XR Consumer market

XR consumer market

Different prospects for Gaming, Video & Entertainment, retail & e-commerce

This report addresses the prospects for XR in the consumer market.

Three segments are covered: gaming, video & entertainment, retail & e-commerce. Two case studies per segment provide deeper views on XR products and highlight the linked issues at stake.

This report also addresses current XR technologies and possible disruptions, market trends and drivers as well as hurdles for the future.

Finally, XR consumer market forecasts are detailed, per consumer segment and technology (AR & VR).

Where do we stand in terms of XR development in the consumer market?
Where are the best market opportunities?
What are the challenges and the driving forces for change?
What will be the size of the market in 2025 and the balance per consumer segment and technology?


1. Executive Summary
2. XR market landscape
2.1. Introduction to XR
2.1.1. What is extended reality? (also coined XR)
2.1.2. What makes AR, VR and MR different
2.1.3. Focus on Mixed Reality
2.1.4. How to experience eXtended Reality: the devices
2.1.5. Embedded AR/VR/MR, a future opportunity for the market?
2.2. Recent developments in the XR market
2.2.1. The technologies behind eXtended Reality
2.2.2. Recent advances in XR technology development
2.2.3. 5G will favour the development of XR
2.2.4. Edge computing, an enabler for low latency
2.2.5. 5G & edge computing to meet XR performance requirements
2.2.6. XR devices evolution over the last two years
2.2.7. GAFAM heavily invested in eXtended Reality
2.2.8. Volumetric video, the next step for XR?
2.3. State of the XR market
2.3.1. The need for XR headset to accelerate the development of the market
2.3.2. AR, today mostly used on smartphones
2.3.3. XR is not yet a mass consumer market
3. XR in consumer markets
3.1. XR in retail and e-commerce
3.1.1. What does XR have to offer to retail?
3.1.2. Retail ecosystem
3.1.3. Overview of some uses of XR in retail
3.1.4. IKEA case study
3.1.5. Amazon AR case study
3.2. XR in video games
3.2.1. What does XR have to offer to gaming?
3.2.2. The XR gaming ecosystem
3.2.3. Overview of some uses of XR in gaming
3.2.4. Niantic case study
3.2.5. Focus on Pokemo GO
3.2.6. Half-life Alyx case study
3.3. XR in video / entertainment
3.3.1. What does XR have to offer to the video industry?
3.3.2. The XR video and entertainment ecosystem
3.3.3. Overview of some uses of XR in video and entertainment
3.3.4. LGU+ case study
3.3.5. ARTE360VR case study
4. Market forecasts
4.1. Worldwide XR Consumer services market forecasts
4.2. Breakdown by segment
LIST OF TABLES AND FIGURES
2. XR market landscape
Comparison between AR, VR and AR
The technologies behind eXtended Reality
AR and VR requirements in terms of throughput and latency
The different options of edge computing facilities location generate challenges
Comparison between Oculus Quest 1 and 2 in terms of specification
Positioning of GAFAM regarding XR
VR and AR Headset unit shipment (consumer + pro) per segment
VR Headset market share as of Q4-20
Units of compatible devices per mobile AR platform
Active AR users per software platform
Frequency use for AR
Types of apps used to access AR
3. XR in consumer markets
Retail ecosystem
Overview of some uses of XR in retail
Type of games available in AR and VR
The XR gaming ecosystem
Overview of some uses of XR in gaming
Pokemon Go, Ingress Prime and Harry Potter Wizards Unite: Niantic biggest success
The XR video and entertainment ecosystem
Overview of some uses of XR in video and entertainment
4. Market forecasts
Market forecasts for Worldwide XR Consumer market, 2019-2025
Market forecasts for Worldwide AR Consumer services market, 2019-2025
Market forecasts for Worldwide VR Consumer services market, 2019-2025

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