Europe Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity

  • Report Code : 1008333
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 171
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Europe extended reality (XR) market was valued at $ 20.98 billion in 2022 and will grow by 32.8% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, healthcare, and other industrial sectors.
Highlighted with 46 tables and 83 figures, this 171-page report "Europe Extended Reality (XR) Market 2022-2032 by Technology (AR, VR, MX), Component (Hardware, Software, Service & Content Creation), Device Type (AR Devices, VR Devices, MR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire Europe extended reality (XR) 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 is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery 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 by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify Europe extended reality (XR) 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 ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR) (Nonimmersive Technology, Semi-Immersive Technology and Fully Immersive Technology)
• Mixed Reality (MR)

Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) production value ($ bn) for 2022-2032 included in each main section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Service & Content Creation

By Device Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
• MR Devices
o Wireless Devices
o Wired Devices

By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) and production value ($ bn) for 2022-2032 included in each main section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Selected Key Players:
Acer Inc.
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
DAQRI
Dell Technologies Inc.
EON Reality, Inc.
Google, LLC
HP Development Co., L.P.
HTC Corporation
Infinity Augmented Reality, Inc.
Intel Corporation
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Meta Company
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Occipital Inc.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Seiko Epson Corporation
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)

1 Introduction 10
1.1 Industry Definition and Research Scope 10
1.1.1 Industry Definition 10
1.1.2 Research Scope 11
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 Dynamics 22
2.1 Market Size and Forecast 22
2.1.1 Impact of COVID-19 on World Economy 24
2.1.2 Impact of COVID-19 on the Market 27
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 29
2.2 Major Growth Drivers 33
2.3 Market Restraints and Challenges 38
2.4 Emerging Opportunities and Market Trends 41
2.5 Porter's Fiver Forces Analysis 45
3 Segmentation of Europe Market by Technology 49
3.1 Market Overview by Technology 49
3.2 Augmented Reality (AR) 53
3.2.1 Marker-based AR 54
3.2.2 Markerless AR 55
3.2.3 Other Technologies 56
3.3 Virtual Reality (VR) 57
3.3.1 Nonimmersive Technology 58
3.3.2 Semi-Immersive Technology 59
3.3.3 Fully Immersive Technology 60
3.4 Mixed Reality (MR) 61
4 Segmentation of Europe Market by Component 62
4.1 Market Overview by Component 62
4.2 Hardware 66
4.2.1 Sensors 68
4.2.2 Semiconductor Component 69
4.2.3 Displays and Projectors 70
4.2.4 Position Trackers 71
4.2.5 Cameras 72
4.2.6 Other Hardware 73
4.3 Software 74
4.3.1 Software Developer Kits 75
4.3.2 Cloud-based Solutions 76
4.4 Service & Content Creation 77
5 Segmentation of Europe Market by Device Type 78
5.1 Market Overview by Device Type 78
5.2 AR Devices 80
5.2.1 Head-Mounted Display (HMD) 82
5.2.2 Head-Up Display (HUD) 83
5.2.3 Smart Glasses 84
5.2.4 Handheld Devices and Others 85
5.3 VR Devices 86
5.3.1 Head-Mounted Display (HMD) 88
5.3.2 Gesture-Tracking Device 89
5.3.3 Projector & Display Wall 90
5.4 MR Devices 91
5.4.1 Wireless Devices 92
5.4.2 Wired Devices 93
6 Segmentation of Europe Market by Industry Vertical 94
6.1 Market Overview by Industry Vertical 94
6.2 Gaming & Entertainment 98
6.3 Industrial & Manufacturing 99
6.4 Aerospace & Defense 100
6.5 Healthcare 101
6.6 Education 102
6.7 Automotive 103
6.8 Retail & Marketing 104
6.9 Other Verticals 105
7 Segmentation of Europe Market by End User 106
7.1 Market Overview by End User 106
7.2 Consumer 108
7.3 Enterprise 109
7.3.1 Large Enterprises 109
7.3.2 Small- & Medium-sized Enterprises (SMEs) 111
8 European Market 2022-2032 by Country 112
8.1 Overview of European Market 112
8.2 Germany 115
8.3 U.K. 117
8.4 France 119
8.5 Spain 121
8.6 Italy 123
8.7 Netherlands 125
8.8 Rest of European Market 127
9 Competitive Landscape 129
9.1 Overview of Key Vendors 129
9.2 New Product Launch, Partnership, Investment, and M&A 132
9.3 Company Profiles 133
Acer Inc. 133
Apple Inc. 135
Atheer, Inc. 136
Blippar Ltd. 137
Catchoom Technologies, S.L. 138
DAQRI 139
Dell Technologies Inc. 140
EON Reality, Inc. 141
Google, LLC 142
HP Development Co., L.P. 143
HTC Corporation 144
Infinity Augmented Reality, Inc. 145
Intel Corporation 146
Intellectsoft LLC 147
Leap Motion, Inc. 148
Lumus Ltd. 149
Magic Leap, Inc 150
Meta Company 151
Microsoft Corp. 152
Niantic Inc. 153
Nintendo Co., Ltd. 154
Occipital Inc. 155
Oculus VR, LLC 156
Optinvent S.A. 157
Popar Co., Ltd. 158
Qualcomm Technologies Inc. 159
Samsung Co., Ltd. 160
Seiko Epson Corporation 161
Sony Corporation 162
Total Immersion 163
Universal mCloud Corp. (NGRAIN) 164
Virtuix 165
Vuzix Corp. 166
Wayray AG 167
Wikitude GmbH 168
Zappar Ltd. 169
Zugara, Inc. 170
RELATED REPORTS 171

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