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Global Extended Reality (XR) Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Market Analysis by Type
    • 1.3.1 Global Extended Reality (XR) Market Size Growth Rate by Type: 2020 VS 2026
    • 1.3.2 Virtual Reality
    • 1.3.3 Augmented Reality
    • 1.3.4 Mixed Reality
  • 1.4 Market by Application
    • 1.4.1 Global Extended Reality (XR) Market Share by Application: 2020 VS 2026
    • 1.4.2 Media & Entertainment
    • 1.4.3 Retail
    • 1.4.4 Real-estate
    • 1.4.5 Education
    • 1.4.6 Healthcare
    • 1.4.7 Military & Defense
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

  • 2.1 Global Extended Reality (XR) Market Perspective (2015-2026)
  • 2.2 Extended Reality (XR) Growth Trends by Regions
    • 2.2.1 Extended Reality (XR) Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Extended Reality (XR) Historic Market Share by Regions (2015-2020)
    • 2.2.3 Extended Reality (XR) Forecasted Market Size by Regions (2021-2026)
  • 2.3 Extended Reality (XR) Industry Dynamic
    • 2.3.1 Extended Reality (XR) Market Trends
    • 2.3.2 Extended Reality (XR) Market Drivers
    • 2.3.3 Extended Reality (XR) Market Challenges
    • 2.3.4 Extended Reality (XR) Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Extended Reality (XR) Players by Market Size
    • 3.1.1 Global Top Extended Reality (XR) Players by Revenue (2015-2020)
    • 3.1.2 Global Extended Reality (XR) Revenue Market Share by Players (2015-2020)
  • 3.2 Global Extended Reality (XR) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Extended Reality (XR) Revenue
  • 3.4 Global Extended Reality (XR) Market Concentration Ratio
    • 3.4.1 Global Extended Reality (XR) Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Extended Reality (XR) Revenue in 2019
  • 3.5 Key Players Extended Reality (XR) Area Served
  • 3.6 Key Players Extended Reality (XR) Product Solution and Service
  • 3.7 Date of Enter into Extended Reality (XR) Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Extended Reality (XR) Breakdown Data by Type

  • 4.1 Global Extended Reality (XR) Historic Market Size by Type (2015-2020)
  • 4.2 Global Extended Reality (XR) Forecasted Market Size by Type (2021-2026)

5 Extended Reality (XR) Breakdown Data by Application

  • 5.1 Global Extended Reality (XR) Historic Market Size by Application (2015-2020)
  • 5.2 Global Extended Reality (XR) Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Extended Reality (XR) Market Size (2015-2026)
  • 6.2 North America Extended Reality (XR) Market Size by Type (2015-2020)
  • 6.3 North America Extended Reality (XR) Market Size by Application (2015-2020)
  • 6.4 North America Extended Reality (XR) Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Extended Reality (XR) Market Size (2015-2026)
  • 7.2 Europe Extended Reality (XR) Market Size by Type (2015-2020)
  • 7.3 Europe Extended Reality (XR) Market Size by Application (2015-2020)
  • 7.4 Europe Extended Reality (XR) Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic

8 Asia-Pacific

  • 8.1 Asia-Pacific Extended Reality (XR) Market Size (2015-2026)
  • 8.2 Asia-Pacific Extended Reality (XR) Market Size by Type (2015-2020)
  • 8.3 Asia-Pacific Extended Reality (XR) Market Size by Application (2015-2020)
  • 8.4 Asia-Pacific Extended Reality (XR) Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia

9 Latin America

  • 9.1 Latin America Extended Reality (XR) Market Size (2015-2026)
  • 9.2 Latin America Extended Reality (XR) Market Size by Type (2015-2020)
  • 9.3 Latin America Extended Reality (XR) Market Size by Application (2015-2020)
  • 9.4 Latin America Extended Reality (XR) Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Extended Reality (XR) Market Size (2015-2026)
  • 10.2 Middle East & Africa Extended Reality (XR) Market Size by Type (2015-2020)
  • 10.3 Middle East & Africa Extended Reality (XR) Market Size by Application (2015-2020)
  • 10.4 Middle East & Africa Extended Reality (XR) Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE

11Key Players Profiles

  • 11.1 Dell Technologies
    • 11.1.1 Dell Technologies Company Details
    • 11.1.2 Dell Technologies Business Overview
    • 11.1.3 Dell Technologies Extended Reality (XR) Introduction
    • 11.1.4 Dell Technologies Revenue in Extended Reality (XR) Business (2015-2020))
    • 11.1.5 Dell Technologies Recent Development
  • 11.2 EON Reality
    • 11.2.1 EON Reality Company Details
    • 11.2.2 EON Reality Business Overview
    • 11.2.3 EON Reality Extended Reality (XR) Introduction
    • 11.2.4 EON Reality Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.2.5 EON Reality Recent Development
  • 11.3 Google
    • 11.3.1 Google Company Details
    • 11.3.2 Google Business Overview
    • 11.3.3 Google Extended Reality (XR) Introduction
    • 11.3.4 Google Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.3.5 Google Recent Development
  • 11.4 Honeywell International
    • 11.4.1 Honeywell International Company Details
    • 11.4.2 Honeywell International Business Overview
    • 11.4.3 Honeywell International Extended Reality (XR) Introduction
    • 11.4.4 Honeywell International Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.4.5 Honeywell International Recent Development
  • 11.5 HTC Corp
    • 11.5.1 HTC Corp Company Details
    • 11.5.2 HTC Corp Business Overview
    • 11.5.3 HTC Corp Extended Reality (XR) Introduction
    • 11.5.4 HTC Corp Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.5.5 HTC Corp Recent Development
  • 11.6 Magic Leap
    • 11.6.1 Magic Leap Company Details
    • 11.6.2 Magic Leap Business Overview
    • 11.6.3 Magic Leap Extended Reality (XR) Introduction
    • 11.6.4 Magic Leap Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.6.5 Magic Leap Recent Development
  • 11.7 Manus Machinae
    • 11.7.1 Manus Machinae Company Details
    • 11.7.2 Manus Machinae Business Overview
    • 11.7.3 Manus Machinae Extended Reality (XR) Introduction
    • 11.7.4 Manus Machinae Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.7.5 Manus Machinae Recent Development
  • 11.8 Microsoft
    • 11.8.1 Microsoft Company Details
    • 11.8.2 Microsoft Business Overview
    • 11.8.3 Microsoft Extended Reality (XR) Introduction
    • 11.8.4 Microsoft Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.8.5 Microsoft Recent Development
  • 11.9 Nokia
    • 11.9.1 Nokia Company Details
    • 11.9.2 Nokia Business Overview
    • 11.9.3 Nokia Extended Reality (XR) Introduction
    • 11.9.4 Nokia Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.9.5 Nokia Recent Development
  • 11.10 Oculus VR
    • 11.10.1 Oculus VR Company Details
    • 11.10.2 Oculus VR Business Overview
    • 11.10.3 Oculus VR Extended Reality (XR) Introduction
    • 11.10.4 Oculus VR Revenue in Extended Reality (XR) Business (2015-2020)
    • 11.10.5 Oculus VR Recent Development
  • 11.11 Qualcomm Incorporated
    • 10.11.1 Qualcomm Incorporated Company Details
    • 10.11.2 Qualcomm Incorporated Business Overview
    • 10.11.3 Qualcomm Incorporated Extended Reality (XR) Introduction
    • 10.11.4 Qualcomm Incorporated Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.11.5 Qualcomm Incorporated Recent Development
  • 11.12 Samsung Electronics
    • 10.12.1 Samsung Electronics Company Details
    • 10.12.2 Samsung Electronics Business Overview
    • 10.12.3 Samsung Electronics Extended Reality (XR) Introduction
    • 10.12.4 Samsung Electronics Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.12.5 Samsung Electronics Recent Development
  • 11.13 Semcon
    • 10.13.1 Semcon Company Details
    • 10.13.2 Semcon Business Overview
    • 10.13.3 Semcon Extended Reality (XR) Introduction
    • 10.13.4 Semcon Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.13.5 Semcon Recent Development
  • 11.14 Sony Interactive Entertainment
    • 10.14.1 Sony Interactive Entertainment Company Details
    • 10.14.2 Sony Interactive Entertainment Business Overview
    • 10.14.3 Sony Interactive Entertainment Extended Reality (XR) Introduction
    • 10.14.4 Sony Interactive Entertainment Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.14.5 Sony Interactive Entertainment Recent Development
  • 11.15 Varjo Technologies
    • 10.15.1 Varjo Technologies Company Details
    • 10.15.2 Varjo Technologies Business Overview
    • 10.15.3 Varjo Technologies Extended Reality (XR) Introduction
    • 10.15.4 Varjo Technologies Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.15.5 Varjo Technologies Recent Development
  • 11.16 VirZOOM
    • 10.16.1 VirZOOM Company Details
    • 10.16.2 VirZOOM Business Overview
    • 10.16.3 VirZOOM Extended Reality (XR) Introduction
    • 10.16.4 VirZOOM Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.16.5 VirZOOM Recent Development
  • 11.17 Vuzix Corporation
    • 10.17.1 Vuzix Corporation Company Details
    • 10.17.2 Vuzix Corporation Business Overview
    • 10.17.3 Vuzix Corporation Extended Reality (XR) Introduction
    • 10.17.4 Vuzix Corporation Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.17.5 Vuzix Corporation Recent Development
  • 11.18 Atheer
    • 10.18.1 Atheer Company Details
    • 10.18.2 Atheer Business Overview
    • 10.18.3 Atheer Extended Reality (XR) Introduction
    • 10.18.4 Atheer Revenue in Extended Reality (XR) Business (2015-2020)
    • 10.18.5 Atheer Recent Development

12Analyst's Viewpoints/Conclusions

    13Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Extended Reality (XR) market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Extended Reality (XR) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Virtual Reality
    Augmented Reality
    Mixed Reality

    Market segment by Application, split into
    Media & Entertainment
    Retail
    Real-estate
    Education
    Healthcare
    Military & Defense

    Based on regional and country-level analysis, the Extended Reality (XR) market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE

    In the competitive analysis section of the report, leading as well as prominent players of the global Extended Reality (XR) market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Dell Technologies
    EON Reality
    Google
    Honeywell International
    HTC Corp
    Magic Leap
    Manus Machinae
    Microsoft
    Nokia
    Oculus VR
    Qualcomm Incorporated
    Samsung Electronics
    Semcon
    Sony Interactive Entertainment
    Varjo Technologies
    VirZOOM
    Vuzix Corporation

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