Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook
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 Asia Pacific Market by Technology 34
- 3.1 Market Overview by Technology 34
- 3.2 Asia Pacific Augmented Reality (AR) Market 2015-2026 36
- 3.2.1 Marker-based Augmented Reality 38
- 3.2.2 Markerless Augmented Reality 39
- 3.3 Asia Pacific 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 Asia Pacific Mixed Reality (MR) Market 2015-2026 44
4 Segmentation of Asia Pacific Market by Component 46
- 4.1 Market Overview by Component 46
- 4.2 Asia Pacific XR Hardware Market 2015-2026 48
- 4.3 Asia Pacific XR Software Market 2015-2026 50
- 4.4 Asia Pacific XR Content Creation Market 2015-2026 52
5 Segmentation of Asia Pacific Market by Device Type 54
- 5.1 Market Overview by Device Type 54
- 5.2 Asia Pacific 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific Market by Industry Vertical 63
- 6.1 Market Overview by Industry Vertical 63
- 6.2 Asia Pacific Extended Reality Market for Gaming 2015-2026 65
- 6.3 Asia Pacific Extended Reality Market for Entertainment & Media 2015-2026 67
- 6.4 Asia Pacific Extended Reality Market for Aerospace & Defense 2015-2026 69
- 6.5 Asia Pacific Extended Reality Market for Healthcare 2015-2026 71
- 6.6 Asia Pacific Extended Reality Market for Education 2015-2026 73
- 6.7 Asia Pacific Extended Reality Market for Manufacturing 2015-2026 75
- 6.8 Asia Pacific Extended Reality Market for Retail 2015-2026 77
- 6.9 Asia Pacific Extended Reality Market for Other Sectors 2015-2026 79
7 Segmentation of Asia Pacific Market by End-user 81
- 7.1 Market Overview by End-user 81
- 7.2 Asia Pacific Consumer XR Market 2015-2026 82
- 7.3 Asia Pacific Enterprise XR Market 2015-2026 83
8 Asia-Pacific Market 2015-2026 by Country 85
- 8.1 Overview of Asia-Pacific Market 85
- 8.2 China 89
- 8.3 Japan 92
- 8.4 India 95
- 8.5 Australia 98
- 8.6 South Korea 101
- 8.7 Rest of APAC Region 104
9 Competitive Landscape 105
- 9.1 Overview of Key Vendors 105
- 9.2 Company Profiles 108
Acer Inc. 108
Augmedix 111
Aurasma 112
Blippar.com Limited 113
Catchoom 114
DAQR 116
Dell Technologies Inc. 117
EON. Reality Inc. 119
Facebook 120
Google 123
HP Development Company LP 128
HTC Corporation 130
Koninklijke Philips N.V. 132
MAGIC LEAP, INC. 134
Medical Realities 135
Metaio 136
Microsoft 138
Niantic, Inc. 141
Nintendo Co., Ltd. 144
Psious 147
Samsung 148
Seiko Epson 150
Sony 154
Total Immersion 156
Vuzix Corporation 158
Wikitude GMBH 159
Zappar 161
10 Investing in Asia Pacific Market: Risk Assessment and Management 162
- 10.1 Risk Evaluation of Asia Pacific Market 162
- 10.2 Critical Success Factors (CSFs) 165
RELATED REPORTS AND PRODUCTS 168
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). Asia Pacific XR market will grow by 49.0% over 2020-2026 with a total addressable market cap of $288.2 billion as the total demand in the fast-growing region.
Highlighted with 76 tables and 67 figures, this 168-page report “Asia Pacific Extended Reality (XR) Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2020-2026: Demand and Production Outlook” is based on a comprehensive research of the entire Asia Pacific extended reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2019, uses 2019 as the base year, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Asia Pacific extended reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.
Based on technology, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. Production ($ 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific 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:
• Japan
• China
• South Korea
• Australia
• India
• Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
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 Asia Pacific 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.)