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市場調查報告書
商品編碼
1741237

擴增實境市場(按技術類型、應用和地區分類)

Extended Reality Market, By Technology Type, By Application, and By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 140 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

到 2025 年,擴增實境市場的價值預計將達到 861.6 億美元,預計到 2032 年將達到 3,669.8 億美元,2025 年至 2032 年的複合年成長率為 23%。

報告範圍 報告詳細資訊
基準年 2024 2025年的市場規模 861.6億美元
效能數據 2020-2024 預測期 2025-2032
預測期:2025-2032年複合年成長率: 23.00% 2032年價值預測 3669.8億美元

擴增實境(XR) 是指透過穿戴式裝置和電腦技術,實現沉浸式體驗的現實與虛擬環境。它也可以指融合現實與虛擬世界的身臨其境型技術的整體。隨著擴增實境擴增實境(XR) 被廣泛應用於娛樂、遊戲和醫療保健等各種領域,其用途和發展也日益廣泛。由於人機互動的不斷發展,這項技術仍在不斷發展。擴增實境涵蓋身臨其境型技術的三大支柱:虛擬實境 (VR)、擴增實境(AR) 和混合實境(MR)。

擴增實境市場是一個快速發展的領域,它融合了數位世界和物理世界,為使用者提供沉浸式互動體驗。擴增實境(XR) 是虛擬實境技術的創新,它結合了圖形、電腦視覺、人機互動和其他相關領域,為使用者提供沉浸式互動體驗。擴增實境透過為遊戲和媒體提供高度虛擬和改進的環境,為其提供支援。擴增實境(AR)、虛擬實境 (VR) 和混合實境(MR) 統稱為擴增實境(XR)。該技術旨在將現實世界與可以與之互動和鏡像的數位孿生世界相結合。

市場動態:

推動全球擴增實境市場發展的關鍵因素是由於技術進步而導致的採用率不斷提高、對沉浸式體驗的需求不斷成長、由於可負擔性和可訪問性提高而導致的工業應用和使用案例不斷增加、與其他技術的整合以及跨行業合作。

擴增實境(XR) 和人工智慧 (AI) 正被用於許多外語教學課程,以使體驗式學習方法(如國際沉浸式課程)更容易獲得。然而,關於多模態口語對話、身臨其境型技術和 L2 協作學習的研究很少。因此,學生在這種環境中的體驗僅限於主要側重於詞彙和語法的一對一互動。 CILLE 的人工智慧可以與使用者進行非二元、多模態對話,並且可以聽到、看到和理解他們。 XR 支援多方、多模態互動,讓使用者感覺身處其他地方,而無需使用侵入式裝置。人工智慧 (AI) 和擴增實境(XR) 協同工作,實現自然的對話互動,從而完全習得外語。透過與一所大學進行的混合方法研究,我們評估了 CILLE 作為對外漢語 (CFL) 教學工具的效果。結果具有統計意義,顯示 CFL 詞彙量、理解力和口語技能都有提升。透過分析學生回饋和研究人員的觀察,我們展示了 CILLE 是如何設計的,以及學生是如何體驗它來學習 CFL 的。

研究的主要特點

  • 本研究報告對全球擴增實境市場進行了詳細分析,並以 2024 年為基準年,給出了預測期 2025 年至 2032 年的市場規模和年複合成長率(CAGR%)。
  • 它還揭示了各個領域的潛在商機,並說明了該市場的引人注目的投資提案矩陣。
  • 它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景和主要企業採用的競爭策略的重要見解。
  • 它根據公司亮點、產品系列、關鍵亮點、財務表現和策略等參數,介紹了全球擴增實境市場的主要企業概況。
  • 本報告的見解將使負責人和公司經營團隊能夠就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。
  • 本研究報告針對該產業的各個相關人員,包括投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。
  • 相關人員將透過用於分析全球擴增實境市場的各種策略矩陣來做出決策。

目錄

第1章 調查目的與前提條件

  • 研究目標
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告描述
    • 市場定義和範圍
  • 執行摘要
  • Coherent Opportunity Map(COM)

第3章市場動態、法規與趨勢分析

  • 市場動態
    • 驅動程式
  • 商業驅動力和製造技術
  • 擴增實境境的新應用導致對行動裝置的需求增加
    • 限制因素
  • 過度使用擴增實境設備可能導致健康問題
  • 隱私和資料保護
    • 機會
  • 對基於行動端的 AR 和 VR 平台的需求不斷成長
  • 5G技術的持續進步
  • 影響分析
  • 主要亮點
  • 監管情景
  • 產品發布/核准
  • PEST分析
  • 波特分析
  • 併購場景

第4章 全球擴增實境市場-冠狀病毒(COVID-19)大流行的影響

  • COVID-19流行病學
  • 供需側分析
  • 經濟影響

5. 2020 年至 2032 年全球擴增實境市場(依技術類型)

  • 虛擬實境
  • 擴增實境
  • 混合實境

6. 2020 年至 2032 年全球擴增實境市場(按應用)

  • 遊戲和娛樂
  • 教育和培訓
  • 衛生保健
  • 製造業和工業
  • 零售與電子商務

7. 2020 年至 2032 年全球擴增實境市場(按地區)

  • 北美洲
      • 美國
      • 加拿大
  • 歐洲
      • 英國
      • 德國
      • 義大利
      • 法國
      • 西班牙
      • 俄羅斯
      • 其他歐洲國家
  • 亞太地區
      • 中國
      • 印度
      • 日本
      • ASEAN
      • 澳洲
      • 韓國
      • 其他亞太地區
  • 拉丁美洲
      • 巴西
      • 阿根廷
      • 墨西哥
      • 其他拉丁美洲
  • 中東和非洲
      • 海灣合作理事會國家
      • 南非
      • 其他中東和非洲地區

第8章 競爭態勢

  • Meta Inc.
  • HTC Corporation
  • Unity Technologies
  • Microsoft Corporation
  • Northern Digital Inc.
  • Samsung Electronics
  • Magic Leap
  • Sony Corporation
  • Vuzix Corporatio
  • Apple Inc.
  • Niantic Inc.
  • Northern Digital Inc.
  • Snap Inc.
  • SoftServe
  • Accenture

第9章 章節

  • 調查方法
  • 關於出版商
簡介目錄
Product Code: CMI5981

Extended Reality Market is estimated to be valued at USD 86.16 Bn in 2025 and is expected to reach USD 366.98 Bn by 2032, growing at a compound annual growth rate (CAGR) of 23% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 86.16 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 23.00% 2032 Value Projection: USD 366.98 Bn

The term extended reality (XR) refers to both real and virtual environments that are made by wearable devices or computer technology to make an immersive experience possible. It is also possible to refer to it as a collection of all immersive technologies that combine the real and the virtual worlds. The number of extended reality (XR) applications and advancements with those applications is growing as extended reality (XR) is being used in a variety of entertainment, gaming, healthcare, and other applications. This technology is still evolving because of the ongoing development in human-machine interactions. Extended reality encompasses three main pillars of immersive technology: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

The extended reality market is a rapidly expanding sector that combines the digital and physical worlds to offer users immersive and interactive experiences. Extended reality (XR) is an innovation in virtual reality technology that creates an immersive and interactive experience for users by combining graphics, computer vision, human interaction, and other related fields. Broadened Reality has supported gaming and media outlets by giving high virtual improved climate. An umbrella term for augmented reality (AR), virtual reality (VR), and mixed reality (MR) is Extended Reality (XR). The technology aims to combine the real world with a digital twin world that can interact with it, or mirror it.

Market Dynamics:

A major factor driving the global extended reality market is the increasing by adoption of technological advancement, growing demand for immersive experience, industry applications and use cases with increasing affordability and accessibility, Integration with other technologies, cross-industry collaborations etc.

Extended Reality (XR) and Artificial Intelligence (AI) have been used in a number of programs for teaching foreign languages to make experiential learning methods like international immersion programs more accessible. However, there is little research on multi-modal spoken dialogue in L2 an immersive technologies, and collaborative learning. As a result, students' experiences in such settings are limited to one-on-one interactions that focus primarily on vocabulary and grammar, expect to fill this hole as it present the Mental Vivid Language Learning Climate (CILLE). CILLE's artificial intelligence can converse with its users in non-dyadic multimodal conversations and can hear, see, and comprehend them. XR supports multi-party, multi-modal interactions, and gives users the impression that they are somewhere else without having to use any intrusive devices. Artificial intelligence (AI) and extended reality (XR) work together to create conversational interactions that are naturalistic and geared toward the complete acquisition of foreign languages. Through a mixed-methods study with university, evaluate CILLE as a tool for teaching Chinese as a foreign language (CFL). The results are statistically significant and show that CFL vocabulary, comprehension, and conversation skills have remained improved. Demonstrate how CILLE is designed and experienced by students to learn CFL through an analysis of student feedback and observations made by the researcher.

Key features of the study:

  • This report provides an in-depth analysis of the global extended reality market, and provides market size (US$ Billion) and Compound Annual Growth Rate (CAGR%) for the forecast period 2025-2032, considering 2024 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global extended reality market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Meta Inc., HTC Corporation, Unity Technologies, Microsoft Corporation. Samsung Electronics Co., Ltd. Magic Leap, Sony Corporation. Vuzix Corporation Apple Inc, Niantic Inc., Northern Digital Inc., Snap Inc. SoftServe, and Accenture
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type upgrade, market expansion, and marketing tactics
  • The global extended reality market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global extended reality market

Detailed Segmentation:

  • Global Extended Reality Market, By Technology Type:
    • Augmented Reality (AR)
    • Virtual Reality (VR)
    • Mixed Reality (MR)
  • Global Extended Reality Market, By Application:
    • Gaming and Entertainment
    • Healthcare
    • Education and Training
    • Manufacturing and Industries
    • Retail and E-commerce
  • Global Extended Reality Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East and Africa
  • Company Profiles:
    • Meta Inc.
    • HTC Corporation
    • Unity Technologies
    • Microsoft Corporation.
    • Samsung Electronics Co., Ltd.
    • Magic Leap
    • Sony Corporation.
    • Vuzix Corporation
    • Apple Inc.
    • Niantic Inc.
    • Northern Digital Inc.
    • Snap Inc.
    • SoftServe
    • Accenture

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snapshot, By Technology Type
    • Market Snapshot, By Application
    • Market Snapshot, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trend Analysis

  • Market Dynamics
    • Drivers
  • Business drivers and manufacturing technologies
  • Increasing demand in mobile devices with new applications of extended reality
    • Restraints
  • Excessive use of extended reality devices causes health issues
  • Privacy and data protection
    • Opportunities
  • Growing demand for mobile-based AR and VR platforms
  • Continuous 5G technological advancements
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Extended Reality Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Extended Reality Market, By Technology Type, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Virtual Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Augmented Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Mixed Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)

6. Global Extended Reality Market, By Application, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Gaming and Entertainment
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Education and Training
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Healthcare
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Manufacturing and Industries
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Billion)
  • Retail and E-commerce
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)

7. Global Extended Reality Market, By Region, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, By Country, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, For Country 2021-2032
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • U.S.
      • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • U.K.
      • Germany
      • Italy
      • France
      • Spain
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East and Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • GCC Countries
      • South Africa
      • Rest of Middle East & Africa

8. Competitive Landscape

  • Meta Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • HTC Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Unity Technologies
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Microsoft Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Samsung Electronics
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Magic Leap
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Sony Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Vuzix Corporatio
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Apple Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Niantic Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Snap Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • SoftServe
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Accenture
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Analyst Views

9. Section

  • Research Methodology
  • About us