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증강 현실 시장 – 2029년까지의 세계 예측

Extended Reality Market – Global Forecast To 2029

증강 현실 시장 – 증강 현실 (AR), 가상 현실 (VR), 복합 현실 (MR), 헤드 마운트 디스플레이, 헤드 업 디스플레이, 센서, 컨트롤러 및 프로세서, 디스플레이, 게임, 소매, 전자 상거래 및 전자 학습 – 2029 까지의 세계 예측

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

조사회사 MarketsandMarkets
출판년월 2024년12월
페이지 수 315
도표 수 299
라이센스 Single User License
가격 USD 4,950
구성 영문조사보고서

    주문/문의    조사회사/라이센스/납기안내

Report Overview

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.

증강 현실 시장은 2024년 244억 2,000만 달러에서 2029년에는 848억 6,000만 달러로 성장했으며, 예측 기간 내 CAGR은 28.3%가 될 것으로 예상됩니다. 증가, 섹터 전반에 걸친 애플리케이션 증가, 몰입형 활동의 필요성 증가로 인한 것입니다. 고해상도, 저지연 디바이스를 포함한 증강 현실 하드웨어의 발전과 5G 네트워크 및 AI의 용이한 가용성은 증강 현실 기능을 향상시키고 전체 애플리케이션 사용률을 향상시킵니다.

증강 현실 시장 – 2029년까지의 세계 예측
extended-reality-market

“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.

증강 현실 시장 – 2029년까지의 세계 예측 12
extended-reality-market-impact

“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.

증강 현실 시장 – 2029년까지의 세계 예측 region
extended-reality-market1-region

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).

증강 현실 시장 – 2029년까지의 세계 예측 ecosystem
extended-reality-market-ecosystem

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              27

1.1           STUDY OBJECTIVES       27

1.2           MARKET DEFINITION   27

1.3           STUDY SCOPE   28

1.3.1        MARKETS COVERED AND REGIONAL SCOPE      28

1.3.2        YEARS CONSIDERED      29

1.3.3        INCLUSIONS AND EXCLUSIONS 29

1.4           CURRENCY CONSIDERED            30

1.5           UNITS CONSIDERED      30

1.6           STAKEHOLDERS               30

1.7           SUMMARY OF CHANGES               31

2               RESEARCH METHODOLOGY       32

2.1           RESEARCH DATA              32

2.1.1        SECONDARY AND PRIMARY RESEARCH 33

2.1.2        SECONDARY DATA          34

2.1.2.1    Secondary sources                34

2.1.2.2    List of key secondary sources              34

2.1.3        PRIMARY DATA 35

2.1.3.1    Primary interview participants           35

2.1.3.2    Breakdown of primaries      35

2.1.3.3    Key data from primary sources           36

2.1.3.4    Key industry insights           36

2.2           MARKET SIZE ESTIMATION         37

2.2.1        BOTTOM-UP APPROACH              38

2.2.1.1    Estimating market size using bottom-up approach (demand side)                 38

2.2.2        TOP-DOWN APPROACH                39

2.2.2.1    Estimating market size using top-down approach (supply side)                 39

2.3           DATA TRIANGULATION                40

2.4           RESEARCH ASSUMPTIONS           41

2.5           RISK ASSESSMENT           42

2.6           RESEARCH LIMITATIONS             43

3               EXECUTIVE SUMMARY  44

4               PREMIUM INSIGHTS       48

4.1           ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET   48

4.2           EXTENDED REALITY MARKET, BY TECHNOLOGY                 48

4.3           EXTENDED REALITY MARKET, BY OFFERING     49

4.4           EXTENDED REALITY MARKET, BY DEVICE TYPE                 49

4.5           EXTENDED REALITY MARKET, BY APPLICATION                 50

4.6           EXTENDED REALITY MARKET, BY REGION          50

4.7           EXTENDED REALITY MARKET, BY COUNTRY      51

5               MARKET OVERVIEW       52

5.1           INTRODUCTION              52

5.2           MARKET DYNAMICS       52

5.2.1        DRIVERS               53

5.2.1.1    Growing use of XR in education, industrial, healthcare, and gaming applications             53

5.2.1.2    Increasing focus of technology providers on developing affordable VR devices          54

5.2.1.3    Integration of spatial computing technology in XR applications                 54

5.2.1.4    Surging deployment of GenAI in XR applications           54

5.2.2        RESTRAINTS      56

5.2.2.1    High installation, configuration, and maintenance costs of XR devices   56

5.2.2.2    Disadvantages of constant advances in XR technology  56

5.2.3        OPPORTUNITIES              57

5.2.3.1    Emergence of newer applications of XR in automotive and aerospace & defense sectors                57

5.2.3.2    Ongoing advancements in 5G technology        57

5.2.3.3    Thriving travel & tourism industry    58

5.2.4        CHALLENGES    59

5.2.4.1    Challenges associated with protecting consumer privacy                 59

5.2.4.2    Issues related to latency and limited field of view            59

5.3           VALUE CHAIN ANALYSIS               60

5.4           ECOSYSTEM ANALYSIS  62

5.5           INVESTMENT AND FUNDING SCENARIO, 2020–2024                 64

5.6           PORTER’S FIVE FORCES ANALYSIS.          64

5.6.1        INTENSITY OF COMPETITIVE RIVALRY 66

5.6.2        THREAT OF SUBSTITUTES          66

5.6.3        BARGAINING POWER OF BUYERS             67

5.6.4        BARGAINING POWER OF SUPPLIERS       67

5.6.5        THREAT OF NEW ENTRANTS      67

5.7           KEY STAKEHOLDERS AND BUYING CRITERIA     68

5.7.1        KEY STAKEHOLDERS IN BUYING PROCESS           68

5.7.2        BUYING CRITERIA           68

5.8           TECHNOLOGY ANALYSIS             69

5.8.1        KEY TECHNOLOGIES     69

5.8.1.1    Motion tracking    69

5.8.1.2    3D rendering and modeling                70

5.8.1.3    Mobile AR              70

5.8.1.4    Near-eye displays 71

5.8.2        COMPLEMENTARY TECHNOLOGIES       71

5.8.2.1    Artificial intelligence (AI) and machine learning (ML) 71

5.8.2.2    Web-based AR      71

5.8.2.3    AR-powered displays           72

5.8.3        ADJACENT TECHNOLOGIES       73

5.8.3.1    Metaverse               73

5.9           TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS            73

5.10         ECOSYSTEM ANALYSIS  74

5.11         CASE STUDY ANALYSIS 75

5.11.1      PTC OFFERS GATE AR PLATFORM TO MERCK’ TO ASSIST STAFF IN DAILY OPERATIONS    75

5.11.2      AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS                 75

5.11.3      PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS     76

5.11.4      ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUÉBEC EMPLOYEES    76

5.11.5      OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES            77

5.12         PRICING ANALYSIS          77

5.12.1      INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED

BY KEY PLAYERS, BY DEVICE TYPE, 2023                77

5.12.2      INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023   78

5.12.3      AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS,

2020–2023              79

5.12.4      AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION,

2020–2023              80

5.13         PATENT ANALYSIS          81

5.14         TRADE ANALYSIS             83

5.14.1      IMPORT SCENARIO (HS CODE 9004)        83

5.14.2      EXPORT SCENARIO (HS CODE 9004)        85

5.15         KEY CONFERENCES AND EVENTS, 2024–2025        86

5.16         REGULATORY LANDSCAPE         87

5.16.1      REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS             87

5.16.2      STANDARDS      89

5.17         IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET                 89

6               TYPES OF EXTENDED REALITY DEVICES               91

6.1           INTRODUCTION              91

6.2           MOBILE EXTENDED REALITY DEVICES. 91

6.2.1        SMARTPHONE EXTENDED REALITY DEVICES    91

6.2.2        STANDALONE EXTENDED REALITY DEVICES     92

6.3           PC EXTENDED REALITY DEVICES.            92

7               EXTENDED REALITY BUSINESS OUTLOOK           93

7.1           INTRODUCTION              93

7.2           CONSUMER ENGAGEMENT         93

7.3           BUSINESS ENGAGEMENT             93

8               EXTENDED REALITY MARKET, BY ENTERPRISE SIZE                 94

8.1           INTRODUCTION              94

8.2           SMALL ENTERPRISES     94

8.3           MID-SIZED ENTERPRISES             95

8.4           LARGE ENTERPRISES     96

9               EXTENDED REALITY MARKET, BY TECHNOLOGY                 97

9.1           INTRODUCTION              98

9.2           AR TECHNOLOGY            100

9.2.1        MARKER-BASED AR         100

9.2.1.1    Growing use in advertising, education, and interactive product demonstration applications to drive market     100

9.2.1.2    Passive markers    101

9.2.1.3    Active markers      101

9.2.2        MARKERLESS AR               101

9.2.2.1    Rising demand for smartphones, laptops, and tablets to fuel segmental growth 101

9.2.2.2    Model-based tracking          101

9.2.2.3    Image processing-based tracking       102

9.2.3        ANCHOR-BASED AR        102

9.2.3.1    Growing use of anchor-based AR to overlay virtual images in real space to drive market           102

9.3           VR TECHNOLOGY            114

9.3.1        NON-IMMERSIVE             114

9.3.1.1    Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth                 114

9.3.2        SEMI-IMMERSIVE AND FULLY IMMERSIVE            115

9.3.2.1    Ability to offer richer experience in controlled environment to accelerate demand                115

9.4           MR TECHNOLOGY           125

9.4.1        EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND             125

9.4.2        HOLOGRAPHIC 125

9.4.3        IMMERSIVE         125

10            EXTENDED REALITY MARKET, BY OFFERING     131

10.1         INTRODUCTION              132

10.2         HARDWARE        134

10.2.1      SENSORS              136

10.2.1.1  Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth      136

10.2.1.2  Accelerometers     137

10.2.1.3  Gyroscopes            137

10.2.1.4  Magnetometers     137

10.2.1.5  Proximity sensors 137

10.2.2      SEMICONDUCTOR COMPONENTS           138

10.2.2.1  Rising focus on developing lightweight and portable XR devices to foster segmental growth 138

10.2.2.2  Controllers and processors 138

10.2.2.3  Integrated circuits                 138

10.2.3      DISPLAYS AND PROJECTORS      139

10.2.3.1  Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand   139

10.2.4      POSITION TRACKERS     139

10.2.4.1  Excellence in tracking users’ movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption 139

10.2.5      CAMERAS             139

10.2.5.1  Ability to measure depth and size of objects in XR technologies to spur demand     139

10.2.6      OTHER COMPONENTS  140

10.3         SOFTWARE         143

10.3.1      ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH     143

10.3.2      SOFTWARE DEVELOPMENT KITS              143

10.3.3      CLOUD-BASED SOFTWARE         144

11            EXTENDED REALITY MARKET, BY DEVICE TYPE                 148

11.1         INTRODUCTION              149

11.2         AR DEVICES       151

11.2.1      HMDS   152

11.2.1.1  Rising use by medical professionals and gamers to drive market                 152

11.2.1.2  AR smart glasses  152

11.2.1.3  Smart helmets       152

11.2.2      HUDS    154

11.2.2.1  Increasing adoption in automotive applications to display crucial information for drivers to propel market          154

11.3         VR DEVICES       156

11.3.1      HEAD-MOUNTED DISPLAYS       157

11.3.1.1  Commercialization of advanced HMDs by Sony and Samsung to boost adoption      157

11.3.2      PROJECTORS & DISPLAY WALLS                157

11.3.2.1  Portability and high-quality projection capabilities to boost demand  157

11.3.3      GESTURE-TRACKING DEVICES  158

11.3.3.1  Growing use in healthcare and gaming applications to contribute to segmental growth             158

11.4         MR DEVICES      158

11.4.1      ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND             158

12            EXTENDED REALITY MARKET, BY APPLICATION                 159

12.1         INTRODUCTION              160

12.2         CONSUMER        162

12.2.1      RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH      162

12.2.2      GAMING               162

12.2.3      SPORTS AND ENTERTAINMENT                163

12.2.3.1  Sports     163

12.2.3.2  Entertainment       163

12.3         COMMERCIAL   164

12.3.1      GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH  164

12.3.2      RETAIL AND E-COMMERCE         164

12.3.2.1  Jewelry   165

12.3.2.2  Beauty and cosmetics           165

12.3.2.3  Apparel fitting       165

12.3.2.4  Grocery shopping 166

12.3.2.5  Footwear                 166

12.3.2.6  Furniture and light design  166

12.3.2.7  Advertisements and demonstration   166

12.3.3      TRAVEL AND TOURISM 166

12.3.4      E-LEARNING      167

12.4         ENTERPRISE      168

12.4.1      INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND  168

12.5         HEALTHCARE    169

12.5.1      ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH             169

12.5.2      SURGERIES         170

12.5.3      FITNESS MANAGEMENT               170

12.5.4      PATIENT MANAGEMENT              170

12.5.5      PHARMACY MANAGEMENT        171

12.5.6      MEDICAL TRAINING AND EDUCATION 171

12.5.7      OTHER HEALTHCARE APPLICATIONS   171

12.6         AEROSPACE & DEFENSE                172

12.6.1      SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH             172

12.7         ENERGY                174

12.7.1      ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH            174

12.8         AUTOMOTIVE   175

12.8.1      INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH   175

12.9         OTHER APPLICATIONS 176

12.9.1      TELECOMMUNICATIONS/IT DATA CENTERS     176

12.9.2      AGRICULTURE  176

12.9.3      REAL ESTATE    176

12.9.4      GEOSPATIAL MINING    177

12.9.5      TRANSPORTATION & LOGISTICS              177

12.9.6      CONSTRUCTION              177

12.9.7      PUBLIC SAFETY                177

13            EXTENDED REALITY MARKET, BY REGION          179

13.1         INTRODUCTION              180

13.2         ASIA PACIFIC     181

13.2.1      MACROECONOMIC OUTLOOK FOR ASIA PACIFIC                 182

13.2.2      CHINA  185

13.2.2.1  Increasing investment in AR and VR technologies to augment market growth       185

13.2.3      JAPAN   185

13.2.3.1  Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market            185

13.2.4      SOUTH KOREA  186

13.2.4.1  Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth   186

13.2.5      INDIA    186

13.2.5.1  Increasing research and development of innovative technologies to fuel market growth           186

13.2.6      REST OF ASIA PACIFIC   186

13.3         NORTH AMERICA             187

13.3.1      MACROECONOMIC OUTLOOK FOR NORTH AMERICA                 187

13.3.2      US           190

13.3.2.1  Rapid advances in hardware, software, and connectivity technologies to augment market growth           190

13.3.3      CANADA               190

13.3.3.1  Strong presence of startups developing wearable and other emerging technologies to boost market growth               190

13.3.4      MEXICO                191

13.3.4.1  Rising emphasis on promoting disruptive technologies to fuel market growth       191

13.4         EUROPE               191

13.4.1      MACROECONOMIC OUTLOOK FOR EUROPE      191

13.4.2      GERMANY           194

13.4.2.1  Mounting adoption of emerging technologies in manufacturing sector to bolster market growth          194

13.4.3      UK          194

13.4.3.1  Rising deployment of AR technology in video gaming to fuel market growth       194

13.4.4      FRANCE                195

13.4.4.1  Increasing investment in technology development projects to contribute to market growth               195

13.4.5      ITALY    195

13.4.5.1  Growing awareness about immersive technologies to accelerate market growth       195

13.4.6      REST OF EUROPE             196

13.5         ROW      196

13.5.1      MACROECONOMIC OUTLOOK FOR ROW              196

13.5.2      MIDDLE EAST & AFRICA                197

13.5.2.1  Rising adoption of AR and VR technologies in healthcare sector to bolster market growth     197

13.5.2.2  GCC countries      198

13.5.2.3  Africa & Rest of Middle East               199

13.5.3      SOUTH AMERICA             199

13.5.3.1  Growing demand for innovative technologies for commercial applications to stimulate market growth           199

14            COMPETITIVE LANDSCAPE         200

14.1         OVERVIEW          200

14.2         KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024                 200

14.3         REVENUE ANALYSIS OF TOP 5 COMPANIES, 2019–2023                 201

14.4         MARKET SHARE ANALYSIS, 2023                 201

14.5         COMPANY VALUATION AND FINANCIAL METRICS, 2024                 204

14.6         PRODUCT/BRAND COMPARISON             206

14.7         COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023                 207

14.7.1      STARS   207

14.7.2      EMERGING LEADERS     207

14.7.3      PERVASIVE PLAYERS      207

14.7.4      PARTICIPANTS 207

14.7.5      COMPANY FOOTPRINT: KEY PLAYERS, 2023         209

14.7.5.1  Company footprint               209

14.7.5.2  Region footprint   210

14.7.5.3  Technology footprint           211

14.7.5.4  Device type footprint           212

14.7.5.5  Offering footprint 213

14.7.5.6  Application footprint            214

14.8         COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023        215

14.8.1      PROGRESSIVE COMPANIES         215

14.8.2      RESPONSIVE COMPANIES            215

14.8.3      DYNAMIC COMPANIES  215

14.8.4      STARTING BLOCKS         215

14.8.5      COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023   217

14.8.5.1  Detailed list of key startups/SMEs    217

14.8.5.2  Competitive benchmarking of key startups/SMEs          218

14.9         COMPETITIVE SCENARIO             219

14.9.1      PRODUCT LAUNCHES AND ENHANCEMENTS    219

14.9.2      DEALS  230

15            COMPANY PROFILES      240

15.1         KEY PLAYERS     240

15.1.1      META PLATFORMS, INC.               240

15.1.1.1  Business overview 240

15.1.1.2  Products/Solutions offered 241

15.1.1.3  Recent developments           242

15.1.1.3.1                Product launches and enhancements                 242

15.1.1.3.2                Deals      244

15.1.1.3.3                Other developments             244

15.1.1.4  MnM view              245

15.1.1.4.1                Key strengths/Right to win 245

15.1.1.4.2                Strategic choices   245

15.1.1.4.3                Weaknesses/Competitive threats       245

15.1.2      MICROSOFT       246

15.1.2.1  Business overview 246

15.1.2.2  Products/Solutions offered 247

15.1.2.3  Recent developments           248

15.1.2.3.1                Product launches and enhancements                 248

15.1.2.3.2                Deals      249

15.1.2.3.3                Other developments             250

15.1.2.4  MnM view              251

15.1.2.4.1                Key strengths/Right to win 251

15.1.2.4.2                Strategic choices   251

15.1.2.4.3                Weaknesses/Competitive threats       251

15.1.3      SONY GROUP CORPORATION    252

15.1.3.1  Business overview 252

15.1.3.2  Products/Solutions offered 254

15.1.3.3  Recent developments           255

15.1.3.3.1                Product launches and enhancements                 255

15.1.3.3.2                Deals      255

15.1.3.4  MnM view              256

15.1.3.4.1                Key strengths/Right to win 256

15.1.3.4.2                Strategic choices   256

15.1.3.4.3                Weaknesses/Competitive threats       256

15.1.4      APPLE INC.         257

15.1.4.1  Business overview 257

15.1.4.2  Products/Solutions offered 258

15.1.4.3  Recent developments           259

15.1.4.3.1                Product launches and enhancements                 259

15.1.4.3.2                Deals      261

15.1.4.4  MnM view              261

15.1.4.4.1                Key strengths/Right to win 261

15.1.4.4.2                Strategic choices   262

15.1.4.4.3                Weaknesses/Competitive threats       262

15.1.5      GOOGLE              263

15.1.5.1  Business overview 263

15.1.5.2  Products/Solutions offered 264

15.1.5.3  Recent developments           266

15.1.5.3.1                Product launches and enhancements                 266

15.1.5.3.2                Deals      266

15.1.5.3.3                Other developments             268

15.1.5.4  MnM view              268

15.1.5.4.1                Key strengths/Right to win 268

15.1.5.4.2                Strategic choices   268

15.1.5.4.3                Weaknesses/Competitive threats       268

15.1.6      HTC CORPORATION       269

15.1.6.1  Business overview 269

15.1.6.2  Products/Solutions offered 270

15.1.6.3  Recent developments           272

15.1.6.3.1                Product launches and enhancements                 272

15.1.7      PTC INC.              274

15.1.7.1  Business overview 274

15.1.7.2  Products/Solutions offered 275

15.1.7.3  Recent developments           276

15.1.7.3.1                Product launches and enhancements                 276

15.1.7.3.2                Deals      277

15.1.8      SEIKO EPSON CORPORATION    279

15.1.8.1  Business overview 279

15.1.8.2  Products/Solutions offered 280

15.1.8.3  Recent developments           281

15.1.8.3.1                Product launches and enhancements                 281

15.1.8.3.2                Deals      282

15.1.9      QUALCOMM TECHNOLOGIES, INC.         283

15.1.9.1  Business overview 283

15.1.9.2  Products/Solutions offered 284

15.1.9.3  Recent developments           286

15.1.9.3.1                Product launches and enhancements                 286

15.1.9.3.2                Deals      287

15.1.10   SAMSUNG ELECTRONICS CO., LTD.         289

15.1.10.1                 Business overview 289

15.1.10.2                 Products/Solutions offered 291

15.1.10.3                 Recent developments           291

15.1.10.3.1             Product launches and enhancements                 291

15.1.10.3.2             Deals      292

15.2         OTHER PLAYERS              293

15.2.1      LENOVO               293

15.2.2      INTEL CORPORATION   294

15.2.3      PANASONIC HOLDINGS CORPORATION                295

15.2.4      EON REALITY    296

15.2.5      CONTINENTAL AG          297

15.2.6      VISTEON CORPORATION             298

15.2.7      XIAOMI CORPORATION                 299

15.2.8      MAXST CO., LTD.              300

15.2.9      MAGIC LEAP, INC.            301

15.2.10   VIRTUIX               302

15.2.11   ULTRALEAP        303

15.2.12   VUZIX CORPORATION   304

15.2.13   NORTHERN DIGITAL INC.            305

15.2.14   TATA ELXSI        306

15.2.15   FUSION VR          307

16            APPENDIX           308

16.1         DISCUSSION GUIDE        308

16.2         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                311

16.3         CUSTOMIZATION OPTIONS        313

16.4         RELATED REPORTS         313

16.5         AUTHOR DETAILS           314

LIST OF TABLES

TABLE 1                RISK FACTOR ANALYSIS                42

TABLE 2                ROLE OF COMPANIES IN EXTENDED REALITY ECOSYSTEM       63

TABLE 3                EXTENDED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS           65

TABLE 4                INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS

FOR MAJOR APPLICATIONS (%)                 68

TABLE 5                KEY BUYING CRITERIA FOR MAJOR APPLICATIONS 69

TABLE 6                USE CASES OF WEBAR   72

TABLE 7                INDICATIVE PRICING OF XR DEVICES PROVIDED BY KEY PLAYERS, 2023 (USD)               77

TABLE 8                INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023 (USD)      78

TABLE 9                KEY PATENTS, 2020–2023               81

TABLE 10              IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023 (USD MILLION)            84

TABLE 11              EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,

2019–2023 (USD MILLION)            85

TABLE 12              EXTENDED REALITY MARKET: DETAILED LIST OF CONFERENCES AND EVENTS               86

TABLE 13              NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS             87

TABLE 14              EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 87

TABLE 15              ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 88

TABLE 16              ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 88

TABLE 17              EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)            98

TABLE 18              EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)            99

TABLE 19              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE,

2020–2023 (USD MILLION)            102

TABLE 20              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE,

2024–2029 (USD MILLION)            103

TABLE 21              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)            103

TABLE 22              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)            104

TABLE 23              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)            104

TABLE 24              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)            104

TABLE 25              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)            105

TABLE 26              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)            105

TABLE 27              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE,

BY REGION, 2020–2023 (USD MILLION)   105

TABLE 28              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE,

BY REGION, 2024–2029 (USD MILLION)   106

TABLE 29              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)            106

TABLE 30              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)            106

TABLE 31              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)            107

TABLE 32              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)            107

TABLE 33              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)            107

TABLE 34              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)            108

TABLE 35              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2020–2023 (USD MILLION)            108

TABLE 36              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR AUTOMOTIVE, BY REGION, 2024–2029 (USD MILLION)            108

TABLE 37              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION,

2020–2023 (USD MILLION)            109

TABLE 38              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENERGY, BY REGION,

2024–2029 (USD MILLION)            109

TABLE 39              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS,

BY REGION, 2020–2023 (USD MILLION)   109

TABLE 40              AR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS,

BY REGION, 2024–2029 (USD MILLION)   110

TABLE 41              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)            110

TABLE 42              AR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)            111

TABLE 43              AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)            111

TABLE 44              AR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)            111

TABLE 45              AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2020–2023 (USD MILLION)            112

TABLE 46              AR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2024–2029 (USD MILLION)            112

TABLE 47              AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)            112

TABLE 48              AR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)            113

TABLE 49              AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2020–2023 (USD MILLION)            113

TABLE 50              AR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2024–2029 (USD MILLION)            113

TABLE 51              AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2020–2023 (USD MILLION)               114

TABLE 52              AR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2024–2029 (USD MILLION)               114

TABLE 53              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE,

2020–2023 (USD MILLION)            115

TABLE 54              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY TYPE,

2024–2029 (USD MILLION)            116

TABLE 55              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)            116

TABLE 56              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)            116

TABLE 57              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)            117

TABLE 58              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)            117

TABLE 59              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2020–2023 (USD MILLION)            117

TABLE 60              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR CONSUMER, BY REGION, 2024–2029 (USD MILLION)            118

TABLE 61              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2020–2023 (USD MILLION)            118

TABLE 62              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR COMMERCIAL, BY REGION, 2024–2029 (USD MILLION)            118

TABLE 63              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2020–2023 (USD MILLION)            119

TABLE 64              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR ENTERPRISE, BY REGION, 2024–2029 (USD MILLION)            119

TABLE 65              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2020–2023 (USD MILLION)            119

TABLE 66              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2024–2029 (USD MILLION)            120

TABLE 67              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE,

BY REGION, 2020–2023 (USD MILLION)   120

TABLE 68              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR AEROSPACE & DEFENSE,

BY REGION, 2024–2029 (USD MILLION)   120

TABLE 69              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS,

BY REGION, 2020–2023 (USD MILLION)   121

TABLE 70              VR TECHNOLOGY: EXTENDED REALITY MARKET FOR OTHER APPLICATIONS,

BY REGION, 2024–2029 (USD MILLION)   121

TABLE 71              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)            121

TABLE 72              VR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)            121

TABLE 73              VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)            122

TABLE 74              VR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)            122

TABLE 75              VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2020–2023 (USD MILLION)            122

TABLE 76              VR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2024–2029 (USD MILLION)            123

TABLE 77              VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)            123

TABLE 78              VR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)            123

TABLE 79              VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2020–2023 (USD MILLION)            124

TABLE 80              VR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2024–2029 (USD MILLION)            124

TABLE 81              VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2020–2023 (USD MILLION)               124

TABLE 82              VR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2024–2029 (USD MILLION)               124

TABLE 83              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2020–2023 (USD MILLION)            126

TABLE 84              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY OFFERING,

2024–2029 (USD MILLION)            126

TABLE 85              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2020–2023 (USD MILLION)            126

TABLE 86              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY APPLICATION,

2024–2029 (USD MILLION)            127

TABLE 87              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2020–2023 (USD MILLION)            127

TABLE 88              MR TECHNOLOGY: EXTENDED REALITY MARKET, BY REGION,

2024–2029 (USD MILLION)            127

TABLE 89              MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2020–2023 (USD MILLION)            128

TABLE 90              MR TECHNOLOGY: EXTENDED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2024–2029 (USD MILLION)            128

TABLE 91              MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2020–2023 (USD MILLION)            128

TABLE 92              MR TECHNOLOGY: EXTENDED REALITY MARKET IN EUROPE, BY COUNTRY,

2024–2029 (USD MILLION)            129

TABLE 93              MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2020–2023 (USD MILLION)            129

TABLE 94              MR TECHNOLOGY: EXTENDED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2024–2029 (USD MILLION)            129

TABLE 95              MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2020–2023 (USD MILLION)            130

TABLE 96              MR TECHNOLOGY: EXTENDED REALITY MARKET IN ROW, BY REGION,

2024–2029 (USD MILLION)            130

TABLE 97              MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2020–2023 (USD MILLION)               130

TABLE 98              MR TECHNOLOGY: EXTENDED REALITY MARKET IN MIDDLE EAST & AFRICA,

BY COUNTRY, 2024–2029 (USD MILLION)               130

TABLE 99              EXTENDED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)            132

TABLE 100            EXTENDED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)            133

TABLE 101            HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)                 134

TABLE 102            HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)                 134

TABLE 103            HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)                 135

TABLE 104            HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)                 135

TABLE 105            HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2020–2023 (USD MILLION)                 136

TABLE 106            HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY COMPONENT, 2024–2029 (USD MILLION)                 136

TABLE 107            HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 140

TABLE 108            HARDWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 141

TABLE 109            HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 141

TABLE 110            HARDWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 142

TABLE 111            HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 142

TABLE 112            HARDWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 143

TABLE 113            SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 144

TABLE 114            SOFTWARE: EXTENDED REALITY MARKET FOR AR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 145

TABLE 115            SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 145

TABLE 116            SOFTWARE: EXTENDED REALITY MARKET FOR VR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 146

TABLE 117            SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2020–2023 (USD MILLION)                 146

TABLE 118            SOFTWARE: EXTENDED REALITY MARKET FOR MR DEVICES, BY APPLICATION, 2024–2029 (USD MILLION)                 147

TABLE 119            EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)            149

TABLE 120            EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)            150

TABLE 121            EXTENDED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)  151

TABLE 122            EXTENDED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)  151

TABLE 123            AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)                151

TABLE 124            AR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)                152

TABLE 125            AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION,

2020–2023 (USD MILLION)            153

TABLE 126            AR DEVICES: EXTENDED REALITY MARKET FOR HMDS, BY APPLICATION,

2024–2029 (USD MILLION)            154

TABLE 127            AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION,

2020–2023 (USD MILLION)            155

TABLE 128            AR DEVICES: EXTENDED REALITY MARKET FOR HUDS, BY APPLICATION,

2024–2029 (USD MILLION)            155

TABLE 129            VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2020–2023 (USD MILLION)                156

TABLE 130            VR DEVICES: EXTENDED REALITY MARKET, BY TYPE, 2024–2029 (USD MILLION)                156

TABLE 131            VR DEVICES: EXTENDED REALITY MARKET, BY TYPE,

2020–2023 (THOUSAND UNITS)  156

TABLE 132            VR DEVICES: EXTENDED REALITY MARKET, BY TYPE,

2024–2029 (THOUSAND UNITS)  156

TABLE 133          EXTENDED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)            161

TABLE 134          EXTENDED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)            162

TABLE 135            CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            164

TABLE 136            CONSUMER: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            164

TABLE 137            COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            167

TABLE 138            COMMERCIAL: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            167

TABLE 139            ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            169

TABLE 140            ENTERPRISE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            169

TABLE 141            HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            171

TABLE 142            HEALTHCARE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            172

TABLE 143            AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            173

TABLE 144            AEROSPACE & DEFENSE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            173

TABLE 145            ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            174

TABLE 146            ENERGY: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            174

TABLE 147            AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            175

TABLE 148            AUTOMOTIVE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            175

TABLE 149            OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            178

TABLE 150            OTHER APPLICATIONS: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            178

TABLE 151            EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)            180

TABLE 152            EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)            180

TABLE 153            ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            183

TABLE 154            ASIA PACIFIC: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            184

TABLE 155            ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)            184

TABLE 156            ASIA PACIFIC: EXTENDED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)            184

TABLE 157            NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)          188

TABLE 158            NORTH AMERICA: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            189

TABLE 159            NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)            189

TABLE 160            NORTH AMERICA: EXTENDED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)            189

TABLE 161            EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2020–2023 (USD MILLION)            192

TABLE 162            EUROPE: EXTENDED REALITY MARKET, BY TECHNOLOGY,

2024–2029 (USD MILLION)            193

TABLE 163            EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)     193

TABLE 164            EUROPE: EXTENDED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)     193

TABLE 165            ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)            196

TABLE 166            ROW: EXTENDED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)            197

TABLE 167          ROW: EXTENDED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)            197

TABLE 168          ROW: EXTENDED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)            197

TABLE 169            MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY,

2020–2023 (USD MILLION)            198

TABLE 170            MIDDLE EAST & AFRICA: EXTENDED REALITY MARKET, BY COUNTRY,

2024–2029 (USD MILLION)            198

TABLE 171            EXTENDED REALITY MARKET: KEY PLAYER STRATEGIES/RIGHT TO WIN,

2020–2024              200

TABLE 172            MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED

REALITY TECHNOLOGIES/DEVICES, 2023              202

TABLE 173            EXTENDED REALITY MARKET: REGION FOOTPRINT       210

TABLE 174            EXTENDED REALITY MARKET: TECHNOLOGY FOOTPRINT       211

TABLE 175            EXTENDED REALITY MARKET: DEVICE TYPE FOOTPRINT       212

TABLE 176            EXTENDED REALITY MARKET: OFFERING FOOTPRINT       213

TABLE 177            EXTENDED REALITY MARKET: APPLICATION FOOTPRINT       214

TABLE 178            EXTENDED REALITY MARKET: LIST OF STARTUPS/SMES              217

TABLE 179            EXTENDED REALITY MARKET: COMPETITIVE BENCHMARKING

OF KEY STARTUPS/SMES              218

TABLE 180            EXTENDED REALITY MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS,

MARCH 2020–OCTOBER 2024       219

TABLE 181            EXTENDED REALITY MARKET: DEALS, MARCH 2020–OCTOBER 2024        230

TABLE 182            META PLATFORMS, INC.: COMPANY OVERVIEW                 240

TABLE 183            META PLATFORMS, INC.: PRODUCTS/SOLUTIONS OFFERED          241

TABLE 184            META PLATFORMS, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS  242

TABLE 185            META PLATFORMS, INC.: DEALS               244

TABLE 186            META PLATFORMS, INC.: OTHER DEVELOPMENTS              244

TABLE 187            MICROSOFT: COMPANY OVERVIEW        246

TABLE 188            MICROSOFT: PRODUCTS/SOLUTIONS OFFERED             247

TABLE 189            MICROSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS             248

TABLE 190            MICROSOFT: DEALS       249

TABLE 191            MICROSOFT: OTHER DEVELOPMENTS  250

TABLE 192            SONY GROUP CORPORATION: COMPANY OVERVIEW          252

TABLE 193            SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS OFFERED          254

TABLE 194            SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS           255

TABLE 195            SONY GROUP CORPORATION: DEALS    255

TABLE 196            APPLE INC.: COMPANY OVERVIEW          257

TABLE 197            APPLE INC.: PRODUCTS/SOLUTIONS OFFERED                 258

TABLE 198            APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS             259

TABLE 199            APPLE INC.: DEALS          261

TABLE 200            GOOGLE: COMPANY OVERVIEW               263

TABLE 201            GOOGLE: PRODUCTS/SOLUTIONS OFFERED                 264

TABLE 202            GOOGLE: PRODUCT LAUNCHES AND ENHANCEMENTS             266

TABLE 203            GOOGLE: DEALS              266

TABLE 204            GOOGLE: OTHER DEVELOPMENTS         268

TABLE 205            HTC CORPORATION: COMPANY OVERVIEW                 269

TABLE 206            HTC CORPORATION: PRODUCTS/SOLUTIONS OFFERED             270

TABLE 207            HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS  272

TABLE 208            PTC INC.: COMPANY OVERVIEW               274

TABLE 209            PTC INC.: PRODUCT LAUNCHES AND ENHANCEMENTS             276

TABLE 210            PTC INC.: DEALS               277

TABLE 211            SEIKO EPSON CORPORATION: COMPANY OVERVIEW          279

TABLE 212            SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS OFFERED          280

TABLE 213            SEIKO EPSON CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS           281

TABLE 214            SEIKO EPSON CORPORATION: DEALS    282

TABLE 215            QUALCOMM TECHNOLOGIES, INC.: COMPANY OVERVIEW          283

TABLE 216            QUALCOMM TECHNOLOGIES: PRODUCTS/SOLUTIONS OFFERED          284

TABLE 217            QUALCOMM TECHNOLOGIES, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS           286

TABLE 218            QUALCOMM TECHNOLOGIES, INC.: DEALS                 287

TABLE 219            SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW          289

TABLE 220            SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS OFFERED          291

TABLE 221            SAMSUNG ELECTRONICS CO., LTD.: PRODUCT LAUNCHES AND ENHANCEMENTS           291

TABLE 222            SAMSUNG ELECTRONICS CO., LTD.: DEALS                 292

LIST OF FIGURES

FIGURE 1              EXTENDED REALITY MARKET SEGMENTATION AND REGIONAL SCOPE 28

FIGURE 2              EXTENDED REALITY MARKET: RESEARCH DESIGN                32

FIGURE 3              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 1 (SUPPLY SIDE): REVENUE OF KEY PLAYERS                 37

FIGURE 4              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 2 (DEMAND SIZE): BOTTOM-UP APPROACH TO ESTIMATE SIZE OF EXTENDED REALITY MARKET             38

FIGURE 5              MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH              39

FIGURE 6              MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH                39

FIGURE 7              DATA TRIANGULATION                40

FIGURE 8              RESEARCH ASSUMPTIONS           41

FIGURE 9              AR TECHNOLOGY SEGMENT TO SECURE LARGEST MARKET SHARE IN 2029             45

FIGURE 10            SOFTWARE OFFERINGS TO CAPTURE LARGER MARKET SHARE IN 2024 45

FIGURE 11            CONSUMER APPLICATIONS TO LEAD EXTENDED REALITY MARKET IN 2024    46

FIGURE 12            NORTH AMERICA DOMINATED EXTENDED REALITY MARKET IN 2023             47

FIGURE 13            GROWING USE OF XR IN EDUCATION, INDUSTRIAL, HEALTHCARE, AND GAMING APPLICATIONS TO OFFER LUCRATIVE GROWTH OPPORTUNITIES 48

FIGURE 14            AR TECHNOLOGY SEGMENT TO CAPTURE LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029                 48

FIGURE 15            SOFTWARE SEGMENT TO HOLD MAJORITY OF EXTENDED REALITY MARKET SHARE IN 2029      49

FIGURE 16            VR DEVICES SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029                 49

FIGURE 17            CONSUMER SEGMENT TO HOLD COMMANDING SHARE OF EXTENDED REALITY MARKET IN 2029                 50

FIGURE 18            ASIA PACIFIC TO BE LUCRATIVE MARKET FOR EXTENDED REALITY IN 2029       50

FIGURE 19            CHINA TO RECORD HIGHEST CAGR IN GLOBAL EXTENDED REALITY MARKET FROM 2024 TO 2029            51

FIGURE 20            DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES IN EXTENDED REALITY MARKET 52

FIGURE 21            IMPACT ANALYSIS OF DRIVERS ON EXTENDED REALITY MARKET            55

FIGURE 22            IMPACT ANALYSIS OF RESTRAINTS ON EXTENDED REALITY MARKET   56

FIGURE 23            IMPACT ANALYSIS OF OPPORTUNITIES ON EXTENDED REALITY MARKET   58

FIGURE 24            IMPACT ANALYSIS OF CHALLENGES ON EXTENDED REALITY MARKET   59

FIGURE 25            EXTENDED REALITY VALUE CHAIN ANALYSIS                 60

FIGURE 26            ECOSYSTEM ANALYSIS  62

FIGURE 27            INVESTMENT AND FUNDING SCENARIO, 2020–2024        64

FIGURE 28            PORTER’S FIVE FORCES ANALYSIS           65

FIGURE 29            INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR APPLICATIONS    68

FIGURE 30            KEY BUYING CRITERIA FOR MAJOR APPLICATIONS 68

FIGURE 31            TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS   73

FIGURE 32            EXTENDED REALITY MARKET: ECOSYSTEM                 74

FIGURE 33            AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS, 2020–2023         79

FIGURE 34            AVERAGE SELLING PRICE TREND OF AR DEVICES, BY REGION, 2020–2023                 80

FIGURE 35            AVERAGE SELLING PRICE TREND OF VR DEVICES, BY REGION, 2020–2023                 80

FIGURE 36            PATENTS APPLIED AND GRANTED, 2014–2023                 83

FIGURE 37            IMPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS

FOR TOP 5 COUNTRIES, 2019–2023            84

FIGURE 38            EXPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS

FOR TOP 5 COUNTRIES, 2019–2023            85

FIGURE 39            IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET               90

FIGURE 40            TYPES OF EXTENDED REALITY DEVICES                 91

FIGURE 41            ENTERPRISES USING EXTENDED REALITY SOLUTIONS, BY SIZE      94

FIGURE 42            EXTENDED REALITY MARKET, BY TECHNOLOGY  98

FIGURE 43            AR TECHNOLOGY SEGMENT TO HOLD LARGEST SHARE OF EXTENDED REALITY MARKET IN 2029                 99

FIGURE 44            MARKERLESS AR TO LEAD EXTENDED REALITY MARKET, BY TECHNOLOGY, THROUGHOUT FORECAST PERIOD                 103

FIGURE 45            ASIA PACIFIC TO RECORD HIGHEST CAGR IN EXTENDED REALITY MARKET

FOR AR TECHNOLOGY FROM 2024 TO 2029          110

FIGURE 46            SEMI-IMMERSIVE AND FULLY IMMERSIVE SEGMENT TO DOMINATE

EXTENDED REALITY MARKET FOR VR TECHNOLOGY FROM 2024 TO 2029       116

FIGURE 47            EXTENDED REALITY MARKET, BY OFFERING                 132

FIGURE 48            SOFTWARE SEGMENT TO HOLD LARGER SHARE OF EXTENDED

REALITY MARKET IN 2029             133

FIGURE 49            EXTENDED REALITY MARKET, BY DEVICE TYPE                 149

FIGURE 50            MR DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN EXTENDED REALITY MARKET FROM 2024 TO 2029                 150

FIGURE 51            ENTERPRISE APPLICATIONS TO SECURE LARGEST SHARE OF EXTENDED REALITY MARKET FOR HMD DEVICES FROM 2024 TO 2029      153

FIGURE 52            EXTENDED REALITY MARKET, BY APPLICATION                 160

FIGURE 53            CONSUMER SEGMENT TO ACCOUNT FOR LARGEST SHARE OF EXTENDED REALITY MARKET THROUGHOUT FORECAST PERIOD        161

FIGURE 54            MR TECHNOLOGY SEGMENT TO REGISTER HIGHEST CAGR IN EXTENDED REALITY MARKET FOR HEALTHCARE APPLICATIONS FROM 2024 TO 2029            172

FIGURE 55            EXTENDED REALITY MARKET, BY REGION                 180

FIGURE 56            ASIA PACIFIC TO DOMINATE EXTENDED REALITY MARKET FROM 2024 TO 2029    181

FIGURE 57            ASIA PACIFIC: EXTENDED REALITY MARKET SNAPSHOT          183

FIGURE 58            NORTH AMERICA: EXTENDED REALITY MARKET SNAPSHOT       188

FIGURE 59            EUROPE: EXTENDED REALITY MARKET SNAPSHOT          192

FIGURE 60            REVENUE ANALYSIS OF TOP 5 PLAYERS IN EXTENDED REALITY

MARKET, 2019–2023          201

FIGURE 61            MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING EXTENDED REALITY TECHNOLOGIES/DEVICES, 2023                 202

FIGURE 62            EXTENDED REALITY MARKET: COMPANY VALUATION, 2024             204

FIGURE 63            EXTENDED REALITY MARKET: FINANCIAL METRICS, 2024   205

FIGURE 64            EXTENDED REALITY MARKET: BRAND/DEVICE/TECHNOLOGY COMPARISON  206

FIGURE 65            EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX

(KEY PLAYERS), 2023       208

FIGURE 66            EXTENDED REALITY MARKET: COMPANY FOOTPRINT       209

FIGURE 67            EXTENDED REALITY MARKET: COMPANY EVALUATION MATRIX

(STARTUPS/SMES), 2023                216

FIGURE 68            META PLATFORMS, INC.: COMPANY SNAPSHOT                 241

FIGURE 69            MICROSOFT: COMPANY SNAPSHOT        247

FIGURE 70            SONY GROUP CORPORATION: COMPANY SNAPSHOT          253

FIGURE 71            APPLE INC.: COMPANY SNAPSHOT          258

FIGURE 72            GOOGLE: COMPANY SNAPSHOT               264

FIGURE 73            HTC CORPORATION: COMPANY SNAPSHOT                 270

FIGURE 74            PTC INC.: COMPANY SNAPSHOT               275

FIGURE 75            SEIKO EPSON CORPORATION: COMPANY SNAPSHOT          280

FIGURE 76            QUALCOMM TECHNOLOGIES, INC.: COMPANY SNAPSHOT          284

FIGURE 77            SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT          290


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