封面
市场调查报告书
商品编码
1905198

日本延展实境市场报告(按组件、类型、组织规模、应用(虚拟实境、扩增实境、混合实境)、最终用户产业和地区划分,2026-2034 年)

Japan Extended Reality Market Report by Component, Type, Organization Size, Application (Virtual Reality, Augmented Reality, Mixed Reality ), End User Industry, and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 118 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2025年,日本扩充现实市场规模达98亿美元。展望未来, IMARC Group预计到2034年,该市场规模将达到731亿美元,2026年至2034年间的复合年增长率(CAGR)为24.95%。市场成长的驱动因素是,越来越多的人开始利用这项技术来保护文化遗产和创建虚拟博物馆。

本报告解答的关键问题

  • 1.日本的扩充现实市场规模有多大?
  • 2.日本扩充现实市场的成长预测如何?
  • 3.推动日本扩充现实市场发展的关键趋势是什么?

目录

第一章:序言

第二章:范围与方法

  • 研究目标
  • 利害关係人
  • 数据来源
  • 市场估算
  • 预测方法

第三章:执行概要

第四章:日本延展实境市场-简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本延展实境市场概况

  • 历史及当前市场趋势(2020-2025)
  • 市场预测(2026-2034)

第六章:日本延展实境市场-按组件细分

  • 硬体
  • 软体
  • 服务

第七章:日本延展实境市场-按类型划分

  • 消费者互动
  • 业务合作

第八章:日本延展实境市场-依组织规模划分

  • 中小企业
  • 大型企业

第九章:日本延展实境市场-按应用领域划分

  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境(MR)

第十章:日本延展实境市场-依最终用户产业划分

  • 教育
  • 零售
  • 工业和製造业
  • 卫生保健
  • 媒体与娱乐
  • 其他的

第十一章:日本延展实境市场-按地区划分

  • 关东地区
  • 关西/近畿地区
  • 中部/中部地区
  • 九州·冲绳地区
  • 东北部地区
  • 中国地区
  • 北海道地区
  • 四国地区

第十二章:日本延展实境市场-竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳制胜策略
  • 竞争格局分析
  • 公司评估象限

第十三章:关键参与者简介

第十四章:日本延展实境市场-产业分析

  • 驱动因素、限制因素和机会
  • 波特五力分析
  • 价值链分析

第十五章:附录

简介目录
Product Code: SR112026A18518

Japan extended reality market size reached USD 9.8 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 73.1 Billion by 2034, exhibiting a growth rate (CAGR) of 24.95% during 2026-2034. The market is experiencing growth due to the growing trend of utilizing this technology for the preservation of cultural heritage and the creation of virtual museums.

Extended reality (XR) is a comprehensive term encompassing a range of immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR merges the digital and physical realms to create interactive and engrossing user experiences. This technology allows users to interact with computer-generated environments and objects, whether by fully immersing themselves in virtual worlds or by overlaying digital elements onto the real world. XR holds transformative potential across various sectors. In the realm of gaming and entertainment, it delivers lifelike and immersive experiences, elevating the quality of storytelling and gameplay. In education and training, XR facilitates interactive simulations and immersive learning environments. In healthcare, it plays a role in medical training, surgical planning, and patient care. Furthermore, XR has applications in architecture, engineering, and design, empowering stakeholders to visualize and engage with virtual models of structures and designs.

Japan Extended Reality Market Trends:

The extended reality market in Japan is experiencing remarkable growth driven by several key factors. The country has a rich technological landscape and a strong culture of innovation, making it well-positioned to embrace XR technologies. Additionally, in the educational sector, extended reality is gaining prominence for its ability to create engaging and interactive learning environments, aligning with Japan's commitment to innovative educational approaches. Furthermore, Japan's healthcare industry is leveraging extended reality for medical training, surgical planning, and improving patient care through innovative applications. In architecture and engineering, XR aids in visualizing complex designs and structures, enhancing the efficiency of planning and development processes. Japan's historical and cultural significance also plays a role, as extended reality technologies are being used to preserve and present cultural heritage in virtual museums and exhibits. The government's support for XR research and development, along with collaborations between local tech companies and international XR leaders, is contributing to the market's expansion. With its blend of technological prowess, cultural appreciation, and commitment to innovation, Japan is poised to make significant strides in the extended reality market over the forecasted period.

Japan Extended Reality Market Segmentation:

Component Insights:

  • Hardware
  • Software
  • Services

Type Insights:

  • Consumer Engagement
  • Business Engagement

Organization Size Insights:

  • Small and Medium-sized Enterprises
  • Large Enterprises

Application Insights:

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)

End Use Industry Insights:

  • Education
  • Retail
  • Industrial and Manufacturing
  • Healthcare
  • Media and Entertainment
  • Others

Regional Insights:

  • Kanto Region
  • Kansai/Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
  • The report has also provided a comprehensive analysis of all the major regional markets, which include Kanto Region, Kansai/Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region.

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report

  • 1.How big is the Japan extended reality market?
  • 2.What is the growth forecast for the Japan extended reality market?
  • 3.What are the key trends driving the Japan extended reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Extended Reality Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Extended Reality Market Landscape

  • 5.1 Historical and Current Market Trends (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Extended Reality Market - Breakup by Component

  • 6.1 Hardware
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Software
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Services
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)

7 Japan Extended Reality Market - Breakup by Type

  • 7.1 Consumer Engagement
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Business Engagement
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)

8 Japan Extended Reality Market - Breakup by Organization Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Large Enterprises
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

9 Japan Extended Reality Market - Breakup by Application

  • 9.1 Virtual Reality (VR)
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Augmented Reality (AR)
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.3 Mixed Reality (MR)
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Forecast (2026-2034)

10 Japan Extended Reality Market - Breakup by End Use Industry

  • 10.1 Education
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2020-2025)
    • 10.1.3 Market Forecast (2026-2034)
  • 10.2 Retail
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2020-2025)
    • 10.2.3 Market Forecast (2026-2034)
  • 10.3 Industrial and Manufacturing
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2020-2025)
    • 10.3.3 Market Forecast (2026-2034)
  • 10.4 Healthcare
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2020-2025)
    • 10.4.3 Market Forecast (2026-2034)
  • 10.5 Media and Entertainment
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2020-2025)
    • 10.5.3 Market Forecast (2026-2034)
  • 10.6 Others
    • 10.6.1 Historical and Current Market Trends (2020-2025)
    • 10.6.2 Market Forecast (2026-2034)

11 Japan Extended Reality Market - Breakup by Region

  • 11.1 Kanto Region
    • 11.1.1 Overview
    • 11.1.2 Historical and Current Market Trends (2020-2025)
    • 11.1.3 Market Breakup by Component
    • 11.1.4 Market Breakup by Type
    • 11.1.5 Market Breakup by Organization Size
    • 11.1.6 Market Breakup by Application
    • 11.1.7 Market Breakup by End Use Industry
    • 11.1.8 Key Players
    • 11.1.9 Market Forecast (2026-2034)
  • 11.2 Kansai/Kinki Region
    • 11.2.1 Overview
    • 11.2.2 Historical and Current Market Trends (2020-2025)
    • 11.2.3 Market Breakup by Component
    • 11.2.4 Market Breakup by Type
    • 11.2.5 Market Breakup by Organization Size
    • 11.2.6 Market Breakup by Application
    • 11.2.7 Market Breakup by End Use Industry
    • 11.2.8 Key Players
    • 11.2.9 Market Forecast (2026-2034)
  • 11.3 Central/ Chubu Region
    • 11.3.1 Overview
    • 11.3.2 Historical and Current Market Trends (2020-2025)
    • 11.3.3 Market Breakup by Component
    • 11.3.4 Market Breakup by Type
    • 11.3.5 Market Breakup by Organization Size
    • 11.3.6 Market Breakup by Application
    • 11.3.7 Market Breakup by End Use Industry
    • 11.3.8 Key Players
    • 11.3.9 Market Forecast (2026-2034)
  • 11.4 Kyushu-Okinawa Region
    • 11.4.1 Overview
    • 11.4.2 Historical and Current Market Trends (2020-2025)
    • 11.4.3 Market Breakup by Component
    • 11.4.4 Market Breakup by Type
    • 11.4.5 Market Breakup by Organization Size
    • 11.4.6 Market Breakup by Application
    • 11.4.7 Market Breakup by End Use Industry
    • 11.4.8 Key Players
    • 11.4.9 Market Forecast (2026-2034)
  • 11.5 Tohoku Region
    • 11.5.1 Overview
    • 11.5.2 Historical and Current Market Trends (2020-2025)
    • 11.5.3 Market Breakup by Component
    • 11.5.4 Market Breakup by Type
    • 11.5.5 Market Breakup by Organization Size
    • 11.5.6 Market Breakup by Application
    • 11.5.7 Market Breakup by End Use Industry
    • 11.5.8 Key Players
    • 11.5.9 Market Forecast (2026-2034)
  • 11.6 Chugoku Region
    • 11.6.1 Overview
    • 11.6.2 Historical and Current Market Trends (2020-2025)
    • 11.6.3 Market Breakup by Component
    • 11.6.4 Market Breakup by Type
    • 11.6.5 Market Breakup by Organization Size
    • 11.6.6 Market Breakup by Application
    • 11.6.7 Market Breakup by End Use Industry
    • 11.6.8 Key Players
    • 11.6.9 Market Forecast (2026-2034)
  • 11.7 Hokkaido Region
    • 11.7.1 Overview
    • 11.7.2 Historical and Current Market Trends (2020-2025)
    • 11.7.3 Market Breakup by Component
    • 11.7.4 Market Breakup by Type
    • 11.7.5 Market Breakup by Organization Size
    • 11.7.6 Market Breakup by Application
    • 11.7.7 Market Breakup by End Use Industry
    • 11.7.8 Key Players
    • 11.7.9 Market Forecast (2026-2034)
  • 11.8 Shikoku Region
    • 11.8.1 Overview
    • 11.8.2 Historical and Current Market Trends (2020-2025)
    • 11.8.3 Market Breakup by Component
    • 11.8.4 Market Breakup by Type
    • 11.8.5 Market Breakup by Organization Size
    • 11.8.6 Market Breakup by Application
    • 11.8.7 Market Breakup by End Use Industry
    • 11.8.8 Key Players
    • 11.8.9 Market Forecast (2026-2034)

12 Japan Extended Reality Market - Competitive Landscape

  • 12.1 Overview
  • 12.2 Market Structure
  • 12.3 Market Player Positioning
  • 12.4 Top Winning Strategies
  • 12.5 Competitive Dashboard
  • 12.6 Company Evaluation Quadrant

13 Profiles of Key Players

  • 13.1 Company A
    • 13.1.1 Business Overview
    • 13.1.2 Services Offered
    • 13.1.3 Business Strategies
    • 13.1.4 SWOT Analysis
    • 13.1.5 Major News and Events
  • 13.2 Company B
    • 13.2.1 Business Overview
    • 13.2.2 Services Offered
    • 13.2.3 Business Strategies
    • 13.2.4 SWOT Analysis
    • 13.2.5 Major News and Events
  • 13.3 Company C
    • 13.3.1 Business Overview
    • 13.3.2 Services Offered
    • 13.3.3 Business Strategies
    • 13.3.4 SWOT Analysis
    • 13.3.5 Major News and Events
  • 13.4 Company D
    • 13.4.1 Business Overview
    • 13.4.2 Services Offered
    • 13.4.3 Business Strategies
    • 13.4.4 SWOT Analysis
    • 13.4.5 Major News and Events
  • 13.5 Company E
    • 13.5.1 Business Overview
    • 13.5.2 Services Offered
    • 13.5.3 Business Strategies
    • 13.5.4 SWOT Analysis
    • 13.5.5 Major News and Events

14 Japan Extended Reality Market - Industry Analysis

  • 14.1 Drivers, Restraints, and Opportunities
    • 14.1.1 Overview
    • 14.1.2 Drivers
    • 14.1.3 Restraints
    • 14.1.4 Opportunities
  • 14.2 Porters Five Forces Analysis
    • 14.2.1 Overview
    • 14.2.2 Bargaining Power of Buyers
    • 14.2.3 Bargaining Power of Suppliers
    • 14.2.4 Degree of Competition
    • 14.2.5 Threat of New Entrants
    • 14.2.6 Threat of Substitutes
  • 14.3 Value Chain Analysis

15 Appendix