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

  • Report Code : 342138
  • Industry : Telecom and IT
  • Published On : Mar 2020
  • 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.

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.)

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 Europe Market by Technology	34
3.1 Market Overview by Technology	34
3.2 Europe Augmented Reality (AR) Market 2015-2026	36
3.2.1 Marker-based Augmented Reality	38
3.2.2 Markerless Augmented Reality	39
3.3 Europe 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 Europe Mixed Reality (MR) Market 2015-2026	44
4 Segmentation of Europe Market by Component	46
4.1 Market Overview by Component	46
4.2 Europe XR Hardware Market 2015-2026	48
4.3 Europe XR Software Market 2015-2026	50
4.4 Europe XR Content Creation Market 2015-2026	52
5 Segmentation of Europe Market by Device Type	54
5.1 Market Overview by Device Type	54
5.2 Europe 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 Europe 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 Europe 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 Europe Market by Industry Vertical	63
6.1 Market Overview by Industry Vertical	63
6.2 Europe Extended Reality Market for Gaming 2015-2026	65
6.3 Europe Extended Reality Market for Entertainment & Media 2015-2026	67
6.4 Europe Extended Reality Market for Aerospace & Defense 2015-2026	69
6.5 Europe Extended Reality Market for Healthcare 2015-2026	71
6.6 Europe Extended Reality Market for Education 2015-2026	73
6.7 Europe Extended Reality Market for Manufacturing 2015-2026	75
6.8 Europe Extended Reality Market for Retail 2015-2026	77
6.9 Europe Extended Reality Market for Other Sectors 2015-2026	79
7 Segmentation of Europe Market by End-user	81
7.1 Market Overview by End-user	81
7.2 Europe Consumer XR Market 2015-2026	82
7.3 Europe Enterprise XR Market 2015-2026	83
8 European Market 2015-2026 by Country	85
8.1 Overview of European Market	85
8.2 UK	88
8.3 France	91
8.4 Germany	94
8.5 Spain	97
8.6 Italy	100
8.7 Russia	103
8.8 Rest of European Market	106
9 Competitive Landscape	108
9.1 Overview of Key Vendors	108
9.2 Company Profiles	111
Acer Inc.	111
Augmedix	114
Aurasma	115
Blippar.com Limited	116
Catchoom	117
DAQR	119
Dell Technologies Inc.	120
EON. Reality Inc.	122
Facebook	123
Google	126
HP Development Company LP	131
HTC Corporation	133
Koninklijke Philips N.V.	135
MAGIC LEAP, INC.	137
Medical Realities	138
Metaio	139
Microsoft	141
Niantic, Inc.	144
Nintendo Co., Ltd.	147
Psious	150
Samsung	151
Seiko Epson	153
Sony	157
Total Immersion	159
Vuzix Corporation	161
Wikitude GMBH	162
Zappar	164
10 Investing in Europe Market: Risk Assessment and Management	165
10.1 Risk Evaluation of Europe Market	165
10.2 Critical Success Factors (CSFs)	168
RELATED REPORTS AND PRODUCTS	171

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. 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

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