Extended Reality Market by Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Head-mounted Displays, Head-up Displays, Sensors, Controllers and Processors, Displays, Gaming, Retail, E-commerce and E-learning - Global Forecast to 2029

December 2024 | 315 pages | ID: E4652BC416B3EN
MarketsandMarkets

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The extended reality market is expected to grow from USD 24.42 billion in 2024 to USD 84.86 billion in 2029, with a CAGR of 28.3% within the forecast period. This is due to the growing superiority of technologies, increased applications across sectors, and the growing need for immersive activities. Advances in extended reality hardware, including devices with higher resolution and lower latency, along with the ready availability of 5G networks and AI, are improving extended reality abilities, thus improving usage across applications.

“Based technology, AR Technology to register the second highest CAGR in the extended reality market during the forecast period.”

It is anticipated that Augmented Reality (AR) technology will have the second-highest CAGR in the extended reality market in the forecast period. The AR allows customers to enjoy experiences such as trying virtual clothes or interacting with products in an enhanced manner. In real estate, AR enables virtual tours of the property instead of open houses, helping convince the buyer. AR assists surgeons, medical students, and even patients in the healthcare industry. AR is also used in the manufacturing and automotive industries. AR aids technicians through displaying superimposed live instructions on the equipment thus enhancing performance and minimizing mistakes. In addition, the proliferation of AR-ready smartphones, tablets, and other handheld and wearable devices is also a factor adding to market growth. With growing recognition of AR’s significance in different businesses, the frequency of AR-enabled equipment utilization is rising. Therefore, such growth trends in the augmented reality market will positively affect the growth trends in the extended reality market during the forecasted period.

“Enterprises & Commercial to account for the second largest market share in the market during the forecast period.”

During the forecast period, the enterprise and commercial sectors are expected to hold the second-largest share of the extended reality market. Extended reality technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), have been widely accepted in retail, healthcare, manufacturing, and education across regions because they enhance business processes, training, and customer service. For instance, in the manufacturing segment, companies employ extended reality in training employees in complicated tasks without any physical models, which helps save time and cost. In case of retail, extended reality technology enables customers to test the products in a virtual environment, leading to enhanced customer experience and increased sales. The advancement of these extended reality technologies primarily addresses business processes in the near future, posing efficiency, cost reduction, and improved customer interaction. As a result, enterprises and commercial enterprises are likely to hold a major market share of the extended reality market in the forecast period.

“Asia Pacific accounted for the second largest market share in 2024.”

Asia Pacific accounted for the second-largest market share in 2024. This is primarily due to growth in the healthcare, commercial, and consumer sectors. The rising number of companies is also supporting this growth. Investments in the commercial and consumer markets, particularly in Japan, India, and China, are a major factor behind this trend. The high demand for extended reality devices and software from the commercial sector is expected to drive the extended reality market in Asia Pacific. The region is an attractive market for cell phones, tablets, laptops, and television manufacturers. Companies such as Samsung Electronics Co., Ltd. and LG Electronics are based in South Korea, while Sony Group Corporation, Sharp Corporation, and Panasonic Holdings Corporation are based in Japan. Asia Pacific registers the highest demand for consumer products such as smartphones, tablets, laptops, and TV sets.

The break-up of the profile of primary participants in the extended reality market-
  • By Company Type: Tier 1 – 25%, Tier 2 – 35%, Tier 3 – 40%
  • By Designation Type: C Level – 40%, Director Level – 30%, Others – 30%
  • By Region Type: North America – 40%, Europe – 25%, Asia Pacific – 20%, Rest of the World – 15%
The report profiles key players such as Meta Platform Inc. (US), Microsoft (US), Sony Group Corp. (Japan), Apple Inc. (US), Google (US), HTC Corp (Taiwan), PTC Inc. (US), Seiko Epson Corporation (Japan), Qualcomm Technologies Inc. (US), Samsung Electronics Co. Ltd (South Korea), Lenovo Group Ltd. (China).

Research Coverage

The report segments the extended reality market and forecasts its size by type, enterprises, outlook, technology, device type, offering, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions—North America, Europe, Asia Pacific, and RoW. Value chain analysis has been included in the report, along with the key players and their competitive analysis in the extended reality ecosystem.

Reasons to buy the report:

The report will help market leaders/new entrants in this market with information on the closest approximate revenues for the overall extended reality market and related segments. It will also help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:
  • Analysis of key drivers (Growing use of XR in education, industrial training, healthcare, entertainment, and gaming, availability of affordable VR devices, rising demand for spatial computing in XR technologies, and growing demand for GenAI in XR technologies), restraints (High installation and maintenance costs of XR devices and rapid technology changes in extended reality devices), opportunities (Expanding use of XR in the automotive, aerospace and defence sectors, ongoing advancements in 5G technology, and rise in the global travel and tourism industry), and challenges (Protecting consumer privacy, issues with display delays and limited field of view)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new solution and service launches in the extended reality market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the extended reality market across various regions.
  • Market Diversification: Exhaustive information about new solutions and services, untapped geographies, recent developments, and investments in the extended reality market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and solution and service offerings of leading players, including Meta Platform Inc. (US), Microsoft (US), Sony Group Corp (Japan), Apple (US), and Google (US).
1 INTRODUCTION

1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION
1.3 STUDY SCOPE
  1.3.1 MARKETS COVERED AND REGIONAL SCOPE
  1.3.2 YEARS CONSIDERED
  1.3.3 INCLUSIONS AND EXCLUSIONS
1.4 CURRENCY CONSIDERED
1.5 UNITS CONSIDERED
1.6 STAKEHOLDERS
1.7 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

2.1 RESEARCH DATA
  2.1.1 SECONDARY AND PRIMARY RESEARCH
  2.1.2 SECONDARY DATA
    2.1.2.1 Secondary sources
    2.1.2.2 List of key secondary sources
  2.1.3 PRIMARY DATA
    2.1.3.1 Primary interview participants
    2.1.3.2 Breakdown of primaries
    2.1.3.3 Key data from primary sources
    2.1.3.4 Key industry insights
2.2 MARKET SIZE ESTIMATION
  2.2.1 BOTTOM-UP APPROACH
    2.2.1.1 Estimating market size using bottom-up approach (demand side)
  2.2.2 TOP-DOWN APPROACH
    2.2.2.1 Estimating market size using top-down approach (supply side)
2.3 DATA TRIANGULATION
2.4 RESEARCH ASSUMPTIONS
2.5 RISK ASSESSMENT
2.6 RESEARCH LIMITATIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN EXTENDED REALITY MARKET
4.2 EXTENDED REALITY MARKET, BY TECHNOLOGY
4.3 EXTENDED REALITY MARKET, BY OFFERING
4.4 EXTENDED REALITY MARKET, BY DEVICE TYPE
4.5 EXTENDED REALITY MARKET, BY APPLICATION
4.6 EXTENDED REALITY MARKET, BY REGION
4.7 EXTENDED REALITY MARKET, BY COUNTRY

5 MARKET OVERVIEW

5.1 INTRODUCTION
5.2 MARKET DYNAMICS
  5.2.1 DRIVERS
    5.2.1.1 Growing use of XR in education, industrial, healthcare, and gaming applications
    5.2.1.2 Increasing focus of technology providers on developing affordable VR devices
    5.2.1.3 Integration of spatial computing technology in XR applications
    5.2.1.4 Surging deployment of GenAI in XR applications
  5.2.2 RESTRAINTS
    5.2.2.1 High installation, configuration, and maintenance costs of XR devices
    5.2.2.2 Disadvantages of constant advances in XR technology
  5.2.3 OPPORTUNITIES
    5.2.3.1 Emergence of newer applications of XR in automotive and aerospace & defense sectors
    5.2.3.2 Ongoing advancements in 5G technology
    5.2.3.3 Thriving travel & tourism industry
  5.2.4 CHALLENGES
    5.2.4.1 Challenges associated with protecting consumer privacy
    5.2.4.2 Issues related to latency and limited field of view
5.3 VALUE CHAIN ANALYSIS
5.4 ECOSYSTEM ANALYSIS
5.5 INVESTMENT AND FUNDING SCENARIO, 2020–2024
5.6 PORTER’S FIVE FORCES ANALYSIS.
  5.6.1 INTENSITY OF COMPETITIVE RIVALRY
  5.6.2 THREAT OF SUBSTITUTES
  5.6.3 BARGAINING POWER OF BUYERS
  5.6.4 BARGAINING POWER OF SUPPLIERS
  5.6.5 THREAT OF NEW ENTRANTS
5.7 KEY STAKEHOLDERS AND BUYING CRITERIA
  5.7.1 KEY STAKEHOLDERS IN BUYING PROCESS
  5.7.2 BUYING CRITERIA
5.8 TECHNOLOGY ANALYSIS
  5.8.1 KEY TECHNOLOGIES
    5.8.1.1 Motion tracking
    5.8.1.2 3D rendering and modeling
    5.8.1.3 Mobile AR
    5.8.1.4 Near-eye displays
  5.8.2 COMPLEMENTARY TECHNOLOGIES
    5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
    5.8.2.2 Web-based AR
    5.8.2.3 AR-powered displays
  5.8.3 ADJACENT TECHNOLOGIES
    5.8.3.1 Metaverse
5.9 TRENDS AND DISRUPTIONS IMPACTING CUSTOMER BUSINESS
5.10 ECOSYSTEM ANALYSIS
5.11 CASE STUDY ANALYSIS
  5.11.1 PTC OFFERS GATE AR PLATFORM TO MERCK’ TO ASSIST STAFF IN DAILY OPERATIONS
  5.11.2 AWS HELPS VOLKSWAGEN GROUP SPEED UP PREPARING 3D CONTENT AND REMOTE RENDERING PROCESS
  5.11.3 PTC OFFERS VUFORIA STUDIO TO PROVIDE DYNAMIC SALES TRAINING TO ROYAL ENFIELD TEAMS
  5.11.4 ELLICOM AND OVA DESIGN TRAINING SIMULATION TO OFFER IMMERSIVE LEARNING EXPERIENCE TO HYDRO-QUЙBEC EMPLOYEES
  5.11.5 OCULUS AND OSSO VR CREATE TRAINING MODULES TO GUIDE JOHNSON & JOHNSON INSTITUTE SURGEONS TO IMPLANT ORTHOPEDIC DEVICES
5.12 PRICING ANALYSIS
  5.12.1 INDICATIVE PRICING OF EXTENDED REALITY SOLUTIONS OFFERED
BY KEY PLAYERS, BY DEVICE TYPE, 2023
  5.12.2 INDICATIVE PRICING OF SDKS OFFERED BY KEY PLAYERS, 2023
  5.12.3 AVERAGE SELLING PRICE TREND OF EXTENDED REALITY PRODUCTS,

2020–2023

  5.12.4 AVERAGE SELLING PRICE TREND OF AR/VR DEVICES, BY REGION,

2020–2023

5.13 PATENT ANALYSIS
5.14 TRADE ANALYSIS
  5.14.1 IMPORT SCENARIO (HS CODE 9004)
  5.14.2 EXPORT SCENARIO (HS CODE 9004)
5.15 KEY CONFERENCES AND EVENTS, 2024–2025
5.16 REGULATORY LANDSCAPE
  5.16.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  5.16.2 STANDARDS
5.17 IMPACT OF AI/GEN AI ON EXTENDED REALITY MARKET

6 TYPES OF EXTENDED REALITY DEVICES

6.1 INTRODUCTION
6.2 MOBILE EXTENDED REALITY DEVICES.
  6.2.1 SMARTPHONE EXTENDED REALITY DEVICES
  6.2.2 STANDALONE EXTENDED REALITY DEVICES
6.3 PC EXTENDED REALITY DEVICES.

7 EXTENDED REALITY BUSINESS OUTLOOK

7.1 INTRODUCTION
7.2 CONSUMER ENGAGEMENT
7.3 BUSINESS ENGAGEMENT

8 EXTENDED REALITY MARKET, BY ENTERPRISE SIZE

8.1 INTRODUCTION
8.2 SMALL ENTERPRISES
8.3 MID-SIZED ENTERPRISES
8.4 LARGE ENTERPRISES

9 EXTENDED REALITY MARKET, BY TECHNOLOGY

9.1 INTRODUCTION
9.2 AR TECHNOLOGY
  9.2.1 MARKER-BASED AR
    9.2.1.1 Growing use in advertising, education, and interactive product demonstration applications to drive market
    9.2.1.2 Passive markers
    9.2.1.3 Active markers
  9.2.2 MARKERLESS AR
    9.2.2.1 Rising demand for smartphones, laptops, and tablets to fuel segmental growth
    9.2.2.2 Model-based tracking
    9.2.2.3 Image processing-based tracking
  9.2.3 ANCHOR-BASED AR
    9.2.3.1 Growing use of anchor-based AR to overlay virtual images in real space to drive market
9.3 VR TECHNOLOGY
  9.3.1 NON-IMMERSIVE
    9.3.1.1 Elevating adoption of non-immersive VR in interactive educational learning to fuel segmental growth
  9.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE
    9.3.2.1 Ability to offer richer experience in controlled environment to accelerate demand
9.4 MR TECHNOLOGY
  9.4.1 EXCELLENCE IN BLENDING REAL WORLD WITH DIGITAL ONE TO SPUR DEMAND
  9.4.2 HOLOGRAPHIC
  9.4.3 IMMERSIVE

10 EXTENDED REALITY MARKET, BY OFFERING

10.1 INTRODUCTION
10.2 HARDWARE
  10.2.1 SENSORS
    10.2.1.1 Increasing demand for sensors in motion detection and environmental interaction to fuel segmental growth
    10.2.1.2 Accelerometers
    10.2.1.3 Gyroscopes
    10.2.1.4 Magnetometers
    10.2.1.5 Proximity sensors
  10.2.2 SEMICONDUCTOR COMPONENTS
    10.2.2.1 Rising focus on developing lightweight and portable XR devices to foster segmental growth
    10.2.2.2 Controllers and processors
    10.2.2.3 Integrated circuits
  10.2.3 DISPLAYS AND PROJECTORS
    10.2.3.1 Ability to bridge virtual and physical worlds by rendering immersive visuals for users to boost demand
  10.2.4 POSITION TRACKERS
    10.2.4.1 Excellence in tracking users' movements and spatial orientation within virtual, augmented, or mixed-reality environments to facilitate adoption
  10.2.5 CAMERAS
    10.2.5.1 Ability to measure depth and size of objects in XR technologies to spur demand
  10.2.6 OTHER COMPONENTS
10.3 SOFTWARE
  10.3.1 ANTICIPATED MASS CONSUMER ADOPTION TO SUPPORT MARKET GROWTH
  10.3.2 SOFTWARE DEVELOPMENT KITS
  10.3.3 CLOUD-BASED SOFTWARE

11 EXTENDED REALITY MARKET, BY DEVICE TYPE

11.1 INTRODUCTION
11.2 AR DEVICES
  11.2.1 HMDS
    11.2.1.1 Rising use by medical professionals and gamers to drive market
    11.2.1.2 AR smart glasses
    11.2.1.3 Smart helmets
  11.2.2 HUDS
    11.2.2.1 Increasing adoption in automotive applications to display crucial information for drivers to propel market
11.3 VR DEVICES
  11.3.1 HEAD-MOUNTED DISPLAYS
    11.3.1.1 Commercialization of advanced HMDs by Sony and Samsung to boost adoption
  11.3.2 PROJECTORS & DISPLAY WALLS
    11.3.2.1 Portability and high-quality projection capabilities to boost demand
  11.3.3 GESTURE-TRACKING DEVICES
    11.3.3.1 Growing use in healthcare and gaming applications to contribute to segmental growth
11.4 MR DEVICES
  11.4.1 ABILITY TO MERGE PHYSICAL AND DIGITAL WORLDS TO CREATE IMMERSIVE EXPERIENCES TO ACCELERATE DEMAND

12 EXTENDED REALITY MARKET, BY APPLICATION

12.1 INTRODUCTION
12.2 CONSUMER
  12.2.1 RISING USE OF XR TECHNOLOGY TO OFFER IMMERSIVE GAMING EXPERIENCES AND KEEP AUDIENCES ENGAGED TO FUEL SEGMENTAL GROWTH
  12.2.2 GAMING
  12.2.3 SPORTS AND ENTERTAINMENT
    12.2.3.1 Sports
    12.2.3.2 Entertainment
12.3 COMMERCIAL
  12.3.1 GROWING TREND OF VIRTUAL DESTINATION PREVIEWS AND TRY-ONS FOR APPAREL, JEWELRY, AND FURNITURE PLACEMENT VISUALIZATIONS TO FOSTER SEGMENTAL GROWTH
  12.3.2 RETAIL AND E-COMMERCE
    12.3.2.1 Jewelry
    12.3.2.2 Beauty and cosmetics
    12.3.2.3 Apparel fitting
    12.3.2.4 Grocery shopping
    12.3.2.5 Footwear
    12.3.2.6 Furniture and light design
    12.3.2.7 Advertisements and demonstration
  12.3.3 TRAVEL AND TOURISM
  12.3.4 E-LEARNING
12.4 ENTERPRISE
  12.4.1 INCREASING NEED TO TRAIN EMPLOYEES ON COMPLEX OR HAZARDOUS TASKS IN RISK-FREE VIRTUAL SETTING TO BOOST DEMAND
12.5 HEALTHCARE
  12.5.1 ELEVATING USE OF AR AND VR IN SURGICAL SIMULATION AND TRAINING, REHABILITATION, AND PHARMACY MANAGEMENT TO AUGMENT SEGMENTAL GROWTH
  12.5.2 SURGERIES
  12.5.3 FITNESS MANAGEMENT
  12.5.4 PATIENT MANAGEMENT
  12.5.5 PHARMACY MANAGEMENT
  12.5.6 MEDICAL TRAINING AND EDUCATION
  12.5.7 OTHER HEALTHCARE APPLICATIONS
12.6 AEROSPACE & DEFENSE
  12.6.1 SURGING ADOPTION OF XR IN TRAINING SIMULATIONS FOR PILOTS AND AR IN BATTLEFIELD VISUALIZATION FOR SOLDIERS TO STIMULATE SEGMENTAL GROWTH
12.7 ENERGY
  12.7.1 ESCALATING USE OF 3D MODELS TO PROVIDE HANDS-ON TRAINING ON COMPLEX EQUIPMENT IN SAFE ENVIRONMENT TO DRIVE SEGMENTAL GROWTH
12.8 AUTOMOTIVE
  12.8.1 INTEGRATION OF AR HUD TECHNOLOGY INTO ADAS TO PROVIDE SAFER AND MORE COMFORTABLE DRIVING EXPERIENCE TO SUPPORT MARKET GROWTH
12.9 OTHER APPLICATIONS
  12.9.1 TELECOMMUNICATIONS/IT DATA CENTERS
  12.9.2 AGRICULTURE
  12.9.3 REAL ESTATE
  12.9.4 GEOSPATIAL MINING
  12.9.5 TRANSPORTATION & LOGISTICS
  12.9.6 CONSTRUCTION
  12.9.7 PUBLIC SAFETY

13 EXTENDED REALITY MARKET, BY REGION

13.1 INTRODUCTION
13.2 ASIA PACIFIC
  13.2.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
  13.2.2 CHINA
    13.2.2.1 Increasing investment in AR and VR technologies to augment market growth
  13.2.3 JAPAN
    13.2.3.1 Rising adoption of cutting-edge technologies for healthcare training and simulation to drive market
  13.2.4 SOUTH KOREA
    13.2.4.1 Reliance on innovative technologies for immersive training and enhanced patient experiences to boost market growth
  13.2.5 INDIA
    13.2.5.1 Increasing research and development of innovative technologies to fuel market growth
  13.2.6 REST OF ASIA PACIFIC
13.3 NORTH AMERICA
  13.3.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
  13.3.2 US
    13.3.2.1 Rapid advances in hardware, software, and connectivity technologies to augment market growth
  13.3.3 CANADA
    13.3.3.1 Strong presence of startups developing wearable and other emerging technologies to boost market growth
  13.3.4 MEXICO
    13.3.4.1 Rising emphasis on promoting disruptive technologies to fuel market growth
13.4 EUROPE
  13.4.1 MACROECONOMIC OUTLOOK FOR EUROPE
  13.4.2 GERMANY
    13.4.2.1 Mounting adoption of emerging technologies in manufacturing sector to bolster market growth
  13.4.3 UK
    13.4.3.1 Rising deployment of AR technology in video gaming to fuel market growth
  13.4.4 FRANCE
    13.4.4.1 Increasing investment in technology development projects to contribute to market growth
  13.4.5 ITALY
    13.4.5.1 Growing awareness about immersive technologies to accelerate market growth
  13.4.6 REST OF EUROPE
13.5 ROW
  13.5.1 MACROECONOMIC OUTLOOK FOR ROW
  13.5.2 MIDDLE EAST & AFRICA
    13.5.2.1 Rising adoption of AR and VR technologies in healthcare sector to bolster market growth
    13.5.2.2 GCC countries
    13.5.2.3 Africa & Rest of Middle East
  13.5.3 SOUTH AMERICA
    13.5.3.1 Growing demand for innovative technologies for commercial applications to stimulate market growth

14 COMPETITIVE LANDSCAPE

14.1 OVERVIEW
14.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020–2024
14.3 REVENUE ANALYSIS OF TOP 5 COMPANIES, 2019–2023
14.4 MARKET SHARE ANALYSIS, 2023
14.5 COMPANY VALUATION AND FINANCIAL METRICS, 2024
14.6 PRODUCT/BRAND COMPARISON
14.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
  14.7.1 STARS
  14.7.2 EMERGING LEADERS
  14.7.3 PERVASIVE PLAYERS
  14.7.4 PARTICIPANTS
  14.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
    14.7.5.1 Company footprint
    14.7.5.2 Region footprint
    14.7.5.3 Technology footprint
    14.7.5.4 Device type footprint
    14.7.5.5 Offering footprint
    14.7.5.6 Application footprint
14.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
  14.8.1 PROGRESSIVE COMPANIES
  14.8.2 RESPONSIVE COMPANIES
  14.8.3 DYNAMIC COMPANIES
  14.8.4 STARTING BLOCKS
  14.8.5 COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES, 2023
    14.8.5.1 Detailed list of key startups/SMEs
    14.8.5.2 Competitive benchmarking of key startups/SMEs
14.9 COMPETITIVE SCENARIO
  14.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
  14.9.2 DEALS

15 COMPANY PROFILES

15.1 KEY PLAYERS
  15.1.1 META PLATFORMS, INC.
    15.1.1.1 Business overview
    15.1.1.2 Products/Solutions offered
    15.1.1.3 Recent developments
      15.1.1.3.1 Product launches and enhancements
      15.1.1.3.2 Deals
      15.1.1.3.3 Other developments
    15.1.1.4 MnM view
      15.1.1.4.1 Key strengths/Right to win
      15.1.1.4.2 Strategic choices
      15.1.1.4.3 Weaknesses/Competitive threats
  15.1.2 MICROSOFT
    15.1.2.1 Business overview
    15.1.2.2 Products/Solutions offered
    15.1.2.3 Recent developments
      15.1.2.3.1 Product launches and enhancements
      15.1.2.3.2 Deals
      15.1.2.3.3 Other developments
    15.1.2.4 MnM view
      15.1.2.4.1 Key strengths/Right to win
      15.1.2.4.2 Strategic choices
      15.1.2.4.3 Weaknesses/Competitive threats
  15.1.3 SONY GROUP CORPORATION
    15.1.3.1 Business overview
    15.1.3.2 Products/Solutions offered
    15.1.3.3 Recent developments
      15.1.3.3.1 Product launches and enhancements
      15.1.3.3.2 Deals
    15.1.3.4 MnM view
      15.1.3.4.1 Key strengths/Right to win
      15.1.3.4.2 Strategic choices
      15.1.3.4.3 Weaknesses/Competitive threats
  15.1.4 APPLE INC.
    15.1.4.1 Business overview
    15.1.4.2 Products/Solutions offered
    15.1.4.3 Recent developments
      15.1.4.3.1 Product launches and enhancements
      15.1.4.3.2 Deals
    15.1.4.4 MnM view
      15.1.4.4.1 Key strengths/Right to win
      15.1.4.4.2 Strategic choices
      15.1.4.4.3 Weaknesses/Competitive threats
  15.1.5 GOOGLE
    15.1.5.1 Business overview
    15.1.5.2 Products/Solutions offered
    15.1.5.3 Recent developments
      15.1.5.3.1 Product launches and enhancements
      15.1.5.3.2 Deals
      15.1.5.3.3 Other developments
    15.1.5.4 MnM view
      15.1.5.4.1 Key strengths/Right to win
      15.1.5.4.2 Strategic choices
      15.1.5.4.3 Weaknesses/Competitive threats
  15.1.6 HTC CORPORATION
    15.1.6.1 Business overview
    15.1.6.2 Products/Solutions offered
    15.1.6.3 Recent developments
      15.1.6.3.1 Product launches and enhancements
  15.1.7 PTC INC.
    15.1.7.1 Business overview
    15.1.7.2 Products/Solutions offered
    15.1.7.3 Recent developments
      15.1.7.3.1 Product launches and enhancements
      15.1.7.3.2 Deals
  15.1.8 SEIKO EPSON CORPORATION
    15.1.8.1 Business overview
    15.1.8.2 Products/Solutions offered
    15.1.8.3 Recent developments
      15.1.8.3.1 Product launches and enhancements
      15.1.8.3.2 Deals
  15.1.9 QUALCOMM TECHNOLOGIES, INC.
    15.1.9.1 Business overview
    15.1.9.2 Products/Solutions offered
    15.1.9.3 Recent developments
      15.1.9.3.1 Product launches and enhancements
      15.1.9.3.2 Deals
  15.1.10 SAMSUNG ELECTRONICS CO., LTD.
    15.1.10.1 Business overview
    15.1.10.2 Products/Solutions offered
    15.1.10.3 Recent developments
      15.1.10.3.1 Product launches and enhancements
      15.1.10.3.2 Deals
15.2 OTHER PLAYERS
  15.2.1 LENOVO
  15.2.2 INTEL CORPORATION
  15.2.3 PANASONIC HOLDINGS CORPORATION
  15.2.4 EON REALITY
  15.2.5 CONTINENTAL AG
  15.2.6 VISTEON CORPORATION
  15.2.7 XIAOMI CORPORATION
  15.2.8 MAXST CO., LTD.
  15.2.9 MAGIC LEAP, INC.
  15.2.10 VIRTUIX
  15.2.11 ULTRALEAP
  15.2.12 VUZIX CORPORATION
  15.2.13 NORTHERN DIGITAL INC.
  15.2.14 TATA ELXSI
  15.2.15 FUSION VR

16 APPENDIX

16.1 DISCUSSION GUIDE
16.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
16.3 CUSTOMIZATION OPTIONS
16.4 RELATED REPORTS
16.5 AUTHOR DETAILS


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