デフォルト表紙
市場調査レポート
商品コード
1715743

仮想現実、拡張現実、複合現実市場:技術別、コンポーネント別、デバイスタイプ別、デバイスカテゴリー別、用途別、エンドユーザー別-2025-2030年世界予測

Virtual Reality, Augmented Reality & Mixed Reality Market by Technology, Component, Device Type, Device Category, Application, End-User - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 180 Pages
納期
即日から翌営業日
カスタマイズ可能
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
仮想現実、拡張現実、複合現実市場:技術別、コンポーネント別、デバイスタイプ別、デバイスカテゴリー別、用途別、エンドユーザー別-2025-2030年世界予測
出版日: 2025年04月01日
発行: 360iResearch
ページ情報: 英文 180 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
  • 図表
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概要

仮想現実、拡張現実、複合現実市場の2023年の市場規模は904億2,000万米ドルで、2024年にはCAGR 18.92%で1,055億7,000万米ドルに成長し、2030年には3,042億9,000万米ドルに達すると予測されています。

主な市場の統計
基準年 2023 904億2,000万米ドル
推定年 2024 1,055億7,000万米ドル
予測年 2030 3,042億9,000万米ドル
CAGR(%) 18.92%

仮想現実(VR)、拡張現実(AR)、複合現実(MR)を含む拡張現実(XR)技術の出現は、デジタル・インターフェイスとユーザー体験の境界を再定義しました。ここ数年で、これらの没入型テクノロジーは、実験的な目新しさから、さまざまな分野におけるイノベーションの重要な推進力へと急速に移行しました。今日の技術主導の環境において、没入型ソリューションは、物理的世界とデジタル世界のギャップを埋めるという変革的な役割を果たしています。没入型教育プラットフォーム、インタラクティブ・エンターテインメント、洗練された産業トレーニングプログラムなど、XRは技術革命の最前線に立っています。本レポートでは、現在の市場情勢と新たな動向を概観し、特にこれらの技術がどのように産業と消費者行動を再構築しつつあるかに重点を置いています。市場セグメンテーション、地域ダイナミックス、競合の進歩に関する詳細な考察とともに、XR機能の進化を明確にしています。XRのこれまでとこれからを理解することで、意思決定者や業界の専門家は、この洞察を活用して、情報に基づいた戦略的決定を下し、持続可能な成長を促進することができます。没入型技術が成熟し続ける中、利害関係者は、ハードウェア、ソフトウェア、サービスのイノベーションが、進化するユーザーの期待や市場の要求とどのように相互作用するのかも考慮しなければならないです。

仮想現実、拡張現実、複合現実のイノベーションを推進する変革的変化

近年、XR分野は、従来の市場力学を変化させ、デジタルと体験的現実の融合を促進する変革的シフトを経験しています。技術の進歩により、ディスプレイの解像度、センサーの精度、処理能力が大幅に向上し、より洗練された没入感のあるユーザー体験が可能になりました。こうした技術革新はハードウェアの強化だけにとどまらず、コンテンツ制作、分析、バックエンド・サービスにおける画期的な開発も、業界を前進させています。バーチャル・リアリティにおける非浸透型インターフェイスから半浸透型および完全没入型体験への移行は、ユーザーの期待を再定義し、まったく新しい形のインタラクションを可能にしました。同時に、マーカーベース、マーカーレス、投影ベース、重ね合わせベースの技術を通じて拡張現実アプリケーションは進化しており、場所に応じたシナリオで多様な機能を提供しています。複合現実は、現実世界と仮想世界をさらに融合させ、デジタル・オブジェクトが物理的現実とシームレスに共存する環境を作り出します。規制の変更、消費者の導入拡大、研究開発への投資が、こうしたダイナミックなシフトを総体的に加速させており、XRを単なる視覚技術の進化としてではなく、ビジネス変革のための包括的なツールとして位置づけています。市場の境界が曖昧になるにつれ、生産性の向上、トレーニング方法の最適化、顧客情勢の変革のために、XRソリューションを統合する企業が増えています。

テクノロジー、コンポーネント、デバイス、アプリケーション、エンドユーザーにわたる洞察に満ちたセグメンテーション分析

深く掘り下げたセグメンテーション分析により、XR市場の多面的な性質が明らかになり、このダイナミックな分野の広さと深さを捉える数多くのレンズを通して検証されています。技術的な観点から、市場は拡張現実、複合現実、仮想現実にセグメント化され、各セグメントはさらに特定のカテゴリーに細分化されます。例えば、拡張現実は位置情報ベース、マーカーベース、マーカーレス、投影ベース、重ね合わせベースの手法で分析され、仮想現実は非浸入型体験と半浸入型・完全没入型環境で比較されます。分析はコンポーネントにも及び、市場はハードウェア、サービス、ソフトウェアに分類されます。ハードウェアそのものは、アクセサリー、カメラ、ディスプレイ、プロジェクター、ポジショントラッカー、センサーなど幅広い要素を包含しています。また、サービス分野では、コンサルテーション、配備、統合、サポートやメンテナンスが含まれ、ソフトウェアはAR、MR、VRコンテンツ制作の領域で考えられています。デバイスの種類とカテゴリーを考慮すると、市場はハンドヘルドデバイス、ヘッドマウントディスプレイ、ヘッドアップディスプレイを有線デバイスと無線デバイスの二分法とともに評価します。さらに用途に基づく区分では、教育・トレーニング、ゲーム・エンターテインメント、ヘルスケア、産業製造、不動産、小売・eコマースなどがあり、エンドユーザーの視点では、商業、企業、個人消費者セグメントが分析されています。企業セグメントはさらに大企業と中小企業に分けられ、市場促進要因と障壁の包括的な見解を提供しています。

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 没入型でインタラクティブな体験への需要の高まりがVR、AR、MRの採用を促進しています。
      • 接続インフラの改善により、よりスムーズで統合された現実体験が実現します
      • リモートワークやコラボレーション環境におけるバーチャルリアリティソリューションの需要増加
    • 抑制要因
      • 仮想現実、拡張現実、複合現実の実用性と有用性に対する消費者の懐疑心
    • 機会
      • 没入型VRおよびAR技術を活用した次世代ゲーム体験の開発
      • AIとIoTの導入によるユーザーエクスペリエンスの向上
    • 課題
      • VR、AR、MR技術開発における熟練した専門家と人材の不足
  • 市場セグメンテーション分析
    • テクノロジー:物流とメンテナンスにおける拡張現実技術の好感度が増加
    • コンポーネント:インタラクティブで魅力的な拡張体験のためのARコンテンツ作成の活用
    • デバイスの種類:メタバース機能の形成におけるヘッドマウントディスプレイの使用の増加
    • デバイスカテゴリ:携帯性と移動の利便性、使いやすさによるワイヤレスデバイスの採用
    • アプリケーション:不動産業界での仮想物件ツアーを可能にし、情報に基づいた購入決定を促進することで、利用を拡大
    • エンドユーザー:大企業のトレーニングと開発を加速する仮想現実革命
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社会
    • 技術的
    • 法律上
    • 環境

第6章 仮想現実、拡張現実、複合現実市場:技術別

  • 拡張現実
    • 位置情報ベース
    • マーカーベース
    • マーカーレス
    • 投影ベース
    • 重ね合わせベース
  • 複合現実
  • バーチャルリアリティ
    • 非没入型
    • 半没入型および完全没入型

第7章 仮想現実、拡張現実、複合現実市場:コンポーネント別

  • ハードウェア
    • アクセサリー
    • カメラ
    • ディスプレイとプロジェクター
    • 位置トラッカー
    • センサー
  • サービス
    • 相談
    • 展開と統合
    • サポートとメンテナンス
  • ソフトウェア
    • ARコンテンツ制作
    • MRコンテンツ制作
    • VRコンテンツ制作

第8章 仮想現実、拡張現実、複合現実市場:デバイスタイプ別

  • ハンドヘルドデバイス
  • ヘッドマウントディスプレイ
  • ヘッドアップディスプレイ

第9章 仮想現実、拡張現実、複合現実市場デバイスカテゴリー別

  • 有線デバイス
  • ワイヤレスデバイス

第10章 仮想現実、拡張現実、複合現実市場:用途別

  • 教育とトレーニング
  • ゲームとエンターテイメント
  • ヘルスケア
  • 業界製造業
  • 不動産
  • 小売・Eコマース

第11章 仮想現実、拡張現実、複合現実市場:エンドユーザー別

  • 商業用
  • 企業
    • 大企業
    • 中小企業
  • 個人消費者

第12章 南北アメリカの仮想現実、拡張現実、複合現実市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第13章 アジア太平洋地域の仮想現実、拡張現実、複合現実市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第14章 欧州・中東・アフリカの仮想現実、拡張現実、複合現実市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第15章 競合情勢

  • 市場シェア分析, 2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • Apple Inc.
  • Baidu, Inc.
  • Carl Zeiss AG
  • CitrusBits Inc.
  • Goertek Inc.
  • Google LLC by Alphabet Inc.
  • HiSilicon(Shanghai)Technologies Co., Ltd.
  • HP Inc.
  • HTC Corporation
  • Immersion Corporation
  • Lenovo Group Limited
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • Nvidia Corporation
  • PICO Immersive Pte.ltd.
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corporation
  • Sharp Corporation
  • Snap Inc.
  • Sony Group Corporation
  • Ultraleap Limited
  • Unity Software Inc.
  • Valve Corporation
  • VR Owl BV and Owl VR Solutions GmbH
  • Vrgineers, Inc.
  • Vuzix Corporation
  • Xiaomi Corporation
図表

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET MULTI-CURRENCY
  • FIGURE 2. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET MULTI-LANGUAGE
  • FIGURE 3. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET RESEARCH PROCESS
  • FIGURE 4. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 5. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 17. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 19. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 23. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 25. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 26. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 27. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 28. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 29. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY LOCATION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MARKER-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MARKERLESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY PROJECTION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SUPERIMPOSITION-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MIXED REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY NON-IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SEMI & FULLY IMMERSIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ACCESSORIES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY CONSULTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEPLOYMENT & INTEGRATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SUPPORT & MAINTENANCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY MR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VR CONTENT CREATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HANDHELD DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 40. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 41. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEADS-UP DISPLAYS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 42. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 43. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY WIRED DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 44. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY WIRELESS DEVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 45. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 46. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY EDUCATION & TRAINING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 47. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY GAMING & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 48. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 49. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY INDUSTRY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 50. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 51. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY RETAIL & E-COMMERCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 52. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 54. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 55. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 56. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 57. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 58. GLOBAL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY INDIVIDUAL CONSUMERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 59. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 60. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 61. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 62. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 64. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 65. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 66. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 68. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 69. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 70. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 71. AMERICAS VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 72. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 73. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 74. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 75. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 76. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 77. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 78. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 79. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 81. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 82. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. ARGENTINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 84. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 85. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 86. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 87. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 88. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 89. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 90. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 91. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 92. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 93. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 94. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 95. BRAZIL VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 96. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 97. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 98. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 99. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 101. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 102. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 103. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 105. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 106. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 107. CANADA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 108. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 109. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 110. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 111. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 112. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 113. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 114. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 115. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 117. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 118. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 119. MEXICO VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 120. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 121. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 122. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 123. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 125. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 126. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 127. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 129. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 130. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 131. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 132. UNITED STATES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 133. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 135. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 136. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 137. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 138. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 139. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 140. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 142. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 143. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 145. ASIA-PACIFIC VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 146. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 147. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 148. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 149. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 150. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 151. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 152. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 153. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 154. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 155. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 156. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 157. AUSTRALIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 158. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 159. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 160. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 161. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 162. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 163. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 164. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 165. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 166. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 167. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 168. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 169. CHINA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 170. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 171. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 172. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 173. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 174. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 175. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 176. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 177. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 178. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 179. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 180. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 181. INDIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 182. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 183. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 184. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 185. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 186. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 187. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 188. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 189. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 191. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 192. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 193. INDONESIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 194. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 195. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 196. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 197. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 198. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 199. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 200. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 201. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 203. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 204. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 205. JAPAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 206. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 207. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 208. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 209. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 210. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 211. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 212. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 213. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 214. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 215. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 216. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 217. MALAYSIA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 218. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 219. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 220. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 221. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 222. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 223. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 224. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 225. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 226. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 227. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 228. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 229. PHILIPPINES VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 230. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 231. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 232. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 233. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 234. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 235. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 236. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 237. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 238. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 239. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 240. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 241. SINGAPORE VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 242. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 243. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 244. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 245. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 246. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 247. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 248. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 249. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 250. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 251. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 252. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 253. SOUTH KOREA VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY ENTERPRISE, 2018-2030 (USD MILLION)
  • TABLE 254. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 255. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2030 (USD MILLION)
  • TABLE 256. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2030 (USD MILLION)
  • TABLE 257. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 258. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
  • TABLE 259. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 260. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY SOFTWARE, 2018-2030 (USD MILLION)
  • TABLE 261. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 262. TAIWAN VIRTUAL REALITY, AUGMENTED REALITY & MIXED REALITY MARKET SIZE, BY DEVICE CATEGORY, 2018-2030 (USD MILLION)
  • TABLE 263. TAIWAN VIRTUAL REALITY, AUGMENTED RE
目次
Product Code: MRR-FB6C9E792705

The Virtual Reality, Augmented Reality & Mixed Reality Market was valued at USD 90.42 billion in 2023 and is projected to grow to USD 105.57 billion in 2024, with a CAGR of 18.92%, reaching USD 304.29 billion by 2030.

KEY MARKET STATISTICS
Base Year [2023] USD 90.42 billion
Estimated Year [2024] USD 105.57 billion
Forecast Year [2030] USD 304.29 billion
CAGR (%) 18.92%

The emergence of extended reality (XR) technologies, which include virtual reality (VR), augmented reality (AR), and mixed reality (MR), has redefined the boundaries of digital interfacing and user experience. Over the last few years, these immersive technologies have swiftly transitioned from experimental novelties to critical drivers of innovation across various sectors. In today's technologically driven environment, immersive solutions are playing a transformative role in bridging the gap between physical and digital worlds. Whether through immersive education platforms, interactive entertainment, or sophisticated industrial training programs, XR stands at the forefront of a technological revolution. This report provides an executive overview of the current market landscape and emerging trends, placing particular emphasis on how these technologies are reshaping industries and consumer behavior. It articulates the evolution of XR capabilities along with detailed insights into market segmentation, regional dynamics, and competitive advances. By understanding where XR has been and where it is heading, decision-makers and industry experts alike can harness this insight to make informed strategic decisions and drive sustainable growth. As immersive technology continues to mature, stakeholders must also consider how innovation in hardware, software, and services interplay with evolving user expectations and market demands.

Transformative Shifts Driving Innovation in Virtual, Augmented, and Mixed Reality

In recent years, the XR sector has experienced transformative shifts that are altering traditional market dynamics and fostering the convergence of digital and experiential realities. Technological advancements have led to significant improvements in display resolutions, sensor accuracy, and processing power, enabling more sophisticated and immersive user experiences. These innovations are not solely confined to hardware enhancements; breakthrough developments in content creation, analytics, and backend services are also propelling the industry forward. The transition from non-immersive interfaces to semi and fully immersive experiences in virtual reality has redefined user expectations, making room for completely novel forms of interaction. Concurrently, augmented reality applications are evolving through marker-based, markerless, projection-based, and superimposition-based techniques, offering diverse functionalities across location-specific scenarios. Mixed reality further blends the real and virtual worlds to create environments where digital objects coexist with physical reality in seamless manners. Regulatory changes, increased consumer adoption, and investments in research and development are collectively accelerating these dynamic shifts, positioning XR not just as an evolution in visual technology but as a comprehensive tool for business transformation. As market boundaries blur, organizations are now increasingly integrating XR solutions to enhance productivity, optimize training methods, and revolutionize the customer engagement landscape.

Insightful Segmentation Analysis Across Technology, Component, Device, Application, and End-User

A deep-dive segmentation analysis reveals the multifaceted nature of the XR market, which is examined through numerous lenses that capture the breadth and depth of this dynamic sector. From a technological perspective, the market is segmented into augmented reality, mixed reality, and virtual reality, with each segment further disaggregated into highly specific categories. For instance, augmented reality is analyzed across location-based, marker-based, markerless, projection-based, and superimposition-based methodologies, while virtual reality is compared in terms of non-immersive experiences versus semi and fully immersive environments. The analysis also extends to components, where the market is categorized by hardware, services, and software. Hardware itself embraces a wide range of elements including accessories, cameras, displays and projectors, position trackers, and sensors. In addition, service segments cover consultation, deployment and integration, as well as support and maintenance, while software is considered in the realms of AR, MR, and VR content creation. Considering device type and category, the market evaluates handheld devices, head-mounted displays, and heads-up displays alongside the dichotomy between wired and wireless devices. Further segmentation based on application spans education and training, gaming and entertainment, healthcare, industry manufacturing, real estate, and retail and e-commerce, with the end-user perspective analyzing commercial, enterprise, and individual consumer segments. The enterprise segment is further divided into large enterprises and small and medium enterprises, providing a comprehensive view of the market's drivers and barriers.

Based on Technology, market is studied across Augmented Reality, Mixed Reality, and Virtual Reality. The Augmented Reality is further studied across Location-based, Marker-Based, Markerless, Projection-based, and Superimposition-based. The Virtual Reality is further studied across Non-Immersive and Semi & Fully Immersive.

Based on Component, market is studied across Hardware, Services, and Software. The Hardware is further studied across Accessories, Cameras, Displays & Projectors, Position Trackers, and Sensors. The Services is further studied across Consultation, Deployment & Integration, and Support & Maintenance. The Software is further studied across AR Content Creation, MR Content Creation, and VR Content Creation.

Based on Device Type, market is studied across Handheld Devices, Head-Mounted Displays, and Heads-Up Displays.

Based on Device Category, market is studied across Wired Devices and Wireless Devices.

Based on Application, market is studied across Education & Training, Gaming & Entertainment, Healthcare, Industry Manufacturing, Real Estate, and Retail & E-Commerce.

Based on End-User, market is studied across Commercial, Enterprise, and Individual Consumers. The Enterprise is further studied across Large Enterprises and Small & Medium Enterprises.

Regional Dynamics Shaping the Future of XR Markets Globally

The XR market demonstrates diverse regional dynamics that are instrumental in shaping its global outlook. In the Americas, robust investment in innovation and a high degree of technological adoption have set a dynamic pace for growth. Market participants in North America are at the forefront of developing and deploying cutting-edge solutions, thereby creating a fertile environment for rapid expansion and industry-wide transformation. Europe, Middle East, and Africa present a unique blend of mature markets with a strong base of industrial and creative applications. In these regions, regulatory frameworks and steady technological investments are cultivating ecosystems that support both established players and emerging startups. Asia-Pacific, on the other hand, is witnessing significant market growth bolstered by large-scale manufacturing capabilities and an evolving consumer base that is increasingly connected to sophisticated digital technologies. Rapid urbanization, expanding internet penetration, and government initiatives aimed at bolstering digital infrastructure are driving demand for immersive solutions across these regions. The interplay between regional innovation drivers and local market demands is pivotal to understanding the broader adoption patterns of XR technologies. This geographical diversity not only reflects varying degrees of market maturity but also highlights specific growth opportunities and challenges that must be navigated by industry stakeholders on a global scale.

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

Leading Innovators and Key Players Steering the Expansion of XR Ecosystem

The competitive landscape is defined by a number of industry giants and innovative disruptors that are collectively shaping the XR ecosystem. Prominent companies such as Apple Inc., Baidu, Inc., and Carl Zeiss AG are at the forefront, pushing the boundaries of what is possible through research and development investments that steadily improve device capabilities and user interactions. Innovators like CitrusBits Inc. and Goertek Inc. have made significant inroads into specialized hardware and sensor technologies, while Google LLC by Alphabet Inc. and HiSilicon (Shanghai) Technologies Co., Ltd. are leading developments in processing power and integrated solutions. HP Inc. and HTC Corporation continue to advance immersive hardware systems that support a range of user applications. Companies including Immersion Corporation, Lenovo Group Limited, Magic Leap, Inc., and Meta Platforms, Inc. are instrumental in defining the future of content and hardware integration in XR solutions. This group is complemented by Microsoft Corporation, Niantic, Inc., Nvidia Corporation, and PICO Immersive Pte.ltd., whose contributions have been pivotal to shaping immersive digital experiences. Leaders like Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sharp Corporation, Snap Inc., Sony Group Corporation, Ultraleap Limited, Unity Software Inc., and Valve Corporation further underscore the collaborative efforts in pushing the technological envelope. Additional market participants such as VR Owl BV, Owl VR Solutions GmbH, Vrgineers, Inc., Vuzix Corporation, and Xiaomi Corporation continue to foster an environment of continuous innovation and competition.

The report delves into recent significant developments in the Virtual Reality, Augmented Reality & Mixed Reality Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., Baidu, Inc., Carl Zeiss AG, CitrusBits Inc., Goertek Inc., Google LLC by Alphabet Inc., HiSilicon (Shanghai) Technologies Co., Ltd., HP Inc., HTC Corporation, Immersion Corporation, Lenovo Group Limited, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Nvidia Corporation, PICO Immersive Pte.ltd., Qualcomm Technologies, Inc., Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sharp Corporation, Snap Inc., Sony Group Corporation, Ultraleap Limited, Unity Software Inc., Valve Corporation, VR Owl BV and Owl VR Solutions GmbH, Vrgineers, Inc., Vuzix Corporation, and Xiaomi Corporation. Actionable Recommendations for Strategic Advancement in the XR Domain

Industry leaders must act decisively to harness the myriad opportunities presented by the evolving XR market landscape. It is recommended that companies invest steadily in research and development to ensure that their offerings remain at the forefront of technology. Emphasizing collaboration with technology innovators can accelerate the integration of advanced sensors, immersive hardware, and state-of-the-art software into new and existing products. Furthermore, businesses should focus on diversifying their portfolios to capture value across various segments including technology-specific applications, comprehensive component solutions, and varying device formats. Strategic partnerships and joint ventures with leading content creators and hardware manufacturers are essential in fostering synergies and reducing time to market. Additionally, tailoring solutions to specific industry applications-from education and training to healthcare and retail-ensures that products meet precise market needs. Embracing agile business models and harnessing data analytics to anticipate consumer trends will allow companies to pivot quickly in response to market shifts. Finally, it is critical to adapt to the global market by considering regional dynamics and local regulations, thereby ensuring a competitive edge in diverse geographic areas. These recommendations, when implemented effectively, can create long-term value and establish leadership in a rapidly evolving digital environment.

Conclusive Insights and Future Outlook for the XR Industry

The comprehensive review of the XR market confirms that immersive technologies are rapidly evolving and becoming integral to modern business and consumer experiences. The multifaceted growth driven by technological advancements, diversified market segments, and expanding regional influences has created an ecosystem ripe for innovation. As the integration of virtual, augmented, and mixed reality continues to mature, it is clear that companies must adopt proactive strategies to navigate competitive pressures and address evolving consumer demands. Emerging trends in hardware, software, and integrated services are merging to create an environment where immersive experiences are not only more accessible but also significantly more impactful in both personal and professional settings. The synthesis of detailed segmentation insights and regional dynamics provides a robust framework for understanding market trajectories. Importantly, the influence of industry innovators and leading players reiterates the need for a concerted focus on collaboration, strategic alignment, and technological excellence. Reflecting on the current landscape and future projections, decision-makers are encouraged to consolidate their efforts in streamlining operations, enhancing user engagement, and driving innovation. This confluence of factors will ultimately safeguard long-term competitiveness and set the stage for the next wave of transformative digital experiences.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

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

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing demand for immersive and interactive experiences is pushing the adoption of VR, AR, and MR
      • 5.1.1.2. Improvements in connectivity infrastructure facilitating smoother and more integrated reality experiences
      • 5.1.1.3. Increasing demand for virtual reality solutions in remote working and collaboration environments
    • 5.1.2. Restraints
      • 5.1.2.1. Consumer skepticism about the practicality and utility of virtual, augmented, and mixed realities
    • 5.1.3. Opportunities
      • 5.1.3.1. Development of next-gen gaming experiences using immersive VR and AR technologies
      • 5.1.3.2. Adooption of AI and IoT to enhance user experience
    • 5.1.4. Challenges
      • 5.1.4.1. Limited availability of skilled professionals and talent in VR, AR, and MR technology development
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Technology: Increasing preference of augmented reality technology in logistics and maintenance
    • 5.2.2. Component: Utilization of AR content creation for interactive engaging augmented experiences
    • 5.2.3. Device Type: Growing use of head-mounted displays in shaping the metaverse functionalities
    • 5.2.4. Device Category: Adoption of wireless devices due to their portability and convenience for mobility and ease of use
    • 5.2.5. Application: Expanding usage in real estate sector by enabling virtual property tours facilitating informed purchasing decisions
    • 5.2.6. End-User: Virtual reality revolution accelerating training and development in large enterprises
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality, Augmented Reality & Mixed Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Augmented Reality
    • 6.2.1. Location-based
    • 6.2.2. Marker-Based
    • 6.2.3. Markerless
    • 6.2.4. Projection-based
    • 6.2.5. Superimposition-based
  • 6.3. Mixed Reality
  • 6.4. Virtual Reality
    • 6.4.1. Non-Immersive
    • 6.4.2. Semi & Fully Immersive

7. Virtual Reality, Augmented Reality & Mixed Reality Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Accessories
    • 7.2.2. Cameras
    • 7.2.3. Displays & Projectors
    • 7.2.4. Position Trackers
    • 7.2.5. Sensors
  • 7.3. Services
    • 7.3.1. Consultation
    • 7.3.2. Deployment & Integration
    • 7.3.3. Support & Maintenance
  • 7.4. Software
    • 7.4.1. AR Content Creation
    • 7.4.2. MR Content Creation
    • 7.4.3. VR Content Creation

8. Virtual Reality, Augmented Reality & Mixed Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Handheld Devices
  • 8.3. Head-Mounted Displays
  • 8.4. Heads-Up Displays

9. Virtual Reality, Augmented Reality & Mixed Reality Market, by Device Category

  • 9.1. Introduction
  • 9.2. Wired Devices
  • 9.3. Wireless Devices

10. Virtual Reality, Augmented Reality & Mixed Reality Market, by Application

  • 10.1. Introduction
  • 10.2. Education & Training
  • 10.3. Gaming & Entertainment
  • 10.4. Healthcare
  • 10.5. Industry Manufacturing
  • 10.6. Real Estate
  • 10.7. Retail & E-Commerce

11. Virtual Reality, Augmented Reality & Mixed Reality Market, by End-User

  • 11.1. Introduction
  • 11.2. Commercial
  • 11.3. Enterprise
    • 11.3.1. Large Enterprises
    • 11.3.2. Small & Medium Enterprises
  • 11.4. Individual Consumers

12. Americas Virtual Reality, Augmented Reality & Mixed Reality Market

  • 12.1. Introduction
  • 12.2. Argentina
  • 12.3. Brazil
  • 12.4. Canada
  • 12.5. Mexico
  • 12.6. United States

13. Asia-Pacific Virtual Reality, Augmented Reality & Mixed Reality Market

  • 13.1. Introduction
  • 13.2. Australia
  • 13.3. China
  • 13.4. India
  • 13.5. Indonesia
  • 13.6. Japan
  • 13.7. Malaysia
  • 13.8. Philippines
  • 13.9. Singapore
  • 13.10. South Korea
  • 13.11. Taiwan
  • 13.12. Thailand
  • 13.13. Vietnam

14. Europe, Middle East & Africa Virtual Reality, Augmented Reality & Mixed Reality Market

  • 14.1. Introduction
  • 14.2. Denmark
  • 14.3. Egypt
  • 14.4. Finland
  • 14.5. France
  • 14.6. Germany
  • 14.7. Israel
  • 14.8. Italy
  • 14.9. Netherlands
  • 14.10. Nigeria
  • 14.11. Norway
  • 14.12. Poland
  • 14.13. Qatar
  • 14.14. Russia
  • 14.15. Saudi Arabia
  • 14.16. South Africa
  • 14.17. Spain
  • 14.18. Sweden
  • 14.19. Switzerland
  • 14.20. Turkey
  • 14.21. United Arab Emirates
  • 14.22. United Kingdom

15. Competitive Landscape

  • 15.1. Market Share Analysis, 2023
  • 15.2. FPNV Positioning Matrix, 2023
  • 15.3. Competitive Scenario Analysis
    • 15.3.1. Pimax launches Dream Air VR headset
    • 15.3.2. Google and Samsung join forces to increase mixed-reality tech
    • 15.3.3. RealWear's strategic acquisition of Almer
    • 15.3.4. Microsoft's strategic VR partnership with Pimax for Flight Simulator 2024
    • 15.3.5. Sandbox VR strategic partnership with LOL Entertainment
    • 15.3.6. Meta plans to expand its production of mixed reality headsets in Vietnam by 2025
    • 15.3.7. Orion AR glasses launch with cutting-edge augmented reality technology and AI integration
    • 15.3.8. Google and Magic Leap partnership to redefine augmented reality experiences
    • 15.3.9. Sony and Siemens unveil cutting-edge VR headset
    • 15.3.10. Vuzix to showcase cutting-edge AR advancements at MWC 2024
  • 15.4. Strategy Analysis & Recommendation
    • 15.4.1. Meta Platforms, Inc.
    • 15.4.2. Qualcomm Technologies, Inc.
    • 15.4.3. Google LLC by Alphabet Inc.
    • 15.4.4. Microsoft Corporation

Companies Mentioned

  • 1. Apple Inc.
  • 2. Baidu, Inc.
  • 3. Carl Zeiss AG
  • 4. CitrusBits Inc.
  • 5. Goertek Inc.
  • 6. Google LLC by Alphabet Inc.
  • 7. HiSilicon (Shanghai) Technologies Co., Ltd.
  • 8. HP Inc.
  • 9. HTC Corporation
  • 10. Immersion Corporation
  • 11. Lenovo Group Limited
  • 12. Magic Leap, Inc.
  • 13. Meta Platforms, Inc.
  • 14. Microsoft Corporation
  • 15. Niantic, Inc.
  • 16. Nvidia Corporation
  • 17. PICO Immersive Pte.ltd.
  • 18. Qualcomm Technologies, Inc.
  • 19. Samsung Electronics Co., Ltd.
  • 20. Seiko Epson Corporation
  • 21. Sharp Corporation
  • 22. Snap Inc.
  • 23. Sony Group Corporation
  • 24. Ultraleap Limited
  • 25. Unity Software Inc.
  • 26. Valve Corporation
  • 27. VR Owl BV and Owl VR Solutions GmbH
  • 28. Vrgineers, Inc.
  • 29. Vuzix Corporation
  • 30. Xiaomi Corporation