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Global Extended Reality Market Research Report: Forecast (2021-2026)

By Component (Hardware [Sensors, Cameras, Transducers, Speakers], Services [Professional Services, Managed Services], Software [Handheld Mobile Apps, Content Creation & Software Engines, Development Suit]), By Type (Mobile XR, PC-tethered XR, Windows), By Delivery Mode (Consumer Based [Gaming, Entertainment, Others], Business Based [Manufacturing & Production, Healthcare, Others]), By Organization Size (Small & Medium-Sized, Large Enterprises), By Application (Virtual Reality, Augmented Reality, Mixed Reality), By End-User (BFSI, Healthcare & Life Sciences, Telecommunications & IT, Government & Public Sector, Manufacturing, Consumer Goods & Retail, Media & Entertainment, Others), By Region (North America, South America, Europe, Asia-Pacific, Middle East and Africa), By Country (U.S, Canada, Mexico, Brazil, Argentina, Italy, Spain, Germany, France, The U.K, China, South Korea, Japan, India, Australia, UAE, Saudi Arabia, South Africa), By Competitors (Facebook Inc, Alphabet Inc. (Google Inc.), HTC Corporation, Unity technologies, Microsoft Corporation, Samsung Electronics CO., LTD, Magic Leap, Sony Corporation, Vuzix Corporation, Atheer, PTC, Apple Inc., Eon Reality, Niantic Inc., Snap Inc.)

  • ICT & Electronics
  • Mar 2021
  • 201
  • IT22007