The surface computing market size is expected to advance at a CAGR of 35.3% during 2024–2030, to reach USD 505.5 billion by 2030. This is ascribed to the widening range of applications of this technology, which now includes data manipulation by revolving, choosing, resizing, and moving. Additionally, the rising focus of the key players on the development of surface computers and the increasing demand for multi-user surface computers for raising business income propel the market. Moreover, these products can be operated in the real time, which helps in object identification.
The technological evolution has been catalyzing growth for various global businesses. Earlier, only few corporations were open to the transition to 100% digital operations. However, with the proliferating demand, things transformed rapidly, and companies were forced to shift to the digital world, for making better business.
Companies have been moving to the work-from-home model, and many of them are currently implementing a hybrid approach. The next level in this hybrid approach entails helping people collaborate and work in VR. Surface computing helps in developing persistent VR workplace environments, to encourage corridor chat, employee interaction, collaborative activities, and other essential corporate processes. For instance, in May 2022, Meta Platforms Inc. developed a 3D-avatar-based collaborative VR workplace, called Horizon Workrooms, for teams to connect, collaborate, and develop ideas together.
Moving past workspaces, companies have complete control over their own meta worlds and what precisely occurs there. From creating their individual dress codes to selling products, companies can articulate their own small worlds there. For instance, a retailer owning a VR store can exhibit all the products on shelves. Customers can look at them, click to buy, and make the payment, for them to be delivered to their home. This, in turn, improves customer experience and helps companies achieve a huge customer base. The augmented reality and virtual reality technologies allow for 3D experiences with multi-touch and multi-user interactions.
The market is expected to grow in APAC at a CAGR of 35.8% in the coming years. This can be attributed to the increasing adoption of new and innovative technologies, high investments by various tech giants in the region, and rising demand of consumers for more-immersive experiences in the digital world. Among APAC countries, China holds a significant share, ascribed to the high investment in AR/VR and other innovative technologies.
The market is also growing at a significant rate in Europe because of the booming online gaming industry. This is attributed to the rising usage of advanced technology in e-learning platforms, increasing focus on mobile games, and growing focus of companies on the improvement of the customer experience with the help of gaming tools for interaction.
The growth is also ascribed to the rising pace of digital transformation and the increasing need for effective data management. Additionally, the surging penetration of gamification techniques in various applications, such as sales and marketing, contributes toward the growth of the market.
The most-significant surface computing market players are Microsoft Corporation, Apple Inc., Vertigo Systems GmbH, HP Inc., Dell Inc., Fujitsu Limited, Toshiba Corporation, IBM Corporation, Lenovo Group Limited, and Samsung Electronics Co. Ltd.