Xtended: Extended Reality for business and industry
Extended Reality (XR) is an umbrella term for all immersive technologies, including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), as well as those still being developed. XR technologies expand the reality we experience, either merging the virtual and “real” worlds or creating a fully immersive experience. The global XR market is expected to be worth $31 billion in 2021 and grow to nearly $300 billion by 2024. Regionally, XR innovations are strong in the United States and the Asia-Pacific region, particularly Japan, South Korea and China.
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- The Power of Xtended/Extended Reality – Short insight
- Extended Reality potentials and areas of application
XR headsets and companies
VR creates an artificial environment, while AR simply uses the existing environment by overlaying new information on top. In both VR and AR, the information or images are typically made available to the user via a headset. VR headset providers include Oculus, Sony and HTC, which offer VR devices, while Microsoft, Magic Leap and Vuzix offer AR headsets and glasses. In addition to these companies, LG and Qualcomm are among the leading holders of XR patents. Chipmaker Qualcomm has partnered with 15 telecom providers around the world and formed the Global XR Content Telco Alliance to develop 5G-based AR/VR content.
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XR applications
Experts predict that improvements in XR hardware, such as the introduction of smaller and more convenient devices, along with developments in software applications and connectivity, will support the growing adoption of XR across a range of industries. Healthcare, manufacturing and automotive are expected to be among the sectors most impacted by XR technologies. As technology continues to improve, the use cases of XR will expand and strengthen, with the economic benefits of XR expected to be felt worldwide. Especially with the recent developments of virtual showrooms, virtual fairs and virtual events & meetings, there has been a huge push forward due to the corona pandemic.
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- Current status of Virtuality (Digital Showroom & Virtual Fairs)
- Augmented reality in the digital-physical world
- Extended Reality (XR) Library (PDF)
Percentage of executives using augmented or virtual reality technology worldwide
According to recent data, 35 percent of executives surveyed have implemented augmented or virtual reality (AR/VR) technologies in at least one business unit, and 13 percent have deployed the technology in multiple units. In contrast, three percent of executives surveyed did not know to what extent their company uses augmented or virtual reality technologies, and another 11 percent confirmed that they have neither evaluated this technology nor plan to use it.
Level of AR/VR technology adoption among global business leaders
- 27% – Piloting
- 24% – Evaluating or planning a pilot
- 22% – Introduction to a business unit
- 13% – Launched in multiple business areas
- 11% – No planning or evaluation for launch
- 3% – Don’t know
Augmentation of working time through Extended Reality (XR) technology
Proportion of working time that could be augmented by extended reality (XR) technology in 2019: In 2019, 35 percent of working time in health and social care could be augmented through the use of extended reality (XR) technology. In comparison, only 16 percent of working time in the business services industry could be augmented, which is below the average of 21 percent across all industries examined. Workers across all industries could improve their productivity through the use of XR, with opportunities most likely to be felt in health and social care, manufacturing and construction.
Augmentation is when a human works with technology to complete a task more productively. In contrast, automation is when technology replaces a human in performing a task. The source model shows the augmentable working time for different industries.
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What is the proportion of working time augmented by extended reality?
- 35% – Health and Social Care
- 30% – Manufacturing
- 30% – Construction
- 23% – Education
- 23% – Retail
- 22% – Mining
- 22% – information and communication
- 21% – Transportation
- 21% – Public sector
- 20% – utilities
- 19% – Tourism
- 17% – Leisure and other services
- 17% – Financial Services
- 16% – Business Services
Market spending for Extended Reality (XR) technologies worldwide
As predicted in a 2019 report, business use of extended reality (XR) technologies will increase globally from 2018 to 2023 across all industries, with forecasts predicting that in 2023 in the manufacturing and construction industries alone $35 billion will be spent on these technologies.
A common misconception is that virtual reality (VR) and augmented reality (AR) are limited to the gaming and entertainment industries. However, this is starting to change as experts have noted that in 2019, industry spending on XR technologies overtook consumer spending. Analysts expect industrial use to be three times larger than consumer use by 2023, with the uses of XR technologies expanding and evolving as companies realize the full potential.
Global market spending by industry for Extended Reality (XR) technologies
2023 – Extended Reality spending in billion US dollars
- 35 – Manufacturing and Construction
- 24 – Public sector
- 20 – Communication, Media & Entertainment
- 19 – Professional Services & Retail
- 10 – Transport, logistics and wholesale
- 7 – Resources
- 5 – Financial Services
2022 – XR technologies spending in billions of US dollars
- 24 – Manufacturing and Construction
- 17 – Public sector
- 14 – Communication, Media & Entertainment
- 13 – Professional Services & Retail
- 7 – Transport, logistics and wholesale
- 5 – Resources
- 4 – Financial Services
2018 – Spending on extended reality in billion US dollars
- 1 – Manufacturing & Construction
- 1 – Public sector
- 1 – Communication, Media & Entertainment
- 1 – Professional Services & Retail
- 0 – Transport, logistics & wholesale
- 0 – Resources
- 0 – Financial Services
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Views from industry professionals on the ubiquity of augmented reality (XR) technologies compared to mobile devices
In a survey in early 2019, 39 percent of respondents agreed that extended reality (XR) technologies will be as ubiquitous in the consumer market as mobile devices by 2025. This is in stark contrast to the two percent who disagreed with this claim.
In this survey, XR augmented reality technologies include augmented reality (AR), virtual reality (VR), and mixed reality (MR). The question was: “Please indicate your agreement with this statement: By 2025, AR/VR/MR/XR will be as ubiquitous in the consumer market as mobile devices.” Percentage points that exceed 100 percent are due to rounding.
Views on the ubiquity of extended reality (XR) technologies from industry professionals – share of respondents
- 39% – Strongly agree
- 47% – Agree
- 9% – Neither agree nor disagree
- 5% – Disagree
- 2% – Strongly disagree
Factors responsible for AR market outperforming VR market
Factors most responsible for the augmented reality (AR) market overtaking the virtual reality (VR) market in 2020, according to XR/AR/VR/MR industry experts in the US
Cost, accessibility and security are the three factors most responsible for the augmented reality market eventually overtaking the virtual reality market, according to a survey of XR industry experts.
Which of the following factors are most responsible for the AR market overtaking the VR market?
- 57% – Cost (e.g. creating good AR apps or adding AR features to an existing app is cheaper than producing good VR apps and content)
- 52% – Accessibility of AR
- 45% – Security
- 41% – Simpler and more intuitive experiences through AR
- 33% – Increased corporate investment in AR technology
- 30% – Scalability of AR
- 30% – More real-world applications and tangible benefits for AR
- 27% – Greater range of AR-compatible applications and software
- 24% – Higher preference for AR among consumers
- 9% – No need for additional devices for AR
Current PDF libraries to support your further strategic planning and activities
We provide you with further numerous insights into numbers, data and facts that can help you optimize and expand your strategic goals:
- Customer Demographics Library – Demographics Knowledge Base (PDF)
- Online Marketing Library (PDF)
- E-Commerce Library – Knowledge Base (PDF)
- Social Media Marketing Library – Knowledge Base (PDF)
- SEO Library – SEM knowledge database (PDF)
- Search Engine Advertising / SEA Library – Search Engine Advertising Knowledge Base (PDF)
- Extended Reality (XR) Library (PDF)
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