North America 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 : 1008332
  • Pages : 163
  • Published On : Oct 2023
  • Industry : Telecom and IT
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North America extended reality (XR) market is projected to grow by 31.7% annually in the forecast period and reach $444.94 billion by 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 36 tables and 79 figures, this 163-page report "North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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 North America 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:
• U.S.
• Canada
• Mexico
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 9
1.1 Industry Definition and Research Scope 9
1.1.1 Industry Definition 9
1.1.2 Research Scope 10
1.2 Research Methodology 13
1.2.1 Overview of Market Research Methodology 13
1.2.2 Market Assumption 14
1.2.3 Secondary Data 14
1.2.4 Primary Data 14
1.2.5 Data Filtration and Model Design 15
1.2.6 Market Size/Share Estimation 16
1.2.7 Research Limitations 17
1.3 Executive Summary 18
2 Market Overview and Dynamics 21
2.1 Market Size and Forecast 21
2.1.1 Impact of COVID-19 on World Economy 23
2.1.2 Impact of COVID-19 on the Market 26
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 28
2.2 Major Growth Drivers 32
2.3 Market Restraints and Challenges 37
2.4 Emerging Opportunities and Market Trends 40
2.5 Porter's Fiver Forces Analysis 44
3 Segmentation of North America Market by Technology 48
3.1 Market Overview by Technology 48
3.2 Augmented Reality (AR) 52
3.2.1 Marker-based AR 53
3.2.2 Markerless AR 54
3.2.3 Other Technologies 55
3.3 Virtual Reality (VR) 56
3.3.1 Nonimmersive Technology 57
3.3.2 Semi-Immersive Technology 58
3.3.3 Fully Immersive Technology 59
3.4 Mixed Reality (MR) 60
4 Segmentation of North America Market by Component 61
4.1 Market Overview by Component 61
4.2 Hardware 65
4.2.1 Sensors 67
4.2.2 Semiconductor Component 68
4.2.3 Displays and Projectors 69
4.2.4 Position Trackers 70
4.2.5 Cameras 71
4.2.6 Other Hardware 72
4.3 Software 73
4.3.1 Software Developer Kits 74
4.3.2 Cloud-based Solutions 75
4.4 Service & Content Creation 76
5 Segmentation of North America Market by Device Type 77
5.1 Market Overview by Device Type 77
5.2 AR Devices 79
5.2.1 Head-Mounted Display (HMD) 81
5.2.2 Head-Up Display (HUD) 82
5.2.3 Smart Glasses 83
5.2.4 Handheld Devices and Others 84
5.3 VR Devices 85
5.3.1 Head-Mounted Display (HMD) 87
5.3.2 Gesture-Tracking Device 88
5.3.3 Projector & Display Wall 89
5.4 MR Devices 90
5.4.1 Wireless Devices 91
5.4.2 Wired Devices 92
6 Segmentation of North America Market by Industry Vertical 93
6.1 Market Overview by Industry Vertical 93
6.2 Gaming & Entertainment 97
6.3 Industrial & Manufacturing 98
6.4 Aerospace & Defense 99
6.5 Healthcare 100
6.6 Education 101
6.7 Automotive 102
6.8 Retail & Marketing 103
6.9 Other Verticals 104
7 Segmentation of North America Market by End User 105
7.1 Market Overview by End User 105
7.2 Consumer 107
7.3 Enterprise 108
7.3.1 Large Enterprises 109
7.3.2 Small- & Medium-sized Enterprises (SMEs) 110
8 North America Market 2022-2032 by Country 111
8.1 Overview of North America Market 111
8.2 U.S. 114
8.3 Canada 117
8.4 Mexico 119
9 Competitive Landscape 121
9.1 Overview of Key Vendors 121
9.2 New Product Launch, Partnership, Investment, and M&A 124
9.3 Company Profiles 125
Acer Inc. 125
Apple Inc. 127
Atheer, Inc. 128
Blippar Ltd. 129
Catchoom Technologies, S.L. 130
DAQRI 131
Dell Technologies Inc. 132
EON Reality, Inc. 133
Google, LLC 134
HP Development Co., L.P. 135
HTC Corporation 136
Infinity Augmented Reality, Inc. 137
Intel Corporation 138
Intellectsoft LLC 139
Leap Motion, Inc. 140
Lumus Ltd. 141
Magic Leap, Inc 142
Meta Company 143
Microsoft Corp. 144
Niantic Inc. 145
Nintendo Co., Ltd. 146
Occipital Inc. 147
Oculus VR, LLC 148
Optinvent S.A. 149
Popar Co., Ltd. 150
Qualcomm Technologies Inc. 151
Samsung Co., Ltd. 152
Seiko Epson Corporation 153
Sony Corporation 154
Total Immersion 155
Universal mCloud Corp. (NGRAIN) 156
Virtuix 157
Vuzix Corp. 158
Wayray AG 159
Wikitude GmbH 160
Zappar Ltd. 161
Zugara, Inc. 162
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