全球扩充现实市场 2023-2030
市场调查报告书
商品编码
1380278

全球扩充现实市场 2023-2030

Global Extended Reality Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 250 Pages | 商品交期: 2-3个工作天内

价格

全球扩展现实市场预计在预测期内(2023-2030)将以 30.1% 的CAGR成长。扩充实境 (XR) 汇集了虚拟实境 (VR)、扩增实境 (AR) 和混合实境 (MR) 等尖端技术。扩充现实提供了行动解决方案,因为它们可以透过大多数电子设备轻鬆存取。此外,它还用于在安全和现实的环境中培训员工新技能或程序,例如培训医疗专业人员。例如,2022 年 6 月,Enhatch 与沉浸式技术供应商 Holo-Light 建立合作伙伴关係,利用扩增实境 (AR) 和虚拟实境 (VR) 技术提供用于外科手术培训的 XR 串流平台。该平台有助于在手术期间查看高解析度 3D 模型,以改善手术结果。

细分市场前景

全球扩充现实市场按类型、技术和最终用户进行细分。根据类型,市场分为硬体和软体。根据技术,市场细分为AR技术、VR技术和MR技术。根据最终用户,市场细分为消费品、航太和国防、工业、医疗保健等。在这些技术中,VR技术子领域预计将占据相当大的市场份额,它创建了一个用户可以使用耳机或其他设备进行互动的模拟环境。 VR 可用于在游戏、娱乐、教育、培训和医疗保健等各个领域创造沉浸式体验。因此,各公司正在致力于 VR 技术的开发,并采取各种策略倡议,例如合作伙伴关係、产品发布和收购,以保持市场竞争力。例如,2022 年 9 月:Meta 与高通建立合作伙伴关係,为元宇宙的下一代扩充现实平台设计客製化晶片。高通和 Meta 已达成多年合作协议。在协议启动之前,Meta 尝试创建自己的自订处理器。 Meta 多年来一直依赖高通为其 VR 耳机提供晶片,包括最新的 Quest2。

预计工业细分市场将在全球扩展现实市场中占据相当大的份额

在最终用户中,工业细分市场预计将在全球扩展现实市场中占据相当大的份额。这种细分成长归因于多个因素,例如,XR 被用来在安全和现实的环境中培训员工新技能或新程序,并被用来提高製造环境中的生产力和安全性。例如,2022 年10 月,Meta 正在与Microsoft 合作开发工作场所的XR 体验,「Mesh for Teams 建立在多年的研究和Microsoft 云端创新的基础上,从Azure 数位孪生到Dynamics 365 Remote Assist 和Teams 视讯会议」 。它旨在帮助人们在任何设备(包括智慧型手机、笔记型电脑和混合实境耳机)上进行虚拟工作。 Microsoft 365 应用程式将在 Meta Quest 装置上提供,使人们能够与他们最喜欢的生产力应用程式(包括 Word、Excel、powerpoint、Outlook 和 VR 中的 sharepoint)中的内容进行互动。将来,Windows 365 也将在 Meta Quest 装置上提供,能够串流 Windows 云端 PC,包括您的个人化应用程式、内容和设定。

区域展望

全球扩充现实市场根据地理位置进一步细分,包括北美(美国和加拿大)、欧洲(英国、义大利、西班牙、德国、法国和欧洲其他地区)、亚太地区(印度、中国、日本) 、韩国和亚洲其他地区)以及世界其他地区(中东和非洲以及拉丁美洲)。其中,由于透过扩展现实技术越来越多地采用智慧学习,预计亚太地区将在全球市场中占据显着份额。

北美地区预计全球扩展现实市场复合CAGR显着成长

在所有地区中,北美地区预计在预测期内将以相当大的CAGR成长。区域成长归因于这些地区强大的技术基础设施和主要市场参与者的高研发支出。例如,2023 年 9 月,Talespin 宣布在 Meta Quest 上推出其扩充现实 (XR) 学习应用程式。 Meta 推出了售价 500 美元的 Meta Quest 3 虚拟实境耳机后。 Talespin 的沉浸式学习应用程式最初是为企业使用而设计的,现在已经向公众开放,让任何人都可以体验虚拟世界并获得宝贵的技能。

市场参与者展望

服务扩展现实市场的主要公司包括:微软公司、Google有限责任公司、Everysight Ltd.、HTC Corp、索尼公司、Lumus Ltd.、Optinvent、realwear, Inc.、理光有限公司等。市场参与者透过各种策略(包括併购、合作、合作、融资和新产品发布),为市场成长做出了巨大贡献,以保持市场竞争力。例如,2023 年 1 月,HTC VIVE 持续突破创新界限,今天推出了全新消费性旗舰一体机 VIVE XR Elite。这款耳机将混合实境 (MR) 和虚拟实境 (VR) 功能结合到一款紧凑、轻巧、功能强大且高度通用的设备中 - 非常适合游戏、健身、生产力等。 VIVE XR Elite 一体机代表了完全沉浸式网路发展的下一个里程碑,透过精确的直通视讯超越了当今的 VR,开启了学习和游戏的真实感新境界。

报告涵盖:

  • 2022年市场价​​值资料分析及2030年预测。
  • 每个细分市场的年化市场收入(百万美元)。
  • 主要地理区域的国家分析。
  • 在全球扩展现实市场中营运的主要公司。根据现有资料,报告中还提供了与新产品发布相关的资讯以及相关新闻。
  • 透过确定未来强劲成长的关键细分市场来分析业务策略。
  • 市场进入和市场扩张策略分析。
  • 透过识别市场中「谁的立场」来制定竞争策略。

目录

第 1 章:报告摘要

  • 目前行业分析及成长潜力展望
  • 研究方法和工具
  • 市场区隔
    • 按细分
    • 按地区

第 2 章:市场概述与见解

  • 报告范围
  • 分析师见解和当前市场趋势
    • 主要发现
    • 建议
    • 结论

第 3 章:竞争格局

  • 主要公司分析
  • Google LLC.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Meta Platforms inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Microsoft Corp.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • 关键策略分析

第 4 章:市场细分

  • 按类型分類的全球扩充现实市场
    • 硬体
    • 服务
  • 按技术分類的全球扩充现实市场
    • 扩增实境技术
    • 虚拟实境技术
    • MR技术
  • 按最终用户分類的全球扩充现实市场
    • 消费性产品
    • 工业的
    • 航太和国防
    • 卫生保健
    • 其他(能源和教育)

第 5 章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第 6 章:公司简介

  • Apple Inc.
  • Avegant Corp.
  • Everysight Ltd.
  • HTC Corp.
  • Lumus Ltd.
  • Optinvent,
  • PTC Inc.
  • Qualcomm Technologies, Inc.
  • Realwear, Inc.
  • Ricoh Company Ltd
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corp
  • Sony Corp.
Product Code: OMR2027781

Title: Global Extended Reality Market Size, Share & Trends Analysis Report by Type (Hardware and Software), by technology (AR Technology, VR Technology and MR Technology) and by End User (Consumer Products, Aerospace and Defense, Industrial, Healthcare, and Other),Forecast Period (2023-2030).

The global extended reality market is anticipated to grow at a CAGR of 30.1% during the Forecast Period (2023-2030). Extended Reality (XR) brings together cutting-edge technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Extended reality provides mobility solutions as they are easily accessible via most electronic devices. Also, it is used to train employees on new skills or procedures in a safe and realistic environment such as, train medical professionals. For instance, in June 2022, Enhatch entered into a partnership with Holo-Light, an immersive technology provider, to deliver an XR streaming platform for surgical training using Augmented Reality (AR) and Virtual Reality (VR) technologies. This platform helps to view high-resolution 3D models during surgery to improve surgical outcomes.

Segmental Outlook

The global extended reality market is segmented on the type, technology, and end user. Based on the type, the market is sub-segmented into Hardware and Software. Based on technology, the market is sub-segmented into AR technology, VR technology and MR technology. And based on the end user, the market is sub-segmented into consumer products, aerospace and defense, industrial, healthcare and other. Among the technology, the VR technology sub-segment is anticipated to hold a considerable share of the market, it creates a simulated environment that users can interact with using headsets or other devices. VR can be used to create immersive experiences in a variety of fields, including gaming, entertainment, education, training, and healthcare. Hence companies are working on development of VR technologies and adopting various strategic initiatives such as partnership, product launch and acquisition to stay competitive in the market. For instance, in September 2022: Meta formed a partnership with Qualcomm to design customized chips for the next-generation extended reality platforms for the Metaverse. Qualcomm and Meta have formed a multi-year agreement to work together. Before this agreement was initiated, Meta tried to create its own custom processor. Meta has relied on Qualcomm for its chips for their VR headsets for years, including the latest Quest2.

The Industrial Sub-Segment is Anticipated to Hold a Considerable Share of the Global Extended reality Market

Among the end user, the industrial sub-segment is expected to hold a considerable share of the global Extended reality market. This segmental growth is attributed to several factor such as, XR is being used to train employees on new skills or procedures in a safe and realistic environment and it is being used to improve productivity and safety in manufacturing environments. For instance, In October 2022, Meta is working with Microsoft to develop XR experiences for the workplace, "Mesh for Teams builds on years of research and Microsoft Cloud innovation, from Azure Digital Twins to Dynamics 365 Remote Assist and Teams video meetings". It is designed to help people gather virtually in the place where work happens on any device, including smartphones, laptops and mixed-reality headsets. Microsoft 365 apps will be available on Meta Quest devices, enabling people to interact with content from their favorite productivity apps including Word, Excel, powerpoint, Outlook, and sharepoint within VR. In the future, Windows 365 will also be available on Meta Quest devices, with the ability to stream a Windows Cloud PC including your personalized apps, content and settings.

Regional Outlook

The global Extended reality market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia pacific is anticipated to hold a prominent share of the market across the globe, owing to growing adoption of smart learning through extended reality.

The North America Region is Expected to Grow at a Significant CAGR in the Global Extended reality Market

Among all regions, the North America regions is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to strong technological infrastructure and high expenditure in R&D in these regions by key market players. For instance, in September 2023, Talespin, announced the launch of its extended reality (XR) learning app on Meta Quest. After Meta introduced its $500 Meta Quest 3 virtual reality headset. Initially designed for enterprise use, Talespin's immersive learning app has now been made accessible to the general public, allowing anyone to experience their virtual worlds and gain valuable skills.

Market Players Outlook

The major companies serving the Extended reality market include: Microsoft Corp., Google LLC, Everysight Ltd., HTC Corp, Sony Corp, Lumus Ltd., Optinvent, realwear, Inc., Ricoh Company Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, In January 2023, HTC VIVE continues to push the boundaries of innovation, today unveiling its new consumer flagship all-in-one, VIVE XR Elite. The headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device - perfect for gaming, fitness, productivity and more. The VIVE XR Elite all-in-one represents the next milestone in the progression towards the fully immersive internet, going beyond today's VR with accurate pass-through video to open up a new realm of realism in learning and playing.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global Extended reality market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Google LLC.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Meta Platforms inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Microsoft Corp.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Extended reality Market by Type
    • 4.1.1. Hardware
    • 4.1.2. Service
  • 4.2. Global Extended reality Market by Technology
    • 4.2.1. AR Technology
    • 4.2.2. VR Technology
    • 4.2.3. MR Technology
  • 4.3. Global Extended reality Market by End User
    • 4.3.1. Consumer products
    • 4.3.2. Industrial
    • 4.3.3. Aerospace and defense
    • 4.3.4. Healthcare
    • 4.3.5. Other (Energy and Education)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Apple Inc.
  • 6.2. Avegant Corp.
  • 6.3. Everysight Ltd.
  • 6.4. HTC Corp.
  • 6.5. Lumus Ltd.
  • 6.6. Optinvent,
  • 6.7. PTC Inc.
  • 6.8. Qualcomm Technologies, Inc.
  • 6.9. Realwear, Inc.
  • 6.10. Ricoh Company Ltd
  • 6.11. Samsung Electronics Co., Ltd.
  • 6.12. Seiko Epson Corp
  • 6.13. Sony Corp.

LIST OF TABLES

  • 1. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 5. GLOBAL AR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 6. GLOBAL VR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 7. GLOBAL MR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 8. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 14. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 15. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 17. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 18. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 19. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 20. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 21. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 22. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 23. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 24. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 25. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 26. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 27. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 29. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 30. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL EXTENDED REALITY MARKET SHARE BY TYPE, 2022 VS 2030 (%)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 4. GLOBAL EXTENDED REALITY MARKET SHARE BY TECHNOLOGY, 2022 VS 2030 (%)
  • 5. GLOBAL AR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 6. GLOBAL VR TECHNOLOGY REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 7. GLOBAL MR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 8. GLOBAL EXTENDED REALITY MARKET SHARE BY END USER, 2022 VS 2030 (%)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 14. GLOBAL EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 15. US EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. CANADA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. UK EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. FRANCE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. GERMANY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. ITALY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. SPAIN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. REST OF EUROPE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. INDIA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. CHINA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. JAPAN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 26. SOUTH KOREA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 27. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)