ICT

Request for TOC Request for Sample
BUY NOW

Global Extended Reality Market – Industry Trends and Forecast to 2031

ICT | Upcoming Report | Apr 2024 | Global | 350 Pages | No of Tables: 220 | No of Figures: 60

Report Description

Global Extended Reality Market, By Component (Hardware, Software, Services), Type (Consumer Engagement, Business Engagement), Organization Size (Small and Medium-sized Enterprises, Large Enterprises), Application (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR)), End User Industry (Education, Retail, Industrial and Manufacturing, Healthcare, Media and Entertainment, and Others) - Industry Trends and Forecast to 2031.

Extended Reality Market Analysis and Size

The extended reality (XR) market, comprising virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies, is witnessing significant growth. XR is widely adopted across industries like gaming, healthcare, education, and retail due to continuous advancements in hardware and software. Its transformative potential is evident in creating immersive experiences and innovative solutions.

Data Bridge Market Research analyses that the global extended reality market, which was USD 91.80 billion in 2023, is expected to reach USD 775.51 billion by 2031, and is expected to undergo a CAGR of 30.57% during the forecast period of 2024-2031. “Software” dominates the component segment of the global extended reality market to its pivotal role in enabling immersive experiences across virtual reality (VR), augmented reality (AR), and mixed reality (MR) applications. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Report Scope and Market Segmentation

Report Metric

Details

Forecast Period

2024 to 2031

Base Year

2023

Historic Years

2022 (Customized 2016 to 2021)

Quantitative Units

Revenue in USD Billion, Volumes in Units, Pricing in USD

Segments Covered

Component (Hardware, Software, Services), Type (Consumer Engagement, Business Engagement), Organization Size (Small and Medium-sized Enterprises, Large Enterprises), Application (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR)), End User Industry (Education, Retail, Industrial and Manufacturing, Healthcare, Media and Entertainment, and Others)

Countries Covered

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa

Market Players Covered

Microsoft (U.S.), Sony Group Corporation (Japan), Meta Platforms, Inc. (U.S.), HTC Corporation (Taiwan), Google (U.S.), PTC Inc. (U.S.), Seiko Epson Corporation (Japan), Apple Inc. (U.S.), Qualcomm Technologies, Inc. (U.S.), and Samsung Electronics Co., Ltd. (South Korea) among other

Market Opportunities

  • Growing Enterprise Adoption Trends
  • Integration of VR and AR in Healthcare
  • Rise of 5G Networks

Market Definition

Extended reality (XR) encompasses a spectrum of immersive technologies that blend physical and digital environments to create interactive and engaging experiences. XR products and services include virtual reality (VR), augmented reality (AR), and mixed reality (MR) applications. VR immerses users in a completely digital environment, typically through the use of headsets or glasses, providing an immersive experience that simulates physical presence in a virtual world. AR overlays digital content onto the real world, enhancing the user's perception of their environment by adding virtual objects or information.

Extended Reality Market Dynamics

Drivers

  • Growing Demand for Immersive Experiences

The increasing demand for immersive experiences across various sectors such as gaming, entertainment, education, and healthcare is a significant driver for the global extended reality (XR) market. XR technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), offer users an immersive and interactive environment, enhancing engagement and user experiences.

  • Advancements in Technology

Continuous advancements in XR technologies, including hardware and software improvements, are driving the growth of the global XR market. Innovations in display technologies, graphics rendering, tracking systems, and haptic feedback mechanisms are enhancing the quality and realism of XR experiences, thereby expanding the market potential.

Opportunities

  • Growing Enterprise Adoption Trends

There is a growing trend of XR adoption in enterprise applications, particularly in areas such as training, remote collaboration, and product visualization. Industries such as manufacturing, automotive, aerospace, and retail are leveraging XR technologies to improve operational efficiency, enhance training programs, and streamline product development processes.

  • Integration of VR and AR in Healthcare

The healthcare sector presents significant opportunities for XR technologies to transform patient care, medical training, and therapy. VR and AR applications are being used for surgical simulations, medical education, pain management, and mental health treatments. As the healthcare industry increasingly embraces digital transformation, XR solutions are poised to play a crucial role in improving patient outcomes and healthcare delivery.

  • Rise of 5G Networks

The rollout of 5G networks offers new opportunities for the global XR market by enabling high-speed, low-latency communication essential for delivering immersive experiences. With 5G infrastructure expanding globally, XR applications can leverage the network capabilities to deliver real-time interactions, multiplayer experiences, and seamless streaming of high-resolution content, thereby driving adoption across various sectors.

Restraints/ Challenges

  • High Initial Costs

One of the primary restraints for the global XR market is the high initial costs associated with hardware, software development, and implementation. VR headsets, AR glasses, and specialized equipment required for XR experiences can be expensive, limiting adoption, especially among individual consumers and small businesses. Additionally, the complexity of developing XR content and applications adds to the overall investment required, restraining market growth to some extent.

  • User Comfort and Safety Concerns

Despite the advancements in XR technology, challenges related to user comfort and safety persist. Issues such as motion sickness, eye strain, and discomfort associated with prolonged use of XR devices remain significant challenges market growth. 

This market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, the impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the market contact the Data Bridge Market Research for an Analyst Brief, our team will help you make an informed market decision to achieve market growth.

Recent Developments

  • In February 2023, Sony Group Corporation unveiled the PlayStation VR2 along with the PlayStation VR2 Sense Controller Charging Station, aiming to provide gamers with a distinctive gameplay encounter. The PS VR2 incorporates headset feedback, eye tracking, 3D audio, and adaptive triggers, along with haptic feedback from the PS VR2 Sense controllers
  • In 2020, Accenture teamed up with Qualcomm and Kellogg's to develop a virtual reality (VR) retail solution. Utilizing XR technologies, the solution offered an immersive shopping experience, enabling customers to interact with virtual product displays and make informed purchases

Extended Reality Market Scope

The market is segmented on the basis of component, type, organization size, application, and end user. The growth amongst these segments will help you analyse meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Component

  • Hardware
  • Software
  • Services

Type

  • Consumer Engagement
  • Business Engagement

Organization Size

  • Small and Medium-sized Enterprises
  • Large Enterprises

Application

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

End User Industry

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

Extended Reality Market Region Analysis/Insights

The market is analysed and market size insights and trends are provided by region, component, type, organization size, application, and end user industry as referenced above.

The regions covered in the market report are North America, South America, Europe, Asia-Pacific, and the Middle East and Africa. The countries covered in the Global Extended Reality Market   report are U.S., Canada, Mexico, Brazil, Argentina, the Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of the Middle East and Africa.

North America is poised to dominate the global extended reality market due to its extensive history of adoption and innovation in the field. The region boasts a robust technology ecosystem with numerous XR companies, startups, and research institutions, supported by major tech conglomerates' substantial investments. Leveraging advanced infrastructure and a culture of early adoption, North America drives XR growth across diverse sectors such as gaming, entertainment, healthcare, and education.

Asia-Pacific is anticipated to be the fastest-growing region fueled by increasing  population, rising disposable incomes, and expanding smartphone penetration. The region witnesses substantial investments in XR startups and infrastructure development, reflecting the increasing demand for immersive experiences across various industries.

The region section of the report also provides individual market-impacting factors and changes in regulation in the market domestically that impact the current and future trends of the market. Data points such as downstream and upstream value chain analysis, technical trends, and Porter’s five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and the challenges faced due to large or scarce competition from local and domestic brands, the impact of domestic tariffs, and trade routes are considered while providing forecast analysis of the region data.   

Competitive Landscape and Extended Reality Market Share Analysis

The market competitive landscape provides details of competitors. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to the market.

Some of the major players operating in the market are:

  • Microsoft (U.S.)
  • Sony Group Corporation (Japan)
  • Meta Platforms, Inc. (U.S.)
  • HTC Corporation (Taiwan)
  • Google (U.S.)
  • PTC Inc. (U.S.)
  • Seiko Epson Corporation (Japan)
  • Apple Inc. (U.S.)
  • Qualcomm Technologies, Inc. (U.S.)
  • Samsung Electronics Co., Ltd. (South Korea)


SKU-

Table of Content

Please fill in the below form for detailed Table of Content

First name is required
Last name is required
Please enter Contact No.
Email is required
Please enter job tital
Please enter company name
Please select country

List of Table

Please fill in the below form for detailed List of Table

First name is required
Last name is required
Please enter Contact No.
Email is required
Please enter job tital
Please enter company name
Please select country

List of Figure

Please fill in the below form for detailed List of Figure

First name is required
Last name is required
Please enter Contact No.
Email is required
Please enter job tital
Please enter company name
Please select country

View Infographics

Please fill in the below form for detailed Infographics

First name is required
Last name is required
Please enter Contact No.
Email is required
Please enter job tital
Please enter company name
Please select country
CHOOSE LICENCE TYPE
  • 7000.00
  • 4800.00
  • 3000.00
  • 8000.00
  • 12000.00
Why Choose Us
Unlocking New Opportunities on this Report Post Covid-19