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市场调查报告书
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1704313

2025年扩增实境(XR)硬体全球市场报告

Extended Reality (XR) Hardware Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计未来几年扩增实境(XR) 硬体市场规模将呈指数级增长。到 2029 年,这一数字将成长至 7,804.2 亿美元,年复合成长率(CAGR)为 41.8%。预测期内的成长可归因于游戏和娱乐产业的成长、竞争加剧和竞争技术的进步、XR 在企业应用中的使用增加、技术采用和数位素养的提高以及医疗保健产业对 XR 的采用激增。预测期内的关键趋势包括技术进步、组件技术的进步、行销和广告宣传的需求不断增长、互联网连接的进步以及 XR 软体和硬体的持续创新。

在电玩产业扩张的推动下,扩增实境(XR) 硬体市场预计将成长。电玩游戏涉及游戏开发、行销和收益,网路透过线上多人游戏体验、游戏串流媒体和数位发行平台改变了经营模式和玩家参与度。 XR 硬体透过提供逼真的图形、创新的游戏机制以及社交互动和体育活动机会的沉浸式体验,增强了这一领域。根据美国娱乐软体协会和 Circana 的数据,美国电子游戏销售额将从 2022 年的 566 亿美元增至 2023 年的 572 亿美元,这得益于主机和 PC(包括 VR 平台)数位下载支出的增加。此类游戏的扩展正在推动对 XR 硬体的需求。

XR 硬体市场的主要企业正在推动自然视觉等技术,以丰富虚拟和增强环境。这些技术提高了解析度和清晰度,使 XR 体验更加身临其境、更加逼真。例如,Varjo 将于 2023 年 11 月推出其 XR-4 系列,具有高解析度显示器、注视点捕捉、LiDAR 深度感应和眼控自动对焦相机。 XR-4系列专为工业应用而设计,旨在提供接近自然视觉的混合实境体验,展现推动XR硬体市场向前发展的创新。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情景,包括利率、感染疾病、地缘政治、新冠疫情、经济復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球扩增实境(XR) 硬体 PESTEL 分析(政治、社会、技术、环境、法律因素、驱动因素和限制因素)
  • 最终用途产业分析
  • 全球扩增实境(XR)硬体市场:成长率分析
  • 全球扩增实境(XR) 硬体市场表现:规模与成长,2019-2024 年
  • 全球扩增实境(XR) 硬体市场预测:2024-2029 年及 2034 年规模与成长
  • 全球扩增实境(XR) 硬体总可寻址市场 (TAM)

第六章市场区隔

  • 全球扩增实境(XR) 硬体市场:按解决方案、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 消费者参与
  • 商业参与
  • 全球扩增实境(XR) 硬体市场:按应用、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境
  • 全球扩增实境(XR) 硬体市场:按最终用户、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 教育
  • 零售
  • 工业和製造业
  • 卫生保健
  • 媒体和娱乐
  • 其他最终用户
  • 全球扩增实境(XR) 硬体市场细分(按消费者参与类型、实际和预测),2019-2024 年、2024-2029 年、2034 年
  • 游戏和娱乐
  • 虚拟游览
  • 社群媒体经验
  • 零售与电子商务
  • 教育和数位学习
  • 全球扩增实境(XR) 硬体市场业务参与细分(按类型)、实际状况及预测,2019-2024 年、2024-2029 年、2034 年
  • 员工培训与发展
  • 远端协作
  • 产品设计与原型製作
  • 销售和行销
  • 客户支援和服务

第七章 区域和国家分析

  • 全球扩增实境(XR) 硬体市场:按地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球扩增实境(XR) 硬体市场:依国家、地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 扩增实境(XR) 硬体市场:竞争格局
  • 扩增实境(XR) 硬体市场:公司简介
    • Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Dell Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Sony Group Corporation
  • Lenovo Group Limited
  • Intel Corporation
  • Qualcomm Incorporated
  • ASUSTeK Computer Inc.
  • Epson America Inc.
  • Acer Inc.
  • SoftServe Inc.
  • Unity Software Inc.
  • Dynabook Inc.
  • Tata Elxsi
  • Magic Leap Inc.
  • High Tech Computer Corporation(HTC)
  • Varjo Technologies Oy
  • SphereGen Technologies LLC

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029 年扩增实境(XR) 硬体市场:提供新机会的国家
  • 2029 年扩增实境(XR) 硬体市场:细分领域带来新机会
  • 2029 年扩增实境(XR) 硬体市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r30174

Extended reality (XR) hardware encompasses devices designed to create immersive experiences by merging real and virtual worlds, thereby enriching user interactions and perceptions. These devices are intended to blend digital content seamlessly into the user's physical environment, enabling innovative forms of interaction, visualization, and entertainment.

In the realm of extended reality (XR) hardware, the primary focuses are consumer engagement and business applications. Consumer engagement pertains to the emotional connection and level of involvement consumers experience with brands, products, or companies. This field includes applications such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), serving various sectors including education, retail, industrial manufacturing, healthcare, media, entertainment, and others.

The XR hardware market research report is one of a series of new reports from The Business Research Company that provides XR hardware market statistics, including XR hardware industry global market size, regional shares, competitors with an XR hardware market share, detailed XR hardware market segments, market trends and opportunities, and any further data you may need to thrive in the XR hardware industry. This XR hardware market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The extended reality (XR) hardware market size has grown exponentially in recent years. It will grow from $135.57 billion in 2024 to $192.8 billion in 2025 at a compound annual growth rate (CAGR) of 42.2%. The growth in the historic period can be attributed to increasing adoption of gesture-based computing, growing trend of miniaturization in smart devices, increasing investments and easy availability of low-priced VR headsets, government initiatives, and high demand for improved visual information.

The extended reality (XR) hardware market size is expected to see exponential growth in the next few years. It will grow to $780.42 billion in 2029 at a compound annual growth rate (CAGR) of 41.8%. The growth in the forecast period can be attributed to growing gaming and entertainment sector, increased competition and advancements in component technology, rising use of XR for enterprise applications, growing tech adoption and digital literacy, and surging adoption of XR in the healthcare sector. Major trends in the forecast period include technological advancements, advancements in component technology, growing demand for marketing and advertising campaigns, advancements in internet connectivity, and continuous innovations in XR software and hardware.

The extended reality (XR) hardware market is poised for growth, driven by the expansion of the video gaming sector. Video gaming encompasses the development, marketing, and monetization of games, revolutionized by the internet through online multiplayer experiences, game streaming, and digital distribution platforms that have transformed business models and player engagement. XR hardware enhances this sector by offering immersive experiences with realistic graphics, innovative game mechanics, and opportunities for social interaction and physical activity. According to the Entertainment Software Association and Circana, US video game sales totaled $57.2 billion in 2023, up from $56.6 billion in 2022, with increased spending on digital downloads for consoles and PCs, including VR platforms. This expansion in gaming is driving the demand for XR hardware.

Leading companies in the XR hardware market are advancing technologies such as natural sight vision to enrich virtual and augmented environments. These technologies enhance resolution and clarity, heightening realism and immersion in XR experiences. For instance, Varjo introduced the XR-4 series in November 2023, featuring high-resolution displays, foveated capture, LiDAR depth sensing, and gaze-directed autofocus cameras. Designed for industrial applications, the XR-4 series aims to deliver mixed reality experiences that closely resemble natural sight, showcasing innovations driving the XR hardware market forward.

In March 2022, Autodesk Inc., a US-based software company specializing in 3D design, engineering, and entertainment software, acquired Wild Technology Inc. for an undisclosed amount. This acquisition allows Autodesk Inc. to transform collaboration in the architecture, engineering, and construction sectors by incorporating advanced extended reality (XR) solutions to improve immersive teamwork and streamline project execution. Wild Technology Inc. is a US-based technology company that focuses on developing both hardware and software solutions.

Major companies operating in the extended reality (XR) hardware market are Apple Inc., Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Dell Technologies Inc., Sony Group Corporation, Lenovo Group Limited, Intel Corporation, Qualcomm Incorporated, ASUSTeK Computer Inc., Epson America Inc., Acer Inc., SoftServe Inc., Unity Software Inc., Dynabook Inc., Tata Elxsi, Magic Leap Inc., High Tech Computer Corporation (HTC), Varjo Technologies Oy, SphereGen Technologies LLC, Vuzix Corporation, Xreal Inc

North America was the largest region in the extended reality (XR) hardware market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the extended reality (XR) hardware market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the extended reality (XR) hardware market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The XR hardware market includes revenues earned by entities by providing services such as hardware and software sales, maintenance and support, training and education, leasing and rentals, research and development, and advertising and marketing. The market value includes the value of related goods sold by the service provider or included within the service offering. The XR hardware market also includes sales of products such as virtual reality (VR) headsets, augmented reality (AR) glasses, mixed reality devices, controllers, sensors, cameras, and associated accessories. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Extended Reality (XR) Hardware Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on extended reality (xr) hardware market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for extended reality (xr) hardware ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The extended reality (xr) hardware market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Solution: Consumer Engagement; Business Engagement
  • 2) By Application: Virtual Reality (VR); Augmented Reality (AR); Mixed Reality (MR)
  • 3) By End-User: Education; Retail; Industrial And Manufacturing; Healthcare; Media And Entertainment; Other End-Users
  • Subsegments:
  • 1) By Consumer Engagement: Gaming And Entertainment; Virtual Tours; Social Media Experiences; Retail And E-commerce; Education And E-learning
  • 2) By Business Engagement: Employee Training And Development; Remote Collaboration; Product Design And Prototyping; Sales And Marketing; Customer Support And Service
  • Companies Mentioned: Apple Inc.; Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Dell Technologies Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Extended Reality (XR) Hardware Market Characteristics

3. Extended Reality (XR) Hardware Market Trends And Strategies

4. Extended Reality (XR) Hardware Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Extended Reality (XR) Hardware Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Extended Reality (XR) Hardware PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Extended Reality (XR) Hardware Market Growth Rate Analysis
  • 5.4. Global Extended Reality (XR) Hardware Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Extended Reality (XR) Hardware Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Extended Reality (XR) Hardware Total Addressable Market (TAM)

6. Extended Reality (XR) Hardware Market Segmentation

  • 6.1. Global Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consumer Engagement
  • Business Engagement
  • 6.2. Global Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • 6.3. Global Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Education
  • Retail
  • Industrial And Manufacturing
  • Healthcare
  • Media And Entertainment
  • Other End-Users
  • 6.4. Global Extended Reality (XR) Hardware Market, Sub-Segmentation Of Consumer Engagement, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming And Entertainment
  • Virtual Tours
  • Social Media Experiences
  • Retail And E-commerce
  • Education And E-learning
  • 6.5. Global Extended Reality (XR) Hardware Market, Sub-Segmentation Of Business Engagement, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Employee Training And Development
  • Remote Collaboration
  • Product Design And Prototyping
  • Sales And Marketing
  • Customer Support And Service

7. Extended Reality (XR) Hardware Market Regional And Country Analysis

  • 7.1. Global Extended Reality (XR) Hardware Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Extended Reality (XR) Hardware Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Extended Reality (XR) Hardware Market

  • 8.1. Asia-Pacific Extended Reality (XR) Hardware Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Extended Reality (XR) Hardware Market

  • 9.1. China Extended Reality (XR) Hardware Market Overview
  • 9.2. China Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Extended Reality (XR) Hardware Market

  • 10.1. India Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Extended Reality (XR) Hardware Market

  • 11.1. Japan Extended Reality (XR) Hardware Market Overview
  • 11.2. Japan Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Extended Reality (XR) Hardware Market

  • 12.1. Australia Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Extended Reality (XR) Hardware Market

  • 13.1. Indonesia Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Extended Reality (XR) Hardware Market

  • 14.1. South Korea Extended Reality (XR) Hardware Market Overview
  • 14.2. South Korea Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Extended Reality (XR) Hardware Market

  • 15.1. Western Europe Extended Reality (XR) Hardware Market Overview
  • 15.2. Western Europe Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Extended Reality (XR) Hardware Market

  • 16.1. UK Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Extended Reality (XR) Hardware Market

  • 17.1. Germany Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Extended Reality (XR) Hardware Market

  • 18.1. France Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Extended Reality (XR) Hardware Market

  • 19.1. Italy Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Extended Reality (XR) Hardware Market

  • 20.1. Spain Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Extended Reality (XR) Hardware Market

  • 21.1. Eastern Europe Extended Reality (XR) Hardware Market Overview
  • 21.2. Eastern Europe Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Extended Reality (XR) Hardware Market

  • 22.1. Russia Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Extended Reality (XR) Hardware Market

  • 23.1. North America Extended Reality (XR) Hardware Market Overview
  • 23.2. North America Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Extended Reality (XR) Hardware Market

  • 24.1. USA Extended Reality (XR) Hardware Market Overview
  • 24.2. USA Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Extended Reality (XR) Hardware Market

  • 25.1. Canada Extended Reality (XR) Hardware Market Overview
  • 25.2. Canada Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Extended Reality (XR) Hardware Market

  • 26.1. South America Extended Reality (XR) Hardware Market Overview
  • 26.2. South America Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Extended Reality (XR) Hardware Market

  • 27.1. Brazil Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Extended Reality (XR) Hardware Market

  • 28.1. Middle East Extended Reality (XR) Hardware Market Overview
  • 28.2. Middle East Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Extended Reality (XR) Hardware Market

  • 29.1. Africa Extended Reality (XR) Hardware Market Overview
  • 29.2. Africa Extended Reality (XR) Hardware Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Extended Reality (XR) Hardware Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Extended Reality (XR) Hardware Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Extended Reality (XR) Hardware Market Competitive Landscape And Company Profiles

  • 30.1. Extended Reality (XR) Hardware Market Competitive Landscape
  • 30.2. Extended Reality (XR) Hardware Market Company Profiles
    • 30.2.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Dell Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Extended Reality (XR) Hardware Market Other Major And Innovative Companies

  • 31.1. Sony Group Corporation
  • 31.2. Lenovo Group Limited
  • 31.3. Intel Corporation
  • 31.4. Qualcomm Incorporated
  • 31.5. ASUSTeK Computer Inc.
  • 31.6. Epson America Inc.
  • 31.7. Acer Inc.
  • 31.8. SoftServe Inc.
  • 31.9. Unity Software Inc.
  • 31.10. Dynabook Inc.
  • 31.11. Tata Elxsi
  • 31.12. Magic Leap Inc.
  • 31.13. High Tech Computer Corporation (HTC)
  • 31.14. Varjo Technologies Oy
  • 31.15. SphereGen Technologies LLC

32. Global Extended Reality (XR) Hardware Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Extended Reality (XR) Hardware Market

34. Recent Developments In The Extended Reality (XR) Hardware Market

35. Extended Reality (XR) Hardware Market High Potential Countries, Segments and Strategies

  • 35.1 Extended Reality (XR) Hardware Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Extended Reality (XR) Hardware Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Extended Reality (XR) Hardware Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer