Global Extended Reality (XR) Market
Global Extended Reality (XR) Market

Extended Reality (XR) Comprehensive Study by Components (Software, Services, Hardware), Industry Verticals (Media & Entertainment, Gaming, Manufacturing, Healthcare, Retail, Education, Others), Devices (Augmented Reality Devices, Virtuality Devices, Mixed Reality Devices), Solution (Consumer Engagement, Business Engagement) Players and Region - Global Market Outlook to 2025

Extended Reality (XR) Market Segmented into XX Submarkets. | Forecast Years: 2020- 2025  

Sep 2020 Edition 215 Pages 213 Tables & Figures
  • Summary
  • Market Segments
  • Table of Content
  • List of Tables & Figures
  • Companies Mentioned
Global Extended Reality (XR) Market Overview:
Extended reality is an emerging technology from all immersive technologies, including augmented reality, virtual reality, mixed reality, and others. This technology helps in enhancing the experience by either merging the virtual or by generating a fully immersive experience. The market for XR technology having strong growth potential in the coming years such as with the help of VR, that artificial environment. By FY 2023, it is expected that high growth to reach over 68 million units, by looking at these major companies such as Microsoft and Intel is highly investing in XR technology to capture market opportunity. Some of the key players profiled in the study are Accenture (Ireland), SoftServe (United States), IBM (United States), TXT e-solutions (Italy), Qualcomm Technologies, Inc. (United States), Microsoft (United Sates), Glenfield Corporation Pty Ltd. (Australia), Google (United States), Sony Corporation (Japan), HP (United States), Apple (United States) and Facebook (United States).

On the basis of geography, the market of Extended Reality (XR) has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by , the sub-segment i.e. will boost the Extended Reality (XR) market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Market Drivers
  • Growing Demand from Various Domain Majorly from Healthcare Industry. This Industry is Using Augmented Reality for Taking Benefits from Digital Information Over Real Life Experiences
  • Increasing Demand from The Tourism Industry as Augmented Reality Tools to Expand the Experience of Visitors to Museums

Market Trend
  • High Adoption from Retail Industry to Enhance Shopping Experience
  • Rapid Acceptance for the Navigation Solutions
  • High Use for AR Powered Offerings for the Enterprise

Restraints
  • Trade Restrictions Between the US and China

Opportunities
  • Continuous Development in Technologies Such as 5G, and Others
  • Growing Requirement of VR in Aerospace & Defense for Training and Simulation

Challenges
  • Lack of Awareness Across Under Developed Regions
  • Contrary Impact of Lockdowns Because of Covid-19 on Commercial Trade


Major Market Developments:


In Dec 2019, The Qualcomm announced globe’s first 5G supported extended reality platform in the area of mobile computing. It is having various advanced features such as advanced visuals, interactivity, and others. Through this initiative, the company becomes more competitive in the market.

The market is highly fragmented by market-leading players, those are highly focusing on production technologies, improving efficiency, and other service life. There are numerous growth opportunities in the market that are captured by tracking the ongoing process improvement and enhance financial flexibility by investing in market growth strategies.

Target Audience:
Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analyst and Strategic Business Planners, Extended Reality Providers, Government Regulatory and Research Organizations and End-Use Industries

Major Objectives Focused through this Study
• To define, describe, and forecast the Global Extended Reality (XR) market on the basis of product [] , application [], key regions and end user
• To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
• To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
• Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
• To provide market size for various segments of the Extended Reality (XR) market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
• To strategically profile the key players and analyzing their market shares and core competencies in the Extended Reality (XR) industry
• To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market

Available Customization:
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Players which are also part of the research are Acer Inc. (Taiwan), Fox (United States) and The Walt Disney Company (United States).
** Confirmation on availability of data would be informed prior purchase

While framing the research framework, major and emerging players operating in the Extended Reality (XR) market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.
Report Objectives / Segmentation Covered
By Components
  • Software
  • Services
  • Hardware

By Industry Verticals
  • Media & Entertainment
  • Gaming
  • Manufacturing
  • Healthcare
  • Retail
  • Education
  • Others

By Devices
  • Augmented Reality Devices
  • Virtuality Devices
  • Mixed Reality Devices

By Solution
  • Consumer Engagement
  • Business Engagement

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Demand from Various Domain Majorly from Healthcare Industry. This Industry is Using Augmented Reality for Taking Benefits from Digital Information Over Real Life Experiences
      • 3.2.2. Increasing Demand from The Tourism Industry as Augmented Reality Tools to Expand the Experience of Visitors to Museums
    • 3.3. Market Challenges
      • 3.3.1. Lack of Awareness Across Under Developed Regions
      • 3.3.2. Contrary Impact of Lockdowns Because of Covid-19 on Commercial Trade
    • 3.4. Market Trends
      • 3.4.1. High Adoption from Retail Industry to Enhance Shopping Experience
      • 3.4.2. Rapid Acceptance for the Navigation Solutions
      • 3.4.3. High Use for AR Powered Offerings for the Enterprise
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Extended Reality (XR), by Components, Industry Verticals, Devices, Solution and Region (value and price ) (2014-2019)
    • 5.1. Introduction
    • 5.2. Global Extended Reality (XR) (Value)
      • 5.2.1. Global Extended Reality (XR) by: Components (Value)
        • 5.2.1.1. Software
        • 5.2.1.2. Services
        • 5.2.1.3. Hardware
      • 5.2.2. Global Extended Reality (XR) by: Industry Verticals (Value)
        • 5.2.2.1. Media & Entertainment
        • 5.2.2.2. Gaming
        • 5.2.2.3. Manufacturing
        • 5.2.2.4. Healthcare
        • 5.2.2.5. Retail
        • 5.2.2.6. Education
        • 5.2.2.7. Others
      • 5.2.3. Global Extended Reality (XR) by: Devices (Value)
        • 5.2.3.1. Augmented Reality Devices
        • 5.2.3.2. Virtuality Devices
        • 5.2.3.3. Mixed Reality Devices
      • 5.2.4. Global Extended Reality (XR) by: Solution (Value)
        • 5.2.4.1. Consumer Engagement
        • 5.2.4.2. Business Engagement
      • 5.2.5. Global Extended Reality (XR) Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
    • 5.3. Global Extended Reality (XR) (Price)
  • 6. Extended Reality (XR): Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2019)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Accenture (Ireland)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. SoftServe (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. IBM (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. TXT e-solutions (Italy)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Qualcomm Technologies, Inc. (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Microsoft (United Sates)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Glenfield Corporation Pty Ltd. (Australia)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Google (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Sony Corporation (Japan)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. HP (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Apple (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Facebook (United States)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
  • 7. Global Extended Reality (XR) Sale, by Components, Industry Verticals, Devices, Solution and Region (value and price ) (2020-2025)
    • 7.1. Introduction
    • 7.2. Global Extended Reality (XR) (Value)
      • 7.2.1. Global Extended Reality (XR) by: Components (Value)
        • 7.2.1.1. Software
        • 7.2.1.2. Services
        • 7.2.1.3. Hardware
      • 7.2.2. Global Extended Reality (XR) by: Industry Verticals (Value)
        • 7.2.2.1. Media & Entertainment
        • 7.2.2.2. Gaming
        • 7.2.2.3. Manufacturing
        • 7.2.2.4. Healthcare
        • 7.2.2.5. Retail
        • 7.2.2.6. Education
        • 7.2.2.7. Others
      • 7.2.3. Global Extended Reality (XR) by: Devices (Value)
        • 7.2.3.1. Augmented Reality Devices
        • 7.2.3.2. Virtuality Devices
        • 7.2.3.3. Mixed Reality Devices
      • 7.2.4. Global Extended Reality (XR) by: Solution (Value)
        • 7.2.4.1. Consumer Engagement
        • 7.2.4.2. Business Engagement
      • 7.2.5. Global Extended Reality (XR) Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
    • 7.3. Global Extended Reality (XR) (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Extended Reality (XR): by Components(USD Million)
  • Table 2. Extended Reality (XR) Software , by Region USD Million (2014-2019)
  • Table 3. Extended Reality (XR) Services , by Region USD Million (2014-2019)
  • Table 4. Extended Reality (XR) Hardware , by Region USD Million (2014-2019)
  • Table 5. Extended Reality (XR): by Industry Verticals(USD Million)
  • Table 6. Extended Reality (XR) Media & Entertainment , by Region USD Million (2014-2019)
  • Table 7. Extended Reality (XR) Gaming , by Region USD Million (2014-2019)
  • Table 8. Extended Reality (XR) Manufacturing , by Region USD Million (2014-2019)
  • Table 9. Extended Reality (XR) Healthcare , by Region USD Million (2014-2019)
  • Table 10. Extended Reality (XR) Retail , by Region USD Million (2014-2019)
  • Table 11. Extended Reality (XR) Education , by Region USD Million (2014-2019)
  • Table 12. Extended Reality (XR) Others , by Region USD Million (2014-2019)
  • Table 13. Extended Reality (XR): by Devices(USD Million)
  • Table 14. Extended Reality (XR) Augmented Reality Devices , by Region USD Million (2014-2019)
  • Table 15. Extended Reality (XR) Virtuality Devices , by Region USD Million (2014-2019)
  • Table 16. Extended Reality (XR) Mixed Reality Devices , by Region USD Million (2014-2019)
  • Table 17. Extended Reality (XR): by Solution(USD Million)
  • Table 18. Extended Reality (XR) Consumer Engagement , by Region USD Million (2014-2019)
  • Table 19. Extended Reality (XR) Business Engagement , by Region USD Million (2014-2019)
  • Table 20. South America Extended Reality (XR), by Country USD Million (2014-2019)
  • Table 21. South America Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 22. South America Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 23. South America Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 24. South America Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 25. Brazil Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 26. Brazil Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 27. Brazil Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 28. Brazil Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 29. Argentina Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 30. Argentina Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 31. Argentina Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 32. Argentina Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 33. Rest of South America Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 34. Rest of South America Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 35. Rest of South America Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 36. Rest of South America Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 37. Asia Pacific Extended Reality (XR), by Country USD Million (2014-2019)
  • Table 38. Asia Pacific Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 39. Asia Pacific Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 40. Asia Pacific Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 41. Asia Pacific Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 42. China Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 43. China Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 44. China Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 45. China Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 46. Japan Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 47. Japan Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 48. Japan Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 49. Japan Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 50. India Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 51. India Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 52. India Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 53. India Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 54. South Korea Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 55. South Korea Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 56. South Korea Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 57. South Korea Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 58. Taiwan Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 59. Taiwan Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 60. Taiwan Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 61. Taiwan Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 62. Australia Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 63. Australia Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 64. Australia Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 65. Australia Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 66. Rest of Asia-Pacific Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 67. Rest of Asia-Pacific Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 68. Rest of Asia-Pacific Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 69. Rest of Asia-Pacific Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 70. Europe Extended Reality (XR), by Country USD Million (2014-2019)
  • Table 71. Europe Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 72. Europe Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 73. Europe Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 74. Europe Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 75. Germany Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 76. Germany Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 77. Germany Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 78. Germany Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 79. France Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 80. France Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 81. France Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 82. France Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 83. Italy Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 84. Italy Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 85. Italy Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 86. Italy Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 87. United Kingdom Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 88. United Kingdom Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 89. United Kingdom Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 90. United Kingdom Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 91. Netherlands Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 92. Netherlands Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 93. Netherlands Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 94. Netherlands Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 95. Rest of Europe Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 96. Rest of Europe Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 97. Rest of Europe Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 98. Rest of Europe Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 99. MEA Extended Reality (XR), by Country USD Million (2014-2019)
  • Table 100. MEA Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 101. MEA Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 102. MEA Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 103. MEA Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 104. Middle East Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 105. Middle East Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 106. Middle East Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 107. Middle East Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 108. Africa Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 109. Africa Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 110. Africa Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 111. Africa Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 112. North America Extended Reality (XR), by Country USD Million (2014-2019)
  • Table 113. North America Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 114. North America Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 115. North America Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 116. North America Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 117. United States Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 118. United States Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 119. United States Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 120. United States Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 121. Canada Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 122. Canada Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 123. Canada Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 124. Canada Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 125. Mexico Extended Reality (XR), by Components USD Million (2014-2019)
  • Table 126. Mexico Extended Reality (XR), by Industry Verticals USD Million (2014-2019)
  • Table 127. Mexico Extended Reality (XR), by Devices USD Million (2014-2019)
  • Table 128. Mexico Extended Reality (XR), by Solution USD Million (2014-2019)
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Company Basic Information, Sales Area and Its Competitors
  • Table 138. Company Basic Information, Sales Area and Its Competitors
  • Table 139. Company Basic Information, Sales Area and Its Competitors
  • Table 140. Company Basic Information, Sales Area and Its Competitors
  • Table 141. Extended Reality (XR): by Components(USD Million)
  • Table 142. Extended Reality (XR) Software , by Region USD Million (2020-2025)
  • Table 143. Extended Reality (XR) Services , by Region USD Million (2020-2025)
  • Table 144. Extended Reality (XR) Hardware , by Region USD Million (2020-2025)
  • Table 145. Extended Reality (XR): by Industry Verticals(USD Million)
  • Table 146. Extended Reality (XR) Media & Entertainment , by Region USD Million (2020-2025)
  • Table 147. Extended Reality (XR) Gaming , by Region USD Million (2020-2025)
  • Table 148. Extended Reality (XR) Manufacturing , by Region USD Million (2020-2025)
  • Table 149. Extended Reality (XR) Healthcare , by Region USD Million (2020-2025)
  • Table 150. Extended Reality (XR) Retail , by Region USD Million (2020-2025)
  • Table 151. Extended Reality (XR) Education , by Region USD Million (2020-2025)
  • Table 152. Extended Reality (XR) Others , by Region USD Million (2020-2025)
  • Table 153. Extended Reality (XR): by Devices(USD Million)
  • Table 154. Extended Reality (XR) Augmented Reality Devices , by Region USD Million (2020-2025)
  • Table 155. Extended Reality (XR) Virtuality Devices , by Region USD Million (2020-2025)
  • Table 156. Extended Reality (XR) Mixed Reality Devices , by Region USD Million (2020-2025)
  • Table 157. Extended Reality (XR): by Solution(USD Million)
  • Table 158. Extended Reality (XR) Consumer Engagement , by Region USD Million (2020-2025)
  • Table 159. Extended Reality (XR) Business Engagement , by Region USD Million (2020-2025)
  • Table 160. South America Extended Reality (XR), by Country USD Million (2020-2025)
  • Table 161. South America Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 162. South America Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 163. South America Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 164. South America Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 165. Brazil Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 166. Brazil Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 167. Brazil Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 168. Brazil Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 169. Argentina Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 170. Argentina Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 171. Argentina Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 172. Argentina Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 173. Rest of South America Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 174. Rest of South America Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 175. Rest of South America Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 176. Rest of South America Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 177. Asia Pacific Extended Reality (XR), by Country USD Million (2020-2025)
  • Table 178. Asia Pacific Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 179. Asia Pacific Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 180. Asia Pacific Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 181. Asia Pacific Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 182. China Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 183. China Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 184. China Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 185. China Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 186. Japan Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 187. Japan Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 188. Japan Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 189. Japan Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 190. India Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 191. India Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 192. India Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 193. India Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 194. South Korea Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 195. South Korea Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 196. South Korea Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 197. South Korea Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 198. Taiwan Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 199. Taiwan Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 200. Taiwan Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 201. Taiwan Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 202. Australia Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 203. Australia Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 204. Australia Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 205. Australia Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 206. Rest of Asia-Pacific Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 207. Rest of Asia-Pacific Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 208. Rest of Asia-Pacific Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 209. Rest of Asia-Pacific Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 210. Europe Extended Reality (XR), by Country USD Million (2020-2025)
  • Table 211. Europe Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 212. Europe Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 213. Europe Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 214. Europe Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 215. Germany Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 216. Germany Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 217. Germany Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 218. Germany Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 219. France Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 220. France Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 221. France Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 222. France Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 223. Italy Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 224. Italy Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 225. Italy Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 226. Italy Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 227. United Kingdom Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 228. United Kingdom Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 229. United Kingdom Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 230. United Kingdom Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 231. Netherlands Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 232. Netherlands Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 233. Netherlands Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 234. Netherlands Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 235. Rest of Europe Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 236. Rest of Europe Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 237. Rest of Europe Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 238. Rest of Europe Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 239. MEA Extended Reality (XR), by Country USD Million (2020-2025)
  • Table 240. MEA Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 241. MEA Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 242. MEA Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 243. MEA Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 244. Middle East Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 245. Middle East Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 246. Middle East Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 247. Middle East Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 248. Africa Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 249. Africa Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 250. Africa Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 251. Africa Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 252. North America Extended Reality (XR), by Country USD Million (2020-2025)
  • Table 253. North America Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 254. North America Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 255. North America Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 256. North America Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 257. United States Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 258. United States Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 259. United States Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 260. United States Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 261. Canada Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 262. Canada Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 263. Canada Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 264. Canada Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 265. Mexico Extended Reality (XR), by Components USD Million (2020-2025)
  • Table 266. Mexico Extended Reality (XR), by Industry Verticals USD Million (2020-2025)
  • Table 267. Mexico Extended Reality (XR), by Devices USD Million (2020-2025)
  • Table 268. Mexico Extended Reality (XR), by Solution USD Million (2020-2025)
  • Table 269. Research Programs/Design for This Report
  • Table 270. Key Data Information from Secondary Sources
  • Table 271. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Extended Reality (XR): by Components USD Million (2014-2019)
  • Figure 5. Global Extended Reality (XR): by Industry Verticals USD Million (2014-2019)
  • Figure 6. Global Extended Reality (XR): by Devices USD Million (2014-2019)
  • Figure 7. Global Extended Reality (XR): by Solution USD Million (2014-2019)
  • Figure 8. South America Extended Reality (XR) Share (%), by Country
  • Figure 9. Asia Pacific Extended Reality (XR) Share (%), by Country
  • Figure 10. Europe Extended Reality (XR) Share (%), by Country
  • Figure 11. MEA Extended Reality (XR) Share (%), by Country
  • Figure 12. North America Extended Reality (XR) Share (%), by Country
  • Figure 13. Global Extended Reality (XR) share by Players 2019 (%)
  • Figure 14. Global Extended Reality (XR) share by Players (Top 3) 2019(%)
  • Figure 15. Global Extended Reality (XR) share by Players (Top 5) 2019(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Accenture (Ireland) Revenue, Net Income and Gross profit
  • Figure 18. Accenture (Ireland) Revenue: by Geography 2019
  • Figure 19. SoftServe (United States) Revenue, Net Income and Gross profit
  • Figure 20. SoftServe (United States) Revenue: by Geography 2019
  • Figure 21. IBM (United States) Revenue, Net Income and Gross profit
  • Figure 22. IBM (United States) Revenue: by Geography 2019
  • Figure 23. TXT e-solutions (Italy) Revenue, Net Income and Gross profit
  • Figure 24. TXT e-solutions (Italy) Revenue: by Geography 2019
  • Figure 25. Qualcomm Technologies, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 26. Qualcomm Technologies, Inc. (United States) Revenue: by Geography 2019
  • Figure 27. Microsoft (United Sates) Revenue, Net Income and Gross profit
  • Figure 28. Microsoft (United Sates) Revenue: by Geography 2019
  • Figure 29. Glenfield Corporation Pty Ltd. (Australia) Revenue, Net Income and Gross profit
  • Figure 30. Glenfield Corporation Pty Ltd. (Australia) Revenue: by Geography 2019
  • Figure 31. Google (United States) Revenue, Net Income and Gross profit
  • Figure 32. Google (United States) Revenue: by Geography 2019
  • Figure 33. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 34. Sony Corporation (Japan) Revenue: by Geography 2019
  • Figure 35. HP (United States) Revenue, Net Income and Gross profit
  • Figure 36. HP (United States) Revenue: by Geography 2019
  • Figure 37. Apple (United States) Revenue, Net Income and Gross profit
  • Figure 38. Apple (United States) Revenue: by Geography 2019
  • Figure 39. Facebook (United States) Revenue, Net Income and Gross profit
  • Figure 40. Facebook (United States) Revenue: by Geography 2019
  • Figure 41. Global Extended Reality (XR): by Components USD Million (2020-2025)
  • Figure 42. Global Extended Reality (XR): by Industry Verticals USD Million (2020-2025)
  • Figure 43. Global Extended Reality (XR): by Devices USD Million (2020-2025)
  • Figure 44. Global Extended Reality (XR): by Solution USD Million (2020-2025)
  • Figure 45. South America Extended Reality (XR) Share (%), by Country
  • Figure 46. Asia Pacific Extended Reality (XR) Share (%), by Country
  • Figure 47. Europe Extended Reality (XR) Share (%), by Country
  • Figure 48. MEA Extended Reality (XR) Share (%), by Country
  • Figure 49. North America Extended Reality (XR) Share (%), by Country
Some of the key companies/manufacturers profiled in the report
  • Accenture (Ireland)
  • SoftServe (United States)
  • IBM (United States)
  • TXT e-solutions (Italy)
  • Qualcomm Technologies, Inc. (United States)
  • Microsoft (United Sates)
  • Glenfield Corporation Pty Ltd. (Australia)
  • Google (United States)
  • Sony Corporation (Japan)
  • HP (United States)
  • Apple (United States)
  • Facebook (United States)
Additional players considered in the study are as follows:
Acer Inc. (Taiwan) , Fox (United States) , The Walt Disney Company (United States)
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