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市場調查報告書
商品編碼
1746593

日本延展實境市場報告(按組件、類型、組織規模、應用(虛擬實境、擴增實境、混合實境)、最終用戶產業和地區)2025 年至 2033 年

Japan Extended Reality Market Report by Component, Type, Organization Size, Application (Virtual Reality, Augmented Reality, Mixed Reality ), End User Industry, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 116 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2024年,日本擴充現實市場規模達79億美元。展望未來, IMARC Group預計到2033年,該市場規模將達到710億美元,2025-2033年期間的複合年成長率(CAGR)為25.2%。由於利用該技術保護文化遺產和創建虛擬博物館的趨勢日益成長,該市場正在經歷成長。

擴充實境 (XR) 是一個涵蓋一系列沉浸式技術的綜合術語,包括虛擬實境 (VR)、擴增實境 (AR) 和混合實境 (MR)。 XR 將數位領域與實體世界融合,創造出引人入勝的互動式使用者體驗。這項技術允許使用者與電腦生成的環境和物件進行交互,無論是完全沉浸在虛擬世界中,還是將數位元素疊加到現實世界中。 XR 擁有顛覆各領域的潛力。在遊戲和娛樂領域,它提供逼真的沉浸式體驗,提升敘事和遊戲體驗的品質。在教育和培訓領域,XR 促進了互動式模擬和沈浸式學習環境的建構。在醫療保健領域,它在醫療培訓、手術規劃和患者護理中發揮著重要作用。此外,XR 還應用於建築、工程和設計領域,使利害關係人能夠視覺化並參與結構和設計的虛擬模型。

日本延展實境市場趨勢:

日本的延展實境市場正經歷顯著成長,這主要得益於幾個關鍵因素。日本擁有豐富的技術資源和濃厚的創新文化,使其具備擁抱延展實境技術的優勢。此外,在教育領域,延展實境因其能夠創造引人入勝且互動性強的學習環境而日益受到重視,這與日本致力於創新教育方法的承諾相契合。此外,日本的醫療保健產業正在利用延展實境技術進行醫療培訓、手術規劃,並透過創新應用改善病患照護。在建築和工程領域,XR 有助於視覺化複雜的設計和結構,從而提高規劃和開發流程的效率。日本的歷史和文化底蘊也發揮著重要作用,因為延展實境技術正被用於在虛擬博物館和展覽中保存和展示文化遺產。政府對 XR 研發的支持,以及本土科技公司與國際 XR 領導者之間的合作,正在促進 XR 市場​​的擴張。憑藉著雄厚的技術實力、文化鑑賞力和對創新的承諾,日本預計在預測期內在延展實境市場取得重大進展。

日本延展實境市場細分:

組件洞察:

  • 硬體
  • 軟體
  • 服務

類型洞察:

  • 消費者參與
  • 商業參與

組織規模洞察:

  • 中小企業
  • 大型企業

應用程式洞察:

  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)

最終用途行業洞察:

  • 教育
  • 零售
  • 工業和製造業
  • 衛生保健
  • 媒體和娛樂
  • 其他

競爭格局:

市場研究報告也對競爭格局進行了全面的分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀錶板和公司評估象限等競爭分析。此外,報告還提供了所有主要公司的詳細資料。

本報告回答的關鍵問題:

  • 日本擴充現實市場迄今表現如何?未來幾年將如何表現?
  • COVID-19 對日本延展實境市場有何影響?
  • 日本擴充現實市場按組件分類的分佈是怎麼樣的?
  • 日本擴充現實市場按類型分類是怎樣的?
  • 根據組織規模,日本擴充現實市場是如何分類的?
  • 日本擴充現實市場在應用上是如何分類的?
  • 日本擴充現實市場根據最終用途產業如何分類?
  • 日本擴充現實市場的價值鏈分為哪些階段?
  • 日本延展實境的關鍵促進因素和挑戰是什麼?
  • 日本擴充現實市場的結構是怎麼樣的?主要參與者是誰?
  • 日本擴充現實市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本擴充現實市場迄今表現如何?未來幾年將如何表現?
  • COVID-19 對日本延展實境市場有何影響?
  • 日本擴充現實市場按組件分類的分佈是怎麼樣的?
  • 日本擴充現實市場按類型分類是怎樣的?
  • 根據組織規模,日本擴充現實市場是如何分類的?
  • 日本擴充現實市場在應用上是如何分類的?
  • 日本擴充現實市場根據最終用途產業如何分類?
  • 日本擴充現實市場的價值鏈分為哪些階段?
  • 日本延展實境的關鍵促進因素和挑戰是什麼?
  • 日本擴充現實市場的結構是怎麼樣的?主要參與者是誰?
  • 日本擴充現實市場的競爭程度如何?

目錄

第1章:前言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第3章:執行摘要

第4章:日本延展實境市場 - 簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本延展實境市場格局

  • 歷史與當前市場趨勢(2019-2024)
  • 市場預測(2025-2033)

第6章:日本延展實境市場 - 細分:按組件

  • 硬體
    • 概述
  • 軟體
    • 概述
  • 服務
    • 概述

第7章:日本延展實境市場 - 細分:按類型

  • 消費者參與
    • 概述
  • 商業參與
    • 概述

第 8 章:日本延展實境市場 - 細分:按組織規模

  • 中小企業
    • 概述
  • 大型企業
    • 概述

第9章:日本延展實境市場-細分:依應用

  • 虛擬實境(VR)
    • 概述
  • 擴增實境(AR)
    • 概述
  • 混合實境(MR)
    • 概述

第10章:日本延展實境市場 - 細分:依最終用途產業

  • 教育
    • 概述
  • 零售
    • 概述
  • 工業和製造業
    • 概述
  • 衛生保健
    • 概述
  • 媒體和娛樂
    • 概述
  • 其他

第 11 章:日本延展實境市場 - 競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳獲勝策略
  • 競爭儀錶板
  • 公司評估象限

第 12 章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 13 章:日本延展實境市場 - 產業分析

  • 促進因素、限制因素和機遇
    • 概述
    • 驅動程式
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 14 章:附錄

簡介目錄
Product Code: SR112025A18518

Japan extended reality market size reached USD 7.9 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 71.0 Billion by 2033, exhibiting a growth rate (CAGR) of 25.2% during 2025-2033. The market is experiencing growth due to the growing trend of utilizing this technology for the preservation of cultural heritage and the creation of virtual museums.

Extended reality (XR) is a comprehensive term encompassing a range of immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR merges the digital and physical realms to create interactive and engrossing user experiences. This technology allows users to interact with computer-generated environments and objects, whether by fully immersing themselves in virtual worlds or by overlaying digital elements onto the real world. XR holds transformative potential across various sectors. In the realm of gaming and entertainment, it delivers lifelike and immersive experiences, elevating the quality of storytelling and gameplay. In education and training, XR facilitates interactive simulations and immersive learning environments. In healthcare, it plays a role in medical training, surgical planning, and patient care. Furthermore, XR has applications in architecture, engineering, and design, empowering stakeholders to visualize and engage with virtual models of structures and designs.

Japan Extended Reality Market Trends:

The extended reality market in Japan is experiencing remarkable growth driven by several key factors. The country has a rich technological landscape and a strong culture of innovation, making it well-positioned to embrace XR technologies. Additionally, in the educational sector, extended reality is gaining prominence for its ability to create engaging and interactive learning environments, aligning with Japan's commitment to innovative educational approaches. Furthermore, Japan's healthcare industry is leveraging extended reality for medical training, surgical planning, and improving patient care through innovative applications. In architecture and engineering, XR aids in visualizing complex designs and structures, enhancing the efficiency of planning and development processes. Japan's historical and cultural significance also plays a role, as extended reality technologies are being used to preserve and present cultural heritage in virtual museums and exhibits. The government's support for XR research and development, along with collaborations between local tech companies and international XR leaders, is contributing to the market's expansion. With its blend of technological prowess, cultural appreciation, and commitment to innovation, Japan is poised to make significant strides in the extended reality market over the forecasted period.

Japan Extended Reality Market Segmentation:

Component Insights:

  • Hardware
  • Software
  • Services

Type Insights:

  • Consumer Engagement
  • Business Engagement

Organization Size Insights:

  • Small and Medium-sized Enterprises
  • Large Enterprises

Application Insights:

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)

End Use Industry Insights:

  • Education
  • Retail
  • Industrial and Manufacturing
  • Healthcare
  • Media and Entertainment
  • Others

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan extended reality market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan extended reality market?
  • What is the breakup of the Japan extended reality market on the basis of component?
  • What is the breakup of the Japan extended reality market on the basis of type?
  • What is the breakup of the Japan extended reality market on the basis of organization size?
  • What is the breakup of the Japan extended reality market on the basis of application?
  • What is the breakup of the Japan extended reality market on the basis of end use industry?
  • What are the various stages in the value chain of the Japan extended reality market?
  • What are the key driving factors and challenges in the Japan extended reality?
  • What is the structure of the Japan extended reality market and who are the key players?
  • What is the degree of competition in the Japan extended reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Extended Reality Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Extended Reality Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Extended Reality Market - Breakup by Component

  • 6.1 Hardware
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Software
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Services
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)

7 Japan Extended Reality Market - Breakup by Type

  • 7.1 Consumer Engagement
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Business Engagement
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)

8 Japan Extended Reality Market - Breakup by Organization Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Large Enterprises
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Extended Reality Market - Breakup by Application

  • 9.1 Virtual Reality (VR)
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Augmented Reality (AR)
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Mixed Reality (MR)
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)

10 Japan Extended Reality Market - Breakup by End Use Industry

  • 10.1 Education
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2019-2024)
    • 10.1.3 Market Forecast (2025-2033)
  • 10.2 Retail
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2019-2024)
    • 10.2.3 Market Forecast (2025-2033)
  • 10.3 Industrial and Manufacturing
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2019-2024)
    • 10.3.3 Market Forecast (2025-2033)
  • 10.4 Healthcare
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2019-2024)
    • 10.4.3 Market Forecast (2025-2033)
  • 10.5 Media and Entertainment
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2019-2024)
    • 10.5.3 Market Forecast (2025-2033)
  • 10.6 Others
    • 10.6.1 Historical and Current Market Trends (2019-2024)
    • 10.6.2 Market Forecast (2025-2033)

11 Japan Extended Reality Market - Competitive Landscape

  • 11.1 Overview
  • 11.2 Market Structure
  • 11.3 Market Player Positioning
  • 11.4 Top Winning Strategies
  • 11.5 Competitive Dashboard
  • 11.6 Company Evaluation Quadrant

12 Profiles of Key Players

  • 12.1 Company A
    • 12.1.1 Business Overview
    • 12.1.2 Services Offered
    • 12.1.3 Business Strategies
    • 12.1.4 SWOT Analysis
    • 12.1.5 Major News and Events
  • 12.2 Company B
    • 12.2.1 Business Overview
    • 12.2.2 Services Offered
    • 12.2.3 Business Strategies
    • 12.2.4 SWOT Analysis
    • 12.2.5 Major News and Events
  • 12.3 Company C
    • 12.3.1 Business Overview
    • 12.3.2 Services Offered
    • 12.3.3 Business Strategies
    • 12.3.4 SWOT Analysis
    • 12.3.5 Major News and Events
  • 12.4 Company D
    • 12.4.1 Business Overview
    • 12.4.2 Services Offered
    • 12.4.3 Business Strategies
    • 12.4.4 SWOT Analysis
    • 12.4.5 Major News and Events
  • 12.5 Company E
    • 12.5.1 Business Overview
    • 12.5.2 Services Offered
    • 12.5.3 Business Strategies
    • 12.5.4 SWOT Analysis
    • 12.5.5 Major News and Events

13 Japan Extended Reality Market - Industry Analysis

  • 13.1 Drivers, Restraints, and Opportunities
    • 13.1.1 Overview
    • 13.1.2 Drivers
    • 13.1.3 Restraints
    • 13.1.4 Opportunities
  • 13.2 Porters Five Forces Analysis
    • 13.2.1 Overview
    • 13.2.2 Bargaining Power of Buyers
    • 13.2.3 Bargaining Power of Suppliers
    • 13.2.4 Degree of Competition
    • 13.2.5 Threat of New Entrants
    • 13.2.6 Threat of Substitutes
  • 13.3 Value Chain Analysis

14 Appendix