

Extended Reality (XR) Devices enable extended reality experiences, encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies to provide immersive and interactive digital experiences.
The global market for Extended Reality (XR) Devices was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Extended Reality (XR) Devices was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Extended Reality (XR) Devices was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Extended Reality (XR) Devices was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Extended Reality (XR) Devices include Meta, Google, Sony, HTC, Samsung, EON Reality, Microsoft, Vuzix and CyberGlove Systems, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Extended Reality (XR) Devices, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Extended Reality (XR) Devices by region & country, by Type, and by Application.
The Extended Reality (XR) Devices market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Extended Reality (XR) Devices.
Market Segmentation
By Company
Meta
Google
Sony
HTC
Samsung
EON Reality
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment
Nintendo
Google
Electronic Arts
Segment by Type:
Virtual Reality (VR) Devices
Augmented Reality (AR) Devices
Mixed Reality (MR) Devices
Segment by Application
Game
Media Entertainment
Industrial Manufacturing
Retail
Medical
Education
Other
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Extended Reality (XR) Devices manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Extended Reality (XR) Devices in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Extended Reality (XR) Devices in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Market Overview
1.1 Extended Reality (XR) Devices Product Introduction
1.2 Global Extended Reality (XR) Devices Market Size Forecast
1.3 Extended Reality (XR) Devices Market Trends & Drivers
1.3.1 Extended Reality (XR) Devices Industry Trends
1.3.2 Extended Reality (XR) Devices Market Drivers & Opportunity
1.3.3 Extended Reality (XR) Devices Market Challenges
1.3.4 Extended Reality (XR) Devices Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Extended Reality (XR) Devices Players Revenue Ranking (2023)
2.2 Global Extended Reality (XR) Devices Revenue by Company (2019-2024)
2.3 Key Companies Extended Reality (XR) Devices Manufacturing Base Distribution and Headquarters
2.4 Key Companies Extended Reality (XR) Devices Product Offered
2.5 Key Companies Time to Begin Mass Production of Extended Reality (XR) Devices
2.6 Extended Reality (XR) Devices Market Competitive Analysis
2.6.1 Extended Reality (XR) Devices Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Extended Reality (XR) Devices Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Extended Reality (XR) Devices as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Virtual Reality (VR) Devices
3.1.2 Augmented Reality (AR) Devices
3.1.3 Mixed Reality (MR) Devices
3.2 Global Extended Reality (XR) Devices Sales Value by Type
3.2.1 Global Extended Reality (XR) Devices Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Extended Reality (XR) Devices Sales Value, by Type (2019-2030)
3.2.3 Global Extended Reality (XR) Devices Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Game
4.1.2 Media Entertainment
4.1.3 Industrial Manufacturing
4.1.4 Retail
4.1.5 Medical
4.1.6 Education
4.1.7 Other
4.2 Global Extended Reality (XR) Devices Sales Value by Application
4.2.1 Global Extended Reality (XR) Devices Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Extended Reality (XR) Devices Sales Value, by Application (2019-2030)
4.2.3 Global Extended Reality (XR) Devices Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Extended Reality (XR) Devices Sales Value by Region
5.1.1 Global Extended Reality (XR) Devices Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Extended Reality (XR) Devices Sales Value by Region (2019-2024)
5.1.3 Global Extended Reality (XR) Devices Sales Value by Region (2025-2030)
5.1.4 Global Extended Reality (XR) Devices Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Extended Reality (XR) Devices Sales Value, 2019-2030
5.2.2 North America Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Extended Reality (XR) Devices Sales Value, 2019-2030
5.3.2 Europe Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Extended Reality (XR) Devices Sales Value, 2019-2030
5.4.2 Asia Pacific Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Extended Reality (XR) Devices Sales Value, 2019-2030
5.5.2 South America Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Extended Reality (XR) Devices Sales Value, 2019-2030
5.6.2 Middle East & Africa Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Extended Reality (XR) Devices Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Extended Reality (XR) Devices Sales Value
6.3 United States
6.3.1 United States Extended Reality (XR) Devices Sales Value, 2019-2030
6.3.2 United States Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Extended Reality (XR) Devices Sales Value, 2019-2030
6.4.2 Europe Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Extended Reality (XR) Devices Sales Value, 2019-2030
6.5.2 China Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.5.3 China Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Extended Reality (XR) Devices Sales Value, 2019-2030
6.6.2 Japan Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Extended Reality (XR) Devices Sales Value, 2019-2030
6.7.2 South Korea Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Extended Reality (XR) Devices Sales Value, 2019-2030
6.8.2 Southeast Asia Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Extended Reality (XR) Devices Sales Value, 2019-2030
6.9.2 India Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.9.3 India Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Meta
7.1.1 Meta Profile
7.1.2 Meta Main Business
7.1.3 Meta Extended Reality (XR) Devices Products, Services and Solutions
7.1.4 Meta Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.1.5 Meta Recent Developments
7.2 Google
7.2.1 Google Profile
7.2.2 Google Main Business
7.2.3 Google Extended Reality (XR) Devices Products, Services and Solutions
7.2.4 Google Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.2.5 Google Recent Developments
7.3 Sony
7.3.1 Sony Profile
7.3.2 Sony Main Business
7.3.3 Sony Extended Reality (XR) Devices Products, Services and Solutions
7.3.4 Sony Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.3.5 HTC Recent Developments
7.4 HTC
7.4.1 HTC Profile
7.4.2 HTC Main Business
7.4.3 HTC Extended Reality (XR) Devices Products, Services and Solutions
7.4.4 HTC Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.4.5 HTC Recent Developments
7.5 Samsung
7.5.1 Samsung Profile
7.5.2 Samsung Main Business
7.5.3 Samsung Extended Reality (XR) Devices Products, Services and Solutions
7.5.4 Samsung Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.5.5 Samsung Recent Developments
7.6 EON Reality
7.6.1 EON Reality Profile
7.6.2 EON Reality Main Business
7.6.3 EON Reality Extended Reality (XR) Devices Products, Services and Solutions
7.6.4 EON Reality Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.6.5 EON Reality Recent Developments
7.7 Microsoft
7.7.1 Microsoft Profile
7.7.2 Microsoft Main Business
7.7.3 Microsoft Extended Reality (XR) Devices Products, Services and Solutions
7.7.4 Microsoft Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.7.5 Microsoft Recent Developments
7.8 Vuzix
7.8.1 Vuzix Profile
7.8.2 Vuzix Main Business
7.8.3 Vuzix Extended Reality (XR) Devices Products, Services and Solutions
7.8.4 Vuzix Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.8.5 Vuzix Recent Developments
7.9 CyberGlove Systems
7.9.1 CyberGlove Systems Profile
7.9.2 CyberGlove Systems Main Business
7.9.3 CyberGlove Systems Extended Reality (XR) Devices Products, Services and Solutions
7.9.4 CyberGlove Systems Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.9.5 CyberGlove Systems Recent Developments
7.10 Sensics
7.10.1 Sensics Profile
7.10.2 Sensics Main Business
7.10.3 Sensics Extended Reality (XR) Devices Products, Services and Solutions
7.10.4 Sensics Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.10.5 Sensics Recent Developments
7.11 Leap Motion
7.11.1 Leap Motion Profile
7.11.2 Leap Motion Main Business
7.11.3 Leap Motion Extended Reality (XR) Devices Products, Services and Solutions
7.11.4 Leap Motion Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.11.5 Leap Motion Recent Developments
7.12 Sixense Entertainment
7.12.1 Sixense Entertainment Profile
7.12.2 Sixense Entertainment Main Business
7.12.3 Sixense Entertainment Extended Reality (XR) Devices Products, Services and Solutions
7.12.4 Sixense Entertainment Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.12.5 Sixense Entertainment Recent Developments
7.13 Nintendo
7.13.1 Nintendo Profile
7.13.2 Nintendo Main Business
7.13.3 Nintendo Extended Reality (XR) Devices Products, Services and Solutions
7.13.4 Nintendo Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.13.5 Nintendo Recent Developments
7.14 Google
7.14.1 Google Profile
7.14.2 Google Main Business
7.14.3 Google Extended Reality (XR) Devices Products, Services and Solutions
7.14.4 Google Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.14.5 Google Recent Developments
7.15 Electronic Arts
7.15.1 Electronic Arts Profile
7.15.2 Electronic Arts Main Business
7.15.3 Electronic Arts Extended Reality (XR) Devices Products, Services and Solutions
7.15.4 Electronic Arts Extended Reality (XR) Devices Revenue (US$ Million) & (2019-2024)
7.15.5 Electronic Arts Recent Developments
8 Industry Chain Analysis
8.1 Extended Reality (XR) Devices Industrial Chain
8.2 Extended Reality (XR) Devices Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Extended Reality (XR) Devices Sales Model
8.5.2 Sales Channel
8.5.3 Extended Reality (XR) Devices Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Meta
Google
Sony
HTC
Samsung
EON Reality
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment
Nintendo
Google
Electronic Arts
Ìý
Ìý
*If Applicable.