封面
市场调查报告书
商品编码
1741237

扩增实境市场(按技术类型、应用和地区划分)

Extended Reality Market, By Technology Type, By Application, and By Geography

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

到 2025 年,扩增实境市场的价值预计将达到 861.6 亿美元,预计到 2032 年将达到 3,669.8 亿美元,2025 年至 2032 年的复合年增长率为 23%。

报告范围 报告详细信息
基准年 2024 2025年的市场规模 861.6亿美元
效能数据 2020-2024 预测期 2025-2032
预测期:2025-2032年复合年增长率: 23.00% 2032年价值预测 3669.8亿美元

扩增实境(XR) 是指透过穿戴式装置和电脑技术,实现沉浸式体验的现实与虚拟环境。它也可以指融合现实与虚拟世界的身临其境型技术的整体。随着扩增实境扩增实境(XR) 被广泛应用于娱乐、游戏和医疗保健等各种领域,其用途和发展也日益广泛。由于人机互动的不断发展,这项技术仍在不断发展。扩增实境涵盖身临其境型技术的三大支柱:虚拟实境 (VR)、扩增实境(AR) 和混合实境(MR)。

扩增实境市场是一个快速发展的领域,它融合了数位世界和物理世界,为使用者提供沉浸式互动体验。扩增实境(XR) 是虚拟实境技术的创新,它结合了图形、电脑视觉、人机互动和其他相关领域,为使用者提供沉浸式互动体验。扩增实境透过为游戏和媒体提供高度虚拟和改进的环境,为其提供支援。扩增实境(AR)、虚拟实境 (VR) 和混合实境(MR) 统称为扩增实境(XR)。该技术旨在将现实世界与可以与之互动和镜像的数位孪生世界相结合。

市场动态:

推动全球扩增实境市场发展的关键因素是由于技术进步而导致的采用率不断提高、对沉浸式体验的需求不断增长、由于可负担性和可访问性提高而导致的工业应用和使用案例不断增加、与其他技术的整合以及跨行业合作。

扩增实境(XR) 和人工智慧 (AI) 正被用于许多外语教学课程,以使体验式学习方法(如国际沉浸式课程)更容易获得。然而,关于多模态口语对话、身临其境型技术和 L2 协作学习的研究很少。因此,学生在这种环境中的体验仅限于主要侧重于词彙和语法的一对一互动。 CILLE 的人工智慧可以与使用者进行非二元、多模态对话,并且可以听到、看到和理解他们。 XR 支援多方、多模态互动,让使用者感觉身处其他地方,而无需使用侵入式装置。人工智慧 (AI) 和扩增实境(XR) 协同工作,实现自然的对话互动,从而完全习得外语。透过与一所大学进行的混合方法研究,我们评估了 CILLE 作为对外汉语 (CFL) 教学工具的效果。结果具有统计意义,显示 CFL 词彙量、理解力和口语技能都有提升。透过分析学生回馈和研究人员的观察,我们展示了 CILLE 是如何设计的,以及学生是如何体验它来学习 CFL 的。

研究的主要特点

  • 本研究报告对全球扩增实境市场进行了详细分析,并以 2024 年为基准年,给出了预测期 2025 年至 2032 年的市场规模和年复合成长率(CAGR%)。
  • 它还揭示了各个领域的潜在商机,并说明了该市场的引人注目的投资提案矩阵。
  • 它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景和主要企业采用的竞争策略的重要见解。
  • 它根据公司亮点、产品系列、关键亮点、财务表现和策略等参数,介绍了全球扩增实境市场的主要企业概况。
  • 本报告的见解将使负责人和公司经营团队能够就未来的产品发布、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相关人员,包括投资者、供应商、产品製造商、经销商、新进业者和财务分析师。
  • 相关人员将透过用于分析全球扩增实境市场的各种策略矩阵来做出决策。

目录

第一章 调查目的与前提条件

  • 研究目标
  • 先决条件
  • 简称

第二章 市场展望

  • 报告描述
    • 市场定义和范围
  • 执行摘要
  • Coherent Opportunity Map(COM)

第三章市场动态、法规与趋势分析

  • 市场动态
    • 驱动程式
  • 商业驱动力和製造技术
  • 扩增实境境的新应用导致对行动装置的需求增加
    • 限制因素
  • 过度使用扩增实境设备可能导致健康问题
  • 隐私和资料保护
    • 机会
  • 对基于行动端的 AR 和 VR 平台的需求不断增长
  • 5G技术的持续进步
  • 影响分析
  • 主要亮点
  • 监管情景
  • 产品发布/核准
  • PEST分析
  • 波特分析
  • 併购场景

第四章 全球扩增实境市场-冠状病毒(COVID-19)大流行的影响

  • COVID-19流行病学
  • 供需侧分析
  • 经济影响

5. 2020 年至 2032 年全球扩增实境市场(依技术类型)

  • 虚拟实境
  • 扩增实境
  • 混合实境

6. 2020 年至 2032 年全球扩增实境市场(按应用)

  • 游戏和娱乐
  • 教育和培训
  • 卫生保健
  • 製造业和工业
  • 零售与电子商务

7. 2020 年至 2032 年全球扩增实境市场(按地区)

  • 北美洲
      • 美国
      • 加拿大
  • 欧洲
      • 英国
      • 德国
      • 义大利
      • 法国
      • 西班牙
      • 俄罗斯
      • 其他欧洲国家
  • 亚太地区
      • 中国
      • 印度
      • 日本
      • ASEAN
      • 澳洲
      • 韩国
      • 其他亚太地区
  • 拉丁美洲
      • 巴西
      • 阿根廷
      • 墨西哥
      • 其他拉丁美洲
  • 中东和非洲
      • 海湾合作委员会国家
      • 南非
      • 其他中东和非洲地区

第八章 竞争态势

  • 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

第九章 章节

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

Extended Reality Market is estimated to be valued at USD 86.16 Bn in 2025 and is expected to reach USD 366.98 Bn by 2032, growing at a compound annual growth rate (CAGR) of 23% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 86.16 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 23.00% 2032 Value Projection: USD 366.98 Bn

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 2025-2032, considering 2024 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, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Virtual Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Augmented Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Mixed Reality
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)

6. Global Extended Reality Market, By Application, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Gaming and Entertainment
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Education and Training
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Healthcare
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)
  • Manufacturing and Industries
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Billion)
  • Retail and E-commerce
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Billion)

7. Global Extended Reality Market, By Region, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, By Country, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, For Country 2021-2032
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (US$ Billion)
      • U.S.
      • Canada
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Technology Type, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (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, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (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, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (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, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Application, 2020-2032,(US$ Billion)
    • Market Size and Forecast, and Y-o-Y Growth, By Country, 2020-2032, (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