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Extended Reality Market Size [2022-2029] | Industry Share, Revenue, Key Players, CAGR, Demand and Sales Forecast
Fortune Business Insights
Fortune Business Insights

Companies Profiled in the Extended Reality Market are Microsoft Corporation, Google Inc., Qualcomm Technologies Inc., Soft Serve Inc., Softweb Solutions Inc., SphereGen Technologies, and Vertex Plus Softwares Pvt. Ltd., HTC Corporation and Unity technologies

Pune, India, July 20, 2022 (GLOBE NEWSWIRE) -- The Extended reality market size is growing significantly as it benefits businesses to accelerate their speed by interacting with the digital environment. Another reason for the growing demand for the technology is the requirement to provide a better standard of education.

Fortune Business Insights™ has examined these responses in a research report titled, “Extended Reality Market, 2022-2029.”

Key Industry Development:

  • December 2021: Varjo Base improves the accessibility of software by providing better flexibility in supporting more creative activities.

  • September 2021:  Facebook Inc. introduced metaverse to create a digital environment where people with different devices can move and communicate in a virtual environment.

Growing Use of Virtual Technologies to Propel Market Growth

The emergence of the COVID-19 pandemic has had a significant impact on the extended reality market growth. Most companies supported remote work, thereby boosting the requirement for virtual training, meetings, and conferences. In addition, the flexibility offered by the extended reality platforms in the field of education during outbreaks gives students a chance to grasp visuals and absorb lessons more practically at a lower cost.


Request a Sample Copy of the Research Report: https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/extended-reality-market-106637


Drivers & Restraints-

Increase in Adoption of Extending Reality Services to Promote Investment

In modern healthcare organizations, extended reality has opened the gateway for medical practitioners to improve outcomes for individuals without risking patients' lives at lesser costs. Furthermore, the growing interest in the gaming sector has made a newer gaming experience even more sound and accessible. However, one of the most prevalent dangers users faces is getting injured when they accidentally collide into real items while immersed in a real one. It may act as a major roadblock to the industry growth.

Segments-

In terms of type, the market is bifurcated into business engagement and consumer engagement. Based on application, the industry is divided into augmented reality, mixed reality and virtual reality. With regards to industry vertical, the market is divided into BFSI, media and entertainment, consumer goods and retail, telecommunication & IT, manufacturing, government & public sector, healthcare and life science and others. The market is categorized into LAMEA, Europe, North America, and the Asia Pacific in terms of region.