Extended Reality Market -Global Forecast and Analysis (2022-2029)

The Extended Reality Market size is projected to reach US$ 968.66 Bn. at the end of the forecast period at a CAGR of 56.5%.

Global Extended Reality Market Dynamics:

Immersive experiences are changing the way people connect with information, experiences, and each other. Through virtual and augmented reality, extended reality is the first technology to relocate people in time and space and it’s bringing about the end of distance. Extended reality is pushing companies to not only think differently about what is possible, but also to create new solutions that bypass distance based challenges. Various factors such as growing penetration of smartphones& mobile gaming, increase in adoption of augmented & virtual reality solutions in education, retail and media & entertainment are mainly driving the global ER market over forecast period. Extended reality (XR) solution allows rich data to be easily accessible in a situational context, creating virtually unlimited opportunities in the market. Global Extended Reality Market To know about the Research Methodology :- Request Free Sample Report However, lack of effective user experience design and cyber security concerns and lack of technical expertise are restraining the market growth over forecast period. Global Extended Reality Market is segmented by Solution, by application and by region. By Solution, Business Engagement held 58.98% of market share in 2019 and is expected to keep its dominance over forecast period. As per our research, 27 percent of executives state it is very important for their organizations to be a pioneer in extended reality solutions. As today’s technical limitations are addressed, extended reality will only grow in capability and impact. To prepare for a world where the most powerful experiences might be virtual, businesses are focusing on tactical uses of XR. By Application, Virtual reality is dominating the global XR market with xx% of market share over forecast period. VR visually takes the user out of their real-world environment and into a virtual environment, typically using a headset for viewing coupled with hand-held controllers to navigate the virtual space. Virtual reality is followed by augmented reality. AR overlays digital objects (information, graphics, and sounds) on the real world, allowing the user to experience the relationship between digital and physical worlds. By geography, market is segmented into North America, APAC, Europe, MEA& Africa and Latin America. Among all of these North America held 42.34% of market share in 2019 and is expected to keep its dominance over forecast period due to rapid adoption of new technology by the masses and presence of major augmented & virtual reality companies such as Facebook, Google, HP Development Company and HTC Corporation. North America is followed by APAC and Europe. United States has the highest aircraft fleet airports and presence of major aircrafts OEMs such as Boeing, Lockheed Martin, and Pratt & Whitney globally, which is expected to create demand for integration of AR &VR technology. North America is followed by APAC and Europe. Asia-Pacific is expected to hold xx% of market share over forecast period. Rise in adoption of technologically advanced solutions, increase in application areas among end-use industries, and surge in penetration of smartphones in the emerging economies such as China and India are driving the global ER market over forecast period. Report covers in depth analysis of key development, marketing strategies, supply-side and demand side indicators. Some of the key players covered in this report are Dell Technologies Inc., EON, Reality Inc., Facebook, Google, HP Development Company, HTC Corporation, Koninklijke and Philips. These key players are adopting various organic and inorganic growth strategies such as merger& acquisitions, joint ventures, collaborations, expansion, new product launches and patent to increase their regional presence and business opeartions.

Recent development in Market

• Qualcomm has raised seed funding for mobile augmented reality start-up Blipper • Google introduced AR and VR reality glasses. • HP launched Aurasma 3.0 an AR reality platform that it acquired through autonomy. The objective of the report is to present a comprehensive analysis of the Global Extended Reality (XR) Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analysed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Extended Reality (XR) Market dynamics, structure by analyzing the market segments and project Global Extended Reality (XR) Market. Clear representation of competitive analysis of key players by price, financial position, Product portfolio, growth strategies, and regional presence in the Global Extended Reality (XR) Market make the report investor’s guide.

Scope of Global Extended Reality (XR) Market: Inquire before buying

Global Extended Reality Market
Report Coverage Details
Base Year: 2021 Forecast Period: 2022-2029
Historical Data: 2017 to 2021 Market Size in 2021: US $ 26.91 Bn.
Forecast Period 2022 to 2029 CAGR: 56.5% Market Size in 2029: US $ 968.66 Bn.
Segments Covered: by Solution •Consumer Engagement • Business Engagement
by End User •Education • Retail • Media & Entertainment
by Application • Virtual Reality • Augmented Reality • Mixed Reality

Global Extended Reality (XR) Market by Region

• North America • APAC • Europe • MEA& Africa • Latin America

Global Extended Reality (XR) Market Major Players

Acer Inc. • Augmedix • Aurasma • Blippar.com Limited • Catchoom • DAQR • Dell Technologies Inc. • EON • Reality Inc. • Facebook • Google • HP Development Company • HTC Corporation • Koninklijke • Philips • MAGIC LEAP, INC. • Medical Realities • Microsoft • Niantic, Inc. • Nintendo Co., Ltd. • Samsung • Accenture 1. What is the CAGR of the Global extended reality Market in the forecast period (2022-29)? Ans. Market revenue is expected to grow at 56.5% through 2022 to 2029 2. Which are the applications in the Global extended reality Market? Ans. Virtual reality,Augmented reality and mixed reality are the applications in the global extended reality market 3. What segments are covered in the Global extended reality Market? Ans. The segments covered in global extended reality market report are based on deployment, component, technology, application and region. 4. What is the forecast period for the Global extended reality Market? Ans. The forecast period for the global extended reality market is 2022-2029.
Global Extended Reality (XR) Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.2. Secondary data 2.3.3. Secondary Sources 2.3.4. Primary Research 2.3.5. Data from Primary Sources 2.3.6. Breakdown of Primary Sources 3. Executive Summary: Global Extended Reality (XR) Market, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Extended Reality (XR) Market Analysis and Forecast 6.1. Global Extended Reality (XR) Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Extended Reality (XR) Market Analysis and Forecast, By Application 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Extended Reality (XR) Market Value Share Analysis, By Application 7.4. Global Extended Reality (XR) Market Size (US$ Bn) Forecast, By Application 7.5. Global Extended Reality (XR) Market Analysis, By Application 7.6. Global Extended Reality (XR) Market Attractiveness Analysis, By Application 8. Global Extended Reality (XR) Market Analysis and Forecast, By Solution 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Extended Reality (XR) Market Value Share Analysis, By Solution 8.4. Global Extended Reality (XR) Market Size (US$ Bn) Forecast, By Solution 8.5. Global Extended Reality (XR) Market Analysis, By Solution 8.6. Global Extended Reality (XR) Market Attractiveness Analysis, By Solution 9. Global Extended Reality (XR) Market Analysis and Forecast, by End User 9.1. Introduction and Definition 9.2. Key Findings 9.3. Global Extended Reality (XR) Market Value Share Analysis, by End User 9.4. Global Extended Reality (XR) Market Size (US$ Bn) Forecast, by End User 9.5. Global Extended Reality (XR) Market Analysis, by End User 9.6. Global Extended Reality (XR) Market Attractiveness Analysis, by End User 10. Global Extended Reality (XR) Market Analysis, by Region 10.1. Global Extended Reality (XR) Market Value Share Analysis, by Region 10.2. Global Extended Reality (XR) Market Size (US$ Bn) Forecast, by Region 10.3. Global Extended Reality (XR) Market Attractiveness Analysis, by Region 11. North America Extended Reality (XR) Market Analysis 11.1. Key Findings 11.2. North America Extended Reality (XR) Market Overview 11.3. North America Extended Reality (XR) Market Value Share Analysis, By Application 11.4. North America Extended Reality (XR) Market Forecast, By Application 11.4.1. Virtual Reality 11.4.2. Augmented Reality 11.4.3. Mixed Reality 11.5. North America Extended Reality (XR) Market Value Share Analysis, By Solution 11.6. North America Extended Reality (XR) Market Forecast, By Solution 11.6.1. Consumer Engagement 11.6.2. Business Engagement 11.7. North America Extended Reality (XR) Market Value Share Analysis, by End User 11.8. North America Extended Reality (XR) Market Forecast, by End User 11.8.1. Education 11.8.2. Retail 11.8.3. Media & Entertainment 11.9. North America Extended Reality (XR) Market Value Share Analysis, by Country 11.10. North America Extended Reality (XR) Market Forecast, by Country 11.10.1. U.S. 11.10.2. Canada 11.11. North America Extended Reality (XR) Market Analysis, by Country 11.12. U.S. Extended Reality (XR) Market Forecast, By Application 11.12.1. Virtual Reality 11.12.2. Augmented Reality 11.12.3. Mixed Reality 11.13. U.S. Extended Reality (XR) Market Forecast, By Solution 11.13.1. Consumer Engagement 11.13.2. Business Engagement 11.14. U.S. Extended Reality (XR) Market Forecast, by End User 11.14.1. Education 11.14.2. Retail 11.14.3. Media & Entertainment 11.15. Canada Extended Reality (XR) Market Forecast, By Application 11.15.1. Virtual Reality 11.15.2. Augmented Reality 11.15.3. Mixed Reality 11.16. Canada Extended Reality (XR) Market Forecast, By Solution 11.16.1. Consumer Engagement 11.16.2. Business Engagement 11.17. Canada Extended Reality (XR) Market Forecast, by End User 11.17.1. Education 11.17.2. Retail 11.17.3. Media & Entertainment 11.18. North America Extended Reality (XR) Market Attractiveness Analysis 11.18.1. By Application 11.18.2. By Solution 11.18.3. By End User 11.19. PEST Analysis 11.20. Key Trends 11.21. Key Development 12. Europe Extended Reality (XR) Market Analysis 12.1. Key Findings 12.2. Europe Extended Reality (XR) Market Overview 12.3. Europe Extended Reality (XR) Market Value Share Analysis, By Application 12.4. Europe Extended Reality (XR) Market Forecast, By Application 12.4.1. Virtual Reality 12.4.2. Augmented Reality 12.4.3. Mixed Reality 12.5. Europe Extended Reality (XR) Market Value Share Analysis, By Solution 12.6. Europe Extended Reality (XR) Market Forecast, By Solution 12.6.1. Consumer Engagement 12.6.2. Business Engagement 12.7. Europe Extended Reality (XR) Market Value Share Analysis, by End User 12.8. Europe Extended Reality (XR) Market Forecast, by End User 12.8.1. Education 12.8.2. Retail 12.8.3. Media & Entertainment 12.9. Europe Extended Reality (XR) Market Value Share Analysis, by Country 12.10. Europe Extended Reality (XR) Market Forecast, by Country 12.10.1. Germany 12.10.2. U.K. 12.10.3. France 12.10.4. Italy 12.10.5. Spain 12.10.6. Rest of Europe 12.11. Europe Extended Reality (XR) Market Analysis, by Country 12.12. Germany Extended Reality (XR) Market Forecast, By Application 12.12.1. Virtual Reality 12.12.2. Augmented Reality 12.12.3. Mixed Reality 12.13. Germany Extended Reality (XR) Market Forecast, By Solution 12.13.1. Consumer Engagement 12.13.2. Business Engagement 12.14. Germany Extended Reality (XR) Market Forecast, by End User 12.14.1. Education 12.14.2. Retail 12.14.3. Media & Entertainment 12.15. U.K. Extended Reality (XR) Market Forecast, By Application 12.15.1. Virtual Reality 12.15.2. Augmented Reality 12.15.3. Mixed Reality 12.16. U.K. Extended Reality (XR) Market Forecast, By Solution 12.16.1. Consumer Engagement 12.16.2. Business Engagement 12.17. U.K. Extended Reality (XR) Market Forecast, by End User 12.17.1. Education 12.17.2. Retail 12.17.3. Media & Entertainment 12.18. France Extended Reality (XR) Market Forecast, By Application 12.18.1. Virtual Reality 12.18.2. Augmented Reality 12.18.3. Mixed Reality 12.19. France Extended Reality (XR) Market Forecast, By Solution 12.19.1. Consumer Engagement 12.19.2. Business Engagement 12.20. France Extended Reality (XR) Market Forecast, by End User 12.20.1. Education 12.20.2. Retail 12.20.3. Media & Entertainment 12.21. Italy Extended Reality (XR) Market Forecast, By Application 12.21.1. Virtual Reality 12.21.2. Augmented Reality 12.21.3. Mixed Reality 12.22. Italy Extended Reality (XR) Market Forecast, By Solution 12.22.1. Consumer Engagement 12.22.2. Business Engagement 12.23. Italy Extended Reality (XR) Market Forecast, by End User 12.23.1. Education 12.23.2. Retail 12.23.3. Media & Entertainment 12.24. Spain Extended Reality (XR) Market Forecast, By Application 12.24.1. Virtual Reality 12.24.2. Augmented Reality 12.24.3. Mixed Reality 12.25. Spain Extended Reality (XR) Market Forecast, By Solution 12.25.1. Consumer Engagement 12.25.2. Business Engagement 12.26. Spain Extended Reality (XR) Market Forecast, by End User 12.26.1. Education 12.26.2. Retail 12.26.3. Media & Entertainment 12.27. Rest of Europe Extended Reality (XR) Market Forecast, By Application 12.27.1. Virtual Reality 12.27.2. Augmented Reality 12.27.3. Mixed Reality 12.28. Rest of Europe Extended Reality (XR) Market Forecast, By Solution 12.28.1. Consumer Engagement 12.28.2. Business Engagement 12.29. Rest of Europe Extended Reality (XR) Market Forecast, by End User 12.29.1. Education 12.29.2. Retail 12.29.3. Media & Entertainment 12.30. Europe Extended Reality (XR) Market Attractiveness Analysis 12.30.1. By Application 12.30.2. By Solution 12.30.3. By End User 12.31. PEST Analysis 12.32. Key Trends 12.33. Key Development 13. Asia Pacific Extended Reality (XR) Market Analysis 13.1. Key Findings 13.2. Asia Pacific Extended Reality (XR) Market Overview 13.3. Asia Pacific Extended Reality (XR) Market Value Share Analysis, By Application 13.4. Asia Pacific Extended Reality (XR) Market Forecast, By Application 13.4.1. Virtual Reality 13.4.2. Augmented Reality 13.4.3. Mixed Reality 13.5. Asia Pacific Extended Reality (XR) Market Value Share Analysis, By Solution 13.6. Asia Pacific Extended Reality (XR) Market Forecast, By Solution 13.6.1. Consumer Engagement 13.6.2. Business Engagement 13.7. Asia Pacific Extended Reality (XR) Market Value Share Analysis, by End User 13.8. Asia Pacific Extended Reality (XR) Market Forecast, by End User 13.8.1. Education 13.8.2. Retail 13.8.3. Media & Entertainment 13.9. Asia Pacific Extended Reality (XR) Market Value Share Analysis, by Country 13.10. Asia Pacific Extended Reality (XR) Market Forecast, by Country 13.10.1. China 13.10.2. India 13.10.3. Japan 13.10.4. ASEAN 13.10.5. Rest of Asia Pacific 13.11. Asia Pacific Extended Reality (XR) Market Analysis, by Country 13.12. China Extended Reality (XR) Market Forecast, By Application 13.12.1. Virtual Reality 13.12.2. Augmented Reality 13.12.3. Mixed Reality 13.13. China Extended Reality (XR) Market Forecast, By Solution 13.13.1. Consumer Engagement 13.13.2. Business Engagement 13.14. China Extended Reality (XR) Market Forecast, by End User 13.14.1. Education 13.14.2. Retail 13.14.3. Media & Entertainment 13.15. India Extended Reality (XR) Market Forecast, By Application 13.15.1. Virtual Reality 13.15.2. Augmented Reality 13.15.3. Mixed Reality 13.16. India Extended Reality (XR) Market Forecast, By Solution 13.16.1. Consumer Engagement 13.16.2. Business Engagement 13.17. India Extended Reality (XR) Market Forecast, by End User 13.17.1. Education 13.17.2. Retail 13.17.3. Media & Entertainment 13.18. Japan Extended Reality (XR) Market Forecast, By Application 13.18.1. Virtual Reality 13.18.2. Augmented Reality 13.18.3. Mixed Reality 13.19. Japan Extended Reality (XR) Market Forecast, By Solution 13.19.1. Consumer Engagement 13.19.2. Business Engagement 13.20. Japan Extended Reality (XR) Market Forecast, by End User 13.20.1. Education 13.20.2. Retail 13.20.3. Media & Entertainment 13.21. ASEAN Extended Reality (XR) Market Forecast, By Application 13.21.1. Virtual Reality 13.21.2. Augmented Reality 13.21.3. Mixed Reality 13.22. ASEAN Extended Reality (XR) Market Forecast, By Solution 13.22.1. Consumer Engagement 13.22.2. Business Engagement 13.23. ASEAN Extended Reality (XR) Market Forecast, by End User 13.23.1. Education 13.23.2. Retail 13.23.3. Media & Entertainment 13.24. Rest of Asia Pacific Extended Reality (XR) Market Forecast, By Application 13.24.1. Virtual Reality 13.24.2. Augmented Reality 13.24.3. Mixed Reality 13.25. Rest of Asia Pacific Extended Reality (XR) Market Forecast, By Solution 13.25.1. Consumer Engagement 13.25.2. Business Engagement 13.26. Rest of Asia Pacific Extended Reality (XR) Market Forecast, by End User 13.26.1. Education 13.26.2. Retail 13.26.3. Media & Entertainment 13.27. Asia Pacific Extended Reality (XR) Market Attractiveness Analysis 13.27.1. By Application 13.27.2. By Solution 13.27.3. By End User 13.28. PEST Analysis 13.29. Key Trends 13.30. Key Development 14. Middle East & Africa Extended Reality (XR) Market Analysis 14.1. Key Findings 14.2. Middle East & Africa Extended Reality (XR) Market Overview 14.3. Middle East & Africa Extended Reality (XR) Market Value Share Analysis, By Application 14.4. Middle East & Africa Extended Reality (XR) Market Forecast, By Application 14.4.1. Virtual Reality 14.4.2. Augmented Reality 14.4.3. Mixed Reality 14.5. Middle East & Africa Extended Reality (XR) Market Value Share Analysis, By Solution 14.6. Middle East & Africa Extended Reality (XR) Market Forecast, By Solution 14.6.1. Consumer Engagement 14.6.2. Business Engagement 14.7. Middle East & Africa Extended Reality (XR) Market Value Share Analysis, by End User 14.8. Middle East & Africa Extended Reality (XR) Market Forecast, by End User 14.8.1. Education 14.8.2. Retail 14.8.3. Media & Entertainment 14.9. Middle East & Africa Extended Reality (XR) Market Value Share Analysis, by Country 14.10. Middle East & Africa Extended Reality (XR) Market Forecast, by Country 14.10.1. GCC 14.10.2. South Africa 14.10.3. Rest of Middle East & Africa 14.11. Middle East & Africa Extended Reality (XR) Market Analysis, by Country 14.12. GCC Extended Reality (XR) Market Forecast, By Application 14.12.1. Virtual Reality 14.12.2. Augmented Reality 14.12.3. Mixed Reality 14.13. GCC Extended Reality (XR) Market Forecast, By Solution 14.13.1. Consumer Engagement 14.13.2. Business Engagement 14.14. GCC Extended Reality (XR) Market Forecast, by End User 14.14.1. Education 14.14.2. Retail 14.14.3. Media & Entertainment 14.15. South Africa Extended Reality (XR) Market Forecast, By Application 14.15.1. Virtual Reality 14.15.2. Augmented Reality 14.15.3. Mixed Reality 14.16. South Africa Extended Reality (XR) Market Forecast, By Solution 14.16.1. Consumer Engagement 14.16.2. Business Engagement 14.17. South Africa Extended Reality (XR) Market Forecast, by End User 14.17.1. Education 14.17.2. Retail 14.17.3. Media & Entertainment 14.18. Rest of Middle East & Africa Extended Reality (XR) Market Forecast, By Application 14.18.1. Virtual Reality 14.18.2. Augmented Reality 14.18.3. Mixed Reality 14.19. Rest of Middle East & Africa Extended Reality (XR) Market Forecast, By Solution 14.19.1. Consumer Engagement 14.19.2. Business Engagement 14.20. Rest of Middle East & Africa Extended Reality (XR) Market Forecast, by End User 14.20.1. Education 14.20.2. Retail 14.20.3. Media & Entertainment 14.21. Middle East & Africa Extended Reality (XR) Market Attractiveness Analysis 14.21.1. By Application 14.21.2. By Solution 14.21.3. By End User 14.22. PEST Analysis 14.23. Key Trends 14.24. Key Development 15. South America Extended Reality (XR) Market Analysis 15.1. Key Findings 15.2. South America Extended Reality (XR) Market Overview 15.3. South America Extended Reality (XR) Market Value Share Analysis, By Application 15.4. South America Extended Reality (XR) Market Forecast, By Application 15.4.1. Virtual Reality 15.4.2. Augmented Reality 15.4.3. Mixed Reality 15.5. South America Extended Reality (XR) Market Value Share Analysis, By Solution 15.6. South America Extended Reality (XR) Market Forecast, By Solution 15.6.1. Consumer Engagement 15.6.2. Business Engagement 15.7. South America Extended Reality (XR) Market Value Share Analysis, by End User 15.8. South America Extended Reality (XR) Market Forecast, by End User 15.8.1. Education 15.8.2. Retail 15.8.3. Media & Entertainment 15.9. South America Extended Reality (XR) Market Value Share Analysis, by Country 15.10. South America Extended Reality (XR) Market Forecast, by Country 15.10.1. Brazil 15.10.2. Mexico 15.10.3. Rest of South America 15.11. South America Extended Reality (XR) Market Analysis, by Country 15.12. Brazil Extended Reality (XR) Market Forecast, By Application 15.12.1. Virtual Reality 15.12.2. Augmented Reality 15.12.3. Mixed Reality 15.13. Brazil Extended Reality (XR) Market Forecast, By Solution 15.13.1. Consumer Engagement 15.13.2. Business Engagement 15.14. Brazil Extended Reality (XR) Market Forecast, by End User 15.14.1. Education 15.14.2. Retail 15.14.3. Media & Entertainment 15.15. Mexico Extended Reality (XR) Market Forecast, By Application 15.15.1. Virtual Reality 15.15.2. Augmented Reality 15.15.3. Mixed Reality 15.16. Mexico Extended Reality (XR) Market Forecast, By Solution 15.16.1. Consumer Engagement 15.16.2. Business Engagement 15.17. Mexico Extended Reality (XR) Market Forecast, by End User 15.17.1. Education 15.17.2. Retail 15.17.3. Media & Entertainment 15.18. Rest of South America Extended Reality (XR) Market Forecast, By Application 15.18.1. Virtual Reality 15.18.2. Augmented Reality 15.18.3. Mixed Reality 15.19. Rest of South America Extended Reality (XR) Market Forecast, By Solution 15.19.1. Consumer Engagement 15.19.2. Business Engagement 15.20. Rest of South America Extended Reality (XR) Market Forecast, by End User 15.20.1. Education 15.20.2. Retail 15.20.3. Media & Entertainment 15.21. South America Extended Reality (XR) Market Attractiveness Analysis 15.21.1. By Application 15.21.2. By Solution 15.21.3. By End User 15.22. PEST Analysis 15.23. Key Trends 15.24. Key Development 16. Company Profiles 16.1. Market Share Analysis, by Company 16.2. Competition Matrix 16.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 16.2.2. New Product Launches and Product Enhancements 16.2.3. Market Consolidation 16.2.3.1. M&A by Regions, Investment and Applications 16.2.3.2. M&A Key Players, Forward Integration and Backward Integration 16.3. Company Profiles: Key Players 16.3.1. Facebook 16.3.1.1. Company Overview 16.3.1.2. Financial Overview 16.3.1.3. Product Portfolio 16.3.1.4. Business Strategy 16.3.1.5. Recent Developments 16.3.1.6. Company Footprint 16.3.2. Acer Inc. 16.3.3. Augmedix 16.3.4. Aurasma 16.3.5. Blippar.com Limited 16.3.6. Catchoom 16.3.7. DAQR 16.3.8. Dell Technologies Inc. 16.3.9. EON 16.3.10. Reality Inc. 16.3.11. Facebook 16.3.12. Google 16.3.13. HP Development Company 16.3.14. HTC Corporation 16.3.15. Koninklijke 16.3.16. Philips 16.3.17. MAGIC LEAP, INC. 16.3.18. Medical Realities 16.3.19. Microsoft 16.3.20. Niantic, Inc. 16.3.21. Nintendo Co., Ltd. 16.3.22. Samsung 16.3.23. Accenture

About This Report

Report ID 62922
Category Information Technology & Telecommunication
Published Date Sept 2022
Updated Date
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