Extended Reality (XR) Market Size (2024 - 2029)

The market size of the Extended Reality (XR) industry, which includes Augmented Reality, Virtual Reality, and Mixed Reality, is projected to grow significantly in the coming years. This growth is driven by various factors including the increasing demand for immersive technologies for at-home entertainment, the rise of gesture computing, technological advancements, and the miniaturization trend in smart devices. However, the market expansion is currently hindered by the challenge of training a wide audience and the need for more accessible multi-user XR experiences. The shift to remote work due to COVID-19 has also spurred the need for XR technologies, highlighting their potential in facilitating efficient work-from-home setups and virtual business environments.

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Market Size of Extended Reality (XR) Industry

Extended Reality (XR) Market Summary
Study Period 2018 - 2028
Market Size (2023) USD 105.58 Billion
Market Size (2028) USD 472.39 Billion
CAGR (2023 - 2028) 34.94 %
Fastest Growing Market Europe
Largest Market North America

Major Players

Extended Reality (XR) Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Extended Reality (XR) Market Analysis

The Extended Reality (XR) Market size is expected to grow from USD 105.58 billion in 2023 to USD 472.39 billion by 2028, at a CAGR of 34.94% during the forecast period (2023-2028).

  • Extended reality (XR) is a new umbrella word for immersive technologies, including virtual reality, augmented reality, and mixed reality, as well as other future realities that these technologies are expected to bring. The market need is driven by increased demand for shorter distances between individuals and better visual information.
  • The notion of live virtual entertainment is spreading worldwide. People prefer at-home entertainment using technologies to attend live shows or events. With technology providing consumers with an immersive and real-world experience, the demand for live concerts, live shows, and sports is increasing substantially.
  • Gesture-based computing refers to interfaces that employ the human body to communicate with digital resources rather than traditional input devices such as a game controller, a mouse, a keyboard, or a voice-entry method. The advent of the mouse enabled computer input to evolve beyond the linear dimension of the keypad to two dimensions; gesture-based technology is the next stage in that development, providing three-dimensional input that incorporates people in the computing process.
  • The miniaturization trend and improvements in smart devices are expected to result in ever smaller sensors and electronic systems that can be integrated into the human body. Smart gadgets and many other Internet of Things (IoT) applications are driving the miniaturization trend.
  • Training a larger audience is one of the most challenging difficulties confronting XR technology. The current applications in development (for usage on tablets, smartphones, and wearables) are restricted to a single user. To make XR more accessible, multi-user, consistent, and simplified experiences must be created. The availability of such solutions in the present market scenario is restricted, posing a substantial impediment to the industry's growth.
  • Physical lockdowns in key locations had a favorable impact on XR technology demand. During COVID-19, businesses worldwide discovered methods to encourage their internal and geographically dispersed employees to connect, coordinate, and chart a course ahead.
  • The broad possibilities of XR applications in terms of replicating tourist satisfaction enable several stakeholders to overcome restrictions on travel and lockdowns, enabling the crisis to work as an accelerator of current trends for XR adoption.
  • Players are using the new normal working circumstances in the industrial setting. Oft Serve Inc., for example, provides a diverse range of products for various applications, including medical, which grew rapidly during the COVID-19 outbreak. Further, various companies in the market are involved in various strategies to meet the growing demand for XR in the post-COVID-19 scenario.

Extended Reality (XR) Industry Segmentation

Extended reality (XR) is an umbrella term encompassing augmented and virtual reality, covering a full spectrum of real and virtual environments. XR experience also caters to business issues and creates innovative solutions to increase efficiency and productivity to meet critical client needs. Implementing XR provides enterprises with a platform that helps people perform their jobs more effectively.

The study characterizes the extended reality (XR) market-based on the solution (consumer engagement and business engagement), application (virtual reality (VR), augmented reality (AR), and mixed reality (MR)), end-user industry (education, retail, industrial and manufacturing, healthcare, media and entertainment, and other end-user industries), and geography (North America, Europe, Asia Pacific, and Rest of the World). The study also incorporates the impact of the COVID-19 pandemic on the future growth prospects of the market.

The market sizes and forecasts are provided in terms of value in USD billion for all the above segments.

By Solution
Consumer Engagement
Business Engagement
By Application
Virtual Reality (VR)
Augmented Reality (AR)
Mixed Reality (MR)
By End-user Industry
Education
Retail
Industrial and Manufacturing
Healthcare
Media and Entertainment
Other End-user Industries
By Geography
North America
Europe
Asia Pacific
Rest of the World

Extended Reality (XR) Market Size Summary

The Extended Reality (XR) market is a rapidly expanding sector that encompasses immersive technologies such as Augmented Reality, Virtual Reality, and Mixed Reality. This market is driven by growing demand for enhanced visual information and reduced distances between individuals. Key market trends include the rising popularity of live virtual entertainment, increased adoption of gesture computing, and technological advancements in miniaturization for smart devices. However, the market faces challenges in training a wider audience and developing multi-user XR experiences. The shift towards remote working due to COVID-19 has further fueled the need for XR technologies that facilitate efficient work-from-home setups, virtual meetings, and business environment visualization. In the media and entertainment industry, XR technology is being utilized for storytelling and advertising, with media companies partnering with VR headset manufacturers and software developers. The industry also sees potential in using XR to create emotional connections between consumers and products or services. In the gaming world, VR is being used to provide immersive experiences for sports fans and gamers. The North American region, particularly the United States, holds a significant share of the XR market due to its technological advancements and the presence of key market players. The XR market is highly fragmented, with major players such as Qualcomm Technologies Inc., Accenture PLC, and SoftServe Inc. adopting strategies like partnerships, innovations, investments, mergers, and acquisitions to gain a competitive edge.

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Extended Reality (XR) Market Size - Table of Contents

  1. 1. MARKET INSIGHTS

    1. 1.1 Market Overview

    2. 1.2 Industry Attractiveness - Porter Five Forces

      1. 1.2.1 Bargaining Power of Suppliers

      2. 1.2.2 Bargaining Power of Consumers

      3. 1.2.3 Threat of New Entrants

      4. 1.2.4 Threat of Substitute Products

      5. 1.2.5 Intensity of Competitive Rivalry

    3. 1.3 Technology Snapshot

    4. 1.4 Impact of COVID-19 on the Market

  2. 2. MARKET SEGMENTATION

    1. 2.1 By Solution

      1. 2.1.1 Consumer Engagement

      2. 2.1.2 Business Engagement

    2. 2.2 By Application

      1. 2.2.1 Virtual Reality (VR)

      2. 2.2.2 Augmented Reality (AR)

      3. 2.2.3 Mixed Reality (MR)

    3. 2.3 By End-user Industry

      1. 2.3.1 Education

      2. 2.3.2 Retail

      3. 2.3.3 Industrial and Manufacturing

      4. 2.3.4 Healthcare

      5. 2.3.5 Media and Entertainment

      6. 2.3.6 Other End-user Industries

    4. 2.4 By Geography

      1. 2.4.1 North America

      2. 2.4.2 Europe

      3. 2.4.3 Asia Pacific

      4. 2.4.4 Rest of the World

Extended Reality (XR) Market Size FAQs

The Extended Reality (XR) Market size is expected to reach USD 105.58 billion in 2023 and grow at a CAGR of 34.94% to reach USD 472.39 billion by 2028.

In 2023, the Extended Reality (XR) Market size is expected to reach USD 105.58 billion.

Extended Reality Market Size & Share Analysis - Growth Trends & Forecasts (2023 - 2028)