市場調査レポート
商品コード
1556824

エクステンデッド・リアリティ(XR)の世界市場

Extended Reality (XR)


出版日
ページ情報
英文 254 Pages
納期
即日から翌営業日
適宜更新あり
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=146.99円
エクステンデッド・リアリティ(XR)の世界市場
出版日: 2024年09月18日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 254 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 目次
概要

エクステンデッド・リアリティ(XR)の世界市場は2030年までに1,644億米ドルに達する見込み

2023年に433億米ドルと推定されたエクステンデッド・リアリティ(XR)の世界市場は、分析期間2023-2030年にCAGR 21.0%で成長し、2030年には1,644億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるエクステンデッド・リアリティハードウェアは、CAGR 19.8%を記録し、分析期間終了時には1,019億米ドルに達すると予測されます。エクステンデッド・リアリティ・ソフトウェア分野の成長率は、分析期間でCAGR 22.1%と推定されます。

米国市場は114億米ドル、中国はCAGR 20.0%で成長予測

米国のエクステンデッド・リアリティ(XR)市場は、2023年に114億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに252億米ドルの市場規模に達すると予測され、分析期間2023-2030年のCAGRは20.0%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ18.9%と18.0%と予測されています。欧州では、ドイツがCAGR約14.4%で成長すると予測されています。

世界のエクステンデッド・リアリティ(XR)市場- 主要動向と促進要因まとめ

エクステンデッド・リアリティ(XR):人間体験の境界を再定義する

エクステンデッド・リアリティ(XR)は、仮想現実(VR)、拡張現実(AR)、複合現実(MR)を包括する用語です。XRテクノロジーは、物理的な世界とデジタルの世界を融合させることで、人間とのインタラクションの境界を再定義し、以前には想像もできなかった没入体験を生み出しています。VRでは、ユーザーはデジタル環境に完全に没入し、ARでは、現実世界にデジタル・コンテンツを重ね合わせ、ユーザーの現実認識を高める。MRはその両方の要素を兼ね備えており、デジタル・オブジェクトと物理的オブジェクトがリアルタイムで相互作用することを可能にします。XRは、ゲームやエンターテインメントから教育、ヘルスケア、産業トレーニングまで、幅広い用途で利用されており、人々がデジタル・コンテンツや他の人々と相互作用する方法を変革しています。

XRはどのように産業を変革し、イノベーションを促進するのか?

XRは、新しい働き方、学習方法、テクノロジーとの関わり方を可能にすることで、産業を変革しています。ヘルスケア分野では、医療トレーニング、手術シミュレーション、患者のリハビリテーションにXRが活用され、従来の方法よりも効果的で没入感のある体験が提供されています。製造やエンジニアリングの分野では、XRは、エンジニアが3Dモデルをリアルタイムで視覚化し、インタラクションできるようにすることで、設計やプロトタイピングのプロセスに革命をもたらしています。また、小売業界では、バーチャルショールームの構築やオンラインショッピング体験の強化にXRが採用され、顧客が購入前に製品を試せるようになっています。さらに、教育分野でのXRの利用は、学生に没入型の学習体験を提供し、複雑な科目をより身近で魅力的なものにしています。

XRの普及を阻む課題とは?

その可能性にもかかわらず、XRの普及にはいくつかの課題があります。主な課題のひとつは、XRのハードウェアとソフトウェアのコストが高いことで、多くの企業や消費者にとっては高額になりかねないです。さらに、高品質のXRコンテンツの開発には専門的なスキルとリソースが必要で、没入型体験の利用が制限されます。また、遅延や高性能コンピューティングの必要性といった技術的課題も、XRの普及を阻む障壁となっています。さらに、プライバシーとデータ・セキュリティに関する懸念も大きく、特にXRテクノロジーは、機密性の高い個人情報の収集と処理を必要とする場合が多いです。また、XRプラットフォームやデバイスの標準化が進んでいないことも、互換性の問題や既存システムへのシームレスな統合の妨げとなるため、課題となっています。

XR市場の成長の原動力は?

XR市場の成長は、いくつかの要因によってもたらされます。ゲーム、エンターテインメント、ヘルスケア、教育など、さまざまな業界において、没入感のあるインタラクティブな体験に対する需要が高まっていることが、XR採用の主な促進要因となっています。また、より手頃な価格で高性能なXRヘッドセットの開発など、ハードウェアの技術的進歩も、この技術をより多くの人々が利用しやすいものにしています。5Gネットワークの台頭は、より高速で信頼性の高いデータトランスミッションを可能にし、待ち時間を短縮し、XR体験の質を高めることで、XR市場をさらに推進すると予想されます。また、メタバースや仮想環境への関心の高まりは、企業や消費者が新たなデジタルフロンティアの開拓を目指す中で、XRテクノロジーへの投資を促進しています。

調査対象企業の例(全56件)

  • Accenture Plc
  • Accenture Solutions Private Limited
  • Autodesk, Inc.
  • Google Cloud Platform
  • Mechdyne Corporation
  • Microsoft Corporation
  • Northern Digital, Inc.(NDI International)
  • PTC, Inc.
  • Qualcomm Technologies, Inc.
  • Softengi

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP27994

Global Extended Reality (XR) Market to Reach US$164.4 Billion by 2030

The global market for Extended Reality (XR) estimated at US$43.3 Billion in the year 2023, is expected to reach US$164.4 Billion by 2030, growing at a CAGR of 21.0% over the analysis period 2023-2030. Extended Reality Hardware, one of the segments analyzed in the report, is expected to record a 19.8% CAGR and reach US$101.9 Billion by the end of the analysis period. Growth in the Extended Reality Software segment is estimated at 22.1% CAGR over the analysis period.

The U.S. Market is Estimated at US$11.4 Billion While China is Forecast to Grow at 20.0% CAGR

The Extended Reality (XR) market in the U.S. is estimated at US$11.4 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$25.2 Billion by the year 2030 trailing a CAGR of 20.0% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 18.9% and 18.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 14.4% CAGR.

Global Extended Reality (XR) Market - Key Trends and Drivers Summarized

Extended Reality (XR): Redefining the Boundaries of Human Experience

Extended Reality (XR) is an umbrella term that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR technologies are redefining the boundaries of human interaction by blending the physical and digital worlds, creating immersive experiences that were previously unimaginable. In VR, users are fully immersed in a digital environment, while AR overlays digital content onto the real world, enhancing the user's perception of reality. MR combines elements of both, allowing digital and physical objects to interact in real time. XR is being used in a wide range of applications, from gaming and entertainment to education, healthcare, and industrial training, transforming the way people interact with digital content and each other.

How Is XR Transforming Industries and Driving Innovation?

XR is transforming industries by enabling new ways of working, learning, and interacting with technology. In the healthcare sector, XR is being used for medical training, surgical simulations, and patient rehabilitation, providing more effective and immersive experiences than traditional methods. In manufacturing and engineering, XR is revolutionizing design and prototyping processes by allowing engineers to visualize and interact with 3D models in real time. The retail industry is also adopting XR to create virtual showrooms and enhance the online shopping experience, allowing customers to try products before purchasing. Additionally, the use of XR in education is providing students with immersive learning experiences, making complex subjects more accessible and engaging.

What Challenges Are Hindering the Widespread Adoption of XR?

Despite its potential, the widespread adoption of XR faces several challenges. One of the primary challenges is the high cost of XR hardware and software, which can be prohibitive for many businesses and consumers. Additionally, the development of high-quality XR content requires specialized skills and resources, limiting the availability of immersive experiences. Technical challenges, such as latency and the need for high-performance computing, also pose barriers to the adoption of XR. Furthermore, concerns about privacy and data security are significant, particularly as XR technologies often require the collection and processing of sensitive personal information. The lack of standardization in XR platforms and devices is another challenge, as it can lead to compatibility issues and hinder the seamless integration of XR into existing systems.

What Is Driving Growth in the XR Market?

The growth in the XR market is driven by several factors. The increasing demand for immersive and interactive experiences in various industries, including gaming, entertainment, healthcare, and education, is a major driver of XR adoption. Technological advancements in hardware, such as the development of more affordable and powerful XR headsets, are also making the technology more accessible to a wider audience. The rise of 5G networks is expected to further propel the XR market by enabling faster and more reliable data transmission, reducing latency, and enhancing the quality of XR experiences. Additionally, the growing interest in the metaverse and virtual environments is driving investment in XR technologies, as businesses and consumers alike seek to explore new digital frontiers.

Select Competitors (Total 56 Featured) -

  • Accenture Plc
  • Accenture Solutions Private Limited
  • Autodesk, Inc.
  • Google Cloud Platform
  • Mechdyne Corporation
  • Microsoft Corporation
  • Northern Digital, Inc. (NDI International)
  • PTC, Inc.
  • Qualcomm Technologies, Inc.
  • Softengi

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Global Economic Update
    • Extended Reality (XR) - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Immersive and Interactive Experiences Propels Market Growth
    • Increasing Use in Gaming, Entertainment, and Training Expands Addressable Market Opportunity
    • Technological Advancements in AR, VR, and MR Strengthen Market Position
    • Growing Focus on Enhancing User Engagement and Experience Drives Adoption of XR
    • Development of AI-Driven XR Applications Sustains Market Growth
    • Expanding Applications in Healthcare, Education, and Retail Throws Spotlight on Market Potential
    • Growth in 5G Deployment and Edge Computing Spurs Demand for XR Solutions
    • Rising Adoption of XR in Manufacturing, Automotive, and Real Estate Propels Market Expansion
    • Surge in Demand for Multi-User and Cross-Platform XR Experiences Expands Market Horizons
    • Growing Awareness of the Benefits of XR in Enhancing Learning and Training Outcomes Drives Market Adoption
    • Innovations in Wearable XR Devices and Haptic Feedback Technologies Generate New Market Opportunities
    • Rising Demand for XR in Marketing, Advertising, and Product Visualization Throws Spotlight on Market Dynamics
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Extended Reality (XR) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Extended Reality (XR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Extended Reality (XR) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Extended Reality (XR) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Healthcare End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: World 16-Year Perspective for Healthcare End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Manufacturing End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Manufacturing End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: World 16-Year Perspective for Manufacturing End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Retail & eCommerce End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Retail & eCommerce End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: World 16-Year Perspective for Retail & eCommerce End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Aerospace & Defense End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Aerospace & Defense End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: World 16-Year Perspective for Aerospace & Defense End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: World Historic Review for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: World 16-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 29: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 30: World Historic Review for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: World 16-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Media & Entertainment End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 33: World Historic Review for Media & Entertainment End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: World 16-Year Perspective for Media & Entertainment End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 35: World Recent Past, Current & Future Analysis for Automotive End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 36: World Historic Review for Automotive End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: World 16-Year Perspective for Automotive End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 39: World Historic Review for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: World 16-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 41: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 42: World Historic Review for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: World 16-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030
    • TABLE 44: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 45: World Historic Review for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: World 16-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 47: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: USA Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: USA 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 50: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: USA Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: USA 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 53: USA Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 54: USA Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: USA 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 56: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Canada Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Canada 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 59: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Canada Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Canada 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 62: Canada Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: Canada Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: Canada 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • JAPAN
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 65: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: Japan Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: Japan 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 68: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Japan Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Japan 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 71: Japan Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 72: Japan Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Japan 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • CHINA
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 74: China Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: China Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: China 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 77: China Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: China Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: China 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 80: China Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: China Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: China 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • EUROPE
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 83: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 84: Europe Historic Review for Extended Reality (XR) by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Europe 16-Year Perspective for Extended Reality (XR) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 86: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Europe Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Europe 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 89: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 90: Europe Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Europe 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 92: Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Europe Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Europe 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • FRANCE
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 95: France Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: France Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: France 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 98: France Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: France Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: France 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 101: France Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: France Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: France 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • GERMANY
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 104: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: Germany Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: Germany 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 107: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Germany Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Germany 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 110: Germany Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Germany Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Germany 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 113: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 114: Italy Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 115: Italy 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 116: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 117: Italy Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 118: Italy 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 119: Italy Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 120: Italy Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 121: Italy 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 122: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 123: UK Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 124: UK 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 125: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 126: UK Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 127: UK 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 128: UK Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 129: UK Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 130: UK 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 132: Rest of Europe Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 133: Rest of Europe 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 135: Rest of Europe Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 136: Rest of Europe 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 139: Rest of Europe 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Extended Reality (XR) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 142: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 144: Asia-Pacific Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 145: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 148: Asia-Pacific 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030
  • REST OF WORLD
    • TABLE 149: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by Component - Hardware, Software and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 150: Rest of World Historic Review for Extended Reality (XR) by Component - Hardware, Software and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 151: Rest of World 16-Year Perspective for Extended Reality (XR) by Component - Percentage Breakdown of Value Sales for Hardware, Software and Services for the Years 2014, 2024 & 2030
    • TABLE 152: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 153: Rest of World Historic Review for Extended Reality (XR) by End-Use - Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 154: Rest of World 16-Year Perspective for Extended Reality (XR) by End-Use - Percentage Breakdown of Value Sales for Healthcare End-Use, Manufacturing End-Use, Retail & eCommerce End-Use, Aerospace & Defense End-Use, Other End-Uses, Gaming End-Use, Media & Entertainment End-Use and Automotive End-Use for the Years 2014, 2024 & 2030
    • TABLE 155: Rest of World Recent Past, Current & Future Analysis for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 156: Rest of World Historic Review for Extended Reality (XR) by Technology - Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 157: Rest of World 16-Year Perspective for Extended Reality (XR) by Technology - Percentage Breakdown of Value Sales for Augmented Reality (AR) Technology, Virtual Reality (VR) Technology and Mixed Reality (MR) Technology for the Years 2014, 2024 & 2030

IV. COMPETITION