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市場調査レポート
商品コード
1746593

日本のエクステンデッドリアリティ市場レポート:コンポーネント、タイプ、組織規模、用途、エンドユーザー産業、地域別、2025年~2033年

Japan Extended Reality Market Report by Component, Type, Organization Size, Application (Virtual Reality, Augmented Reality, Mixed Reality ), End User Industry, and Region 2025-2033


出版日
発行
IMARC
ページ情報
英文 116 Pages
納期
5~7営業日
カスタマイズ可能
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=144.08円
日本のエクステンデッドリアリティ市場レポート:コンポーネント、タイプ、組織規模、用途、エンドユーザー産業、地域別、2025年~2033年
出版日: 2025年06月02日
発行: IMARC
ページ情報: 英文 116 Pages
納期: 5~7営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

日本のエクステンデッドリアリティ市場規模は2024年に79億米ドルに達しました。今後、IMARC Groupは、2033年には710億米ドルに達し、2025年から2033年にかけて25.2%の成長率(CAGR)を示すと予測しています。同市場は、文化遺産の保存やバーチャルミュージアムの構築にこの技術を活用する傾向が高まっているため、成長を遂げています。

本レポートで扱う主な質問

  • 日本のエクステンデッドリアリティ市場はこれまでどのように推移し、今後どのように推移するのか?
  • COVID-19が日本のエクステンデッドリアリティ市場に与えた影響は?
  • 日本のエクステンデッドリアリティ市場のコンポーネント別区分は?
  • 日本のエクステンデッドリアリティ市場のタイプ別区分は?
  • 日本のエクステンデッドリアリティ市場の組織規模別区分は?
  • 日本のエクステンデッドリアリティ市場の用途別区分は?
  • 日本のエクステンデッドリアリティ市場を最終用途産業別に分類すると?
  • 日本のエクステンデッドリアリティ市場のバリューチェーンにおける各ステージとは?
  • 日本のエクステンデッドリアリティ市場の主な促進要因と課題は何か?
  • 日本のエクステンデッドリアリティ市場の構造と主要プレーヤーは?
  • 日本のエクステンデッドリアリティ市場における競合の程度は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
  • 市場推定
  • 調査手法

第3章 エグゼクティブサマリー

第4章 日本のエクステンデッドリアリティ市場- イントロダクション

  • 概要
  • 市場力学
  • 業界動向
  • 競合情報

第5章 日本のエクステンデッドリアリティ市場情勢

  • 過去および現在の市場動向(2019~2024年)
  • 市場予測(2025~2033年)

第6章 日本のエクステンデッドリアリティ市場- コンポーネント別の内訳

  • ハードウェア
  • ソフトウェア
  • サービス

第7章 日本のエクステンデッドリアリティ市場- タイプ別の内訳

  • 消費者エンゲージメント
  • ビジネスエンゲージメント

第8章 日本のエクステンデッドリアリティ市場- 組織規模別の内訳

  • 中小企業
  • 大企業

第9章 日本のエクステンデッドリアリティ市場- 用途別の内訳

  • 仮想現実(VR)
  • 拡張現実(AR)
  • 複合現実(MR)

第10章 日本のエクステンデッドリアリティ市場- 最終用途産業別の内訳

  • 教育
  • 小売り
  • 工業および製造業
  • ヘルスケア
  • メディアとエンターテイメント
  • その他

第11章 日本のエクステンデッドリアリティ市場- 競合情勢

  • 概要
  • 市場構造
  • 市場企業のポジショニング
  • 主要成功戦略
  • 競合ダッシュボード
  • 企業評価象限

第12章 主要企業のプロファイル

第13章 日本のエクステンデッドリアリティ市場- 業界分析

  • 促進要因・抑制要因・機会
  • ポーターのファイブフォース分析
  • バリューチェーン分析

第14章 付録

目次
Product Code: SR112025A18518

Japan extended reality market size reached USD 7.9 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 71.0 Billion by 2033, exhibiting a growth rate (CAGR) of 25.2% during 2025-2033. The market is experiencing growth due to the growing trend of utilizing this technology for the preservation of cultural heritage and the creation of virtual museums.

Extended reality (XR) is a comprehensive term encompassing a range of immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR merges the digital and physical realms to create interactive and engrossing user experiences. This technology allows users to interact with computer-generated environments and objects, whether by fully immersing themselves in virtual worlds or by overlaying digital elements onto the real world. XR holds transformative potential across various sectors. In the realm of gaming and entertainment, it delivers lifelike and immersive experiences, elevating the quality of storytelling and gameplay. In education and training, XR facilitates interactive simulations and immersive learning environments. In healthcare, it plays a role in medical training, surgical planning, and patient care. Furthermore, XR has applications in architecture, engineering, and design, empowering stakeholders to visualize and engage with virtual models of structures and designs.

Japan Extended Reality Market Trends:

The extended reality market in Japan is experiencing remarkable growth driven by several key factors. The country has a rich technological landscape and a strong culture of innovation, making it well-positioned to embrace XR technologies. Additionally, in the educational sector, extended reality is gaining prominence for its ability to create engaging and interactive learning environments, aligning with Japan's commitment to innovative educational approaches. Furthermore, Japan's healthcare industry is leveraging extended reality for medical training, surgical planning, and improving patient care through innovative applications. In architecture and engineering, XR aids in visualizing complex designs and structures, enhancing the efficiency of planning and development processes. Japan's historical and cultural significance also plays a role, as extended reality technologies are being used to preserve and present cultural heritage in virtual museums and exhibits. The government's support for XR research and development, along with collaborations between local tech companies and international XR leaders, is contributing to the market's expansion. With its blend of technological prowess, cultural appreciation, and commitment to innovation, Japan is poised to make significant strides in the extended reality market over the forecasted period.

Japan Extended Reality Market Segmentation:

Component Insights:

  • Hardware
  • Software
  • Services

Type Insights:

  • Consumer Engagement
  • Business Engagement

Organization Size Insights:

  • Small and Medium-sized Enterprises
  • Large Enterprises

Application Insights:

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

End Use Industry Insights:

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

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan extended reality market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan extended reality market?
  • What is the breakup of the Japan extended reality market on the basis of component?
  • What is the breakup of the Japan extended reality market on the basis of type?
  • What is the breakup of the Japan extended reality market on the basis of organization size?
  • What is the breakup of the Japan extended reality market on the basis of application?
  • What is the breakup of the Japan extended reality market on the basis of end use industry?
  • What are the various stages in the value chain of the Japan extended reality market?
  • What are the key driving factors and challenges in the Japan extended reality?
  • What is the structure of the Japan extended reality market and who are the key players?
  • What is the degree of competition in the Japan extended reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Extended Reality Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Extended Reality Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Extended Reality Market - Breakup by Component

  • 6.1 Hardware
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Software
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Services
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)

7 Japan Extended Reality Market - Breakup by Type

  • 7.1 Consumer Engagement
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Business Engagement
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)

8 Japan Extended Reality Market - Breakup by Organization Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Large Enterprises
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Extended Reality Market - Breakup by Application

  • 9.1 Virtual Reality (VR)
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Augmented Reality (AR)
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Mixed Reality (MR)
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)

10 Japan Extended Reality Market - Breakup by End Use Industry

  • 10.1 Education
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2019-2024)
    • 10.1.3 Market Forecast (2025-2033)
  • 10.2 Retail
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2019-2024)
    • 10.2.3 Market Forecast (2025-2033)
  • 10.3 Industrial and Manufacturing
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2019-2024)
    • 10.3.3 Market Forecast (2025-2033)
  • 10.4 Healthcare
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2019-2024)
    • 10.4.3 Market Forecast (2025-2033)
  • 10.5 Media and Entertainment
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2019-2024)
    • 10.5.3 Market Forecast (2025-2033)
  • 10.6 Others
    • 10.6.1 Historical and Current Market Trends (2019-2024)
    • 10.6.2 Market Forecast (2025-2033)

11 Japan Extended Reality Market - Competitive Landscape

  • 11.1 Overview
  • 11.2 Market Structure
  • 11.3 Market Player Positioning
  • 11.4 Top Winning Strategies
  • 11.5 Competitive Dashboard
  • 11.6 Company Evaluation Quadrant

12 Profiles of Key Players

  • 12.1 Company A
    • 12.1.1 Business Overview
    • 12.1.2 Services Offered
    • 12.1.3 Business Strategies
    • 12.1.4 SWOT Analysis
    • 12.1.5 Major News and Events
  • 12.2 Company B
    • 12.2.1 Business Overview
    • 12.2.2 Services Offered
    • 12.2.3 Business Strategies
    • 12.2.4 SWOT Analysis
    • 12.2.5 Major News and Events
  • 12.3 Company C
    • 12.3.1 Business Overview
    • 12.3.2 Services Offered
    • 12.3.3 Business Strategies
    • 12.3.4 SWOT Analysis
    • 12.3.5 Major News and Events
  • 12.4 Company D
    • 12.4.1 Business Overview
    • 12.4.2 Services Offered
    • 12.4.3 Business Strategies
    • 12.4.4 SWOT Analysis
    • 12.4.5 Major News and Events
  • 12.5 Company E
    • 12.5.1 Business Overview
    • 12.5.2 Services Offered
    • 12.5.3 Business Strategies
    • 12.5.4 SWOT Analysis
    • 12.5.5 Major News and Events

13 Japan Extended Reality Market - Industry Analysis

  • 13.1 Drivers, Restraints, and Opportunities
    • 13.1.1 Overview
    • 13.1.2 Drivers
    • 13.1.3 Restraints
    • 13.1.4 Opportunities
  • 13.2 Porters Five Forces Analysis
    • 13.2.1 Overview
    • 13.2.2 Bargaining Power of Buyers
    • 13.2.3 Bargaining Power of Suppliers
    • 13.2.4 Degree of Competition
    • 13.2.5 Threat of New Entrants
    • 13.2.6 Threat of Substitutes
  • 13.3 Value Chain Analysis

14 Appendix