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市場調查報告書
商品編碼
1905198

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分類,2026-2034 年)

Japan Extended Reality Market Report by Component, Type, Organization Size, Application (Virtual Reality, Augmented Reality, Mixed Reality ), End User Industry, and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 118 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2025年,日本擴充現實市場規模達98億美元。展望未來, IMARC Group預計到2034年,該市場規模將達到731億美元,2026年至2034年間的複合年成長率(CAGR)為24.95%。市場成長的促進因素是,越來越多的人開始利用這項技術來保護文化遺產和創建虛擬博物館。

本報告解答的關鍵問題

  • 1.日本的擴充現實市場規模有多大?
  • 2.日本擴充現實市場的成長預測如何?
  • 3.推動日本擴充現實市場發展的關鍵趨勢是什麼?

目錄

第1章:序言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 數據來源
  • 市場估算
  • 預測方法

第3章:執行概要

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:日本延展實境市場概況

  • 歷史及當前市場趨勢(2020-2025)
  • 市場預測(2026-2034)

第6章:日本延展實境市場-按組件細分

  • 硬體
  • 軟體
  • 服務

第7章:日本延展實境市場-按類型分類

  • 消費者互動
  • 業務合作

第8章:日本延展實境市場-依組織規模分類

  • 中小企業
  • 大型企業

第9章:日本延展實境市場-按應用領域分類

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

第10章:日本延展實境市場-依最終用戶產業分類

  • 教育
  • 零售
  • 工業和製造業
  • 衛生保健
  • 媒體與娛樂
  • 其他

第11章:日本延展實境市場-按地區分類

  • 關東地區
  • 關西/近畿地區
  • 中部/中部地區
  • 九州·沖繩地區
  • 東北部地區
  • 中國地區
  • 北海道地區
  • 四國地區

第12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
  • 最佳制勝策略
  • 競爭格局分析
  • 公司評估象限

第13章:關鍵參與者簡介

第14章:日本延展實境市場-產業分析

  • 促進因素、限制因素和機遇
  • 波特五力分析
  • 價值鏈分析

第15章:附錄

簡介目錄
Product Code: SR112026A18518

Japan extended reality market size reached USD 9.8 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 73.1 Billion by 2034, exhibiting a growth rate (CAGR) of 24.95% during 2026-2034. 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

Regional Insights:

  • Kanto Region
  • Kansai/Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
  • The report has also provided a comprehensive analysis of all the major regional markets, which include Kanto Region, Kansai/Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region.

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

  • 1.How big is the Japan extended reality market?
  • 2.What is the growth forecast for the Japan extended reality market?
  • 3.What are the key trends driving 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 (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Extended Reality Market - Breakup by Component

  • 6.1 Hardware
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Software
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Services
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)

7 Japan Extended Reality Market - Breakup by Type

  • 7.1 Consumer Engagement
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Business Engagement
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Large Enterprises
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Augmented Reality (AR)
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.3 Mixed Reality (MR)
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 10.1.3 Market Forecast (2026-2034)
  • 10.2 Retail
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2020-2025)
    • 10.2.3 Market Forecast (2026-2034)
  • 10.3 Industrial and Manufacturing
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2020-2025)
    • 10.3.3 Market Forecast (2026-2034)
  • 10.4 Healthcare
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2020-2025)
    • 10.4.3 Market Forecast (2026-2034)
  • 10.5 Media and Entertainment
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2020-2025)
    • 10.5.3 Market Forecast (2026-2034)
  • 10.6 Others
    • 10.6.1 Historical and Current Market Trends (2020-2025)
    • 10.6.2 Market Forecast (2026-2034)

11 Japan Extended Reality Market - Breakup by Region

  • 11.1 Kanto Region
    • 11.1.1 Overview
    • 11.1.2 Historical and Current Market Trends (2020-2025)
    • 11.1.3 Market Breakup by Component
    • 11.1.4 Market Breakup by Type
    • 11.1.5 Market Breakup by Organization Size
    • 11.1.6 Market Breakup by Application
    • 11.1.7 Market Breakup by End Use Industry
    • 11.1.8 Key Players
    • 11.1.9 Market Forecast (2026-2034)
  • 11.2 Kansai/Kinki Region
    • 11.2.1 Overview
    • 11.2.2 Historical and Current Market Trends (2020-2025)
    • 11.2.3 Market Breakup by Component
    • 11.2.4 Market Breakup by Type
    • 11.2.5 Market Breakup by Organization Size
    • 11.2.6 Market Breakup by Application
    • 11.2.7 Market Breakup by End Use Industry
    • 11.2.8 Key Players
    • 11.2.9 Market Forecast (2026-2034)
  • 11.3 Central/ Chubu Region
    • 11.3.1 Overview
    • 11.3.2 Historical and Current Market Trends (2020-2025)
    • 11.3.3 Market Breakup by Component
    • 11.3.4 Market Breakup by Type
    • 11.3.5 Market Breakup by Organization Size
    • 11.3.6 Market Breakup by Application
    • 11.3.7 Market Breakup by End Use Industry
    • 11.3.8 Key Players
    • 11.3.9 Market Forecast (2026-2034)
  • 11.4 Kyushu-Okinawa Region
    • 11.4.1 Overview
    • 11.4.2 Historical and Current Market Trends (2020-2025)
    • 11.4.3 Market Breakup by Component
    • 11.4.4 Market Breakup by Type
    • 11.4.5 Market Breakup by Organization Size
    • 11.4.6 Market Breakup by Application
    • 11.4.7 Market Breakup by End Use Industry
    • 11.4.8 Key Players
    • 11.4.9 Market Forecast (2026-2034)
  • 11.5 Tohoku Region
    • 11.5.1 Overview
    • 11.5.2 Historical and Current Market Trends (2020-2025)
    • 11.5.3 Market Breakup by Component
    • 11.5.4 Market Breakup by Type
    • 11.5.5 Market Breakup by Organization Size
    • 11.5.6 Market Breakup by Application
    • 11.5.7 Market Breakup by End Use Industry
    • 11.5.8 Key Players
    • 11.5.9 Market Forecast (2026-2034)
  • 11.6 Chugoku Region
    • 11.6.1 Overview
    • 11.6.2 Historical and Current Market Trends (2020-2025)
    • 11.6.3 Market Breakup by Component
    • 11.6.4 Market Breakup by Type
    • 11.6.5 Market Breakup by Organization Size
    • 11.6.6 Market Breakup by Application
    • 11.6.7 Market Breakup by End Use Industry
    • 11.6.8 Key Players
    • 11.6.9 Market Forecast (2026-2034)
  • 11.7 Hokkaido Region
    • 11.7.1 Overview
    • 11.7.2 Historical and Current Market Trends (2020-2025)
    • 11.7.3 Market Breakup by Component
    • 11.7.4 Market Breakup by Type
    • 11.7.5 Market Breakup by Organization Size
    • 11.7.6 Market Breakup by Application
    • 11.7.7 Market Breakup by End Use Industry
    • 11.7.8 Key Players
    • 11.7.9 Market Forecast (2026-2034)
  • 11.8 Shikoku Region
    • 11.8.1 Overview
    • 11.8.2 Historical and Current Market Trends (2020-2025)
    • 11.8.3 Market Breakup by Component
    • 11.8.4 Market Breakup by Type
    • 11.8.5 Market Breakup by Organization Size
    • 11.8.6 Market Breakup by Application
    • 11.8.7 Market Breakup by End Use Industry
    • 11.8.8 Key Players
    • 11.8.9 Market Forecast (2026-2034)

12 Japan Extended Reality Market - Competitive Landscape

  • 12.1 Overview
  • 12.2 Market Structure
  • 12.3 Market Player Positioning
  • 12.4 Top Winning Strategies
  • 12.5 Competitive Dashboard
  • 12.6 Company Evaluation Quadrant

13 Profiles of Key Players

  • 13.1 Company A
    • 13.1.1 Business Overview
    • 13.1.2 Services Offered
    • 13.1.3 Business Strategies
    • 13.1.4 SWOT Analysis
    • 13.1.5 Major News and Events
  • 13.2 Company B
    • 13.2.1 Business Overview
    • 13.2.2 Services Offered
    • 13.2.3 Business Strategies
    • 13.2.4 SWOT Analysis
    • 13.2.5 Major News and Events
  • 13.3 Company C
    • 13.3.1 Business Overview
    • 13.3.2 Services Offered
    • 13.3.3 Business Strategies
    • 13.3.4 SWOT Analysis
    • 13.3.5 Major News and Events
  • 13.4 Company D
    • 13.4.1 Business Overview
    • 13.4.2 Services Offered
    • 13.4.3 Business Strategies
    • 13.4.4 SWOT Analysis
    • 13.4.5 Major News and Events
  • 13.5 Company E
    • 13.5.1 Business Overview
    • 13.5.2 Services Offered
    • 13.5.3 Business Strategies
    • 13.5.4 SWOT Analysis
    • 13.5.5 Major News and Events

14 Japan Extended Reality Market - Industry Analysis

  • 14.1 Drivers, Restraints, and Opportunities
    • 14.1.1 Overview
    • 14.1.2 Drivers
    • 14.1.3 Restraints
    • 14.1.4 Opportunities
  • 14.2 Porters Five Forces Analysis
    • 14.2.1 Overview
    • 14.2.2 Bargaining Power of Buyers
    • 14.2.3 Bargaining Power of Suppliers
    • 14.2.4 Degree of Competition
    • 14.2.5 Threat of New Entrants
    • 14.2.6 Threat of Substitutes
  • 14.3 Value Chain Analysis

15 Appendix