扩展现实 (XR) 市场:按技术类型、按应用、按地区:市场规模、份额、前景、机会分析,2023-2030 年
市场调查报告书
商品编码
1330155

扩展现实 (XR) 市场:按技术类型、按应用、按地区:市场规模、份额、前景、机会分析,2023-2030 年

Extended Reality Market, By Technology Type (Virtual Reality, Augmented Reality, and Mixed Reality ), By Application, and By Geography - Size, Share, Outlook, and Opportunity Analysis, 2023 - 2030

出版日期: | 出版商: Coherent Market Insights | 英文 140 Pages | 商品交期: 2-3个工作天内

价格
简介目录

扩展实境 (XR) 一词是指透过穿戴式装置和电脑技术实现沉浸式体验的真实和虚拟环境。也可以称为所有将现实与虚拟世界结合的沉浸式技术的集合。扩展现实 (XR) 的应用数量和进步不断增长,因为它被用于各种应用,包括娱乐、游戏和医疗保健。随着人机互动的不断发展,这项技术也不断发展。扩充实境包含沉浸式技术的三大支柱:虚拟实境(VR)、扩增实境(AR)和混合实境(MR)。

扩展现实市场是一个快速扩张的领域,它融合了数位世界和物理世界,为用户提供身临其境的互动体验。扩充实境(XR)是虚拟实境技术的创新,它结合了图形、电脑视觉、人机互动等相关领域,为使用者提供身临其境的互动体验。扩展现实透过提供高度虚拟和改进的环境来支援游戏和媒体。扩充实境(XR)是扩增实境(AR)、虚拟实境(VR)和混合实境(MR)的统称。该技术旨在将现实世界与可以与之互动并镜像的 "数位孪生世界" 结合。

市场动态:

推动全球扩展现实市场的关键因素包括由于技术进步而增加的采用率、对沉浸式体验的需求不断增长、由于负担能力和可及性的提高而增加的工业应用和用例、与其他技术的整合、跨产业协作等。

扩展实境(XR)和人工智慧(AI)正在许多外语课程中使用,以使体验式学习方法(例如国际沉浸式课程)变得更容易使用。然而,关于多模态口语对话、沉浸式科技和第二语言协作学习的研究却很少。因此,学生在这种环境中的体验仅限于一对一的互动,主要关注词彙和文法。CILLE 的人工智慧可以透过非二元、多模式对话与用户交谈,并且可以听到、看到和理解。XR支援多方、多模式交互,让使用者感觉他们在其他地方,而无需使用任何分散注意力的装置。人工智慧 (AI) 和扩展现实 (XR) 协同工作,创建自然的对话交互,以实现完美的外语掌握。透过与大学的混合方法研究,评估 CILLE 作为外汉语教学 (CFL) 的工具。结果具有统计显着性,显示 CFL 的词彙量、理解力和会话技巧有所提升。透过对学生回馈和研究人员观察的分析,我们展示了 CILLE 是如何设计的,并让学生体验 CFL 的学习。

研究的主要特点

  • 该研究报告对全球扩展现实(XR)市场进行了详细分析,并提供了以2022年为基准年的预测期(2023-2030年)的市场规模和復合年增长率(CAGR%)。
  • 它还揭示了各个细分市场的潜在收入机会,并为该市场提供了一系列有吸引力的投资建议。
  • 它还提供了有关市场驱动因素、限制因素、机会、新产品发布和批准、市场趋势、区域前景、主要参与者采取的竞争策略等的重要见解。
  • 它根据公司亮点、产品组合、主要亮点、绩效和策略等参数,介绍了全球扩展现实 (XR) 市场的主要参与者。
  • 本研究涵盖的主要公司包括Meta Inc.、HTC Corporation、Unity Technologies、Microsoft Corporation、Samsung Electronics Co., Ltd.、Magic Leap、Sony Corporation、Vuzix Corporation Apple Inc.、Niantic Inc.、Northern Digital Inc.、Snap Inc. .SoftServe 和埃森哲。
  • 该报告的见解将帮助行销人员和公司高层就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。
  • 本研究报告针对该产业的各个利害关係人,如投资者、供应商、产品製造商、经销商、新进业者和财务分析师。
  • 透过用于分析全球扩展现实(XR)市场的各种策略矩阵,将有助于利害关係人做出决策。

目录

第一章 研究目的与前提

  • 研究目标
  • 先决条件
  • 缩略语

第二章 市场概况

  • 报告摘要
    • 市场定义和范围
  • 执行摘要
  • 连贯的机会地图 (COM)

第三章 市场动态、法规与趋势分析

  • 市场动态
    • 促进者
  • 业务驱动力和製造技术
  • 由于扩充现实 (XR) 的新应用,对行动装置的需求增加
    • 抑製剂
  • 过度使用扩充现实 (XR) 装置导致的健康问题
  • 隐私和资料保护
    • 机会
  • 对基于行动的 AR 和 VR 平台的需求不断增长
  • 5G技术持续进步
  • 影响分析
  • 主要亮点
  • 监管场景
  • 产品上市/核准
  • PEST分析
  • 波特的分析
  • 併购场景

第四章全球扩展现实(XR)市场-冠状病毒(COVID-19)流行的影响

  • COVID-19 的流行病学
  • 供给面和需求面分析
  • 经济影响

第 5 章 2018-2030 年全球扩充现实 (XR) 市场(依技术类型)

  • 虚拟实境
  • 增强现实
  • 混合现实

第六章 全球扩充现实 (XR) 市场:按应用划分,2018-2030 年

  • 游戏和娱乐
  • 教育/培训
  • 卫生保健
  • 製造/工业
  • 零售和电子商务

第 7 章 扩充现实 (XR) 全球市场(按地区)2018-2030 年

  • 北美
  • 美国
  • 加拿大
  • 欧洲
  • 英国
  • 德国
  • 意大利
  • 法国
  • 西班牙
  • 俄罗斯
  • 欧洲其他地区
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 东盟
  • 澳大利亚
  • 韩国
  • 亚太其他地区
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲
  • 中东/非洲
  • 海湾合作委员会国家
  • 南非
  • 其他中东和非洲

第八章 竞争格局

  • Meta Inc.
  • HTC Corporation
  • Unity Technologies
  • Microsoft Corporation
  • Northern Digital Inc.
  • Samsung Electronics
  • Magic Leap
  • Sony Corporation
  • Vuzix Corporatio
  • Apple Inc.
  • Niantic Inc.
  • Northern Digital Inc.
  • Snap Inc.
  • SoftServe
  • Accenture

第9章 章节

  • 调查方法
  • 关于出版商
简介目录
Product Code: CMI5981

The term "extended reality" (XR) refers to both real and virtual environments that are made by wearable devices or computer technology to make an immersive experience possible. It is also possible to refer to it as a collection of all immersive technologies that combine the real and the virtual worlds. The number of extended reality (XR) applications and advancements with those applications is growing as extended reality (XR) is being used in a variety of entertainment, gaming, healthcare, and other applications. This technology is still evolving because of the ongoing development in human-machine interactions. Extended reality encompasses three main pillars of immersive technology: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

The extended reality market is a rapidly expanding sector that combines the digital and physical worlds to offer users immersive and interactive experiences. Extended reality (XR) is an innovation in virtual reality technology that creates an immersive and interactive experience for users by combining graphics, computer vision, human interaction, and other related fields. Broadened Reality has supported gaming and media outlets by giving high virtual improved climate. An umbrella term for augmented reality (AR), virtual reality (VR), and mixed reality (MR) is Extended Reality (XR). The technology aims to combine the real world with a "digital twin world" that can interact with it, or mirror it.

Market Dynamics:

A major factor driving the global extended reality market is the increasing by adoption of technological advancement, growing demand for immersive experience, industry applications and use cases with increasing affordability and accessibility, Integration with other technologies, cross-industry collaborations etc.

Extended Reality (XR) and Artificial Intelligence (AI) have been used in a number of programs for teaching foreign languages to make experiential learning methods like international immersion programs more accessible. However, there is little research on multi-modal spoken dialogue in L2 an immersive technologies, and collaborative learning. As a result, students' experiences in such settings are limited to one-on-one interactions that focus primarily on vocabulary and grammar, expect to fill this hole as it present the Mental Vivid Language Learning Climate (CILLE). CILLE's artificial intelligence can converse with its users in non-dyadic multimodal conversations and can hear, see, and comprehend them. XR supports multi-party, multi-modal interactions, and gives users the impression that they are somewhere else without having to use any intrusive devices. Artificial intelligence (AI) and extended reality (XR) work together to create conversational interactions that are naturalistic and geared toward the complete acquisition of foreign languages. Through a mixed-methods study with university, evaluate CILLE as a tool for teaching Chinese as a foreign language (CFL). The results are statistically significant and show that CFL vocabulary, comprehension, and conversation skills have remained improved. Demonstrate how CILLE is designed and experienced by students to learn CFL through an analysis of student feedback and observations made by the researcher.

Key features of the study:

  • This report provides an in-depth analysis of the global extended reality market, and provides market size (US$ Billion) and Compound Annual Growth Rate (CAGR%) for the forecast period (2023-2030), considering 2022 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global extended reality market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Meta Inc., HTC Corporation, Unity Technologies, Microsoft Corporation. Samsung Electronics Co., Ltd. Magic Leap, Sony Corporation. Vuzix Corporation Apple Inc, Niantic Inc., Northern Digital Inc., Snap Inc. SoftServe, and Accenture
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type upgrade, market expansion, and marketing tactics
  • The global extended reality market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global extended reality market

Detailed Segmentation:

  • Global Extended Reality Market, By Technology Type:
    • Augmented Reality (AR)
    • Virtual Reality (VR)
    • Mixed Reality (MR)
  • Global Extended Reality Market, By Application:
    • Gaming and Entertainment
    • Healthcare
    • Education and Training
    • Manufacturing and Industries
    • Retail and E-commerce
  • Global Extended Reality Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East and Africa
  • Company Profiles:
    • Meta Inc.
    • HTC Corporation
    • Unity Technologies
    • Microsoft Corporation.
    • Samsung Electronics Co., Ltd.
    • Magic Leap
    • Sony Corporation.
    • Vuzix Corporation
    • Apple Inc.
    • Niantic Inc.
    • Northern Digital Inc.
    • Snap Inc.
    • SoftServe
    • Accenture

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snapshot, By Technology Type
    • Market Snapshot, By Application
    • Market Snapshot, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trend Analysis

  • Market Dynamics
    • Drivers
  • Business drivers and manufacturing technologies
  • Increasing demand in mobile devices with new applications of extended reality
    • Restraints
  • Excessive use of extended reality devices causes health issues
  • Privacy and data protection
    • Opportunities
  • Growing demand for mobile-based AR and VR platforms
  • Continuous 5G technological advancements
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Extended Reality Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Extended Reality Market, By Technology Type, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, 2018 - 2030
    • Segment Trends
  • Virtual Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Augmented Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Mixed Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)

6. Global Extended Reality Market, By Application, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, 2018 - 2030
    • Segment Trends
  • Gaming and Entertainment
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Education and Training
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Healthcare
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)
  • Manufacturing and Industries
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030,(US$ Billion)
  • Retail and E-commerce
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2018-2030, (US$ Billion)

7. Global Extended Reality Market, By Region, 2018-2030, (US$ Billion)

  • Introduction
    • Market Share Analysis, By Country, 2023 and 2030 (%)
    • Y-o-Y Growth Analysis, For Country 2018-2030
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • U.S.
  • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • U.K.
  • Germany
  • Italy
  • France
  • Spain
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • China
  • India
  • Japan
  • ASEAN
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2018-2030,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2018-2030, (US$ Billion)
  • GCC Countries
  • South Africa
  • Rest of Middle East & Africa

8. Competitive Landscape

  • Meta Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • HTC Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Unity Technologies
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Microsoft Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Samsung Electronics
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Magic Leap
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Sony Corporation
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Vuzix Corporatio
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Apple Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Niantic Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Northern Digital Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Snap Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • SoftServe
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Accenture
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Analyst Views

9. Section

  • Research Methodology
  • About us