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市場調查報告書
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1404546

XR(延展實境):市場佔有率分析、產業趨勢/統計、成長預測,2024-2029

Extended Reality (XR) - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 135 Pages | 商品交期: 2-3個工作天內

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簡介目錄

XR(延展實境)市場規模預計將在五年內從目前的 1,055.8 億美元成長到 4,723.9 億美元,預測期內複合年成長率為 34.94%。

擴充現實 (XR)-市場-IMG1

XR(延展實境)是AR(擴增實境)、VR(虛擬實境)、MR(混合實境)等身臨其境型技術的新總稱,也指這些技術有望創造的未來現實。包括。縮短人與人之間的距離和改善視覺資訊的需求不斷成長是市場需求的主要驅動力。

主要亮點

  • 現場虛擬娛樂的概念正在世界各地傳播。人們更喜歡使用科技來參加現場表演和活動的家庭娛樂。讓消費者以互動方式體驗現實世界的技術正在推動對現場音樂會、現場表演和體育賽事的巨大需求。
  • 此外,由於手勢運算的日益採用、智慧型裝置的小型化趨勢、技術進步以及公司實施的各種成長策略,預計市場將在預測期內成長。
  • 隨著小型化和智慧技術的進步,可整合到人體中的感測器和電子系統的數量將不斷減少。智慧型設備和許多其他物聯網應用正在推動小型化趨勢。
  • 發展更廣泛的受眾是 XR 技術面臨的最大挑戰之一。現有的開發應用程式僅限於平板電腦、智慧型手機和穿戴式裝置的一名使用者。我們需要開發一致且簡化的多 XR 使用者體驗,使其更易於使用。目前的市場情況需要增加此類解決方案的可用性,這對該行業的成長產生了重大的負面影響。
  • 由於 COVID-19 以及對員工安全的日益擔憂,許多組織正在轉向使用雲端進行遠端工作。這是 XR 需求背後的主要動機,它使我們能夠在家中高效工作、參加虛擬會議並可視化商業氛圍。

XR(延展實境)市場趨勢

媒體和娛樂終端用戶部分佔據主要市場佔有率

  • 幾年來,媒體公司一直在探索使用 XR 技術作為講述故事和廣告媒介的新方式的潛力。透過與開發VR頭戴裝置的公司和廣播 VR 活動的軟體開發商合作,我們確定了建立 VR 內容的最佳方法。此外,有些公司已經開始投資VR公司。
  • XR 最大的行銷潛力在於它與客戶互動的能力,使公司能夠在產品和服務之間建立情感連結。媒體公司可以受益於 XRP 支援的技術的效率來接觸目標受眾。 XR 應用程式可以真實地再現客戶體驗,從而提高互動性、參與度和吸引力。這使得數位代理商和媒體買家能夠理解您的品牌。
  • VR 讓球迷觀看體育賽事直播並選擇觀看角度來近距離觀看。這種身臨其境型的體驗讓觀眾幾乎可以坐在他們最喜歡的體育場座位上。 XR還允許球迷隨時查看當前正在進行或已經發生的比賽的資料和分析。虛擬實境和替代現實遊戲更多的是遊戲世界的未來。根據 2023 年遊戲開發者大會顯示,全球整體36% 的遊戲開發者正積極為 Meta Quest VR頭戴裝置開發遊戲。
  • XR 在媒體和娛樂領域的成長受到多種因素的支持,包括 5G 的實施和採用、以合理的成本提供技術上可行的硬體以及技術成熟度。隨著使用 5G 網路的時間關鍵型通訊的出現,一些 XR 處理和功能可以卸載到邊緣雲端,從而使頭戴式顯示器變得更輕、更具成本效益,從而使用戶能夠改善您的體驗。
擴充現實 (XR)-市場-IMG2

北美佔最大市場佔有率

  • 由於多家公司正在進行大量投資以創新市場,預計北美 XR 市場​​將在預測期內顯著成長。
  • 美國是世界上最大的市場之一,也是許多致力於這項技術的公司的所在地。該地區的需求量很大,因為它對技術的了解程度很高,而且連接設備的操作也很方便。微軟的AR Hololens首次在美國和加拿大推出,全國用戶反應良好。
  • 人們也預計該地區將佔有重要的市場佔有率。美國政府已經發展出直接和間接的方式來使用這些技術來支持創新和促進繁榮。美國國務院外交培訓學院也將虛擬實境作為某些培訓課程的教育工具。此外,正在實施各種 AR 和 VR 培訓計劃,以培養當地勞動力和管理污水。由於其豐富的技術潛力和容易可得性的資源,該地區預計還將主導市場,對先進現實設備的強勁需求。許多地區公司正在將創新技術應用於 AR 和 VR 穿戴式裝置。
  • 當地通訊業者也努力吸引新客戶使用其5G網路。因此,這些區域提供者正在軟體和平台上進行投資和創新,以利用即將推出的 5G 技術來開發 AR 應用程式。

XR(延展實境)產業概述

XR(延展實境)市場高度分散,主要參與者包括 Qualcomm Technologies Inc.、Accenture PLC、SoftServe Inc.、SphereGen Technologies LLC 和 Northern Digital Inc.。市場參與者正在採取聯盟、創新、投資、併購和收購等策略來加強其產品供應並獲得永續的競爭優勢。

其他福利:

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章簡介

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場洞察

  • 市場概況
  • 產業吸引力——波特五力
    • 供應商的議價能力
    • 消費者議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間的敵對關係
  • 技術簡介
  • COVID-19 對市場的影響

第5章市場動態

  • 市場促進因素
    • 擴大採用基於手勢的計算
    • 智慧型設備小型化趨勢日益明顯
  • 市場抑制因素
    • 實施過程在技術和成本方面的複雜性
    • 實施成本高且容易遭受網路攻擊

第6章市場區隔

  • 按解決方案
    • 消費者參與
    • 商業參與
  • 按申請
    • VR(虛擬實境)
    • AR(擴增實境)
    • MR(混合實境)
  • 按最終用戶產業
    • 教育
    • 零售
    • 工業/製造業
    • 衛生保健
    • 媒體娛樂
    • 其他
  • 按地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 其他地區

第7章競爭形勢

  • 公司簡介
    • Qualcomm Technologies Inc.
    • Accenture PLC
    • SoftServe Inc.
    • SphereGen Technologies LLC
    • Northern Digital Inc.
    • Microsoft Corporation
    • Softweb Solutions Inc.(Avnet Inc.)
    • Tata Elxsi Limited
    • Varjo Technologies Oy
    • Talespin Reality Labs Inc.

第8章投資分析

第9章市場的未來

簡介目錄
Product Code: 66879
Extended Reality (XR) - Market - IMG1

The Extended Reality (XR) Market size is expected to grow from USD 105.58 billion in the current year to USD 472.39 billionin five years, registering a CAGR of 34.94% during the forecast period.

Extended reality is a new umbrella term for immersive technology, including Augmented Reality, Virtual Reality, and Mixed Reality, which will include additional future realities expected to be created by these technologies. Increased demand for shorter distances among individuals and improved visual information are the main drivers of market need.

Key Highlights

  • The idea of live virtual entertainment is spreading all over the world. People prefer at-home entertainment using technologies to attend live shows or events. The demand for Live Concerts, Live Shows, and Sports has grown substantially due to technologies enabling consumers to experience the real world interactively.
  • In addition, the market is expected to grow over the forecast period, due to by increased adoption of gesture computing, a trend in miniaturization for intelligent devices, technological progress, and different growth strategies implemented by companies.
  • With the advancement of miniaturization and smart technology, sensors and electronic systems that could be incorporated into a person's body will continue to shrink. Smart devices and many other Internet of Things applications drive the miniaturization trend.
  • Training a more extensive audience is one of the biggest problems with XR technology. Existing development applications are restricted to a single user for tablets, smartphones, and wearables. Multi-XR user experiences, consistent and simplified, need to be developed to be more accessible. In the current market scenario, there is a need for more availability of these solutions, which significantly negatively impacts industry growth.
  • Due to COVID-19 and the rising concerns about worker safety, many organizations have switched to remote working using the cloud. This is the primary motivator behind the need for XR, which allows people to work efficiently from home, join virtual meetings, and visualize a business atmosphere.

Extended Reality (XR) Market Trends

Media and Entertainment End User Segment Holds Significant Market Share

  • Media companies have explored the possibility of using XR technology as a new way to tell stories and as an advertising outlet for several years. They've been working in partnership with companies that create virtual reality headsets and software developers who are broadcasting VR events so they can determine the best ways to build content for Virtual Reality. In addition, investment in VR firms has begun to be made by some companies.
  • The ability to engage with customers, which allows companies to create emotional links between products and services, constitutes the most significant marketing potential of the XR. Media companies could benefit from the efficiency of XRPowered Technology in reaching their target audience. XR applications allow a customer's experience to be played out in real life, increasing interactivity, engagement, and appeal. This makes it possible for digital agencies and buyers of media to feel emotionally attached to their brands.
  • Virtual reality allows fans to watch live sports and choose viewing angles so that they can see them up close. With this immersive experience, viewers can virtually sit in their favorite stadium seats. XR also allows fans to view data and analyses of the games that are currently in progress or have already been played at any time. Virtual reality and alternative reality gaming are more visions of the future in the gaming world. According to the Game Developers Conference 2023, 36% of responding game developers globally are actively developing games for the Meta Quest virtual reality headset.
  • The growth of expanded reality in both media and entertainment is supported by a number of factors, e.g., 5G's implementation and adoption, access to technically feasible hardware at reasonable costs, and technology maturity. With the advent of Time Critical Communication using 5G networks, it is possible to reduce parts of XR's processing and function in the edge cloud and improve user experiences by making head-mounted displays lighter and more cost-effective.
Extended Reality (XR) - Market - IMG2

North America Holds Largest Market Share

  • Given the considerable investments made by several companies in market innovation, the North American region for an extended reality market will be significantly growing over the forecast period.
  • The United States is one of the world's largest markets for highly innovative virtual reality, AR, VR, and mixed reality, MR. The United States is the home country of many companies working on this technology. The region is very firmly in demand because of its high exposure to technology and the ease with which connected devices are operated. Users nationwide have responded positively to Microsoft's augmented reality, Hololens, first available in the United States and Canada.
  • There is also the expectation that this region will hold a significant market share. The US government has developed direct and indirect ways of using these technologies to assist innovation and foster prosperity. In addition, virtual reality has been introduced as an educational tool for specific training by the State Department's Foreign Service Institute. Moreover, various AR and VR training programs have been implemented to develop local workforces and manage wastewater. The region will also dominate the market due to its rich technical potential and easy availability of resources, which have led to a strong demand for advanced reality devices. Innovative technology is being deployed by many regional businesses for AR and VR wearable devices.
  • As a way of attracting new customers to the use of their 5G network, regional telecommunications operators are also working hard. Therefore, by exploiting the forthcoming 5G technology, these regional providers are investing and innovating in software and platforms to develop AR applications.

Extended Reality (XR) Industry Overview

The extended reality (XR) market is highly fragmented with the presence of major players like Qualcomm Technologies Inc., Accenture PLC, SoftServe Inc., SphereGen Technologies LLC, and Northern Digital Inc. Players in the market are adopting strategies such as partnerships, innovations, investments, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In January 2023, Sphere, previously known as holo|one, announced the introduction of its newest software, which includes features expected to transform the game into extended reality (XR). This announcement puts the firm as the first to fully realize the possibilities of immersive cooperation by merging the power of XR with cutting-edge translation technology.

In December 2022, Accenture invested through Accenture Ventures in BehaVR, one of the leading innovators in virtual reality (VR) digital therapeutics experiences and digital wellness, and d. The merger with Oxford and the spin-out of OXFORD university, a VR leader in science-based Virtual Reality treatments for severe mental illness, have also been announced by BehaVR.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter Five Forces
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Technology Snapshot
  • 4.4 Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Adoption of Gesture-Based Computing
    • 5.1.2 Growing Trend of Miniaturization in Smart Devices
  • 5.2 Market Restraints
    • 5.2.1 Complexity in the Implementation Process in Terms of Technology and Cost
    • 5.2.2 Vulnerability for Cyber Attacks, along with the High Cost of Implementation

6 MARKET SEGMENTATION

  • 6.1 By Solution
    • 6.1.1 Consumer Engagement
    • 6.1.2 Business Engagement
  • 6.2 By Application
    • 6.2.1 Virtual Reality (VR)
    • 6.2.2 Augmented Reality (AR)
    • 6.2.3 Mixed Reality (MR)
  • 6.3 By End-user Industry
    • 6.3.1 Education
    • 6.3.2 Retail
    • 6.3.3 Industrial and Manufacturing
    • 6.3.4 Healthcare
    • 6.3.5 Media and Entertainment
    • 6.3.6 Other End-user Industries
  • 6.4 By Geography
    • 6.4.1 North America
    • 6.4.2 Europe
    • 6.4.3 Asia Pacific
    • 6.4.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Qualcomm Technologies Inc.
    • 7.1.2 Accenture PLC
    • 7.1.3 SoftServe Inc.
    • 7.1.4 SphereGen Technologies LLC
    • 7.1.5 Northern Digital Inc.
    • 7.1.6 Microsoft Corporation
    • 7.1.7 Softweb Solutions Inc. (Avnet Inc.)
    • 7.1.8 Tata Elxsi Limited
    • 7.1.9 Varjo Technologies Oy
    • 7.1.10 Talespin Reality Labs Inc.

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET