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 |
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.

“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.

“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.

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).

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