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). North America XR market is expected to grow by 42.5% annually in the forecast period and reach $132.39 billion by 2026.
Highlighted with 70 tables and 62 figures, this 161-page report 鈥淣orth America Extended Reality (XR) 麻豆原创 by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook鈥 is based on a comprehensive research of the entire North America extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.
Based on technology, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ bn) of each segment is also provided.
鈥 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)
鈥 Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive and Fully Immersive Technology
鈥 Mixed Reality (MR)
Based on component, the North America 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.
鈥 Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Others
鈥 Software
o Software Developer Kits
o Cloud Services
鈥 Content Creation
Based on device type, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
鈥 Augmented Reality Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Handheld Device
鈥 Virtual Reality Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
鈥 Mixed Reality Devices
o Wireless Head Mounted Display
o Wired Head Mounted Display
Based on industry vertical, the North America 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.
鈥 Gaming
鈥 Entertainment & Media
鈥 Aerospace & Defense
鈥 Healthcare
鈥 Education
鈥 Manufacturing
鈥 Retail
鈥 Others
Based on end-user, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
鈥 Consumer
鈥 Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following listed national markets are fully investigated:
鈥 U.S.
鈥 Canada
鈥 Mexico
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 North America extended reality market are assayed quantitatively and qualitatively through GMD鈥檚 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 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 麻豆原创 Research Methodology 11
1.2.2 麻豆原创 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 麻豆原创 Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 麻豆原创 Overview and Qualitative Analysis 19
2.1 麻豆原创 Size and Forecast 19
2.2 Major Growth Drivers 21
2.3 麻豆原创 Restraints and Challenges 24
2.4 Emerging Opportunities and 麻豆原创 Trends 27
2.5 Porter鈥檚 Fiver Forces Analysis 30
3 Segmentation of North America 麻豆原创 by Technology 34
3.1 麻豆原创 Overview by Technology 34
3.2 North America Augmented Reality (AR) 麻豆原创 2015-2026 36
3.2.1 Marker-based Augmented Reality 38
3.2.2 Markerless Augmented Reality 39
3.3 North America Virtual Reality (VR) 麻豆原创 2015-2026 40
3.3.1 Nonimmersive Technology 42
3.2.2 Semi-Immersive and Fully Immersive Technology 43
3.4 North America Mixed Reality (MR) 麻豆原创 2015-2026 44
4 Segmentation of North America 麻豆原创 by Component 46
4.1 麻豆原创 Overview by Component 46
4.2 North America XR Hardware 麻豆原创 2015-2026 48
4.3 North America XR Software 麻豆原创 2015-2026 50
4.4 North America XR Content Creation 麻豆原创 2015-2026 52
5 Segmentation of North America 麻豆原创 by Device Type 54
5.1 麻豆原创 Overview by Device Type 54
5.2 North America AR Devices 麻豆原创 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 North America VR Devices 麻豆原创 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 North America MR Devices 麻豆原创 2015-2026 61
5.4.1 Wireless Head Mounted Display 62
5.4.2 Wired Head Mounted Display 62
6 Segmentation of North America 麻豆原创 by Industry Vertical 63
6.1 麻豆原创 Overview by Industry Vertical 63
6.2 North America Extended Reality 麻豆原创 for Gaming 2015-2026 65
6.3 North America Extended Reality 麻豆原创 for Entertainment & Media 2015-2026 67
6.4 North America Extended Reality 麻豆原创 for Aerospace & Defense 2015-2026 69
6.5 North America Extended Reality 麻豆原创 for Healthcare 2015-2026 71
6.6 North America Extended Reality 麻豆原创 for Education 2015-2026 73
6.7 North America Extended Reality 麻豆原创 for Manufacturing 2015-2026 75
6.8 North America Extended Reality 麻豆原创 for Retail 2015-2026 77
6.9 North America Extended Reality 麻豆原创 for Other Sectors 2015-2026 79
7 Segmentation of North America 麻豆原创 by End-user 81
7.1 麻豆原创 Overview by End-user 81
7.2 North America Consumer XR 麻豆原创 2015-2026 82
7.3 North America Enterprise XR 麻豆原创 2015-2026 83
8 North America 麻豆原创 2015-2026 by Country 85
8.1 Overview of North America 麻豆原创 85
8.2 U.S. 88
8.3 Canada 92
8.4 Mexico 95
9 Competitive Landscape 98
9.1 Overview of Key Vendors 98
9.2 Company Profiles 101
Acer Inc. 101
Augmedix 104
Aurasma 105
Blippar Limited 106
Catchoom 107
DAQR 109
Dell Technologies Inc. 110
EON. Reality Inc. 112
Facebook 113
Google 116
HP Development Company LP 121
HTC Corporation 123
Koninklijke Philips N.V. 125
MAGIC LEAP, INC. 127
Medical Realities 128
Metaio 129
Microsoft 131
Niantic, Inc. 134
Nintendo Co., Ltd. 137
Psious 140
Samsung 141
Seiko Epson 143
Sony 147
Total Immersion 149
Vuzix Corporation 151
Wikitude GMBH 152
Zappar 154
10 Investing in North America 麻豆原创: Risk Assessment and Management 155
10.1 Risk Evaluation of North America 麻豆原创 155
10.2 Critical Success Factors (CSFs) 158
RELATED REPORTS AND PRODUCTS 161
Key Players:
Acer Inc.
Augmedix
Aurasma
Blippar 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
听
听
*If Applicable.