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市場調査レポート
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1266366

エクステンデッドリアリティの世界市場:コンポーネント別、技術別(仮想現実、拡張現実、複合現実)、エンドユーザー別:機会分析と産業予測、2021-2031年

Extended Reality Market By Component, By Technology (Virtual Reality, Augmented Reality, Mixed Reality ), By End User : Global Opportunity Analysis and Industry Forecast, 2021-2031

出版日: | 発行: Allied Market Research | ページ情報: 英文 400 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.76円
エクステンデッドリアリティの世界市場:コンポーネント別、技術別(仮想現実、拡張現実、複合現実)、エンドユーザー別:機会分析と産業予測、2021-2031年
出版日: 2023年02月01日
発行: Allied Market Research
ページ情報: 英文 400 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

エクステンデッドリアリティとは、没入型技術全般を指す新しい造語です。

AR(拡張現実)、VR(仮想現実)、MR(複合現実)など、人間がすでに持っているものだけでなく、現在も開発中のものも含まれます。仮想世界と「現実」世界を融合させたり、完全に没入した体験を生み出したりすることで、すべての没入型テクノロジーは現実の人間の体験を拡張します。最近の調査によると、回答者の60%以上が、今後5年間でXRが広く使われるようになると考えています。

エクステンデッドリアリティへの投資の急増とヘルスケア産業におけるXRの採用拡大が、主にエクステンデッドリアリティ市場の成長を後押ししています。しかし、XRデバイスの過度な使用は健康に悪影響を及ぼし、COVID-19による世界の景気後退が市場の成長をある程度阻害しています。さらに、5G技術の継続的な進歩は、予測期間中に市場成長のための有利な機会を提供することが期待されます。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場の概要

  • 市場の定義と範囲
  • 主な調査結果
    • 主な影響要因
    • 主な投資機会
  • ポーターのファイブフォース分析
    • 供給企業の交渉力の高さ
    • 買い手の交渉力の高さ
    • 代替品の脅威の高さ
    • 新規参入業者の脅威が高い
    • ライバルの強さは中程度
  • 市場力学
    • 促進要因
      • ヘルスケア業界におけるXRの採用が進む
      • エクステンデッドリアリティへの投資の増加
    • 抑制要因
      • COVID-19のせいで世界の景気後退
      • XRデバイスの過度な使用は健康への悪影響がある
    • 機会
      • 5G技術の継続的な進歩
  • COVID-19市場への影響度分析

第4章 エクステンデッドリアリティ市場:コンポネント別

  • 概要
    • 市場規模・予測
  • ハードウェア
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • ソフトウェア
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • サービス内容
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析

第5章 エクステンデッドリアリティ市場:技術別

  • 概要
    • 市場規模・予測
  • バーチャルリアリティ(VR)
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • オーグメンテッドリアリティ(AR)
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 複合現実(MR)
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析

第6章 エクステンデッドリアリティ市場:エンドユーザー別

  • 概要
    • 市場規模・予測
  • ゲーミング
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 小売
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • ヘルスケア
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 製造業
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • メディア・エンターテインメント
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 教育
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 航空宇宙・防衛
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • その他
    • 主な市場動向、成長要因、機会について
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析

第7章 エクステンデッドリアリティ市場:地域別

  • 概要
    • 市場規模・予測:地域別
  • 北米
    • 主な動向と機会
    • 市場規模・予測:コンポーネント別
    • 市場規模・予測:技術別
    • 市場規模・予測:エンドユーザー別
    • 市場規模・予測:国別
      • 米国
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • カナダ
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
  • 欧州
    • 主な動向と機会
    • 市場規模・予測:コンポーネント別
    • 市場規模・予測:技術別
    • 市場規模・予測:エンドユーザー別
    • 市場規模・予測:国別
      • 英国
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • ドイツ
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • フランス
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • イタリア
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • スペイン
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • オランダ
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • その他欧州
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
  • アジア太平洋地域
    • 主な動向と機会
    • 市場規模・予測:コンポーネント別
    • 市場規模・予測:技術別
    • 市場規模・予測:エンドユーザー別
    • 市場規模・予測:国別
      • 中国
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • インド
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • 日本
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • オーストラリア
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • 韓国
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • その他アジア太平洋地域
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
  • LAMEA
    • 主な動向と機会
    • 市場規模・予測:コンポーネント別
    • 市場規模・予測:技術別
    • 市場規模・予測:エンドユーザー別
    • 市場規模・予測:国別
      • ラテンアメリカ
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • 中東
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別
      • アフリカ
      • 主な市場動向、成長要因、機会について
      • 市場規模・予測:コンポーネント別
      • 市場規模・予測:技術別
      • 市場規模・予測:エンドユーザー別

第8章 競合情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • トップ企業のポジショニング、2021年

第9章 企業プロファイル

  • Accenture plc
  • Qualcomm Incorporated
  • Unity Technologies
  • Adobe Inc.
  • Alphabet Inc.
  • Sony Corporation
  • Microsoft Corporation
  • HTC Corporation
  • Facebook
  • SoftServe Inc.
図表

LIST OF TABLES

  • TABLE 01. GLOBAL EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 02. EXTENDED REALITY MARKET FOR HARDWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 03. EXTENDED REALITY MARKET FOR SOFTWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 04. EXTENDED REALITY MARKET FOR SERVICES, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 05. GLOBAL EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 06. EXTENDED REALITY MARKET FOR VIRTUAL REALITY (VR), BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 07. EXTENDED REALITY MARKET FOR AUGMENTED REALITY (AR), BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 08. EXTENDED REALITY MARKET FOR MIXED REALITY (MR), BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 09. GLOBAL EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 10. EXTENDED REALITY MARKET FOR GAMING, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 11. EXTENDED REALITY MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 12. EXTENDED REALITY MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 13. EXTENDED REALITY MARKET FOR MANUFACTURING, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 14. EXTENDED REALITY MARKET FOR MEDIA AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 15. EXTENDED REALITY MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 16. EXTENDED REALITY MARKET FOR AEROSPACE AND DEFENSE, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 17. EXTENDED REALITY MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 18. EXTENDED REALITY MARKET, BY REGION, 2021-2031 (REVENUE, $MILLION)
  • TABLE 19. NORTH AMERICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 20. NORTH AMERICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 21. NORTH AMERICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 22. NORTH AMERICA EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 23. U.S. EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 24. U.S. EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 25. U.S. EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 26. CANADA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 27. CANADA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 28. CANADA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 29. EUROPE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 30. EUROPE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 31. EUROPE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 32. EUROPE EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 33. UK EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 34. UK EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 35. UK EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 36. GERMANY EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 37. GERMANY EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 38. GERMANY EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 39. FRANCE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 40. FRANCE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 41. FRANCE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 42. ITALY EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 43. ITALY EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 44. ITALY EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 45. SPAIN EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 46. SPAIN EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 47. SPAIN EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 48. NETHERLANDS EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 49. NETHERLANDS EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 50. NETHERLANDS EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 51. REST OF EUROPE EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 52. REST OF EUROPE EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 53. REST OF EUROPE EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 54. ASIA-PACIFIC EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 55. ASIA-PACIFIC EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 56. ASIA-PACIFIC EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 57. ASIA-PACIFIC EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 58. CHINA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 59. CHINA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 60. CHINA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 61. INDIA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 62. INDIA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 63. INDIA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 64. JAPAN EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 65. JAPAN EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 66. JAPAN EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 67. AUSTRALIA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 68. AUSTRALIA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 69. AUSTRALIA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 70. SOUTH KOREA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 71. SOUTH KOREA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 72. SOUTH KOREA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 73. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 74. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 75. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 76. LAMEA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 77. LAMEA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 78. LAMEA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 79. LAMEA EXTENDED REALITY MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 80. LATIN AMERICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 81. LATIN AMERICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 82. LATIN AMERICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 83. MIDDLE EAST EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 84. MIDDLE EAST EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 85. MIDDLE EAST EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 86. AFRICA EXTENDED REALITY MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
  • TABLE 87. AFRICA EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
  • TABLE 88. AFRICA EXTENDED REALITY MARKET, BY END USER, 2021-2031 (REVENUE, $MILLION)
  • TABLE 89. ACCENTURE PLC: KEY EXECUTIVES
  • TABLE 90. ACCENTURE PLC: COMPANY SNAPSHOT
  • TABLE 91. ACCENTURE PLC: SERVICE SEGMENTS
  • TABLE 92. ACCENTURE PLC: PRODUCT PORTFOLIO
  • TABLE 93. ACCENTURE PLC: KEY STRATERGIES
  • TABLE 94. QUALCOMM INCORPORATED: KEY EXECUTIVES
  • TABLE 95. QUALCOMM INCORPORATED: COMPANY SNAPSHOT
  • TABLE 96. QUALCOMM INCORPORATED: SERVICE SEGMENTS
  • TABLE 97. QUALCOMM INCORPORATED: PRODUCT PORTFOLIO
  • TABLE 98. QUALCOMM INCORPORATED: KEY STRATERGIES
  • TABLE 99. UNITY TECHNOLOGIES: KEY EXECUTIVES
  • TABLE 100. UNITY TECHNOLOGIES: COMPANY SNAPSHOT
  • TABLE 101. UNITY TECHNOLOGIES: SERVICE SEGMENTS
  • TABLE 102. UNITY TECHNOLOGIES: PRODUCT PORTFOLIO
  • TABLE 103. UNITY TECHNOLOGIES: KEY STRATERGIES
  • TABLE 104. ADOBE INC.: KEY EXECUTIVES
  • TABLE 105. ADOBE INC.: COMPANY SNAPSHOT
  • TABLE 106. ADOBE INC.: SERVICE SEGMENTS
  • TABLE 107. ADOBE INC.: PRODUCT PORTFOLIO
  • TABLE 108. ADOBE INC.: KEY STRATERGIES
  • TABLE 109. ALPHABET INC.: KEY EXECUTIVES
  • TABLE 110. ALPHABET INC.: COMPANY SNAPSHOT
  • TABLE 111. ALPHABET INC.: SERVICE SEGMENTS
  • TABLE 112. ALPHABET INC.: PRODUCT PORTFOLIO
  • TABLE 113. SONY CORPORATION: KEY EXECUTIVES
  • TABLE 114. SONY CORPORATION: COMPANY SNAPSHOT
  • TABLE 115. SONY CORPORATION: SERVICE SEGMENTS
  • TABLE 116. SONY CORPORATION: PRODUCT PORTFOLIO
  • TABLE 117. SONY CORPORATION: KEY STRATERGIES
  • TABLE 118. MICROSOFT CORPORATION: KEY EXECUTIVES
  • TABLE 119. MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • TABLE 120. MICROSOFT CORPORATION: SERVICE SEGMENTS
  • TABLE 121. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 122. MICROSOFT CORPORATION: KEY STRATERGIES
  • TABLE 123. HTC CORPORATION: KEY EXECUTIVES
  • TABLE 124. HTC CORPORATION: COMPANY SNAPSHOT
  • TABLE 125. HTC CORPORATION: PRODUCT SEGMENTS
  • TABLE 126. HTC CORPORATION: PRODUCT PORTFOLIO
  • TABLE 127. HTC CORPORATION: KEY STRATERGIES
  • TABLE 128. FACEBOOK: KEY EXECUTIVES
  • TABLE 129. FACEBOOK: COMPANY SNAPSHOT
  • TABLE 130. FACEBOOK: SERVICE SEGMENTS
  • TABLE 131. FACEBOOK: PRODUCT PORTFOLIO
  • TABLE 132. FACEBOOK: KEY STRATERGIES
  • TABLE 133. SOFTSERVE INC.: KEY EXECUTIVES
  • TABLE 134. SOFTSERVE INC.: COMPANY SNAPSHOT
  • TABLE 135. SOFTSERVE INC.: PRODUCT SEGMENTS
  • TABLE 136. SOFTSERVE INC.: PRODUCT PORTFOLIO
  • TABLE 137. SOFTSERVE INC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 01. EXTENDED REALITY MARKET, 2021-2031
  • FIGURE 02. SEGMENTATION OF EXTENDED REALITY MARKET, 2021-2031
  • FIGURE 03. TOP INVESTMENT POCKETS IN EXTENDED REALITY MARKET (2022-2031)
  • FIGURE 04. HIGH BARGAINING POWER OF SUPPLIERS
  • FIGURE 05. HIGH BARGAINING POWER OF BUYERS
  • FIGURE 06. HIGH THREAT OF SUBSTITUTES
  • FIGURE 07. HIGH THREAT OF NEW ENTRANTS
  • FIGURE 08. MODERATE INTENSITY OF RIVALRY
  • FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALEXTENDED REALITY MARKET
  • FIGURE 10. EXTENDED REALITY MARKET, BY COMPONENT, 2021(%)
  • FIGURE 11. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR HARDWARE, BY COUNTRY 2021-2031(%)
  • FIGURE 12. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR SOFTWARE, BY COUNTRY 2021-2031(%)
  • FIGURE 13. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR SERVICES, BY COUNTRY 2021-2031(%)
  • FIGURE 14. EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021(%)
  • FIGURE 15. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR VIRTUAL REALITY (VR), BY COUNTRY 2021-2031(%)
  • FIGURE 16. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR AUGMENTED REALITY (AR), BY COUNTRY 2021-2031(%)
  • FIGURE 17. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MIXED REALITY (MR), BY COUNTRY 2021-2031(%)
  • FIGURE 18. EXTENDED REALITY MARKET, BY END USER, 2021(%)
  • FIGURE 19. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR GAMING, BY COUNTRY 2021-2031(%)
  • FIGURE 20. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR RETAIL, BY COUNTRY 2021-2031(%)
  • FIGURE 21. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR HEALTHCARE, BY COUNTRY 2021-2031(%)
  • FIGURE 22. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MANUFACTURING, BY COUNTRY 2021-2031(%)
  • FIGURE 23. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR MEDIA AND ENTERTAINMENT, BY COUNTRY 2021-2031(%)
  • FIGURE 24. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR EDUCATION, BY COUNTRY 2021-2031(%)
  • FIGURE 25. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR AEROSPACE AND DEFENSE, BY COUNTRY 2021-2031(%)
  • FIGURE 26. COMPARATIVE SHARE ANALYSIS OF EXTENDED REALITY MARKET FOR OTHERS, BY COUNTRY 2021-2031(%)
  • FIGURE 27. EXTENDED REALITY MARKET BY REGION, 2021
  • FIGURE 28. U.S. EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 29. CANADA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 30. UK EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 31. GERMANY EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 32. FRANCE EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 33. ITALY EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 34. SPAIN EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 35. NETHERLANDS EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 36. REST OF EUROPE EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 37. CHINA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 38. INDIA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 39. JAPAN EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 40. AUSTRALIA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 41. SOUTH KOREA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 42. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 43. LATIN AMERICA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 44. MIDDLE EAST EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 45. AFRICA EXTENDED REALITY MARKET, 2021-2031 ($MILLION)
  • FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 49. PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 50. COMPETITIVE DASHBOARD
  • FIGURE 51. COMPETITIVE HEATMAP: EXTENDED REALITY MARKET
  • FIGURE 52. TOP PLAYER POSITIONING, 2021
  • FIGURE 53. ACCENTURE PLC: NET REVENUE, 2018-2020 ($MILLION)
  • FIGURE 54. ACCENTURE PLC: REVENUE SHARE BY SEGMENT, 2020 (%)
  • FIGURE 55. ACCENTURE PLC: REVENUE SHARE BY REGION, 2020 (%)
  • FIGURE 56. QUALCOMM INCORPORATED: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022
  • FIGURE 57. QUALCOMM INCORPORATED: NET REVENUE, 2020-2022 ($MILLION)
  • FIGURE 58. QUALCOMM INCORPORATED: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 59. UNITY TECHNOLOGIES: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 60. UNITY TECHNOLOGIES: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 61. UNITY TECHNOLOGIES: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 62. UNITY TECHNOLOGIES: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 63. ADOBE INC.: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 64. ADOBE INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 65. ADOBE INC.: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 66. ALPHABET INC.: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 67. ALPHABET INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 68. ALPHABET INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 69. ALPHABET INC.: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 70. SONY CORPORATION: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 71. SONY CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 72. SONY CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 73. MICROSOFT CORPORATION: NET REVENUE, 2018-2020 ($MILLION)
  • FIGURE 74. MICROSOFT CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2018-2020
  • FIGURE 75. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 76. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 77. HTC CORPORATION: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 78. HTC CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 79. FACEBOOK: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 80. FACEBOOK: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 81. FACEBOOK: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 82. FACEBOOK: REVENUE SHARE BY SEGMENT, 2021 (%)
目次
Product Code: A06940

Extended reality is a newly coined term that refers to all immersive technology. The ones that are still in development as well as the ones humans already have, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). By fusing the virtual and "real" worlds together or by generating a completely immersive experience, all immersive technologies expand the reality human's experience. More than 60% of respondents, according to a recent study, thought XR would become widely used over the next five years.   

Surge in increasing investments in extended reality and Increasing adoption of XR in healthcare industry primarily drive growth of the extended reality market. However, immoderate use of XR device has negative health effects and worldwide economic downturn because of COVID-19 hamper market growth to some extent. Moreover, continuous 5G technology advancements are expected to provide lucrative opportunities for market growth during the forecast period.  

The global extended reality market is segmented on the basis of component, technology, end user and region. On the basis of component, it is bifurcated into hardware and software and services. On the basis of technology, it is segregated into VR technology, AR technology, and MR technology. On the basis of end user, it is classified into retail, healthcare, education, manufacturing, aerospace and defense, gaming, media and entertainment and others. On the basis of region, it is segregated into North America, Europe, Asia-Pacific, and LAMEA.  

The key players operating in the market include: Accenture Plc, Qualcomm Incorporated, Adobe Inc., Alphabet Inc., Microsoft Corporation, HTC Corporation, Softserve Inc., Unity Technologies, Sony Corporation, and Facebook. Furthermore, it highlights the strategies of the key players to improve the market share and sustain competition. 

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the extended reality market analysis from 2021 to 2031 to identify the prevailing extended reality market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the extended reality market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global extended reality market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Component

  • Hardware
  • Software
  • Services

By Technology

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

By End User

  • Gaming
  • Retail
  • Healthcare
  • Manufacturing
  • Media and Entertainment
  • Education
  • Aerospace and Defense
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Netherlands
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players

  • Accenture plc
  • Qualcomm Incorporated
  • Adobe Inc.
  • Alphabet Inc.
  • Microsoft Corporation
  • HTC Corporation
  • SoftServe Inc.
  • Unity Technologies
  • Sony Corporation
  • Facebook

TABLE OF CONTENTS

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key market segments
  • 1.3. Key benefits to the stakeholders
  • 1.4. Research Methodology
    • 1.4.1. Primary research
    • 1.4.2. Secondary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO Perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top investment pockets
  • 3.3. Porter's five forces analysis
    • 3.3.1. High bargaining power of suppliers
    • 3.3.2. High bargaining power of buyers
    • 3.3.3. High threat of substitutes
    • 3.3.4. High threat of new entrants
    • 3.3.5. Moderate intensity of rivalry
  • 3.4. Market dynamics
    • 3.4.1. Drivers
      • 3.4.1.1. Increasing adoption of XR in healthcare industry
      • 3.4.1.2. Increase in investments in extended reality
    • 3.4.2. Restraints
      • 3.4.2.1. Worldwide economic downturn because of COVID-19
      • 3.4.2.2. Immoderate use of XR device has negative health effects
    • 3.4.3. Opportunities
      • 3.4.3.1. Continuous 5G technology advancements
  • 3.5. COVID-19 Impact Analysis on the market

CHAPTER 4: EXTENDED REALITY MARKET, BY COMPONENT

  • 4.1. Overview
    • 4.1.1. Market size and forecast
  • 4.2. Hardware
    • 4.2.1. Key market trends, growth factors and opportunities
    • 4.2.2. Market size and forecast, by region
    • 4.2.3. Market share analysis by country
  • 4.3. Software
    • 4.3.1. Key market trends, growth factors and opportunities
    • 4.3.2. Market size and forecast, by region
    • 4.3.3. Market share analysis by country
  • 4.4. Services
    • 4.4.1. Key market trends, growth factors and opportunities
    • 4.4.2. Market size and forecast, by region
    • 4.4.3. Market share analysis by country

CHAPTER 5: EXTENDED REALITY MARKET, BY TECHNOLOGY

  • 5.1. Overview
    • 5.1.1. Market size and forecast
  • 5.2. Virtual Reality (VR)
    • 5.2.1. Key market trends, growth factors and opportunities
    • 5.2.2. Market size and forecast, by region
    • 5.2.3. Market share analysis by country
  • 5.3. Augmented Reality (AR)
    • 5.3.1. Key market trends, growth factors and opportunities
    • 5.3.2. Market size and forecast, by region
    • 5.3.3. Market share analysis by country
  • 5.4. Mixed Reality (MR)
    • 5.4.1. Key market trends, growth factors and opportunities
    • 5.4.2. Market size and forecast, by region
    • 5.4.3. Market share analysis by country

CHAPTER 6: EXTENDED REALITY MARKET, BY END USER

  • 6.1. Overview
    • 6.1.1. Market size and forecast
  • 6.2. Gaming
    • 6.2.1. Key market trends, growth factors and opportunities
    • 6.2.2. Market size and forecast, by region
    • 6.2.3. Market share analysis by country
  • 6.3. Retail
    • 6.3.1. Key market trends, growth factors and opportunities
    • 6.3.2. Market size and forecast, by region
    • 6.3.3. Market share analysis by country
  • 6.4. Healthcare
    • 6.4.1. Key market trends, growth factors and opportunities
    • 6.4.2. Market size and forecast, by region
    • 6.4.3. Market share analysis by country
  • 6.5. Manufacturing
    • 6.5.1. Key market trends, growth factors and opportunities
    • 6.5.2. Market size and forecast, by region
    • 6.5.3. Market share analysis by country
  • 6.6. Media and Entertainment
    • 6.6.1. Key market trends, growth factors and opportunities
    • 6.6.2. Market size and forecast, by region
    • 6.6.3. Market share analysis by country
  • 6.7. Education
    • 6.7.1. Key market trends, growth factors and opportunities
    • 6.7.2. Market size and forecast, by region
    • 6.7.3. Market share analysis by country
  • 6.8. Aerospace and Defense
    • 6.8.1. Key market trends, growth factors and opportunities
    • 6.8.2. Market size and forecast, by region
    • 6.8.3. Market share analysis by country
  • 6.9. Others
    • 6.9.1. Key market trends, growth factors and opportunities
    • 6.9.2. Market size and forecast, by region
    • 6.9.3. Market share analysis by country

CHAPTER 7: EXTENDED REALITY MARKET, BY REGION

  • 7.1. Overview
    • 7.1.1. Market size and forecast By Region
  • 7.2. North America
    • 7.2.1. Key trends and opportunities
    • 7.2.2. Market size and forecast, by Component
    • 7.2.3. Market size and forecast, by Technology
    • 7.2.4. Market size and forecast, by End User
    • 7.2.5. Market size and forecast, by country
      • 7.2.5.1. U.S.
      • 7.2.5.1.1. Key market trends, growth factors and opportunities
      • 7.2.5.1.2. Market size and forecast, by Component
      • 7.2.5.1.3. Market size and forecast, by Technology
      • 7.2.5.1.4. Market size and forecast, by End User
      • 7.2.5.2. Canada
      • 7.2.5.2.1. Key market trends, growth factors and opportunities
      • 7.2.5.2.2. Market size and forecast, by Component
      • 7.2.5.2.3. Market size and forecast, by Technology
      • 7.2.5.2.4. Market size and forecast, by End User
  • 7.3. Europe
    • 7.3.1. Key trends and opportunities
    • 7.3.2. Market size and forecast, by Component
    • 7.3.3. Market size and forecast, by Technology
    • 7.3.4. Market size and forecast, by End User
    • 7.3.5. Market size and forecast, by country
      • 7.3.5.1. UK
      • 7.3.5.1.1. Key market trends, growth factors and opportunities
      • 7.3.5.1.2. Market size and forecast, by Component
      • 7.3.5.1.3. Market size and forecast, by Technology
      • 7.3.5.1.4. Market size and forecast, by End User
      • 7.3.5.2. Germany
      • 7.3.5.2.1. Key market trends, growth factors and opportunities
      • 7.3.5.2.2. Market size and forecast, by Component
      • 7.3.5.2.3. Market size and forecast, by Technology
      • 7.3.5.2.4. Market size and forecast, by End User
      • 7.3.5.3. France
      • 7.3.5.3.1. Key market trends, growth factors and opportunities
      • 7.3.5.3.2. Market size and forecast, by Component
      • 7.3.5.3.3. Market size and forecast, by Technology
      • 7.3.5.3.4. Market size and forecast, by End User
      • 7.3.5.4. Italy
      • 7.3.5.4.1. Key market trends, growth factors and opportunities
      • 7.3.5.4.2. Market size and forecast, by Component
      • 7.3.5.4.3. Market size and forecast, by Technology
      • 7.3.5.4.4. Market size and forecast, by End User
      • 7.3.5.5. Spain
      • 7.3.5.5.1. Key market trends, growth factors and opportunities
      • 7.3.5.5.2. Market size and forecast, by Component
      • 7.3.5.5.3. Market size and forecast, by Technology
      • 7.3.5.5.4. Market size and forecast, by End User
      • 7.3.5.6. Netherlands
      • 7.3.5.6.1. Key market trends, growth factors and opportunities
      • 7.3.5.6.2. Market size and forecast, by Component
      • 7.3.5.6.3. Market size and forecast, by Technology
      • 7.3.5.6.4. Market size and forecast, by End User
      • 7.3.5.7. Rest of Europe
      • 7.3.5.7.1. Key market trends, growth factors and opportunities
      • 7.3.5.7.2. Market size and forecast, by Component
      • 7.3.5.7.3. Market size and forecast, by Technology
      • 7.3.5.7.4. Market size and forecast, by End User
  • 7.4. Asia-Pacific
    • 7.4.1. Key trends and opportunities
    • 7.4.2. Market size and forecast, by Component
    • 7.4.3. Market size and forecast, by Technology
    • 7.4.4. Market size and forecast, by End User
    • 7.4.5. Market size and forecast, by country
      • 7.4.5.1. China
      • 7.4.5.1.1. Key market trends, growth factors and opportunities
      • 7.4.5.1.2. Market size and forecast, by Component
      • 7.4.5.1.3. Market size and forecast, by Technology
      • 7.4.5.1.4. Market size and forecast, by End User
      • 7.4.5.2. India
      • 7.4.5.2.1. Key market trends, growth factors and opportunities
      • 7.4.5.2.2. Market size and forecast, by Component
      • 7.4.5.2.3. Market size and forecast, by Technology
      • 7.4.5.2.4. Market size and forecast, by End User
      • 7.4.5.3. Japan
      • 7.4.5.3.1. Key market trends, growth factors and opportunities
      • 7.4.5.3.2. Market size and forecast, by Component
      • 7.4.5.3.3. Market size and forecast, by Technology
      • 7.4.5.3.4. Market size and forecast, by End User
      • 7.4.5.4. Australia
      • 7.4.5.4.1. Key market trends, growth factors and opportunities
      • 7.4.5.4.2. Market size and forecast, by Component
      • 7.4.5.4.3. Market size and forecast, by Technology
      • 7.4.5.4.4. Market size and forecast, by End User
      • 7.4.5.5. South Korea
      • 7.4.5.5.1. Key market trends, growth factors and opportunities
      • 7.4.5.5.2. Market size and forecast, by Component
      • 7.4.5.5.3. Market size and forecast, by Technology
      • 7.4.5.5.4. Market size and forecast, by End User
      • 7.4.5.6. Rest of Asia-Pacific
      • 7.4.5.6.1. Key market trends, growth factors and opportunities
      • 7.4.5.6.2. Market size and forecast, by Component
      • 7.4.5.6.3. Market size and forecast, by Technology
      • 7.4.5.6.4. Market size and forecast, by End User
  • 7.5. LAMEA
    • 7.5.1. Key trends and opportunities
    • 7.5.2. Market size and forecast, by Component
    • 7.5.3. Market size and forecast, by Technology
    • 7.5.4. Market size and forecast, by End User
    • 7.5.5. Market size and forecast, by country
      • 7.5.5.1. Latin America
      • 7.5.5.1.1. Key market trends, growth factors and opportunities
      • 7.5.5.1.2. Market size and forecast, by Component
      • 7.5.5.1.3. Market size and forecast, by Technology
      • 7.5.5.1.4. Market size and forecast, by End User
      • 7.5.5.2. Middle East
      • 7.5.5.2.1. Key market trends, growth factors and opportunities
      • 7.5.5.2.2. Market size and forecast, by Component
      • 7.5.5.2.3. Market size and forecast, by Technology
      • 7.5.5.2.4. Market size and forecast, by End User
      • 7.5.5.3. Africa
      • 7.5.5.3.1. Key market trends, growth factors and opportunities
      • 7.5.5.3.2. Market size and forecast, by Component
      • 7.5.5.3.3. Market size and forecast, by Technology
      • 7.5.5.3.4. Market size and forecast, by End User

CHAPTER 8: COMPETITIVE LANDSCAPE

  • 8.1. Introduction
  • 8.2. Top winning strategies
  • 8.3. Product Mapping of Top 10 Player
  • 8.4. Competitive Dashboard
  • 8.5. Competitive Heatmap
  • 8.6. Top player positioning, 2021

CHAPTER 9: COMPANY PROFILES

  • 9.1. Accenture plc
    • 9.1.1. Company overview
    • 9.1.2. Key Executives
    • 9.1.3. Company snapshot
    • 9.1.4. Operating business segments
    • 9.1.5. Product portfolio
    • 9.1.6. Business performance
    • 9.1.7. Key strategic moves and developments
  • 9.2. Qualcomm Incorporated
    • 9.2.1. Company overview
    • 9.2.2. Key Executives
    • 9.2.3. Company snapshot
    • 9.2.4. Operating business segments
    • 9.2.5. Product portfolio
    • 9.2.6. Business performance
    • 9.2.7. Key strategic moves and developments
  • 9.3. Unity Technologies
    • 9.3.1. Company overview
    • 9.3.2. Key Executives
    • 9.3.3. Company snapshot
    • 9.3.4. Operating business segments
    • 9.3.5. Product portfolio
    • 9.3.6. Business performance
    • 9.3.7. Key strategic moves and developments
  • 9.4. Adobe Inc.
    • 9.4.1. Company overview
    • 9.4.2. Key Executives
    • 9.4.3. Company snapshot
    • 9.4.4. Operating business segments
    • 9.4.5. Product portfolio
    • 9.4.6. Business performance
    • 9.4.7. Key strategic moves and developments
  • 9.5. Alphabet Inc.
    • 9.5.1. Company overview
    • 9.5.2. Key Executives
    • 9.5.3. Company snapshot
    • 9.5.4. Operating business segments
    • 9.5.5. Product portfolio
    • 9.5.6. Business performance
  • 9.6. Sony Corporation
    • 9.6.1. Company overview
    • 9.6.2. Key Executives
    • 9.6.3. Company snapshot
    • 9.6.4. Operating business segments
    • 9.6.5. Product portfolio
    • 9.6.6. Business performance
    • 9.6.7. Key strategic moves and developments
  • 9.7. Microsoft Corporation
    • 9.7.1. Company overview
    • 9.7.2. Key Executives
    • 9.7.3. Company snapshot
    • 9.7.4. Operating business segments
    • 9.7.5. Product portfolio
    • 9.7.6. Business performance
    • 9.7.7. Key strategic moves and developments
  • 9.8. HTC Corporation
    • 9.8.1. Company overview
    • 9.8.2. Key Executives
    • 9.8.3. Company snapshot
    • 9.8.4. Operating business segments
    • 9.8.5. Product portfolio
    • 9.8.6. Business performance
    • 9.8.7. Key strategic moves and developments
  • 9.9. Facebook
    • 9.9.1. Company overview
    • 9.9.2. Key Executives
    • 9.9.3. Company snapshot
    • 9.9.4. Operating business segments
    • 9.9.5. Product portfolio
    • 9.9.6. Business performance
    • 9.9.7. Key strategic moves and developments
  • 9.10. SoftServe Inc.
    • 9.10.1. Company overview
    • 9.10.2. Key Executives
    • 9.10.3. Company snapshot
    • 9.10.4. Operating business segments
    • 9.10.5. Product portfolio
    • 9.10.6. Key strategic moves and developments