Extended Reality Market (By Type: Virtual Reality, Augmented Reality, Mixed Reality; By Components: Hardware, Software, Services; By End-Use)- Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

The global extended reality market was surpassed at USD 35.18 billion in 2022 and is expected to hit around USD 613.87 billion by 2032, growing at a CAGR of 33.1% from 2023 to 2032.

Extended Reality Market Size 2023 to 2032

Key Pointers

  • In terms of market share by type, augmented reality (AR) accounted for more than 55.06% in 2022.
  • The virtual reality market is expected to expand from 2023 to 2032.
  • Between 2023 and 2032, the software segment is expected to rise in terms of components.
  • The education sector is anticipated to have tremendous growth in the near future as a result of schools and colleges' increasing use of augmented reality technology.
  • The North America region is anticipated to lead the worldwide market from 2023 to 2032.

Report Scope of the Extended Reality Market

Report Coverage Details
Market Size in 2022 USD 35.18 billion
Revenue Forecast by 2032 USD 613.87 billion
Growth rate from 2023 to 2032 CAGR of 33.1%
Base Year 2022
Forecast Period 2023 to 2032
Regions Covered North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Covered Accenture plc, Qualcomm Incorporated, Unity Technologies, Adobe Inc., Alphabet Inc., SoftServe Inc., Northern Digital Inc., Sony Corporation, Facebook Inc., Microsoft Corporation, Tata Elxsi, Semcon, HTC Corporation

 

Extended Reality (XR) is a collective term for various immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). All these technologies offer an experience by either combining virtual and physical worlds or by creating a fully immersive experience. In augmented reality, virtual information and objects are overlaid in the real world. This experience enhances the real world with digital additions such as images, text, and various animations.

A user can experience the augmented reality experience through AR glasses or via screens, tablets, and smartphones. Mixed reality (MR) combines both real and virtual elements to create a new world where the user can interact with the new elements thus created. MR inculcates the best use of both AR and VR technologies.

There has been an increase in the adoption of various smart devices which have the feature to provide an Extended Reality experience to the user. As a result, the rise in the usage of smart devices is one of the driving factors of this market. Media entertainment enterprises and retailers are beginning to realize the benefits of AR and VR in motion pictures and promotional campaigns. This rising awareness is expected to boost the market demand for the Extended Reality Market during the forecasted period. Users can also try out various outfits and accessories with the help of AR which is anticipated to fuel the demand for the Extended Reality Market.

Expansion of the gaming industry is one of the major driving forces of this market as VR headsets are gaining popularity day by day which promises to improve the market demand for the overall Extended Reality Market during the forecasted period. AR and VR technologies can also be used for collaborative seminars, client meetings, public lectures, military training, and various other applications. However, the slow growth rate in underdeveloped economies and the absence of effective user base design hinder the market growth of the Extended Reality Market.

COVID-19 Impact

Because of the COVID-19 pandemic, the major players of manufacturing units are facing serious obstacles due to the worldwide lockdown and the limited availability of labor and raw materials. So much specific industry work is done by XR technology.

Pandemic has given rise to tools such as AR, VR, and MR to shop virtually and support remote work. AR technology had the highest market share in 2020 during COVID-19. It gives people to talk, shop, and socialize using these immersive platforms.

From enabling online learning to initiating access to cultural events and experiences, AR and VR applications can help end-users break the isolation of COVID-19 lockdown.

Extended Reality Market Segmentations:

By Type By Components By End-Use

Virtual Reality (VR)

Augmented Reality (AR)

Mixed Reality (MR)

Hardware

Software

Services

Education

Automotive

Retail

Manufacturing

Aerospace

Healthcare

Media and Entertainment

Frequently Asked Questions

The global extended reality market size was reached at USD 35.18 billion in 2022 and it is projected to hit around USD 613.87 billion by 2032.

The global extended reality market is growing at a compound annual growth rate (CAGR) of 33.1% from 2023 to 2032.

The North America region has accounted for the largest extended reality market share in 2022.

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Type Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Extended Reality Market 

5.1. COVID-19 Landscape: Extended Reality Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Extended Reality Market, By Type

8.1. Extended Reality Market, by Type, 2023-2032

8.1.1 Virtual Reality (VR)

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Augmented Reality (AR)

8.1.2.1. Market Revenue and Forecast (2020-2032)

8.1.3. Mixed Reality (MR)

8.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Extended Reality Market, By Components

9.1. Extended Reality Market, by Components, 2023-2032

9.1.1. Hardware

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Software

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Services

9.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Extended Reality Market, By End-Use 

10.1. Extended Reality Market, by End-Use, 2023-2032

10.1.1. Education

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Automotive

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Retail

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Manufacturing

10.1.4.1. Market Revenue and Forecast (2020-2032)

10.1.5. Aerospace

10.1.5.1. Market Revenue and Forecast (2020-2032)

10.1.6. Healthcare

10.1.6.1. Market Revenue and Forecast (2020-2032)

10.1.7. Media and Entertainment

10.1.7.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global Extended Reality Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Components (2020-2032)

11.1.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.1.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.1.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Components (2020-2032)

11.2.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.2.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.2.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Components (2020-2032)

11.2.6.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Components (2020-2032)

11.2.7.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Components (2020-2032)

11.3.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.3.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.3.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Components (2020-2032)

11.3.6.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Components (2020-2032)

11.3.7.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.4.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.4.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Components (2020-2032)

11.4.6.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Components (2020-2032)

11.4.7.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Components (2020-2032)

11.5.4.3. Market Revenue and Forecast, by End-Use (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Components (2020-2032)

11.5.5.3. Market Revenue and Forecast, by End-Use (2020-2032)

Chapter 12. Company Profiles

12.1. Accenture plc

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Qualcomm Incorporated

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Unity Technologies

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Adobe Inc.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Alphabet Inc.

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. SoftServe Inc.

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Northern Digital Inc.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Sony Corporation

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Facebook Inc.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Microsoft Corporation

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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