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
13.3.2 US
13.3.2.1 Rapid advances in hardware, software, and connectivity technologies to augment market growth
13.3.3 CANADA
13.3.3.1 Strong presence of startups developing wearable and other emerging technologies to boost market growth
13.3.4 MEXICO
13.3.4.1 Rising emphasis on promoting disruptive technologies to fuel market growth
13.4 EUROPE
13.4.1 MACROECONOMIC OUTLOOK FOR EUROPE
13.4.2 GERMANY
13.4.2.1 Mounting adoption of emerging technologies in manufacturing sector to bolster market growth
13.4.3 UK
13.4.3.1 Rising deployment of AR technology in video gaming to fuel market growth
13.4.4 FRANCE
13.4.4.1 Increasing investment in technology development projects to contribute to market growth
13.4.5 ITALY
13.4.5.1 Growing awareness about immersive technologies to accelerate market growth
13.4.6 REST OF EUROPE
13.5 ROW
13.5.1 MACROECONOMIC OUTLOOK FOR ROW
13.5.2 MIDDLE EAST & AFRICA
13.5.2.1 Rising adoption of AR and VR technologies in healthcare sector to bolster market growth
13.5.2.2 GCC countries
13.5.2.3 Africa & Rest of Middle East
13.5.3 SOUTH AMERICA
13.5.3.1 Growing demand for innovative technologies for commercial applications to stimulate market growth
14 COMPETITIVE LANDSCAPE
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
14.7.1 STARS
14.7.2 EMERGING LEADERS
14.7.3 PERVASIVE PLAYERS
14.7.4 PARTICIPANTS
14.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
14.7.5.1 Company footprint
14.7.5.2 Region footprint
14.7.5.3 Technology footprint
14.7.5.4 Device type footprint
14.7.5.5 Offering footprint
14.7.5.6 Application footprint
14.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
14.8.1 PROGRESSIVE COMPANIES
14.8.2 RESPONSIVE COMPANIES
14.8.3 DYNAMIC COMPANIES
14.8.4 STARTING BLOCKS
14.8.5 COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023
14.8.5.1 Detailed list of key startups/SMEs
14.8.5.2 Competitive benchmarking of key startups/SMEs