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

Asia Pacific is projected to be a rapidly growing market for XR due to more focus on providing extended reality solutions to all sectors in India, Japan &China

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). Asia Pacific XR market will grow by 49.0% over 2020-2026 with a total addressable market cap of $288.2 billion as the total demand in the fast-growing region. Highlighted with 76 tables and 67 figures, this 168-page report “Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire Asia Pacific extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Asia Pacific extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. Based on technology, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific 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: • Japan • China • South Korea • Australia • India • Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) 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 Asia Pacific 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 8
  • 1.1 Industry Definition and Research Scope 8
  • 1.1.1 Industry Definition 8
  • 1.1.2 Research Scope 9
  • 1.2 Research Methodology 11
  • 1.2.1 Overview of Market Research Methodology 11
  • 1.2.2 Market Assumption 12
  • 1.2.3 Secondary Data 12
  • 1.2.4 Primary Data 12
  • 1.2.5 Data Filtration and Model Design 13
  • 1.2.6 Market Size/Share Estimation 14
  • 1.2.7 Research Limitations 15
  • 1.3 Executive Summary 16
  • 2 Market Overview and Qualitative Analysis 19
  • 2.1 Market Size and Forecast 19
  • 2.2 Major Growth Drivers 21
  • 2.3 Market Restraints and Challenges 24
  • 2.4 Emerging Opportunities and Market Trends 27
  • 2.5 Porter’s Fiver Forces Analysis 30
  • 3 Segmentation of Asia Pacific Market by Technology 34
  • 3.1 Market Overview by Technology 34
  • 3.2 Asia Pacific Augmented Reality (AR) Market 2015-2026 36
  • 3.2.1 Marker-based Augmented Reality 38
  • 3.2.2 Markerless Augmented Reality 39
  • 3.3 Asia Pacific Virtual Reality (VR) Market 2015-2026 40
  • 3.3.1 Nonimmersive Technology 42
  • 3.2.2 Semi-Immersive and Fully Immersive Technology 43
  • 3.4 Asia Pacific Mixed Reality (MR) Market 2015-2026 44
  • 4 Segmentation of Asia Pacific Market by Component 46
  • 4.1 Market Overview by Component 46
  • 4.2 Asia Pacific XR Hardware Market 2015-2026 48
  • 4.3 Asia Pacific XR Software Market 2015-2026 50
  • 4.4 Asia Pacific XR Content Creation Market 2015-2026 52
  • 5 Segmentation of Asia Pacific Market by Device Type 54
  • 5.1 Market Overview by Device Type 54
  • 5.2 Asia Pacific AR Devices Market 2015-2026 55
  • 5.2.1 Head-Mounted Display (HMD) 56
  • 5.2.2 Head-Up Display (HUD) 57
  • 5.2.3 Handheld Device 57
  • 5.3 Asia Pacific VR Devices Market 2015-2026 58
  • 5.3.1 Head-Mounted Display (HMD) 59
  • 5.3.2 Gesture-Tracking Device 60
  • 5.3.3 Projector & Display Wall 60
  • 5.4 Asia Pacific MR Devices Market 2015-2026 61
  • 5.4.1 Wireless Head Mounted Display 62
  • 5.4.2 Wired Head Mounted Display 62
  • 6 Segmentation of Asia Pacific Market by Industry Vertical 63
  • 6.1 Market Overview by Industry Vertical 63
  • 6.2 Asia Pacific Extended Reality Market for Gaming 2015-2026 65
  • 6.3 Asia Pacific Extended Reality Market for Entertainment & Media 2015-2026 67
  • 6.4 Asia Pacific Extended Reality Market for Aerospace & Defense 2015-2026 69
  • 6.5 Asia Pacific Extended Reality Market for Healthcare 2015-2026 71
  • 6.6 Asia Pacific Extended Reality Market for Education 2015-2026 73
  • 6.7 Asia Pacific Extended Reality Market for Manufacturing 2015-2026 75
  • 6.8 Asia Pacific Extended Reality Market for Retail 2015-2026 77
  • 6.9 Asia Pacific Extended Reality Market for Other Sectors 2015-2026 79
  • 7 Segmentation of Asia Pacific Market by End-user 81
  • 7.1 Market Overview by End-user 81
  • 7.2 Asia Pacific Consumer XR Market 2015-2026 82
  • 7.3 Asia Pacific Enterprise XR Market 2015-2026 83
  • 8 Asia-Pacific Market 2015-2026 by Country 85
  • 8.1 Overview of Asia-Pacific Market 85
  • 8.2 China 89
  • 8.3 Japan 92
  • 8.4 India 95
  • 8.5 Australia 98
  • 8.6 South Korea 101
  • 8.7 Rest of APAC Region 104
  • 9 Competitive Landscape 105
  • 9.1 Overview of Key Vendors 105
  • 9.2 Company Profiles 108
  • Acer Inc. 108
  • Augmedix 111
  • Aurasma 112
  • Blippar.com Limited 113
  • Catchoom 114
  • DAQR 116
  • Dell Technologies Inc. 117
  • EON. Reality Inc. 119
  • Facebook 120
  • Google 123
  • HP Development Company LP 128
  • HTC Corporation 130
  • Koninklijke Philips N.V. 132
  • MAGIC LEAP, INC. 134
  • Medical Realities 135
  • Metaio 136
  • Microsoft 138
  • Niantic, Inc. 141
  • Nintendo Co., Ltd. 144
  • Psious 147
  • Samsung 148
  • Seiko Epson 150
  • Sony 154
  • Total Immersion 156
  • Vuzix Corporation 158
  • Wikitude GMBH 159
  • Zappar 161
  • 10 Investing in Asia Pacific Market: Risk Assessment and Management 162
  • 10.1 Risk Evaluation of Asia Pacific Market 162
  • 10.2 Critical Success Factors (CSFs) 165
  • RELATED REPORTS AND PRODUCTS 168

List of Tables:

Table 1. Snapshot of Europe Extended Reality Market, 2019-2026 17
Table 2. Main Product Trends and Market Opportunities in Europe Extended Reality Market 27
Table 3. Europe Extended Reality Market by Technology, 2015-2026, $ bn 34
Table 4. Europe Extended Reality Production by Technology, 2015-2026, $ bn 35
Table 5. Europe Augmented Reality Market by Technology, 2015-2026, $ bn 37
Table 6. Europe Marker-based AR Market by Technology, 2015-2026, $ bn 38
Table 7. Europe Markerless Augmented Reality Market by Technology, 2015-2026, $ bn 39
Table 8. Europe Virtual Reality Market by Technology, 2015-2026, $ bn 41
Table 9. Europe Extended Reality Market by Component, 2015-2026, $ bn 46
Table 10. Europe Extended Reality Production by Component, 2015-2026, $ bn 47
Table 11. Europe XR Hardware Market by Type, 2015-2026, $ bn 49
Table 12. Europe XR Software Market by Type, 2015-2026, $ bn 51
Table 13. Europe Extended Reality Market by Device Type, 2015-2026, $ bn 54
Table 14. Europe Augmented Reality Devices Market by Type, 2015-2026, $ bn 56
Table 15. Europe Virtual Reality Devices Market by Type, 2015-2026, $ bn 59
Table 16. Europe Mixed Reality Devices Market by Type, 2015-2026, $ bn 62
Table 17. Europe Extended Reality Market by Industry Vertical, 2015-2026, $ bn 63
Table 18. Europe Extended Reality Production by Industry Vertical, 2015-2026, $ bn 64
Table 19. Europe Extended Reality Market by End-user, 2015-2026, $ bn 81
Table 20. Europe Enterprise XR Market by Organization Size, 2015-2026, $ bn 84
Table 21. Europe Extended Reality Market by Country, 2015-2026, $ bn 86
Table 22. UK Extended Reality Market by Technology, 2015-2026, $ bn 90
Table 23. UK Extended Reality Market by Component, 2015-2026, $ bn 90
Table 24. UK Extended Reality Market by Industry Vertical, 2015-2026, $ bn 90
Table 25. France Extended Reality Market by Technology, 2015-2026, $ bn 93
Table 26. France Extended Reality Market by Component, 2015-2026, $ bn 93
Table 27. France Extended Reality Market by Industry Vertical, 2015-2026, $ bn 93
Table 28. Germany Extended Reality Market by Technology, 2015-2026, $ bn 96
Table 29. Germany Extended Reality Market by Component, 2015-2026, $ bn 96
Table 30. Germany Extended Reality Market by Industry Vertical, 2015-2026, $ bn 96
Table 31. Spain Extended Reality Market by Technology, 2015-2026, $ bn 99
Table 32. Spain Extended Reality Market by Component, 2015-2026, $ bn 99
Table 33. Spain Extended Reality Market by Industry Vertical, 2015-2026, $ bn 99
Table 34. Italy Extended Reality Market by Technology, 2015-2026, $ bn 102
Table 35. Italy Extended Reality Market by Component, 2015-2026, $ bn 102
Table 36. Italy Extended Reality Market by Industry Vertical, 2015-2026, $ bn 102
Table 37. Russia Extended Reality Market by Technology, 2015-2026, $ bn 105
Table 38. Russia Extended Reality Market by Component, 2015-2026, $ bn 105
Table 39. Russia Extended Reality Market by Industry Vertical, 2015-2026, $ bn 105
Table 40. Acer Inc.: Company Snapshot 111
Table 41. Acer Inc.: Revenue, 2016-2018, NTD bn 112
Table 42. Acer Inc.: Business Segmentation 112
Table 43. Aurasma: Company Snapshot 115
Table 44. Blippar.com Limited: Company Snapshot 116
Table 45. Catchoom: Company Snapshot 117
Table 46. Dell Technologies Inc.: Company Snapshot 120
Table 47. Dell Technologies Inc.: Revenue, 2017-2019, $ bn 121
Table 48. Dell Technologies Inc.: Business Segmentation 121
Table 49. Facebook Inc.: Company Snapshot 123
Table 50. Facebook Inc.: Business Segmentation 124
Table 51. Facebook Inc.: Product Portfolio 124
Table 52. Facebook Inc.: Revenue, 2017-2019, $ bn 125
Table 53. Google LLC: Company Snapshot 126
Table 54. Google LLC: Product Portfolio 128
Table 55. Google LLC: Revenue, 2016-2018, $ bn 129
Table 56. Google LLC: Product Portfolio 129
Table 57. Google LLC: Recent Developments 130
Table 58. HP Development Company LP: Company Snapshot 131
Table 59. HP Development Company LP: Revenue, 2016-2018, $ bn 131
Table 60. HP Development Company LP: Business Segmentation 132
Table 61. HTC Corporation: Business Segmentation 133
Table 62. Koninklijke Philips N.V.: Revenue, 2016-2018, $ bn 135
Table 63. Medical Realities: Company Snapshot 138
Table 64. Metaio: Company Snapshot 139
Table 65. Microsoft Corporation: Company Snapshot 141
Table 66. Microsoft Corporation: Business Segmentation 142
Table 67. Microsoft Corporation: Revenue, 2017-2019, $ bn 142
Table 68. Niantic, Inc.: Company Snapshot 144
Table 69. Niantic, Inc.: Business Segmentation 145
Table 70. Nintendo Co., Ltd.: Company Snapshot 147
Table 71. Nintendo Co., Ltd.: Business Segmentation 148
Table 72. Nintendo Co., Ltd.: Revenue, 2017-2019, $ bn 148
Table 73. Psious: Company Snapshot 150
Table 74. Samsung Electronics Revenue, 2015-2018, $ bn 152
Table 75. Total Immersion : Company Snapshot 159
Table 76. Wikitude GMBH: Company Snapshot 162
Table 77. Zappar: Company Snapshot 164
Table 78. Risk Evaluation for Investing in Europe Market, 2019-2026 166
Table 79. Critical Success Factors and Key Takeaways 169

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. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 16
Figure 4. Asia Pacific Extended Reality Market by Revenue, 2015-2026, $ bn 19
Figure 5. Asia Pacific Extended Reality Production by Revenue, 2015-2026, $ bn 20
Figure 6. Primary Drivers and Impact Factors of Asia Pacific Extended Reality Market 21
Figure 7. Primary Restraints and Impact Factors of Asia Pacific Extended Reality Market 24
Figure 8. Porter’s Fiver Forces Analysis of Asia Pacific Extended Reality Market 30
Figure 9. Breakdown of Asia Pacific Extended Reality Market by Technology, 2019-2026, % of Revenue 34
Figure 10. Breakdown of Asia Pacific Extended Reality Production by Technology, 2019-2026, % of Revenue 35
Figure 11. Asia Pacific Augmented Reality (AR) Market, 2015-2026, $ bn 36
Figure 12. Asia Pacific Augmented Reality (AR) Production, 2015-2026, $ bn 37
Figure 13. Asia Pacific Virtual Reality (VR) Market, 2015-2026, $ bn 40
Figure 14. Asia Pacific Virtual Reality (VR) Production, 2015-2026, $ bn 41
Figure 15. Asia Pacific Mixed Reality (MR) Market, 2015-2026, $ bn 44
Figure 16. Asia Pacific Mixed Reality (MR) Production, 2015-2026, $ bn 45
Figure 17. Breakdown of Asia Pacific Extended Reality Market by Component, 2019-2026, % of Revenue 46
Figure 18. Breakdown of Asia Pacific Extended Reality Production by Component, 2019-2026, % of Revenue 47
Figure 19. Asia Pacific XR Hardware Market, 2015-2026, $ bn 48
Figure 20. Asia Pacific XR Hardware Production, 2015-2026, $ bn 49
Figure 21. Asia Pacific XR Software Market, 2015-2026, $ bn 50
Figure 22. Asia Pacific XR Software Production, 2015-2026, $ bn 51
Figure 23. Asia Pacific XR Content Creation Market, 2015-2026, $ bn 52
Figure 24. Asia Pacific XR Content Creation Production, 2015-2026, $ bn 53
Figure 25. Breakdown of Asia Pacific Extended Reality Market by Device Type, 2019-2026, % of Revenue 54
Figure 26. Asia Pacific AR Devices Market, 2015-2026, $ bn 55
Figure 27. Asia Pacific VR Devices Market, 2015-2026, $ bn 58
Figure 28. Asia Pacific MR Devices Market, 2015-2026, $ bn 61
Figure 29. Breakdown of Asia Pacific Extended Reality Market by Industry Vertical, 2019-2026, % of Revenue 63
Figure 30. Breakdown of Asia Pacific Extended Reality Production by Industry Vertical, 2019-2026, % of Revenue 64
Figure 31. Asia Pacific Extended Reality Market for Gaming, 2015-2026, $ bn 65
Figure 32. Asia Pacific Extended Reality Production for Gaming, 2015-2026, $ bn 66
Figure 33. Asia Pacific Extended Reality Market for Entertainment & Media, 2015-2026, $ bn 67
Figure 34. Asia Pacific Extended Reality Production for Entertainment & Media, 2015-2026, $ bn 68
Figure 35. Asia Pacific Extended Reality Market for Aerospace & Defense, 2015-2026, $ bn 69
Figure 36. Asia Pacific Extended Reality Production for Aerospace & Defense, 2015-2026, $ bn 70
Figure 37. Asia Pacific Extended Reality Market for Healthcare, 2015-2026, $ bn 71
Figure 38. Asia Pacific Extended Reality Production for Healthcare, 2015-2026, $ bn 72
Figure 39. Asia Pacific Extended Reality Market for Education, 2015-2026, $ bn 73
Figure 40. Asia Pacific Extended Reality Production for Education, 2015-2026, $ bn 74
Figure 41. Asia Pacific Extended Reality Market for Manufacturing, 2015-2026, $ bn 75
Figure 42. Asia Pacific Extended Reality Production for Manufacturing, 2015-2026, $ bn 76
Figure 43. Asia Pacific Extended Reality Market for Retail, 2015-2026, $ bn 77
Figure 44. Asia Pacific Extended Reality Production for Retail, 2015-2026, $ bn 78
Figure 45. Asia Pacific Extended Reality Market for Other Sectors, 2015-2026, $ bn 79
Figure 46. Asia Pacific Extended Reality Production for Other Sectors, 2015-2026, $ bn 80
Figure 47. Breakdown of Asia Pacific Extended Reality Market by End-user, 2019-2026, % of Revenue 81
Figure 48. Asia Pacific Consumer XR Market, 2015-2026, $ bn 82
Figure 49. Asia Pacific Enterprise XR Market, 2015-2026, $ bn 83
Figure 50. Breakdown of APAC Extended Reality Market by Country, 2019 and 2026, % of Revenue 86
Figure 51. Contribution to APAC 2019-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 88
Figure 52. Extended Reality Market in China by Revenue, 2015-2026, $ bn 89
Figure 53. Extended Reality Production in China by Revenue, 2015-2026, $ bn 90
Figure 54. Extended Reality Market in Japan by Revenue, 2015-2026, $ bn 93
Figure 55. Extended Reality Production in Japan by Revenue, 2015-2026, $ bn 93
Figure 56. Extended Reality Market in India by Revenue, 2015-2026, $ bn 95
Figure 57. Extended Reality Production in India by Revenue, 2015-2026, $ bn 96
Figure 58. Extended Reality Market in Australia by Revenue, 2015-2026, $ bn 98
Figure 59. Extended Reality Production in Australia by Revenue, 2015-2026, $ bn 99
Figure 60. Extended Reality Market in South Korea by Revenue, 2015-2026, $ bn 101
Figure 61. Extended Reality Production in South Korea by Revenue, 2015-2026, $ bn 102
Figure 62. Extended Reality Market in Rest of APAC by Revenue, 2015-2026, $ bn 104
Figure 63. Growth Stage of Asia Pacific Extended Reality Industry over the Forecast Period 105
Figure 64. Seiko Epson Revenue, 2014-2018, $ mn 151
Figure 65. Seiko Epson Revenues, Net Income, and Gross Profit Margin, 2015-2018, $ mn 151
Figure 66. Seiko Epson Revenue Breakdown by Business Segment, 2018 152
Figure 67. Seiko Epson Revenue Breakdown by Region, 2018 152
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Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook

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