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拡張現実(XR)ハードウェアの世界市場レポート 2025年

Extended Reality (XR) Hardware Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=143.57円
拡張現実(XR)ハードウェアの世界市場レポート 2025年
出版日: 2025年04月01日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

拡張現実(XR)ハードウェア市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は41.8%で、7,804億2,000万米ドルに成長します。予測期間の成長は、ゲームおよびエンターテインメント分野の成長、競合技術の競争激化と進歩、企業アプリケーションへのXR利用の増加、技術採用とデジタルリテラシーの向上、ヘルスケア分野でのXR採用の急増などに起因します。予測期間の主な動向としては、技術の進歩、コンポーネント技術の進歩、マーケティング・広告キャンペーンの需要拡大、インターネット接続の進歩、XRソフトウェアとハードウェアの継続的な技術革新などが挙げられます。

拡張現実(XR)ハードウェア市場は、ビデオゲーム分野の拡大に牽引され、成長が見込まれています。ビデオゲームには、ゲームの開発、マーケティング、収益化が含まれ、オンラインマルチプレイヤー体験、ゲームストリーミング、デジタル配信プラットフォームなど、インターネットによってビジネスモデルやプレイヤーのエンゲージメントに変革をもたらしました。XRハードウェアは、リアルなグラフィックによる没入体験、革新的なゲームメカニクス、社会的交流や身体活動の機会を提供することで、この分野を強化しています。Entertainment Software AssociationとCircanaによると、米国のビデオゲーム売上は2023年に572億米ドルとなり、2022年の566億米ドルから増加し、VRプラットフォームを含むコンソールやPC向けのデジタルダウンロードへの支出が増加しています。このようなゲームの拡大がXRハードウェアの需要を牽引しています。

XRハードウェア市場の主要企業は、仮想環境や拡張環境を豊かにするために、自然視ビジョンなどの技術を進化させています。これらの技術は解像度と鮮明度を高め、XR体験の臨場感と没入感を高めています。例えば、Varjoは2023年11月にXR-4シリーズを発表し、高解像度ディスプレイ、Foveatedキャプチャ、LiDAR深度センシング、視線誘導型オートフォーカスカメラを特徴としています。産業用途向けに設計されたXR-4シリーズは、自然な視覚に近い複合現実体験を提供することを目的としており、XRハードウェア市場を前進させる革新性を示しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、新型コロナウイルス感染症、そして景気回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界拡張現実(XR)ハードウェア PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界の拡張現実(XR)ハードウェア市場:成長率分析
  • 世界の拡張現実(XR)ハードウェア市場の実績:規模と成長, 2019-2024
  • 世界の拡張現実(XR)ハードウェア市場の予測:規模と成長, 2024-2029, 2034F
  • 世界拡張現実(XR)ハードウェア総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界の拡張現実(XR)ハードウェア市場:ソリューション別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 消費者エンゲージメント
  • ビジネスエンゲージメント
  • 世界の拡張現実(XR)ハードウェア市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ(VR)
  • 拡張現実(AR)
  • 複合現実(MR)
  • 世界の拡張現実(XR)ハードウェア市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 教育
  • 小売り
  • 工業および製造業
  • ヘルスケア
  • メディアとエンターテイメント
  • その他のエンドユーザー
  • 世界の拡張現実(XR)ハードウェア市場消費者エンゲージメントのタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲームとエンターテイメント
  • バーチャルツアー
  • ソーシャルメディア体験
  • 小売業とeコマース
  • 教育とeラーニング
  • 世界の拡張現実(XR)ハードウェア市場ビジネスエンゲージメントのサブセグメンテーション(タイプ別)、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 従業員の研修と開発
  • リモートコラボレーション
  • 製品設計とプロトタイピング
  • セールスとマーケティング
  • 顧客サポートとサービス

第7章 地域別・国別分析

  • 世界の拡張現実(XR)ハードウェア市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界の拡張現実(XR)ハードウェア市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • 拡張現実(XR)ハードウェア市場:競合情勢
  • 拡張現実(XR)ハードウェア市場:企業プロファイル
    • 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 その他の大手企業と革新的企業

  • 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 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • 拡張現実(XR)ハードウェア市場2029:新たな機会を提供する国
  • 拡張現実(XR)ハードウェア市場2029:新たな機会を提供するセグメント
  • 拡張現実(XR)ハードウェア市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
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