High-quality XR is getting easier to obtain. All in One kits (AIOs) are being bought by customers to experience XR, including virtual training, remote learning, and immersive gaming. In addition, large businesses are integrating XR into their design and workflow processes. A digital twin greatly improves the execution of design using XR. Cloud-based XR streaming over 5G is one of the most significant technologies at the moment.
This does away with the need to restrict experiences to particular settings or to workstations. People can utilize XR devices and acquire the computing capacity to perform XR interactions from a data center, regardless of place or time, by streaming via 5G from the cloud. Furthermore, immersive streaming is becoming more widely available owing to cutting-edge technologies like NVIDIA CloudXR, enabling more XR users to experience high-fidelity settings everywhere.
AR is also spreading more widely. After 'Pokémon GO'became well-known, AR spread to several other consumer-focused industries. For example, users could add filters to their faces on several social media sites. In addition, retail businesses have integrated AR to display 3D objects rendered with photorealism, allowing customers to position the products in space and imagine them in any setting.
The Dubai Industrial Strategy aims to make Dubai a worldwide platform and preferred location for international corporations seeking growth and sustainability. The focus is on developing some major industries like the aerospace, food & beverage, maritime, medical equipment, aluminum & fabricated metals, as well as machinery & equipment sectors to entice foreign companies to work in the nation. The strategy is expected to boost the economy and provide job opportunities. The industries selected would directly contribute to Dubai's goal of becoming the hub of the Islamic economy. The initiatives and expected future demand will both directly and indirectly benefit the industrial sector.
The Brazil market dominated the LAMEA Extended Reality Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $2,944.8 million by 2028. The Argentina market is experiencing a CAGR of 36.4% during (2022-2028). Additionally, The UAE market would display a CAGR of 35.3% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.
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
- Brazil
- Argentina
- UAE
- Saudi Arabia
- South Africa
- Nigeria
- Rest of LAMEA
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 LAMEA Extended Reality Market, by Component
1.4.2 LAMEA Extended Reality Market, by Technology
1.4.3 LAMEA Extended Reality Market, by End User
1.4.4 LAMEA 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. LAMEA Extended Reality Market by Component
4.1 LAMEA Hardware Market by Country
4.2 LAMEA Software Market by Country
4.3 LAMEA Services Market by Country
Chapter 5. LAMEA Extended Reality Market by Technology
5.1 LAMEA Virtual Reality (VR) Market by Country
5.2 LAMEA Augmented Reality (AR) Market by Country
5.3 LAMEA Mixed Reality (MR) Market by Country
Chapter 6. LAMEA Extended Reality Market by End User
6.1 LAMEA Gaming Market by Country
6.2 LAMEA Aerospace & Defense Market by Country
6.3 LAMEA Manufacturing & Industrial Market by Country
6.4 LAMEA Healthcare Market by Country
6.5 LAMEA Education Market by Country
6.6 LAMEA Retail Market by Country
6.7 LAMEA Media & Entertainment Market by Country
6.8 LAMEA Others Market by Country
Chapter 7. LAMEA Extended Reality Market by Country
7.1 Brazil Extended Reality Market
7.1.1 Brazil Extended Reality Market by Component
7.1.2 Brazil Extended Reality Market by Technology
7.1.3 Brazil Extended Reality Market by End User
7.2 Argentina Extended Reality Market
7.2.1 Argentina Extended Reality Market by Component
7.2.2 Argentina Extended Reality Market by Technology
7.2.3 Argentina Extended Reality Market by End User
7.3 UAE Extended Reality Market
7.3.1 UAE Extended Reality Market by Component
7.3.2 UAE Extended Reality Market by Technology
7.3.3 UAE Extended Reality Market by End User
7.4 Saudi Arabia Extended Reality Market
7.4.1 Saudi Arabia Extended Reality Market by Component
7.4.2 Saudi Arabia Extended Reality Market by Technology
7.4.3 Saudi Arabia Extended Reality Market by End User
7.5 South Africa Extended Reality Market
7.5.1 South Africa Extended Reality Market by Component
7.5.2 South Africa Extended Reality Market by Technology
7.5.3 South Africa Extended Reality Market by End User
7.6 Nigeria Extended Reality Market
7.6.1 Nigeria Extended Reality Market by Component
7.6.2 Nigeria Extended Reality Market by Technology
7.6.3 Nigeria Extended Reality Market by End User
7.7 Rest of LAMEA Extended Reality Market
7.7.1 Rest of LAMEA Extended Reality Market by Component
7.7.2 Rest of LAMEA Extended Reality Market by Technology
7.7.3 Rest of LAMEA 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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