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市場調查報告書
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1843696

2025年全球擴增實境技術市場報告

Extended Reality Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,擴增實境技術的市場規模呈指數級成長,從2024年的565.4億美元成長到2025年的720.9億美元,複合年成長率達27.5%。預測期內的成長可歸因於設備普及率的提高、在消費性電子產品、遊戲和娛樂、軍事和國防應用領域的廣泛應用,以及與物聯網的整合。

預計未來幾年擴增實境技術市場將呈指數級成長,到2029年市場規模將達到2,120.1億美元,複合年成長率(CAGR)高達31.0%。預測期內的成長主要歸功於與智慧型裝置的整合、電子商務和零售業的整合、不斷擴大的XR內容庫、醫療保健模擬和培訓、擴增實境技術在體育訓練中的應用以及XR在文化遺產保護中的應用。預測期內的關鍵趨勢包括硬體技術的進步、用於個人化的AI整合、用於XR安全的區塊鏈技術以及擴增實境技術的融合。

擴增實境技術(XR)是一個涵蓋虛擬實境(VR)、擴增實境(AR)和混合實境(MR)的總稱,其目標都是創造身臨其境型數位體驗。 XR透過融合真實環境和虛擬環境,實現互動參與,進而增強訓練、娛樂和教育效果。

擴增實境技術的基本組成部分包括硬體、軟體和服務。硬體包括擴增實境技術中使用的實體設備和裝置。這些技術包括擴增實境(AR)、虛擬實境(VR)和混合實境(MR),面向遊戲、零售、醫療保健、製造、媒體娛樂、教育以及航太和國防等行業的眾多終端用戶。

美國在2025年春季突然提高關稅及其引發的貿易摩擦,對資訊科技產業,特別是硬體製造、資料基礎設施和軟體部署領域,產生了重大影響。進口半導體、電路基板和網路設備的關稅上漲,推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司,面臨更長的前置作業時間和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施,擾亂了全球IT供應鏈,並降低了海外對美國製造技術的需求。為了應對這些挑戰,該產業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來增強韌性,更有效地控制成本。

本研究報告是商業研究公司(The Business Research Company)全新系列報告的一部分,提供擴增實境擴增實境市場統計數據,例如全球市場規模、區域佔有率、競爭對手及其市場佔有率、擴增實境的市場細分、市場趨勢和商業機會,為您提供在擴增實境技術行業取得成功所需的所有數據。本擴增實境技術市場研究報告對該行業的現狀和未來發展趨勢進行了詳細分析,為您提供所需的一切觀點。

未來五年31.0%的成長率預測較我們先前的預測略微下調了0.1%。這一下調主要歸因於美國與其他國家之間的關稅影響。對主要從中國大陸和台灣進口的XR頭顯和3D渲染晶片徵收的關稅可能會降低擴增實境技術的普及率,並減緩企業在培訓和模擬領域的應用。此外,相互關稅以及日益加劇的貿易緊張局勢和限制對全球經濟和貿易造成的負面影響也將產生更廣泛的影響。

預計政府舉措的增加將推動擴增實境技術(XR)市場的成長。這些措施包括政府為支持國內特定產業和領域所採取的各種措施。特別是杜拜政府,已採取多項重要舉措來推廣擴增實境技術,協助該國的數位轉型。例如,杜拜政府於2022年7月啟動了元宇宙戰略,旨在透過建構虛擬空間網路,利用元宇宙技術提升公民的生活品質,從而使杜拜躋身全球十大XR經濟體之列。因此,政府對擴增實境技術(XR)的舉措不斷增加,正成為XR市場發展的關鍵驅動力。

由於XR技術在零售業的滲透率不斷提高,擴增實境技術市場預計將會成長。透過各種管道直接向消費者銷售商品和服務的零售企業正受益於虛擬實境(VR)和擴增實境(AR)等身臨其境型技術。這些技術透過促進零售業的互動式購物和產品視覺化,提升了客戶體驗。例如,根據英國議會最近發布的數據,英國零售額將從2023年9月的每週92億美元(84億英鎊)增加到2023年10月的每週99億美元(90億英鎊)。因此,零售業對擴增實境技術的日益普及是推動擴增實境技術市場發展的關鍵因素。

擴增實境技術市場正經歷產品創新的顯著趨勢,領導企業紛紛推出新產品以鞏固其市場地位。值得注意的是,總部位於美國的科技巨頭蘋果公司於2023年6月發布了Apple Vision Pro,這是一款先進的空間電腦,能夠將數位內容與實體世界無縫融合。該設備配備了超高解析度顯示系統,可透過使用者的眼睛、雙手和語音進行控制,提供直覺自然的輸入體驗。 Apple Vision Pro運行於空間作業系統Vision之上,支援多工處理,提供無限的螢幕空間,並透過沉浸式互動環境革新了個人電腦。

擴增實境技術 (XR) 市場由提供消費者和企業互動服務的營業單位所獲得的收入所構成。市場價值還包括服務供應商銷售的或包含在其服務產品中的相關商品的價值。擴增實境技術 (XR) 市場還包括擴增實境 (AR)、虛擬實境 (VR) 和混合實境 (MR) 設備的銷售。此市場價值為“出廠價”,即商品製造商或創造者銷售的商​​品價值,無論銷售對像是其他營業單位(包括下游製造商、批發商、經銷商和零售商)還是直接銷售給最終客戶。該市場中的商品價值還包括商品創造者銷售的任何相關服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場:宏觀經濟情景,包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及新冠疫情及其復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球擴增實境技術:PESTEL 分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 終端用戶產業分析
  • 全球擴增實境技術市場:成長率分析
  • 全球擴增實境技術市場表現:規模與成長,2019-2024年
  • 全球擴增實境技術市場預測:規模與成長,2024-2029年,2034年
  • 全球擴增實境技術:潛在市場規模 (TAM)

第6章 市場細分

  • 全球擴增實境技術市場按組件、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 硬體
  • 軟體
  • 服務
  • 全球擴增實境技術市場:依技術、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 擴增實境(AR)技術
  • 虛擬實境(VR)技術
  • 混合實境(MR)技術
  • 全球擴增實境技術市場按最終用戶、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 遊戲
  • 零售
  • 衛生保健
  • 製造業
  • 媒體與娛樂
  • 教育
  • 航太與國防
  • 其他最終用戶
  • 全球擴增實境技術市場:按硬體(類型)、效能和預測進行細分,2019-2024年、2024-2029年、2034年
  • 虛擬實境(VR)頭顯
  • 擴增實境(AR)眼鏡
  • 混合實境(MR)設備
  • 感應器和攝影機
  • 計算單元
  • 全球擴增實境技術市場:按軟體類型、效能和預測細分,2019-2024年、2024-2029年、2034年
  • VR內容創作軟體
  • AR開發平台
  • 模擬軟體
  • 遊戲引擎
  • 使用者體驗 (UX) 設計工具
  • 全球擴增實境技術市場:按服務類型、效能和預測細分,2019-2024年、2024-2029年、2034年
  • 諮詢服務
  • 整合服務
  • 維護和支援
  • 培訓和教育服務
  • 內容開發服務

第7章 區域和國家分析

  • 全球擴增實境技術市場:區域表現與預測,2019-2024年、2024-2029年、2034年
  • 全球擴增實境技術市場:國家、表現與預測,2019-2024年、2024-2029年、2034年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 擴增實境技術市場:競爭格局
  • 擴增實境技術市場:公司簡介
    • Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Sony Corporation
  • Accenture plc
  • Qualcomm Incorporated
  • NVIDIA Corporation
  • Adobe Inc.
  • Seiko Epson Corporation
  • Dassault Systemes SE
  • PTC Inc.
  • Unity Technologies Inc.
  • SoftServe Inc.
  • Tata Elxsi Ltd.
  • Semcon AB
  • HTC Corporation
  • Northern Digital Inc.
  • Varjo Technologies Oy

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年擴增實境技術市場:提供新機會的國家
  • 2029年擴增實境技術市場:蘊藏新機會的細分領域
  • 擴增實境技術市場展望(2029):成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r24911u

Extended Reality (XR) is an umbrella term that includes virtual reality (VR), augmented reality (AR), and mixed reality (MR), all aimed at creating immersive digital experiences. XR is utilized to enhance training, entertainment, and education by blending real and virtual environments for interactive engagement.

The fundamental components of extended reality include hardware, software, and services. Hardware components encompass the physical devices and equipment utilized in extended reality. These technologies encompass Augmented Reality (AR) technology, Virtual Reality (VR) technology, and Mixed Reality (MR) technology, catering to diverse end-users such as gaming, retail, healthcare, manufacturing, media and entertainment, education, aerospace and defense, among others.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The extended reality market research report is one of a series of new reports from The Business Research Company that provides Extended reality market statistics, including extended reality industry global market size, regional shares, competitors with an extended reality market share, detailed extended reality market segments, market trends, and opportunities, and any further data you may need to thrive in the extended reality industry. This extended reality market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The extended reality market size has grown exponentially in recent years. It will grow from $56.54 billion in 2024 to $72.09 billion in 2025 at a compound annual growth rate (CAGR) of 27.5%. The growth in the historic period can be attributed to increased accessibility of devices, consumer electronics adoption, gaming and entertainment adoption, military and defense applications, integration with iot.

The extended reality market size is expected to see exponential growth in the next few years. It will grow to $212.01 billion in 2029 at a compound annual growth rate (CAGR) of 31.0%. The growth in the forecast period can be attributed to integration with smart devices, e-commerce and retail integration, expanding XR content libraries, healthcare simulation and training, extended reality in sports training, XR in cultural heritage preservation. Major trends in the forecast period include advancements in hardware technologies, AI integration for personalization, blockchain for xr security, augmented reality integration.

The forecast of 31.0% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Duties on XR headsets and 3D rendering chips, mostly imported from China and Taiwan, could make extended reality technologies less accessible, delaying enterprise adoption in training and simulation. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The anticipated growth in the extended reality (XR) market is expected to be propelled by increasing government initiatives. These initiatives represent various efforts by governments to support specific industries or areas within a country. Notably, the Dubai government has undertaken significant initiatives to advance extended reality, contributing to the country's digital transformation. An example of this is the metaverse strategy launched by the Dubai government in July 2022, aiming to position itself among the top 10 XR economies by creating a network of virtual spaces to enhance the quality of life for citizens through metaverse technologies. Thus, the rise in government initiatives for extended reality (XR) is a key driver for the XR market.

The extended reality market is poised for growth due to the increased penetration of XR in the retail sector. Retail, involving the direct sale of goods or services to consumers through various channels, benefits from immersive technologies such as virtual reality (VR) and augmented reality (AR). These technologies enhance customer experiences by facilitating interactive shopping and product visualization in the retail sector. For instance, recent data from the UK Parliament indicates a growth in retail sales in Great Britain, totaling $9.9 billion (£9.0) per week in October 2023, up from $9.2 billion (£8.4) in September 2023. Therefore, the increased adoption of extended reality in retail is a significant driver for the extended reality market.

The extended reality market is witnessing a prominent trend in product innovations, with major companies actively introducing new products to maintain their market positions. Notably, in June 2023, Apple Inc., a US-based technology giant, unveiled the Apple Vision Pro-an advanced spatial computer that seamlessly integrates digital content with the physical world. This device boasts an ultra-high-resolution display system controlled by the user's eyes, hands, and voice, offering an intuitive and natural input system. Running on Vision, a spatial operating system, the Apple Vision Pro facilitates multitasking and provides infinite screen real estate, revolutionizing personal computing with its immersive and interactive environment.

Major players in the extended reality market are concentrating on the development of cutting-edge devices, specifically extended reality headsets, to enhance the overall extended reality experience and boost their market revenues. The extended reality headset is a device that combines elements of augmented reality (AR), virtual reality (VR), and mixed reality (MR) to deliver immersive and interactive digital experiences. For instance, HTC, a Taiwan-based computer manufacturing company, launched the Vive XR Elite in January 2023-an extended reality headset offering AR, VR, and Mixed Reality experiences. It features a 3,840x1,920 resolution, a 110-degree field of view, and a 90Hz refresh rate, powered by Qualcomm Snapdragon XR2 SoC. The headset includes four tracking cameras, a 16MP RGB camera, 128GB storage, and a removable 26.6Wh Battery Cradle, providing up to 2 hours of continuous power. It comes with two controllers offering up to 15 hours of battery life.

In October 2024, Infinite Reality Inc., a US-based technology company specializing in AI and immersive technologies for digital media and e-commerce, acquired Zapper for $45 million. This acquisition aims to enhance Infinite Reality's immersive technology suite by integrating innovative augmented reality (AR) and virtual reality (VR) capabilities, expanding its offerings and driving innovation in user experiences. Zappar Limited, a UK-based company, specializes in AR and extended reality (XR) solutions, providing cutting-edge tools for creating immersive experiences across various applications.

Major companies operating in the extended reality market include Apple Inc., Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Meta Platforms Inc., Sony Corporation, Accenture plc, Qualcomm Incorporated, NVIDIA Corporation, Adobe Inc., Seiko Epson Corporation, Dassault Systemes SE, PTC Inc., Unity Technologies Inc, SoftServe Inc., Tata Elxsi Ltd., Semcon AB, HTC Corporation, Northern Digital Inc., Varjo Technologies Oy, Talespin Reality Labs Inc., Ultraleap Ltd, Marxent Labs LLC, Vuzix Corporation, Avegant Corporation, Virtuix Inc., Worldviz LLC, Sixense Enterprises Inc., Daqri LLC, The Void LLC

North America was the largest region in the extended reality market in 2024. Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the extended reality market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the extended reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The extended reality (XR) market consists of revenues earned by entities by providing consumer engagement, and business engagement. The market value includes the value of related goods sold by the service provider or included within the service offering. The extended reality (XR) market also includes sales of AR devices, VR devices, and MR devices. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Extended Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on extended reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for extended reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The extended reality market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software; Services
  • 2) By Technologies: Augmented Reality (AR) Technology; Virtual Reality (VR) Technology; Mixed Reality (MR) Technology
  • 3) By End User: Gaming; Retail; Healthcare; Manufacturing; Media And Entertainment; Education; Aerospace And Defense; Other End Users
  • Subsegments:
  • 1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Glasses; Mixed Reality (MR) Devices; Sensors And Cameras; Computing Units
  • 2) By Software: VR Content Creation Software; AR Development Platforms; Simulation Software; Game Engines; User Experience (UX) Design Tools
  • 3) By Services: Consulting Services; Integration Services; Maintenance And Support; Training And Education Services; Content Development Services
  • Companies Mentioned: Apple Inc.; Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Meta Platforms Inc.; Sony Corporation; Accenture plc; Qualcomm Incorporated; NVIDIA Corporation; Adobe Inc.; Seiko Epson Corporation; Dassault Systemes SE; PTC Inc.; Unity Technologies Inc; SoftServe Inc.; Tata Elxsi Ltd.; Semcon AB; HTC Corporation; Northern Digital Inc.; Varjo Technologies Oy; Talespin Reality Labs Inc.; Ultraleap Ltd; Marxent Labs LLC; Vuzix Corporation; Avegant Corporation; Virtuix Inc.; Worldviz LLC; Sixense Enterprises Inc.; Daqri LLC; The Void LLC
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Extended Reality Market Characteristics

3. Extended Reality Market Trends And Strategies

4. Extended Reality Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Extended Reality Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Extended Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Extended Reality Market Growth Rate Analysis
  • 5.4. Global Extended Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Extended Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Extended Reality Total Addressable Market (TAM)

6. Extended Reality Market Segmentation

  • 6.1. Global Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Augmented Reality (AR) Technology
  • Virtual Reality (VR) Technology
  • Mixed Reality (MR) Technology
  • 6.3. Global Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Retail
  • Healthcare
  • Manufacturing
  • Media And Entertainment
  • Education
  • Aerospace And Defense
  • Other End Users
  • 6.4. Global Extended Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Headsets
  • Augmented Reality (AR) Glasses
  • Mixed Reality (MR) Devices
  • Sensors And Cameras
  • Computing Units
  • 6.5. Global Extended Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Software
  • AR Development Platforms
  • Simulation Software
  • Game Engines
  • User Experience (UX) Design Tools
  • 6.6. Global Extended Reality Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Integration Services
  • Maintenance And Support
  • Training And Education Services
  • Content Development Services

7. Extended Reality Market Regional And Country Analysis

  • 7.1. Global Extended Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Extended Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Extended Reality Market

  • 8.1. Asia-Pacific Extended Reality Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Extended Reality Market

  • 9.1. China Extended Reality Market Overview
  • 9.2. China Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Extended Reality Market

  • 10.1. India Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Extended Reality Market

  • 11.1. Japan Extended Reality Market Overview
  • 11.2. Japan Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Extended Reality Market

  • 12.1. Australia Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Extended Reality Market

  • 13.1. Indonesia Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Extended Reality Market

  • 14.1. South Korea Extended Reality Market Overview
  • 14.2. South Korea Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Extended Reality Market

  • 15.1. Western Europe Extended Reality Market Overview
  • 15.2. Western Europe Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Extended Reality Market

  • 16.1. UK Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Extended Reality Market

  • 17.1. Germany Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Extended Reality Market

  • 18.1. France Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Extended Reality Market

  • 19.1. Italy Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Extended Reality Market

  • 20.1. Spain Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Extended Reality Market

  • 21.1. Eastern Europe Extended Reality Market Overview
  • 21.2. Eastern Europe Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Extended Reality Market

  • 22.1. Russia Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Extended Reality Market

  • 23.1. North America Extended Reality Market Overview
  • 23.2. North America Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Extended Reality Market

  • 24.1. USA Extended Reality Market Overview
  • 24.2. USA Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Extended Reality Market

  • 25.1. Canada Extended Reality Market Overview
  • 25.2. Canada Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Extended Reality Market

  • 26.1. South America Extended Reality Market Overview
  • 26.2. South America Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Extended Reality Market

  • 27.1. Brazil Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Extended Reality Market

  • 28.1. Middle East Extended Reality Market Overview
  • 28.2. Middle East Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Extended Reality Market

  • 29.1. Africa Extended Reality Market Overview
  • 29.2. Africa Extended Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Extended Reality Market, Segmentation By Technologies, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Extended Reality Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Extended Reality Market Competitive Landscape And Company Profiles

  • 30.1. Extended Reality Market Competitive Landscape
  • 30.2. Extended Reality Market Company Profiles
    • 30.2.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Extended Reality Market Other Major And Innovative Companies

  • 31.1. Sony Corporation
  • 31.2. Accenture plc
  • 31.3. Qualcomm Incorporated
  • 31.4. NVIDIA Corporation
  • 31.5. Adobe Inc.
  • 31.6. Seiko Epson Corporation
  • 31.7. Dassault Systemes SE
  • 31.8. PTC Inc.
  • 31.9. Unity Technologies Inc.
  • 31.10. SoftServe Inc.
  • 31.11. Tata Elxsi Ltd.
  • 31.12. Semcon AB
  • 31.13. HTC Corporation
  • 31.14. Northern Digital Inc.
  • 31.15. Varjo Technologies Oy

32. Global Extended Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Extended Reality Market

34. Recent Developments In The Extended Reality Market

35. Extended Reality Market High Potential Countries, Segments and Strategies

  • 35.1 Extended Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Extended Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Extended Reality Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer