▶ 調査レポート

世界のエクステンデッドリアリティ(XR)市場(~2027):技術別、提供別、デバイス種類別、エンドユーザー別、地域別

• 英文タイトル:Extended Reality Market Research Report by Technology, Offering, Device Type, End User, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界のエクステンデッドリアリティ(XR)市場(~2027):技術別、提供別、デバイス種類別、エンドユーザー別、地域別 / Extended Reality Market Research Report by Technology, Offering, Device Type, End User, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2302F0223資料のイメージです。• レポートコード:MRC2302F0223
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、230ページ
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レポート概要
360iResearch社は、2021年の198億ドルであった世界のエクステンデッドリアリティ(XR)市場規模が、2022年に253億ドルへ達し、2027年までに年平均27.62%成長し、857億ドルへ拡大すると見込んでいます。本書は、エクステンデッドリアリティ(XR)の世界市場を対象に、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、技術別(AR(拡張現実)技術、MR(拡張現実)技術、VR(仮想現実)技術)分析、提供別(ハードウェア、ソフトウェア/ソリューション)分析、デバイス種類別(AR(拡張現実)デバイス、MR(拡張現実)デバイス、VR(仮想現実)デバイス)分析、エンドユーザー別(航空宇宙・防衛、自動車、商業、地理空間分析、その他)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報などの項目について調査・分析を行っています。また、市場調査の対象企業には、Accenture PLC、Augray Ltd.、HTC Corporation、Intel Corporation、International Business Machines Corporation、Magic Leap, Inc.、Microsoft Corporationなどが含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のエクステンデッドリアリティ(XR)市場規模:技術別
- AR(拡張現実)技術における市場規模
- MR(拡張現実)技術における市場規模
- VR(仮想現実)技術における市場規模
・世界のエクステンデッドリアリティ(XR)市場規模:提供別
- ハードウェアの市場規模
- ソフトウェア/ソリューションの市場規模
・世界のエクステンデッドリアリティ(XR)市場規模:デバイス種類別
- AR(拡張現実)デバイスの市場規模
- MR(拡張現実)デバイスの市場規模
- VR(仮想現実)デバイスの市場規模
・世界のエクステンデッドリアリティ(XR)市場規模:エンドユーザー別
- 航空宇宙・防衛における市場規模
- 自動車における市場規模
- 商業における市場規模
- 地理空間分析における市場規模
- その他エンドユーザーにおける市場規模
・世界のエクステンデッドリアリティ(XR)市場規模:地域別
- 南北アメリカのエクステンデッドリアリティ(XR)市場規模
アメリカのエクステンデッドリアリティ(XR)市場規模
カナダのエクステンデッドリアリティ(XR)市場規模
ブラジルのエクステンデッドリアリティ(XR)市場規模
...
- アジア太平洋のエクステンデッドリアリティ(XR)市場規模
日本のエクステンデッドリアリティ(XR)市場規模
中国のエクステンデッドリアリティ(XR)市場規模
インドのエクステンデッドリアリティ(XR)市場規模
韓国のエクステンデッドリアリティ(XR)市場規模
台湾のエクステンデッドリアリティ(XR)市場規模
...
- ヨーロッパ/中東/アフリカのエクステンデッドリアリティ(XR)市場規模
イギリスのエクステンデッドリアリティ(XR)市場規模
ドイツのエクステンデッドリアリティ(XR)市場規模
フランスのエクステンデッドリアリティ(XR)市場規模
ロシアのエクステンデッドリアリティ(XR)市場規模
...
- その他地域のエクステンデッドリアリティ(XR)市場規模
・競争状況
・企業情報

The Global Extended Reality Market size was estimated at USD 19.82 billion in 2021 and expected to reach USD 25.26 billion in 2022, and is projected to grow at a CAGR 27.62% to reach USD 85.66 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Extended Reality to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Technology, the market was studied across AR Technology, MR Technology, and VR Technology.

Based on Offering, the market was studied across Hardware and Software/Solution.

Based on Device Type, the market was studied across AR Devices, MR Devices, and VR Devices.

Based on End User, the market was studied across Aerospace & Defense, Automotive, Commercial, Consumer, Geospatial Analysis, Healthcare, Real Estate, and Real Estate. The Commercial is further studied across Advertising, Education & Training, Retail & Ecommerce, and Travel & Tourism. The Consumer is further studied across Entertainment & Sports and Gaming. The Healthcare is further studied across Fitness Management, Medical Training & Education, Patient Care Management, Pharmacy Management, and Surgery.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Extended Reality market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Extended Reality Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Extended Reality Market, including Accenture PLC, Augray Ltd., HTC Corporation, Intel Corporation, International Business Machines Corporation, Magic Leap, Inc., Microsoft Corporation, Northern Digital Inc., Panasonic Corporation, Qualcomm Technologies Inc., SoftServe Inc., Softweb Solutions Inc., SphereGen Technologies, VertexPlus Softwares Pvt. Ltd., and Visteon Corporation.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Extended Reality Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Extended Reality Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Extended Reality Market?
4. What is the competitive strategic window for opportunities in the Global Extended Reality Market?
5. What are the technology trends and regulatory frameworks in the Global Extended Reality Market?
6. What is the market share of the leading vendors in the Global Extended Reality Market?
7. What modes and strategic moves are considered suitable for entering the Global Extended Reality Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing trend of miniaturisation in smart devices
5.1.1.2. Increasing adoption of gesture based computing
5.1.1.3. Penetration of HMDs in the gaming and entertainment industry
5.1.2. Restraints
5.1.2.1. Complexity in the implementation process in terms of technology
5.1.2.2. Health issues due to the excessive usage of extended reality
5.1.3. Opportunities
5.1.3.1. Major technology development supporting extended reality use cases
5.1.3.2. Continuous developments in 5G technology
5.1.3.3. Adoption of extended reality in healthcare and tourism sector
5.1.4. Challenges
5.1.4.1. Vulnerability for cyber attacks along with the high cost of implementation
5.2. Cumulative Impact of COVID-19

6. Extended Reality Market, by Technology
6.1. Introduction
6.2. AR Technology
6.3. MR Technology
6.4. VR Technology

7. Extended Reality Market, by Offering
7.1. Introduction
7.2. Hardware
7.3. Software/Solution

8. Extended Reality Market, by Device Type
8.1. Introduction
8.2. AR Devices
8.3. MR Devices
8.4. VR Devices

9. Extended Reality Market, by End User
9.1. Introduction
9.2. Aerospace & Defense
9.3. Automotive
9.4. Commercial
9.5.1. Advertising
9.5.2. Education & Training
9.5.3. Retail & Ecommerce
9.5.4. Travel & Tourism
9.5. Consumer
9.6.1. Entertainment & Sports
9.6.2. Gaming
9.6. Geospatial Analysis
9.7. Healthcare
9.8.1. Fitness Management
9.8.2. Medical Training & Education
9.8.3. Patient Care Management
9.8.4. Pharmacy Management
9.8.5. Surgery
9.8. Real Estate
9.9. Real Estate

10. Americas Extended Reality Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Extended Reality Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam

12. Europe, Middle East & Africa Extended Reality Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis, By Key Player
13.3. Market Share Analysis, By Key Player
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration, & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding
13.4.5. Award, Recognition, & Expansion

14. Company Usability Profiles
14.1. Accenture PLC
14.1.1. Business Overview
14.1.2. Key Executives
14.1.3. Product & Services
14.2. Augray Ltd.
14.2.1. Business Overview
14.2.2. Key Executives
14.2.3. Product & Services
14.3. HTC Corporation
14.3.1. Business Overview
14.3.2. Key Executives
14.3.3. Product & Services
14.4. Intel Corporation
14.4.1. Business Overview
14.4.2. Key Executives
14.4.3. Product & Services
14.5. International Business Machines Corporation
14.5.1. Business Overview
14.5.2. Key Executives
14.5.3. Product & Services
14.6. Magic Leap, Inc.
14.6.1. Business Overview
14.6.2. Key Executives
14.6.3. Product & Services
14.7. Microsoft Corporation
14.7.1. Business Overview
14.7.2. Key Executives
14.7.3. Product & Services
14.8. Northern Digital Inc.
14.8.1. Business Overview
14.8.2. Key Executives
14.8.3. Product & Services
14.9. Panasonic Corporation
14.9.1. Business Overview
14.9.2. Key Executives
14.9.3. Product & Services
14.10. Qualcomm Technologies Inc.
14.10.1. Business Overview
14.10.2. Key Executives
14.10.3. Product & Services
14.11. SoftServe Inc.
14.11.1. Business Overview
14.11.2. Key Executives
14.11.3. Product & Services
14.12. Softweb Solutions Inc.
14.12.1. Business Overview
14.12.2. Key Executives
14.12.3. Product & Services
14.13. SphereGen Technologies
14.13.1. Business Overview
14.13.2. Key Executives
14.13.3. Product & Services
14.14. VertexPlus Softwares Pvt. Ltd.
14.14.1. Business Overview
14.14.2. Key Executives
14.14.3. Product & Services
14.15. Visteon Corporation
14.15.1. Business Overview
14.15.2. Key Executives
14.15.3. Product & Services

15. Appendix
15.1. Discussion Guide
15.2. License & Pricing