市場調査レポート
商品コード
1380278

エクステンデッドリアリティ(XR)の世界市場:2023-2030年

Global Extended Reality Market 2023-2030

出版日: | 発行: Orion Market Research | ページ情報: 英文 250 Pages | 納期: 2~3営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.76円
エクステンデッドリアリティ(XR)の世界市場:2023-2030年
出版日: 2023年09月27日
発行: Orion Market Research
ページ情報: 英文 250 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のエクステンデッドリアリティ(XR)市場は予測期間(2023-2030年)にCAGR 30.1%で成長すると予測されています。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)などの最先端技術を結集したものです。エクステンデッドリアリティ(XR)は、ほとんどの電子機器から簡単にアクセスできるため、モビリティ・ソリューションを提供します。また、医療従事者のトレーニングなど、安全で現実的な環境で従業員に新しいスキルや手順を教えるために使用されます。例えば、2022年6月、Enhatchは、拡張現実(AR)と仮想現実(VR)技術を使用した外科トレーニング用のXRストリーミングプラットフォームを提供するために、没入型技術プロバイダーであるHolo-Lightとパートナーシップを締結しました。このプラットフォームは、手術中に高解像度の3Dモデルを表示し、手術結果を改善するのに役立ちます。

セグメント別展望

産業用サブセグメントが世界のエクステンデッドリアリティ(XR)市場でかなりのシェアを占めると予想されます。

エンドユーザーの中では、産業用サブセグメントが世界のエクステンデッドリアリティ(XR)市場でかなりのシェアを占めると予想されています。このセグメントの成長は、XRが安全で現実的な環境で従業員に新しいスキルや手順をトレーニングするために使用されていること、製造環境の生産性と安全性を向上させるために使用されていることなど、いくつかの要因によるものです。例えば、2022年10月、MetaはMicrosoftと協力して、職場向けのXR体験を開発します。「Mesh for Teamsは、AzureデジタルツインからDynamics 365リモートアシスト、Teamsビデオミーティングに至るまで、長年の研究とMicrosoftクラウドの革新に基づいて構築されています。Mesh for Teamsは、スマートフォン、ノートパソコン、複合現実感ヘッドセットなど、あらゆるデバイスを使用して、仕事が行われる場所にバーチャルに集まることができるように設計されています。Microsoft 365アプリがMeta Questデバイスで利用可能になり、人々はVR内でワード、エクセル、パワーポイント、アウトルック、シェアポイントなど、お気に入りの生産性アプリのコンテンツを操作できるようになります。将来的には、Windows 365もMeta Questデバイスで利用できるようになり、パーソナライズされたアプリ、コンテンツ、設定を含むWindowsクラウドPCをストリーミングできるようになります。

地域別展望

世界のエクステンデッドリアリティ(XR)市場は、北米(米国、カナダ)、欧州(英国、イタリア、スペイン、ドイツ、フランス、その他欧州地域)、アジア太平洋地域(インド、中国、日本、韓国、その他アジア地域)、世界のその他の地域(中東とアフリカ、ラテンアメリカ)を含む地域別にさらに区分されます。なかでもアジア太平洋地域は、エクステンデッドリアリティ(XR)を通じたスマートラーニングの採用が拡大していることから、世界市場で突出したシェアを占めると予想されます。

北米地域はエクステンデッドリアリティ(XR)の世界市場で大きなCAGRで成長する見込み

すべての地域の中で、北米地域は予測期間中にかなりのCAGRで成長すると予測されています。この地域の成長は、主要な市場プレーヤーによるこれらの地域での強力な技術インフラと研究開発への高い支出に起因しています。例えば、2023年9月、Talespin社は、Meta Questでのエクステンデッドリアリティ(XR)学習アプリの発売を発表しました。Meta社が500ドルのMeta Quest 3バーチャルリアリティヘッドセットを発表した後です。当初は企業向けに設計されたタレスピンの没入型学習アプリは、今では一般ユーザーも利用できるようになり、誰でもその仮想世界を体験し、貴重なスキルを身につけることができます。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • Google LLC.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Meta Platforms inc.
    • 会社概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Microsoft Corp.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • 主要戦略分析

第4章 市場セグメンテーション

  • エクステンデッドリアリティ(XR)の世界市場:タイプ別
    • ハードウェア
    • サービス
  • エクステンデッドリアリティ(XR)の世界市場:技術別
    • AR技術
    • VR技術
    • MR技術
  • エクステンデッドリアリティ(XR)の世界市場:エンドユーザー別
    • 消費者製品
    • 工業製品
    • 航空宇宙・防衛
    • ヘルスケア
    • その他(エネルギー、教育)

第5章 地域分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • 世界のその他の地域

第6章 企業プロファイル

  • Apple Inc.
  • Avegant Corp.
  • Everysight Ltd.
  • HTC Corp.
  • Lumus Ltd.
  • Optinvent,
  • PTC Inc.
  • Qualcomm Technologies, Inc.
  • Realwear, Inc.
  • Ricoh Company Ltd
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corp
  • Sony Corp.
図表

LIST OF TABLES

  • 1. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 5. GLOBAL AR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 6. GLOBAL VR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 7. GLOBAL MR TECHNOLOGY IN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 8. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 14. GLOBAL EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 15. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 17. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 18. NORTH AMERICAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 19. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 20. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 21. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 22. EUROPEAN EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 23. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 24. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 25. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 26. ASIA- PACIFIC EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)
  • 27. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)
  • 29. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2022-2030 ($ MILLION)
  • 30. REST OF THE WORLD EXTENDED REALITY MARKET RESEARCH AND ANALYSIS BY END USER, 2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL EXTENDED REALITY MARKET SHARE BY TYPE, 2022 VS 2030 (%)
  • 2. GLOBAL HARDWARE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 3. GLOBAL SERVICE EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 4. GLOBAL EXTENDED REALITY MARKET SHARE BY TECHNOLOGY, 2022 VS 2030 (%)
  • 5. GLOBAL AR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 6. GLOBAL VR TECHNOLOGY REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 7. GLOBAL MR TECHNOLOGY EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 8. GLOBAL EXTENDED REALITY MARKET SHARE BY END USER, 2022 VS 2030 (%)
  • 9. GLOBAL EXTENDED REALITY FOR CONSUMER PRODUCTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 10. GLOBAL EXTENDED REALITY FOR INDUSTRIAL MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 11. GLOBAL EXTENDED REALITY FOR AEROSPACE AND DEFENSE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 12. GLOBAL EXTENDED REALITY FOR HEALTHCARE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 13. GLOBAL EXTENDED REALITY FOR OTHER END-USERS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 14. GLOBAL EXTENDED REALITY MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 15. US EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. CANADA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. UK EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. FRANCE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. GERMANY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. ITALY EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. SPAIN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. REST OF EUROPE EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. INDIA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. CHINA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. JAPAN EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 26. SOUTH KOREA EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 27. REST OF ASIA-PACIFIC EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
  • 28. REST OF THE WORLD EXTENDED REALITY MARKET SIZE, 2022-2030 ($ MILLION)
目次
Product Code: OMR2027781

Title: Global Extended Reality Market Size, Share & Trends Analysis Report by Type (Hardware and Software), by technology (AR Technology, VR Technology and MR Technology) and by End User (Consumer Products, Aerospace and Defense, Industrial, Healthcare, and Other),Forecast Period (2023-2030).

The global extended reality market is anticipated to grow at a CAGR of 30.1% during the Forecast Period (2023-2030). Extended Reality (XR) brings together cutting-edge technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Extended reality provides mobility solutions as they are easily accessible via most electronic devices. Also, it is used to train employees on new skills or procedures in a safe and realistic environment such as, train medical professionals. For instance, in June 2022, Enhatch entered into a partnership with Holo-Light, an immersive technology provider, to deliver an XR streaming platform for surgical training using Augmented Reality (AR) and Virtual Reality (VR) technologies. This platform helps to view high-resolution 3D models during surgery to improve surgical outcomes.

Segmental Outlook

The global extended reality market is segmented on the type, technology, and end user. Based on the type, the market is sub-segmented into Hardware and Software. Based on technology, the market is sub-segmented into AR technology, VR technology and MR technology. And based on the end user, the market is sub-segmented into consumer products, aerospace and defense, industrial, healthcare and other. Among the technology, the VR technology sub-segment is anticipated to hold a considerable share of the market, it creates a simulated environment that users can interact with using headsets or other devices. VR can be used to create immersive experiences in a variety of fields, including gaming, entertainment, education, training, and healthcare. Hence companies are working on development of VR technologies and adopting various strategic initiatives such as partnership, product launch and acquisition to stay competitive in the market. For instance, in September 2022: Meta formed a partnership with Qualcomm to design customized chips for the next-generation extended reality platforms for the Metaverse. Qualcomm and Meta have formed a multi-year agreement to work together. Before this agreement was initiated, Meta tried to create its own custom processor. Meta has relied on Qualcomm for its chips for their VR headsets for years, including the latest Quest2.

The Industrial Sub-Segment is Anticipated to Hold a Considerable Share of the Global Extended reality Market

Among the end user, the industrial sub-segment is expected to hold a considerable share of the global Extended reality market. This segmental growth is attributed to several factor such as, XR is being used to train employees on new skills or procedures in a safe and realistic environment and it is being used to improve productivity and safety in manufacturing environments. For instance, In October 2022, Meta is working with Microsoft to develop XR experiences for the workplace, "Mesh for Teams builds on years of research and Microsoft Cloud innovation, from Azure Digital Twins to Dynamics 365 Remote Assist and Teams video meetings". It is designed to help people gather virtually in the place where work happens on any device, including smartphones, laptops and mixed-reality headsets. Microsoft 365 apps will be available on Meta Quest devices, enabling people to interact with content from their favorite productivity apps including Word, Excel, powerpoint, Outlook, and sharepoint within VR. In the future, Windows 365 will also be available on Meta Quest devices, with the ability to stream a Windows Cloud PC including your personalized apps, content and settings.

Regional Outlook

The global Extended reality market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia pacific is anticipated to hold a prominent share of the market across the globe, owing to growing adoption of smart learning through extended reality.

The North America Region is Expected to Grow at a Significant CAGR in the Global Extended reality Market

Among all regions, the North America regions is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to strong technological infrastructure and high expenditure in R&D in these regions by key market players. For instance, in September 2023, Talespin, announced the launch of its extended reality (XR) learning app on Meta Quest. After Meta introduced its $500 Meta Quest 3 virtual reality headset. Initially designed for enterprise use, Talespin's immersive learning app has now been made accessible to the general public, allowing anyone to experience their virtual worlds and gain valuable skills.

Market Players Outlook

The major companies serving the Extended reality market include: Microsoft Corp., Google LLC, Everysight Ltd., HTC Corp, Sony Corp, Lumus Ltd., Optinvent, realwear, Inc., Ricoh Company Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, In January 2023, HTC VIVE continues to push the boundaries of innovation, today unveiling its new consumer flagship all-in-one, VIVE XR Elite. The headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device - perfect for gaming, fitness, productivity and more. The VIVE XR Elite all-in-one represents the next milestone in the progression towards the fully immersive internet, going beyond today's VR with accurate pass-through video to open up a new realm of realism in learning and playing.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global Extended reality market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Google LLC.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Meta Platforms inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Microsoft Corp.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Extended reality Market by Type
    • 4.1.1. Hardware
    • 4.1.2. Service
  • 4.2. Global Extended reality Market by Technology
    • 4.2.1. AR Technology
    • 4.2.2. VR Technology
    • 4.2.3. MR Technology
  • 4.3. Global Extended reality Market by End User
    • 4.3.1. Consumer products
    • 4.3.2. Industrial
    • 4.3.3. Aerospace and defense
    • 4.3.4. Healthcare
    • 4.3.5. Other (Energy and Education)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Apple Inc.
  • 6.2. Avegant Corp.
  • 6.3. Everysight Ltd.
  • 6.4. HTC Corp.
  • 6.5. Lumus Ltd.
  • 6.6. Optinvent,
  • 6.7. PTC Inc.
  • 6.8. Qualcomm Technologies, Inc.
  • 6.9. Realwear, Inc.
  • 6.10. Ricoh Company Ltd
  • 6.11. Samsung Electronics Co., Ltd.
  • 6.12. Seiko Epson Corp
  • 6.13. Sony Corp.