A computer-generated multi-sensoryexperience that allows individuals to engage and communicate with a simulated world is referred to as virtual reality. On the other hand, augmented reality enhances the real world with perceptual overlays that were digitally manufactured. More companies are utilizing AR and VR technologies to boost productivity, customer service, and communication. The proliferation of smartphones, the rise in popularity of video games, the cost-effective advantages of XR-based solutions, and the rapid uptake of AR and VR technologies by businesses are some of the factors that have an impact on the market.
The disruptive influence of AR and VR is seen across consumer technologies due to technological improvements, as many new items are being introduced to the market. Therefore, AR is proven to be a useful tool for businesses as consumers prioritize experience, accessibility, and service quality when making purchases. More businesses areembracingand testingAR and VR technology in a vast scope of work-related applications.
The UK is renowned around the world for its world-class innovation and creative excellence. The UK government made efforts toincreasethespending on VR and AR by 78.3% between 2019 and 2024. By 2030, growth is expected to reach £62.5 billion, and the UK wouldpresentenormous investment prospects. The need for companies to function more sustainably and cut carbon emissions has intensified in the nation. Immersive technology can help with this by enhancing asset operations, continuing inspection, and maintenance across several important industries, including maritime, healthcare, advanced manufacturing,and renewable energy. An important area of growth for the country is electrification, which offers excellent prospects for immersive technology. This supports the growth of the regional market.
The Germany market dominated the Europe Extended Reality Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $10,333.2 million by 2028. The UK market is anticipated to grow at a CAGR of 28.3% during (2022-2028). Additionally, The France market would exhibit a CAGR of 30.4% during (2022-2028).
Based on Component, the market is segmented into Hardware, Software and Services. Based on Technology, the market is segmented into Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). Based on End-user, the market is segmented into Gaming, Aerospace & Defense, Manufacturing & Industrial, Healthcare, Education, Retail, Media & Entertainment and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Meta Platforms, Inc. (Facebook), Sony Corporation, Microsoft Corporation, Google LLC (Alphabet Inc.), Accenture PLC, Qualcomm Incorporated (Qualcomm Technologies, Inc.), HTC Corporation, Unity Software, Inc., Adobe, Inc., and SoftServe, Inc.
Scope of the Study
By Component
- Hardware
- Software
- Services
By Technology
- Virtual Reality (VR)
- Augmented Reality (AR)
- Mixed Reality (MR)
By End-user
- Gaming
- Aerospace & Defense
- Manufacturing & Industrial
- Healthcare
- Education
- Retail
- Media & Entertainment
- Others
By Country
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Key Market Players
List of Companies Profiled in the Report:
- Meta Platforms, Inc. (Facebook)
- Sony Corporation
- Microsoft Corporation
- Google LLC (Alphabet Inc.)
- Accenture PLC
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- HTC Corporation
- Unity Software, Inc.
- Adobe, Inc.
- SoftServe, Inc.
Unique Offerings
- Exhaustive coverage
- The highest number of market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Extended Reality Market, by Component
1.4.2 Europe Extended Reality Market, by Technology
1.4.3 Europe Extended Reality Market, by End User
1.4.4 Europe Extended Reality Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Analyst's Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Market Share Analysis, 2021
3.4 Top Winning Strategies
3.4.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.4.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2020, Sep - 2023, Feb) Leading Players
Chapter 4. Europe Extended Reality Market by Component
4.1 Europe Hardware Market by Country
4.2 Europe Software Market by Country
4.3 Europe Services Market by Country
Chapter 5. Europe Extended Reality Market by Technology
5.1 Europe Virtual Reality (VR) Market by Country
5.2 Europe Augmented Reality (AR) Market by Country
5.3 Europe Mixed Reality (MR) Market by Country
Chapter 6. Europe Extended Reality Market by End User
6.1 Europe Gaming Market by Country
6.2 Europe Aerospace & Defense Market by Country
6.3 Europe Manufacturing & Industrial Market by Country
6.4 Europe Healthcare Market by Country
6.5 Europe Education Market by Country
6.6 Europe Retail Market by Country
6.7 Europe Media & Entertainment Market by Country
6.8 Europe Others Market by Country
Chapter 7. Europe Extended Reality Market by Country
7.1 Germany Extended Reality Market
7.1.1 Germany Extended Reality Market by Component
7.1.2 Germany Extended Reality Market by Technology
7.1.3 Germany Extended Reality Market by End User
7.2 UK Extended Reality Market
7.2.1 UK Extended Reality Market by Component
7.2.2 UK Extended Reality Market by Technology
7.2.3 UK Extended Reality Market by End User
7.3 France Extended Reality Market
7.3.1 France Extended Reality Market by Component
7.3.2 France Extended Reality Market by Technology
7.3.3 France Extended Reality Market by End User
7.4 Russia Extended Reality Market
7.4.1 Russia Extended Reality Market by Component
7.4.2 Russia Extended Reality Market by Technology
7.4.3 Russia Extended Reality Market by End User
7.5 Spain Extended Reality Market
7.5.1 Spain Extended Reality Market by Component
7.5.2 Spain Extended Reality Market by Technology
7.5.3 Spain Extended Reality Market by End User
7.6 Italy Extended Reality Market
7.6.1 Italy Extended Reality Market by Component
7.6.2 Italy Extended Reality Market by Technology
7.6.3 Italy Extended Reality Market by End User
7.7 Rest of Europe Extended Reality Market
7.7.1 Rest of Europe Extended Reality Market by Component
7.7.2 Rest of Europe Extended Reality Market by Technology
7.7.3 Rest of Europe Extended Reality Market by End User
Chapter 8. Company Profiles
8.1 Meta Platforms, Inc. (Facebook)
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segment and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Sony Corporation
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Product Launches and Product Expansions:
8.2.6 SWOT Analysis
8.3 Microsoft Corporation
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expenses
8.3.5 Recent strategies and developments:
8.3.5.1 Partnerships, Collaborations, and Agreements:
8.3.6 SWOT Analysis
8.4 Google LLC (Alphabet Inc.)
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Partnerships, Collaborations, and Agreements:
8.4.5.2 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 Accenture PLC
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expenses
8.5.5 SWOT Analysis
8.6 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental and Regional Analysis
8.6.4 Research & Development Expense
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.6.5.2 Product Launches and Product Expansions:
8.7 HTC Corporation
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Regional Analysis
8.7.4 Research & Development Expense
8.7.5 Recent strategies and developments:
8.7.5.1 Partnerships, Collaborations, and Agreements:
8.7.5.2 Product Launches and Product Expansions:
8.8 Unity Software, Inc.
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Regional Analysis
8.8.4 Research & Development Expenses
8.8.5 Recent strategies and developments:
8.8.5.1 Partnerships, Collaborations, and Agreements:
8.8.5.2 Acquisition and Mergers:
8.9 Adobe, Inc.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 Research & Development Expense
8.9.5 Recent strategies and developments:
8.9.5.1 Partnerships, Collaborations, and Agreements:
8.10. SoftServe, Inc.
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Product Launches and Product Expansions:
Companies Mentioned
- Meta Platforms, Inc. (Facebook)
- Sony Corporation
- Microsoft Corporation
- Google LLC (Alphabet Inc.)
- Accenture PLC
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- HTC Corporation
- Unity Software, Inc.
- Adobe, Inc.
- SoftServe, Inc.
Methodology
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