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市場調查報告書
商品編碼
1704313

2025年擴增實境(XR)硬體全球市場報告

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個工作天內

價格
簡介目錄

預計未來幾年擴增實境(XR) 硬體市場規模將呈指數級成長。到 2029 年,這一數字將成長至 7,804.2 億美元,年複合成長率(CAGR)為 41.8%。預測期內的成長可歸因於遊戲和娛樂產業的成長、競爭加劇和競爭技術的進步、XR 在企業應用中的使用增加、技術採用和數位素養的提高以及醫療保健產業對 XR 的採用激增。預測期內的關鍵趨勢包括技術進步、組件技術的進步、行銷和廣告宣傳的需求不斷成長、網際網路連接的進步以及 XR 軟體和硬體的持續創新。

在電玩產業擴張的推動下,擴增實境(XR) 硬體市場預計將成長。電玩遊戲涉及遊戲開發、行銷和收益,網路透過線上多人遊戲體驗、遊戲串流媒體和數位發行平台改變了經營模式和玩家參與度。 XR 硬體透過提供逼真的圖形、創新的遊戲機制以及社交互動和體育活動機會的沉浸式體驗,增強了這一領域。根據美國娛樂軟體協會和 Circana 的數據,美國電子遊戲銷售額將從 2022 年的 566 億美元增至 2023 年的 572 億美元,這得益於主機和 PC(包括 VR 平台)數位下載支出的增加。此類遊戲的擴展正在推動對 XR 硬體的需求。

XR 硬體市場的主要企業正在推動自然視覺等技術,以豐富虛擬和增強環境。這些技術提高了解析度和清晰度,使 XR 體驗更加身臨其境、更加逼真。例如,Varjo 將於 2023 年 11 月推出其 XR-4 系列,具有高解析度顯示器、注視點捕捉、LiDAR 深度感應和眼控自動對焦相機。 XR-4系列專為工業應用而設計,旨在提供接近自然視覺的混合實境體驗,展現推動XR硬體市場向前發展的創新。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、感染疾病、地緣政治、新冠疫情、經濟復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球擴增實境(XR) 硬體 PESTEL 分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 最終用途產業分析
  • 全球擴增實境(XR)硬體市場:成長率分析
  • 全球擴增實境(XR) 硬體市場表現:規模與成長,2019-2024 年
  • 全球擴增實境(XR) 硬體市場預測:2024-2029 年及 2034 年規模與成長
  • 全球擴增實境(XR) 硬體總可尋址市場 (TAM)

第6章市場區隔

  • 全球擴增實境(XR) 硬體市場:按解決方案、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 消費者參與
  • 商業參與
  • 全球擴增實境(XR) 硬體市場:按應用、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境
  • 全球擴增實境(XR) 硬體市場:按最終用戶、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 教育
  • 零售
  • 工業和製造業
  • 衛生保健
  • 媒體和娛樂
  • 其他最終用戶
  • 全球擴增實境(XR) 硬體市場細分(按消費者參與類型、實際和預測),2019-2024 年、2024-2029 年、2034 年
  • 遊戲和娛樂
  • 虛擬遊覽
  • 社群媒體經驗
  • 零售與電子商務
  • 教育和數位學習
  • 全球擴增實境(XR) 硬體市場業務參與細分(按類型)、實際狀況及預測,2019-2024 年、2024-2029 年、2034 年
  • 員工培訓與發展
  • 遠端協作
  • 產品設計與原型製作
  • 銷售和行銷
  • 客戶支援和服務

第7章 區域和國家分析

  • 全球擴增實境(XR) 硬體市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球擴增實境(XR) 硬體市場:依國家、地區、績效及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 擴增實境(XR) 硬體市場:競爭格局
  • 擴增實境(XR) 硬體市場:公司簡介
    • 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 其他大型創新企業

  • 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 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029 年擴增實境(XR) 硬體市場:提供新機會的國家
  • 2029 年擴增實境(XR) 硬體市場:細分領域帶來新機會
  • 2029 年擴增實境(XR) 硬體市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
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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  • All data from the report will also be delivered in an excel dashboard format.

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