Global Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2020-2026: Demand and Production Outlook

Global XR production was valued at $25.4 billion in 2019 and is expected to grow by 46.5% annually over 2020-2026

Extended reality (XR) refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR). Global demand for XR will exhibit a 2020-2026 CAGR of 45.0% to reach $346.39 billion in 2026. Global XR production was valued at $25.4 billion in 2019 and is expected to grow by 46.5% annually over 2020-2026. Highlighted with 128 tables and 116 figures, this 237-page report “Global Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire global extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Region. Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Augmented Reality (AR) o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker) o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing) • Virtual Reality (VR) o Nonimmersive Technology o Semi-Immersive and Fully Immersive Technology • Mixed Reality (MR) Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Hardware o Sensors o Semiconductor Component o Displays and Projectors o Position Trackers o Cameras o Others • Software o Software Developer Kits o Cloud Services • Content Creation Based on device type, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality Devices o Head-Mounted Display (HMD) o Head-Up Display (HUD) o Handheld Device • Virtual Reality Devices o Head-Mounted Display (HMD) o Gesture-Tracking Device o Projector & Display Wall • Mixed Reality Devices o Wireless Head Mounted Display o Wired Head Mounted Display Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Manufacturing • Retail • Others Based on end-user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Consumer • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises) Geographically, the following listed regions and national markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania) • North America (U.S., Canada, and Mexico) • South America (Brazil, Chile, Argentina, Rest of Latin America) • RoW (Saudi Arabia, UAE, Iran) For each of the aforementioned regions and countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of all regional markets by country and the key national markets by Technology, Component, and Industry Vertical over the forecast years are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global extended reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players: Acer Inc. Augmedix Aurasma Blippar.com Limited Catchoom DAQR Dell Technologies Inc. EON. Reality Inc. Facebook Google HP Development Company LP HTC Corporation Koninklijke Philips N.V. MAGIC LEAP, INC. Medical Realities Metaio Microsoft Niantic, Inc. Nintendo Co., Ltd. Psious Samsung Seiko Epson Sony Total Immersion Vuzix Corporation Wikitude GMBH Zappar (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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Table of Contents

  • Table of Contents
  • 1 Introduction 11
  • 1.1 Industry Definition and Research Scope 11
  • 1.1.1 Industry Definition 11
  • 1.1.2 Research Scope 12
  • 1.2 Research Methodology 14
  • 1.2.1 Overview of Market Research Methodology 14
  • 1.2.2 Market Assumption 15
  • 1.2.3 Secondary Data 15
  • 1.2.4 Primary Data 15
  • 1.2.5 Data Filtration and Model Design 16
  • 1.2.6 Market Size/Share Estimation 17
  • 1.2.7 Research Limitations 18
  • 1.3 Executive Summary 19
  • 2 Market Overview and Qualitative Analysis 22
  • 2.1 Market Size and Forecast 22
  • 2.2 Major Growth Drivers 24
  • 2.3 Market Restraints and Challenges 27
  • 2.4 Emerging Opportunities and Market Trends 30
  • 2.5 Porter’s Fiver Forces Analysis 33
  • 3 Segmentation of Global Market by Technology 37
  • 3.1 Market Overview by Technology 37
  • 3.2 Global Augmented Reality (AR) Market 2015-2026 39
  • 3.2.1 Marker-based Augmented Reality 41
  • 3.2.2 Markerless Augmented Reality 42
  • 3.3 Global Virtual Reality (VR) Market 2015-2026 43
  • 3.3.1 Nonimmersive Technology 45
  • 3.2.2 Semi-Immersive and Fully Immersive Technology 46
  • 3.4 Global Mixed Reality (MR) Market 2015-2026 47
  • 4 Segmentation of Global Market by Component 49
  • 4.1 Market Overview by Component 49
  • 4.2 Global XR Hardware Market 2015-2026 51
  • 4.3 Global XR Software Market 2015-2026 53
  • 4.4 Global XR Content Creation Market 2015-2026 55
  • 5 Segmentation of Global Market by Device Type 57
  • 5.1 Market Overview by Device Type 57
  • 5.2 Global AR Devices Market 2015-2026 58
  • 5.2.1 Head-Mounted Display (HMD) 59
  • 5.2.2 Head-Up Display (HUD) 60
  • 5.2.3 Handheld Device 60
  • 5.3 Global VR Devices Market 2015-2026 61
  • 5.3.1 Head-Mounted Display (HMD) 62
  • 5.3.2 Gesture-Tracking Device 63
  • 5.3.3 Projector & Display Wall 63
  • 5.4 Global MR Devices Market 2015-2026 64
  • 5.4.1 Wireless Head Mounted Display 65
  • 5.4.2 Wired Head Mounted Display 65
  • 6 Segmentation of Global Market by Industry Vertical 66
  • 6.1 Market Overview by Industry Vertical 66
  • 6.2 Global Extended Reality Market for Gaming 2015-2026 68
  • 6.3 Global Extended Reality Market for Entertainment & Media 2015-2026 70
  • 6.4 Global Extended Reality Market for Aerospace & Defense 2015-2026 72
  • 6.5 Global Extended Reality Market for Healthcare 2015-2026 74
  • 6.6 Global Extended Reality Market for Education 2015-2026 76
  • 6.7 Global Extended Reality Market for Manufacturing 2015-2026 78
  • 6.8 Global Extended Reality Market for Retail 2015-2026 80
  • 6.9 Global Extended Reality Market for Other Sectors 2015-2026 82
  • 7 Segmentation of Global Market by End-user 84
  • 7.1 Market Overview by End-user 84
  • 7.2 Global Consumer XR Market 2015-2026 85
  • 7.3 Global Enterprise XR Market 2015-2026 86
  • 8 Segmentation of Global Market by Region 88
  • 8.1 Geographic Market Overview by Region 2015-2026 88
  • 8.2 North America Market 2015-2026 by Country 92
  • 8.2.1 Overview of North America Market 92
  • 8.2.2 U.S. 95
  • 8.2.3 Canada 99
  • 8.2.4 Mexico 102
  • 8.3 European Market 2015-2026 by Country 105
  • 8.3.1 Overview of European Market 105
  • 8.3.2 UK 108
  • 8.3.3 France 111
  • 8.3.4 Germany 114
  • 8.3.5 Spain 117
  • 8.3.6 Italy 120
  • 8.3.7 Russia 123
  • 8.3.8 Rest of European Market 126
  • 8.4 Asia-Pacific Market 2015-2026 by Country 128
  • 8.4.1 Overview of Asia-Pacific Market 128
  • 8.4.2 China 132
  • 8.4.3 Japan 135
  • 8.4.4 India 138
  • 8.4.5 Australia 141
  • 8.4.6 South Korea 144
  • 8.4.7 Rest of APAC Region 147
  • 8.5 South America Market 2015-2026 by Country 148
  • 8.5.1 Argentina 151
  • 8.5.2 Brazil 154
  • 8.5.3 Chile 157
  • 8.5.4 Rest of South America Market 160
  • 8.6 Rest of World Market 2015-2026 by Country 161
  • 8.6.1 Saudi Arabia 164
  • 8.6.2 Iran 167
  • 8.6.3 UAE 170
  • 8.6.4 Other National Markets 173
  • 9 Competitive Landscape 174
  • 9.1 Overview of Key Vendors 174
  • 9.2 Company Profiles 177
  • Acer Inc. 177
  • Augmedix 180
  • Aurasma 181
  • Blippar.com Limited 182
  • Catchoom 183
  • DAQR 185
  • Dell Technologies Inc. 186
  • EON. Reality Inc. 188
  • Facebook 189
  • Google 192
  • HP Development Company LP 197
  • HTC Corporation 199
  • Koninklijke Philips N.V. 201
  • MAGIC LEAP, INC. 203
  • Medical Realities 204
  • Metaio 205
  • Microsoft 207
  • Niantic, Inc. 210
  • Nintendo Co., Ltd. 213
  • Psious 216
  • Samsung 217
  • Seiko Epson 219
  • Sony 223
  • Total Immersion 225
  • Vuzix Corporation 227
  • Wikitude GMBH 228
  • Zappar 230
  • 10 Investing in Global Market: Risk Assessment and Management 231
  • 10.1 Risk Evaluation of Global Market 231
  • 10.2 Critical Success Factors (CSFs) 234
  • RELATED REPORTS AND PRODUCTS 237

List of Tables:

Table 1. Snapshot of Asia Pacific Automotive AR and VR Market, 2019-2026 16
Table 2. Main Product Trends and Market Opportunities in Asia Pacific Automotive AR and VR Market 24
Table 3. Asia Pacific Automotive AR and VR Market by Component, 2015-2026, $ mn 31
Table 4. Asia Pacific Automotive AR and VR Market: Hardware by Type, 2015-2026, $ bn 34
Table 5. Asia Pacific Automotive AR and VR Market: Software by Type, 2015-2026, $ bn 35
Table 6. Asia Pacific Automotive AR and VR Market by Technology, 2015-2026, $ mn 36
Table 7. Asia Pacific Automotive AR Market by Technology, 2015-2026, $ mn 39
Table 8. Asia Pacific Automotive AR Market: Marker-based Augmented Reality by Technology, 2015-2026, $ mn 39
Table 9. Asia Pacific Automotive AR Market: Markerless Augmented Reality by Technology, 2015-2026, $ mn 39
Table 10. Asia Pacific Automotive AR Market by Device Type, 2015-2026, $ mn 40
Table 11. Asia Pacific Automotive VR Market by Technology, 2015-2026, $ mn 42
Table 12. Asia Pacific Automotive VR Market by Device Type, 2015-2026, $ mn 42
Table 13. Asia Pacific Automotive AR and VR Market by Application, 2015-2026, $ mn 43
Table 14. Asia Pacific Automotive AR and VR Market by Vehicle Type, 2015-2026, $ mn 51
Table 15. Asia Pacific Automotive AR and VR Market by Driving Autonomy, 2015-2026, $ mn 55
Table 16. APAC Automotive AR & VR Market by Country, 2015-2026, $ mn 60
Table 17. China Augmented Reality Market by Technology, 2015-2026, $ mn 63
Table 18. China Automotive AR & VR Market by Application, 2015-2026, $ mn 63
Table 19. China Automotive AR & VR Market by Vehicle Type, 2015-2026, $ mn 63
Table 20. Japan Augmented Reality Market by Technology, 2015-2026, $ mn 66
Table 21. Japan Automotive AR & VR Market by Application, 2015-2026, $ mn 66
Table 22. Japan Automotive AR & VR Market by Vehicle Type, 2015-2026, $ mn 66
Table 23. India Augmented Reality Market by Technology, 2015-2026, $ mn 68
Table 24. India Automotive AR & VR Market by Application, 2015-2026, $ mn 68
Table 25. India Automotive AR & VR Market by Vehicle Type, 2015-2026, $ mn 68
Table 26. Australia Augmented Reality Market by Technology, 2015-2026, $ mn 70
Table 27. Australia Automotive AR & VR Market by Application, 2015-2026, $ mn 70
Table 28. Australia Automotive AR & VR Market by Vehicle Type, 2015-2026, $ mn 70
Table 29. South Korea Augmented Reality Market by Technology, 2015-2026, $ mn 72
Table 30. South Korea Automotive AR & VR Market by Application, 2015-2026, $ mn 72
Table 31. South Korea Automotive AR & VR Market by Vehicle Type, 2015-2026, $ mn 72
Table 32. Automotive AR & VR Market in Rest of APAC by Country, 2015-2026, $ mn 74
Table 33. Bosch: Company Snapshot 79
Table 34. Bosch: Business Segmentation 79
Table 35. Bosch: Product Portfolio 80
Table 36. Bosch: Revenue, 2016-2018, $ mn 80
Table 37. Bosch: Recent Developments 80
Table 38. Risk Evaluation for Investing in Asia Pacific Market, 2019-2026 98
Table 39. Critical Success Factors and Key Takeaways 101

List of Figures:

Figure 1. Research Method Flow Chart 14
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 17
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 19
Figure 4. Global Extended Reality Market by Revenue, 2015-2026, $ bn 22
Figure 5. Global Extended Reality Production by Revenue, 2015-2026, $ bn 23
Figure 6. Primary Drivers and Impact Factors of Global Extended Reality Market 24
Figure 7. Primary Restraints and Impact Factors of Global Extended Reality Market 27
Figure 8. Porter’s Fiver Forces Analysis of Global Extended Reality Market 33
Figure 9. Breakdown of Global Extended Reality Market by Technology, 2019-2026, % of Revenue 37
Figure 10. Breakdown of Global Extended Reality Production by Technology, 2019-2026, % of Revenue 38
Figure 11. Global Augmented Reality (AR) Market, 2015-2026, $ bn 39
Figure 12. Global Augmented Reality (AR) Production, 2015-2026, $ bn 40
Figure 13. Global Virtual Reality (VR) Market, 2015-2026, $ bn 43
Figure 14. Global Virtual Reality (VR) Production, 2015-2026, $ bn 44
Figure 15. Global Mixed Reality (MR) Market, 2015-2026, $ bn 47
Figure 16. Global Mixed Reality (MR) Production, 2015-2026, $ bn 48
Figure 17. Breakdown of Global Extended Reality Market by Component, 2019-2026, % of Revenue 49
Figure 18. Breakdown of Global Extended Reality Production by Component, 2019-2026, % of Revenue 50
Figure 19. Global XR Hardware Market, 2015-2026, $ bn 51
Figure 20. Global XR Hardware Production, 2015-2026, $ bn 52
Figure 21. Global XR Software Market, 2015-2026, $ bn 53
Figure 22. Global XR Software Production, 2015-2026, $ bn 54
Figure 23. Global XR Content Creation Market, 2015-2026, $ bn 55
Figure 24. Global XR Content Creation Production, 2015-2026, $ bn 56
Figure 25. Breakdown of Global Extended Reality Market by Device Type, 2019-2026, % of Revenue 57
Figure 26. Global AR Devices Market, 2015-2026, $ bn 58
Figure 27. Global VR Devices Market, 2015-2026, $ bn 61
Figure 28. Global MR Devices Market, 2015-2026, $ bn 64
Figure 29. Breakdown of Global Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue 66
Figure 30. Breakdown of Global Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue 67
Figure 31. Global Extended Reality Market for Gaming, 2015-2026, $ bn 68
Figure 32. Global Extended Reality Production for Gaming, 2015-2026, $ bn 69
Figure 33. Global Extended Reality Market for Entertainment & Media, 2015-2026, $ bn 70
Figure 34. Global Extended Reality Production for Entertainment & Media, 2015-2026, $ bn 71
Figure 35. Global Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn 72
Figure 36. Global Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn 73
Figure 37. Global Extended Reality Market for Healthcare, 2015-2026, $ bn 74
Figure 38. Global Extended Reality Production for Healthcare, 2015-2026, $ bn 75
Figure 39. Global Extended Reality Market for Education, 2015-2026, $ bn 76
Figure 40. Global Extended Reality Production for Education, 2015-2026, $ bn 77
Figure 41. Global Extended Reality Market for Manufacturing, 2015-2026, $ bn 78
Figure 42. Global Extended Reality Production for Manufacturing, 2015-2026, $ bn 79
Figure 43. Global Extended Reality Market for Retail, 2015-2026, $ bn 80
Figure 44. Global Extended Reality Production for Retail, 2015-2026, $ bn 81
Figure 45. Global Extended Reality Market for Other Sectors, 2015-2026, $ bn 82
Figure 46. Global Extended Reality Production for Other Sectors, 2015-2026, $ bn 83
Figure 47. Breakdown of Global Extended Reality Market by End-user, 2019-2026, % of Revenue 84
Figure 48. Global Consumer XR Market, 2015-2026, $ bn 85
Figure 49. Global Enterprise XR Market, 2015-2026, $ bn 86
Figure 50. Global Market Snapshot 88
Figure 51. Geographic Spread of Worldwide Extended Reality Market, 2019-2026, % of Revenue 89
Figure 52. Geographic Spread of Worldwide Extended Reality Production, 2019-2026, % of Revenue 90
Figure 53. North American Extended Reality Market, 2015-2026, $ bn 93
Figure 54. Breakdown of North America Extended Reality Market by Country, 2019 and 2026, % of Revenue 93
Figure 55. Contribution to North America 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 94
Figure 56. U.S. Extended Reality Market by Revenue, 2015-2026, $ bn 95
Figure 57. U.S. Extended Reality Production by Revenue, 2015-2026, $ bn 96
Figure 58. Canada Extended Reality Market by Revenue, 2015-2026, $ bn 99
Figure 59. Canada Extended Reality Production by Revenue, 2015-2026, $ bn 100
Figure 60. Extended Reality Market in Mexico by Revenue, 2015-2026, $ bn 102
Figure 61. Extended Reality Production in Mexico by Revenue, 2015-2026, $ bn 103
Figure 62. European Extended Reality Market by Revenue, 2015-2026, $ bn 106
Figure 63. Breakdown of European Extended Reality Market by Country, 2019 and 2026, % of Revenue 106
Figure 64. Contribution to Europe 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 107
Figure 65. Extended Reality Market in UK by Revenue, 2015-2026, $ bn 108
Figure 66. Extended Reality Production in UK by Revenue, 2015-2026, $ bn 109
Figure 67. Extended Reality Market in France by Revenue, 2015-2026, $ bn 111
Figure 68. Extended Reality Production in France by Revenue, 2015-2026, $ bn 112
Figure 69. Extended Reality Market in Germany by Revenue, 2015-2026, $ bn 114
Figure 70. Extended Reality Production in Germany by Revenue, 2015-2026, $ bn 115
Figure 71. Extended Reality Market in Spain by Revenue, 2015-2026, $ bn 117
Figure 72. Extended Reality Production in Spain by Revenue, 2015-2026, $ bn 118
Figure 73. Extended Reality Market in Italy by Revenue, 2015-2026, $ bn 120
Figure 74. Extended Reality Production in Italy by Revenue, 2015-2026, $ bn 121
Figure 75. Extended Reality Market in Russia by Revenue, 2015-2026, $ bn 123
Figure 76. Extended Reality Production in Russia by Revenue, 2015-2026, $ bn 124
Figure 77. Extended Reality Market in Rest of Europe by Revenue, 2015-2026, $ bn 126
Figure 78. Extended Reality Production in Rest of Europe by Revenue, 2015-2026, $ bn 127
Figure 79. Asia-Pacific Extended Reality Market by Revenue, 2015-2026, $ bn 129
Figure 80. Breakdown of APAC Extended Reality Market by Country, 2019 and 2026, % of Revenue 129
Figure 81. Contribution to APAC 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 131
Figure 82. Extended Reality Market in China by Revenue, 2015-2026, $ bn 132
Figure 83. Extended Reality Production in China by Revenue, 2015-2026, $ bn 133
Figure 84. Extended Reality Market in Japan by Revenue, 2015-2026, $ bn 136
Figure 85. Extended Reality Production in Japan by Revenue, 2015-2026, $ bn 136
Figure 86. Extended Reality Market in India by Revenue, 2015-2026, $ bn 138
Figure 87. Extended Reality Production in India by Revenue, 2015-2026, $ bn 139
Figure 88. Extended Reality Market in Australia by Revenue, 2015-2026, $ bn 141
Figure 89. Extended Reality Production in Australia by Revenue, 2015-2026, $ bn 142
Figure 90. Extended Reality Market in South Korea by Revenue, 2015-2026, $ bn 144
Figure 91. Extended Reality Production in South Korea by Revenue, 2015-2026, $ bn 145
Figure 92. Extended Reality Market in Rest of APAC by Revenue, 2015-2026, $ bn 147
Figure 93. South America Extended Reality Market by Revenue, 2015-2026, $ bn 149
Figure 94. Breakdown of South America Extended Reality Market by Country, 2019 and 2026, % of Revenue 149
Figure 95. Contribution to South America 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 150
Figure 96. Extended Reality Market in Argentina by Revenue, 2015-2026, $ bn 151
Figure 97. Extended Reality Production in Argentina by Revenue, 2015-2026, $ bn 152
Figure 98. Extended Reality Market in Brazil by Revenue, 2015-2026, $ bn 154
Figure 99. Extended Reality Production in Brazil by Revenue, 2015-2026, $ bn 155
Figure 100. Extended Reality Market in Chile by Revenue, 2015-2026, $ bn 157
Figure 101. Extended Reality Production in Chile by Revenue, 2015-2026, $ bn 158
Figure 102. Extended Reality Market in Rest of South America by Revenue, 2015-2026, $ bn 160
Figure 103. Extended Reality Market in Rest of the World (RoW) by Revenue, 2015-2026, $ bn 162
Figure 104. Breakdown of RoW Extended Reality Market by Country, 2019 and 2026, % of Revenue 162
Figure 105. Contribution to RoW 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 163
Figure 106. Extended Reality Market in Saudi Arabia by Revenue, 2015-2026, $ bn 164
Figure 107. Extended Reality Production in Saudi Arabia by Revenue, 2015-2026, $ bn 165
Figure 108. Extended Reality Market in Iran by Revenue, 2015-2026, $ bn 167
Figure 109. Extended Reality Production in Iran by Revenue, 2015-2026, $ bn 168
Figure 110. Extended Reality Market in UAE by Revenue, 2015-2026, $ bn 170
Figure 111. Extended Reality Production in UAE by Revenue, 2015-2026, $ bn 171
Figure 112. Growth Stage of Global Extended Reality Industry over the Forecast Period 174
Figure 113. Seiko Epson Revenue, 2014-2018, $ mn 220
Figure 114. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn 220
Figure 115. Seiko Epson Revenue Breakdown by Business Segment, 2018 221
Figure 116. Seiko Epson Revenue Breakdown by Region, 2018 221
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Global Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2020-2026: Demand and Production Outlook

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