List of Figures:
Figure 1. Research Method Flow Chart 11
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 14
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 16
Figure 4. Europe Extended Reality Market by Revenue, 2015-2026, $ bn 19
Figure 5. Europe Extended Reality Production by Revenue, 2015-2026, $ bn 20
Figure 6. Primary Drivers and Impact Factors of Europe Extended Reality Market 21
Figure 7. Primary Restraints and Impact Factors of Europe Extended Reality Market 24
Figure 8. Porter’s Fiver Forces Analysis of Europe Extended Reality Market 30
Figure 9. Breakdown of Europe Extended Reality Market by Technology, 2019-2026, % of Revenue 34
Figure 10. Breakdown of Europe Extended Reality Production by Technology, 2019-2026, % of Revenue 35
Figure 11. Europe Augmented Reality (AR) Market, 2015-2026, $ bn 36
Figure 12. Europe Augmented Reality (AR) Production, 2015-2026, $ bn 37
Figure 13. Europe Virtual Reality (VR) Market, 2015-2026, $ bn 40
Figure 14. Europe Virtual Reality (VR) Production, 2015-2026, $ bn 41
Figure 15. Europe Mixed Reality (MR) Market, 2015-2026, $ bn 44
Figure 16. Europe Mixed Reality (MR) Production, 2015-2026, $ bn 45
Figure 17. Breakdown of Europe Extended Reality Market by Component, 2019-2026, % of Revenue 46
Figure 18. Breakdown of Europe Extended Reality Production by Component, 2019-2026, % of Revenue 47
Figure 19. Europe XR Hardware Market, 2015-2026, $ bn 48
Figure 20. Europe XR Hardware Production, 2015-2026, $ bn 49
Figure 21. Europe XR Software Market, 2015-2026, $ bn 50
Figure 22. Europe XR Software Production, 2015-2026, $ bn 51
Figure 23. Europe XR Content Creation Market, 2015-2026, $ bn 52
Figure 24. Europe XR Content Creation Production, 2015-2026, $ bn 53
Figure 25. Breakdown of Europe Extended Reality Market by Device Type, 2019-2026, % of Revenue 54
Figure 26. Europe AR Devices Market, 2015-2026, $ bn 55
Figure 27. Europe VR Devices Market, 2015-2026, $ bn 58
Figure 28. Europe MR Devices Market, 2015-2026, $ bn 61
Figure 29. Breakdown of Europe Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue 63
Figure 30. Breakdown of Europe Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue 64
Figure 31. Europe Extended Reality Market for Gaming, 2015-2026, $ bn 65
Figure 32. Europe Extended Reality Production for Gaming, 2015-2026, $ bn 66
Figure 33. Europe Extended Reality Market for Entertainment & Media, 2015-2026, $ bn 67
Figure 34. Europe Extended Reality Production for Entertainment & Media, 2015-2026, $ bn 68
Figure 35. Europe Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn 69
Figure 36. Europe Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn 70
Figure 37. Europe Extended Reality Market for Healthcare, 2015-2026, $ bn 71
Figure 38. Europe Extended Reality Production for Healthcare, 2015-2026, $ bn 72
Figure 39. Europe Extended Reality Market for Education, 2015-2026, $ bn 73
Figure 40. Europe Extended Reality Production for Education, 2015-2026, $ bn 74
Figure 41. Europe Extended Reality Market for Manufacturing, 2015-2026, $ bn 75
Figure 42. Europe Extended Reality Production for Manufacturing, 2015-2026, $ bn 76
Figure 43. Europe Extended Reality Market for Retail, 2015-2026, $ bn 77
Figure 44. Europe Extended Reality Production for Retail, 2015-2026, $ bn 78
Figure 45. Europe Extended Reality Market for Other Sectors, 2015-2026, $ bn 79
Figure 46. Europe Extended Reality Production for Other Sectors, 2015-2026, $ bn 80
Figure 47. Breakdown of Europe Extended Reality Market by End-user, 2019-2026, % of Revenue 81
Figure 48. Europe Consumer XR Market, 2015-2026, $ bn 82
Figure 49. Europe Enterprise XR Market, 2015-2026, $ bn 83
Figure 50. Breakdown of European Extended Reality Market by Country, 2019 and 2026, % of Revenue 86
Figure 51. Contribution to Europe 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 87
Figure 52. Extended Reality Market in UK by Revenue, 2015-2026, $ bn 88
Figure 53. Extended Reality Production in UK by Revenue, 2015-2026, $ bn 89
Figure 54. Extended Reality Market in France by Revenue, 2015-2026, $ bn 91
Figure 55. Extended Reality Production in France by Revenue, 2015-2026, $ bn 92
Figure 56. Extended Reality Market in Germany by Revenue, 2015-2026, $ bn 94
Figure 57. Extended Reality Production in Germany by Revenue, 2015-2026, $ bn 95
Figure 58. Extended Reality Market in Spain by Revenue, 2015-2026, $ bn 97
Figure 59. Extended Reality Production in Spain by Revenue, 2015-2026, $ bn 98
Figure 60. Extended Reality Market in Italy by Revenue, 2015-2026, $ bn 100
Figure 61. Extended Reality Production in Italy by Revenue, 2015-2026, $ bn 101
Figure 62. Extended Reality Market in Russia by Revenue, 2015-2026, $ bn 103
Figure 63. Extended Reality Production in Russia by Revenue, 2015-2026, $ bn 104
Figure 64. Extended Reality Market in Rest of Europe by Revenue, 2015-2026, $ bn 106
Figure 65. Extended Reality Production in Rest of Europe by Revenue, 2015-2026, $ bn 107
Figure 66. Growth Stage of Europe Extended Reality Industry over the Forecast Period 108
Figure 67. Seiko Epson Revenue, 2014-2018, $ mn 154
Figure 68. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn 154
Figure 69. Seiko Epson Revenue Breakdown by Business Segment, 2018 155
Figure 70. Seiko Epson Revenue Breakdown by Region, 2018 155
List of Tables:
Table 1. Snapshot of North America Extended Reality Market, 2019-2026 17
Table 2. Main Product Trends and Market Opportunities in North America Extended Reality Market 27
Table 3. North America Extended Reality Market by Technology, 2015-2026, $ bn 34
Table 4. North America Extended Reality Production by Technology, 2015-2026, $ bn 35
Table 5. North America Augmented Reality Market by Technology, 2015-2026, $ bn 37
Table 6. North America Marker-based AR Market by Technology, 2015-2026, $ bn 38
Table 7. North America Markerless Augmented Reality Market by Technology, 2015-2026, $ bn 39
Table 8. North America Virtual Reality Market by Technology, 2015-2026, $ bn 41
Table 9. North America Extended Reality Market by Component, 2015-2026, $ bn 46
Table 10. North America Extended Reality Production by Component, 2015-2026, $ bn 47
Table 11. North America XR Hardware Market by Type, 2015-2026, $ bn 49
Table 12. North America XR Software Market by Type, 2015-2026, $ bn 51
Table 13. North America Extended Reality Market by Device Type, 2015-2026, $ bn 54
Table 14. North America Augmented Reality Devices Market by Type, 2015-2026, $ bn 56
Table 15. North America Virtual Reality Devices Market by Type, 2015-2026, $ bn 59
Table 16. North America Mixed Reality Devices Market by Type, 2015-2026, $ bn 62
Table 17. North America Extended Reality Market by Industry Vertical, 2015-2026, $ bn 63
Table 18. North America Extended Reality Production by Industry Vertical, 2015-2026, $ bn 64
Table 19. North America Extended Reality Market by End-user, 2015-2026, $ bn 81
Table 20. North America Enterprise XR Market by Organization Size, 2015-2026, $ bn 84
Table 21. North America Extended Reality Market by Country, 2015-2026, $ bn 87
Table 22. U.S. Extended Reality Market by Technology, 2015-2026, $ bn 90
Table 23. U.S. Extended Reality Market by Component, 2015-2026, $ bn 90
Table 24. U.S. Extended Reality Market by Industry Vertical, 2015-2026, $ bn 90
Table 25. Canada Extended Reality Market by Technology, 2015-2026, $ bn 94
Table 26. Canada Extended Reality Market by Component, 2015-2026, $ bn 94
Table 27. Canada Extended Reality Market by Industry Vertical, 2015-2026, $ bn 94
Table 28. Mexico Extended Reality Market by Technology, 2015-2026, $ bn 97
Table 29. Mexico Extended Reality Market by Component, 2015-2026, $ bn 97
Table 30. Mexico Extended Reality Market by Industry Vertical, 2015-2026, $ bn 97
Table 31. Acer Inc.: Company Snapshot 101
Table 32. Acer Inc.: Revenue, 2016-2018, NTD bn 102
Table 33. Acer Inc.: Business Segmentation 102
Table 34. Aurasma: Company Snapshot 105
Table 35. Blippar.com Limited: Company Snapshot 106
Table 36. Catchoom: Company Snapshot 107
Table 37. Dell Technologies Inc.: Company Snapshot 110
Table 38. Dell Technologies Inc.: Revenue, 2017-2019, $ bn 111
Table 39. Dell Technologies Inc.: Business Segmentation 111
Table 40. Facebook Inc.: Company Snapshot 113
Table 41. Facebook Inc.: Business Segmentation 114
Table 42. Facebook Inc.: Product Portfolio 114
Table 43. Facebook Inc.: Revenue, 2017-2019, $ bn 115
Table 44. Google LLC: Company Snapshot 116
Table 45. Google LLC: Product Portfolio 118
Table 46. Google LLC: Revenue, 2016-2018, $ bn 119
Table 47. Google LLC: Product Portfolio 119
Table 48. Google LLC: Recent Developments 120
Table 49. HP Development Company LP: Company Snapshot 121
Table 50. HP Development Company LP: Revenue, 2016-2018, $ bn 121
Table 51. HP Development Company LP: Business Segmentation 122
Table 52. HTC Corporation: Business Segmentation 123
Table 53. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn 125
Table 54. Medical Realities: Company Snapshot 128
Table 55. Metaio: Company Snapshot 129
Table 56. Microsoft Corporation: Company Snapshot 131
Table 57. Microsoft Corporation: Business Segmentation 132
Table 58. Microsoft Corporation: Revenue, 2017-2019, $ bn 132
Table 59. Niantic, Inc.: Company Snapshot 134
Table 60. Niantic, Inc.: Business Segmentation 135
Table 61. Nintendo Co., Ltd.: Company Snapshot 137
Table 62. Nintendo Co., Ltd.: Business Segmentation 138
Table 63. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn 138
Table 64. Psious: Company Snapshot 140
Table 65. Samsung Electronics Revenue, 2015-2018, $ bn 142
Table 66. Total Immersion : Company Snapshot 149
Table 67. Wikitude GMBH: Company Snapshot 152
Table 68. Zappar: Company Snapshot 154
Table 69. Risk Evaluation for Investing in North America Market, 2019-2026 156
Table 70. Critical Success Factors and Key Takeaways 159
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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). Europe XR market reached $7.59 billion in 2019 and the annual demand will skyrocket to $104.3 billion by 2026. The XR production in Europe is expected to grow by 47.0% annually over 2020-2026. Highlighted with 79 tables and 70 figures, this 171-page report “Europe Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire Europe extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 Europe 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 Europe 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 Europe 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 Europe 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 national markets are fully investigated: • Germany • UK • France • Russia • Italy • Spain • Rest of Europe For each of the aforementioned countries, detailed analysis and data for annual revenue (demand and production) are available for 2015-2026. The breakdown of 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 Europe 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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