Extended Reality Market Growth Rate, Developments In Major Areas, Market Size, Dynamics, Opportunities, & Forecast With Demographic Data Till 2030


Posted September 22, 2020 by devanshuraizada

The XR market would rise from $18.6 billion to $1,005.9 billion from 2019 to 2030.
 
Whether you’re wearing a headset for simulating a ski jump or a pair of smart spectacles for getting directions to the nearest tea stall, you’re using something called XR or Extended Reality. Extended Reality is basically an umbrella term that includes advanced technologies such as mixed reality (MR), virtual reality (VR), and augmented reality (AR) either for providing more information about our surroundings in order to enhance our senses or for creating completely new artificial experiences.

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The growing penetration of the internet and the increasing usage of connected devices and smartphones are the prominent factors fueling the adoption of extended reality in various applications. The rising utilization of AR applications on smartphones is further pushing up the popularity of extended reality. The GSM Association published a report in March 2020, which said that there were as many as 5.2 billion users of mobile phones in December 2019, which constituted around 67% of the worldwide population.

In addition to this, the development of untethered AR/VR devices such as Lenovo Mirage Solo, HTC Vive Focus, and Oculus Go has massively bolstered the sales of XR hardware components in the years gone by. Globally, the Asia-Pacific (APAC) extended reality market is predicted to register the fastest growth in the forthcoming years, on account of the increasing usage of VR/AR mobile applications and the mushrooming usage of immersive technologies in gaming and media and entertainment applications.

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Hence, it can be said without any hesitation that the demand for extended reality technology would rise considerably across the world in the upcoming years, primarily because of the rising requirement for immersive technologies in media and entertainment and gaming applications and the growing usage of AR/VR solutions in connected devices and smartphones.
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Last Updated September 22, 2020