November 12, 2024
ICT

Extended Reality Market Size to Grow US$ 345.9 Billion By 2030

The global extended reality market size was approximate at US$ 35.14  billion in 2022 and is anticipated to grow US$ 345.9 billion by 2030, registering a compound annual growth rate of 33.09% from 2022 to 2030.

Extended Reality Market Size 2022 To 2030

The extended reality market report covering various industry elements and growth trends helpful for predicting the market’s future.

The study provides a strong base for the extended reality market to be segmented into different segments. In fact, the study also covers the maximum market share during the assessment period by 2030.

This study is based on the partners that are highly competitive, key players as well as their market revenue in the forecast years of 2022 to 2030. There is also a strong focus on product revenues, sales, product categories and even the products that are experiencing the most traction. In this manner, the extended reality report also speaks about the effectiveness of this market along with its growth during the forecast period of 2030. Other major attributes of the extended reality market have been studied and analysed across many developments.

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Extended Reality Market Report Scope

Report Coverage Details
Market Size in 2022 USD 35.14 Billion
Market Size by 2030 USD 345.9 Billion
Growth Rate from 2022 to 2030 CAGR of 33.09%
Base Year 2021
Forecast Period 2022 to 2030
Segments Covered
  • By Type
  • By Components
  • By End-Use

Also read: Industrial Gases Market Size to Grow US$ 161.8 Billion By 2030

Research Approach

The comprehensive report on the global extended reality market begins with an overview, followed by the scope and objectives of the study. The report provides detailed explanation of the objectives behind this study and key vendors and distributors operating in the market and regulatory scenario for approval of products. Following this, the report provides detailed explanation of objectives of this study and laid down by accredited agencies in the purview of research in the global extended reality market.

It is followed by market introduction, market dynamics, and an overview of the global market, which includes analysis of market drivers, restraints, and trends pertaining to the global market. Furthermore, Y-o-Y growth analysis with elaborated insights has been provided in order to understand the Y-o-Y growth trend of the global market.

For reading comprehensibility, the report has been compiled in a chapter-wise layout, with each section divided into smaller sections. The report comprises an exhaustive collection of graphs and tables that are appropriately interspersed. Pictorial representation of actual and projected values of key segments is visually appealing to readers. This also allows comparison of the market shares of key segments in the past and at the end of the forecast period.

Key Players

  • Accenture plc
  • Qualcomm Incorporated
  • Unity Technologies
  • Adobe Inc.
  • Alphabet Inc.
  • SoftServe Inc.
  • Northern Digital Inc.
  • Sony Corporation
  • Facebook Inc.
  • Microsoft Corporation
  • Tata Elxsi
  • Semcon
  • HTC Corporation

Extended Reality Market  Segmentations

By Type

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

By Components

  • Hardware
  • Software
  • Services

By End-Use

  • Education
  • Automotive
  • Retail
  • Manufacturing
  • Aerospace
  • Healthcare
  • Media and Entertainment

By Geography

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa (MEA)

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Extended Reality Market 

5.1. COVID-19 Landscape: Extended Reality Industry Impact

5.2. COVID 19 – Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Extended Reality Market, By Type

8.1. Extended Reality Market, by Type, 2022-2030

8.1.1 Virtual Reality (VR)

8.1.1.1. Market Revenue and Forecast (2017-2030)

8.1.2. Augmented Reality (AR)

8.1.2.1. Market Revenue and Forecast (2017-2030)

8.1.3. Mixed Reality (MR)

8.1.3.1. Market Revenue and Forecast (2017-2030)

Chapter 9. Global Extended Reality Market, By Components

9.1. Extended Reality Market, by Components, 2022-2030

9.1.1. Hardware

9.1.1.1. Market Revenue and Forecast (2017-2030)

9.1.2. Hardware

9.1.2.1. Market Revenue and Forecast (2017-2030)

9.1.3. Services

9.1.3.1. Market Revenue and Forecast (2017-2030)

Chapter 10. Global Extended Reality Market, By End-Use 

10.1. Extended Reality Market, by End-Use, 2022-2030

10.1.1. Education

10.1.1.1. Market Revenue and Forecast (2017-2030)

10.1.2. Automotive

10.1.2.1. Market Revenue and Forecast (2017-2030)

10.1.3. Retail

10.1.3.1. Market Revenue and Forecast (2017-2030)

10.1.4. Manufacturing

10.1.4.1. Market Revenue and Forecast (2017-2030)

10.1.5. Aerospace

10.1.5.1. Market Revenue and Forecast (2017-2030)

10.1.6. Healthcare

10.1.6.1. Market Revenue and Forecast (2017-2030)

10.1.7. Media and Entertainment

10.1.7.1. Market Revenue and Forecast (2017-2030)

Chapter 11. Global Extended Reality Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Type (2017-2030)

11.1.2. Market Revenue and Forecast, by Components (2017-2030)

11.1.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.1.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.1.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.1.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.1.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type (2017-2030)

11.2.2. Market Revenue and Forecast, by Components (2017-2030)

11.2.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.2.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.2.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.2.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.2.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type (2017-2030)

11.2.6.2. Market Revenue and Forecast, by Components (2017-2030)

11.2.6.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type (2017-2030)

11.2.7.2. Market Revenue and Forecast, by Components (2017-2030)

11.2.7.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type (2017-2030)

11.3.2. Market Revenue and Forecast, by Components (2017-2030)

11.3.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.3.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.3.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.3.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.3.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type (2017-2030)

11.3.6.2. Market Revenue and Forecast, by Components (2017-2030)

11.3.6.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type (2017-2030)

11.3.7.2. Market Revenue and Forecast, by Components (2017-2030)

11.3.7.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.4.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.4.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.4.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.4.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type (2017-2030)

11.4.6.2. Market Revenue and Forecast, by Components (2017-2030)

11.4.6.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type (2017-2030)

11.4.7.2. Market Revenue and Forecast, by Components (2017-2030)

11.4.7.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type (2017-2030)

11.5.4.2. Market Revenue and Forecast, by Components (2017-2030)

11.5.4.3. Market Revenue and Forecast, by End-Use (2017-2030)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type (2017-2030)

11.5.5.2. Market Revenue and Forecast, by Components (2017-2030)

11.5.5.3. Market Revenue and Forecast, by End-Use (2017-2030)

Chapter 12. Company Profiles

12.1. Accenture plc

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Qualcomm Incorporated

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Unity Technologies

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Adobe Inc.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Alphabet Inc.

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. SoftServe Inc.

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Northern Digital Inc.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Sony Corporation

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Facebook Inc.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Microsoft Corporation

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

Why should you invest in this report?

If you are aiming to enter the global extended reality market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for extended reality are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.

Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.

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Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

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