

XR hardware are head-worn, stand alone or tethered immersive devices and headsets that allow users to experience digital capabilities, cross physical and digital capabilities, virtual environments and settings of AR, VR and MR in real-life.
The global market for Generalized 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 Generalized 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 Generalized 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 Generalized 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 Generalized Extended Reality (XR) Devices include Meta, Microsoft, Sony, Samsung, Google, Apple, Pico, HTC and DPVR, 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 Generalized Extended Reality (XR) Devices, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Generalized Extended Reality (XR) Devices by region & country, by Type, and by Application.
The Generalized Extended Reality (XR) Devices market size, estimations, and forecasts are provided in terms of sales volume (K Units) and 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 Generalized Extended Reality (XR) Devices.
Market Segmentation
By Company
Meta
Microsoft
Sony
Samsung
Google
Apple
Pico
HTC
DPVR
Optinvent
MAD Gaze
Lenovo
Epson
Vuzix
Huawei
Segment by Type:
Virtual Reality (VR) Devices
Augmented Reality (AR) Devices
Mixed Reality (MR) Devices
Segment by Application
Game
Medical
Education
Military
Others
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 (valve, volume and price). 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 Generalized Extended Reality (XR) Devices manufacturers competitive landscape, price, sales and 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: Sales, revenue of Generalized 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: Sales, revenue of Generalized 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 sales, revenue, price, 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 Generalized Extended Reality (XR) Devices Product Introduction
1.2 Global Generalized Extended Reality (XR) Devices Market Size Forecast
1.2.1 Global Generalized Extended Reality (XR) Devices Sales Value (2019-2030)
1.2.2 Global Generalized Extended Reality (XR) Devices Sales Volume (2019-2030)
1.2.3 Global Generalized Extended Reality (XR) Devices Sales Price (2019-2030)
1.3 Generalized Extended Reality (XR) Devices Market Trends & Drivers
1.3.1 Generalized Extended Reality (XR) Devices Industry Trends
1.3.2 Generalized Extended Reality (XR) Devices Market Drivers & Opportunity
1.3.3 Generalized Extended Reality (XR) Devices Market Challenges
1.3.4 Generalized 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 Generalized Extended Reality (XR) Devices Players Revenue Ranking (2023)
2.2 Global Generalized Extended Reality (XR) Devices Revenue by Company (2019-2024)
2.3 Global Generalized Extended Reality (XR) Devices Players Sales Volume Ranking (2023)
2.4 Global Generalized Extended Reality (XR) Devices Sales Volume by Company Players (2019-2024)
2.5 Global Generalized Extended Reality (XR) Devices Average Price by Company (2019-2024)
2.6 Key Manufacturers Generalized Extended Reality (XR) Devices Manufacturing Base Distribution and Headquarters
2.7 Key Manufacturers Generalized Extended Reality (XR) Devices Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of Generalized Extended Reality (XR) Devices
2.9 Generalized Extended Reality (XR) Devices Market Competitive Analysis
2.9.1 Generalized Extended Reality (XR) Devices Market Concentration Rate (2019-2024)
2.9.2 Global 5 and 10 Largest Manufacturers by Generalized Extended Reality (XR) Devices Revenue in 2023
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Generalized Extended Reality (XR) Devices as of 2023)
2.10 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 Generalized Extended Reality (XR) Devices Sales Value by Type
3.2.1 Global Generalized Extended Reality (XR) Devices Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Generalized Extended Reality (XR) Devices Sales Value, by Type (2019-2030)
3.2.3 Global Generalized Extended Reality (XR) Devices Sales Value, by Type (%) (2019-2030)
3.3 Global Generalized Extended Reality (XR) Devices Sales Volume by Type
3.3.1 Global Generalized Extended Reality (XR) Devices Sales Volume by Type (2019 VS 2023 VS 2030)
3.3.2 Global Generalized Extended Reality (XR) Devices Sales Volume, by Type (2019-2030)
3.3.3 Global Generalized Extended Reality (XR) Devices Sales Volume, by Type (%) (2019-2030)
3.4 Global Generalized Extended Reality (XR) Devices Average Price by Type (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Game
4.1.2 Medical
4.1.3 Education
4.1.4 Military
4.1.5 Others
4.2 Global Generalized Extended Reality (XR) Devices Sales Value by Application
4.2.1 Global Generalized Extended Reality (XR) Devices Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Generalized Extended Reality (XR) Devices Sales Value, by Application (2019-2030)
4.2.3 Global Generalized Extended Reality (XR) Devices Sales Value, by Application (%) (2019-2030)
4.3 Global Generalized Extended Reality (XR) Devices Sales Volume by Application
4.3.1 Global Generalized Extended Reality (XR) Devices Sales Volume by Application (2019 VS 2023 VS 2030)
4.3.2 Global Generalized Extended Reality (XR) Devices Sales Volume, by Application (2019-2030)
4.3.3 Global Generalized Extended Reality (XR) Devices Sales Volume, by Application (%) (2019-2030)
4.4 Global Generalized Extended Reality (XR) Devices Average Price by Application (2019-2030)
5 Segmentation by Region
5.1 Global Generalized Extended Reality (XR) Devices Sales Value by Region
5.1.1 Global Generalized Extended Reality (XR) Devices Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Generalized Extended Reality (XR) Devices Sales Value by Region (2019-2024)
5.1.3 Global Generalized Extended Reality (XR) Devices Sales Value by Region (2025-2030)
5.1.4 Global Generalized Extended Reality (XR) Devices Sales Value by Region (%), (2019-2030)
5.2 Global Generalized Extended Reality (XR) Devices Sales Volume by Region
5.2.1 Global Generalized Extended Reality (XR) Devices Sales Volume by Region: 2019 VS 2023 VS 2030
5.2.2 Global Generalized Extended Reality (XR) Devices Sales Volume by Region (2019-2024)
5.2.3 Global Generalized Extended Reality (XR) Devices Sales Volume by Region (2025-2030)
5.2.4 Global Generalized Extended Reality (XR) Devices Sales Volume by Region (%), (2019-2030)
5.3 Global Generalized Extended Reality (XR) Devices Average Price by Region (2019-2030)
5.4 North America
5.4.1 North America Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
5.4.2 North America Generalized Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.5 Europe
5.5.1 Europe Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
5.5.2 Europe Generalized Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.6 Asia Pacific
5.6.1 Asia Pacific Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
5.6.2 Asia Pacific Generalized Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.7 South America
5.7.1 South America Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
5.7.2 South America Generalized Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
5.8 Middle East & Africa
5.8.1 Middle East & Africa Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
5.8.2 Middle East & Africa Generalized Extended Reality (XR) Devices Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Generalized Extended Reality (XR) Devices Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Generalized Extended Reality (XR) Devices Sales Value
6.2.1 Key Countries/Regions Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.2.2 Key Countries/Regions Generalized Extended Reality (XR) Devices Sales Volume, 2019-2030
6.3 United States
6.3.1 United States Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.3.2 United States Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.4.2 Europe Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.5.2 China Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.5.3 China Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.6.2 Japan Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.7.2 South Korea Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.8.2 Southeast Asia Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Generalized Extended Reality (XR) Devices Sales Value, 2019-2030
6.9.2 India Generalized Extended Reality (XR) Devices Sales Value by Type (%), 2023 VS 2030
6.9.3 India Generalized Extended Reality (XR) Devices Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Meta
7.1.1 Meta Company Information
7.1.2 Meta Introduction and Business Overview
7.1.3 Meta Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.1.4 Meta Generalized Extended Reality (XR) Devices Product Offerings
7.1.5 Meta Recent Development
7.2 Microsoft
7.2.1 Microsoft Company Information
7.2.2 Microsoft Introduction and Business Overview
7.2.3 Microsoft Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.2.4 Microsoft Generalized Extended Reality (XR) Devices Product Offerings
7.2.5 Microsoft Recent Development
7.3 Sony
7.3.1 Sony Company Information
7.3.2 Sony Introduction and Business Overview
7.3.3 Sony Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.3.4 Sony Generalized Extended Reality (XR) Devices Product Offerings
7.3.5 Sony Recent Development
7.4 Samsung
7.4.1 Samsung Company Information
7.4.2 Samsung Introduction and Business Overview
7.4.3 Samsung Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.4.4 Samsung Generalized Extended Reality (XR) Devices Product Offerings
7.4.5 Samsung Recent Development
7.5 Google
7.5.1 Google Company Information
7.5.2 Google Introduction and Business Overview
7.5.3 Google Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.5.4 Google Generalized Extended Reality (XR) Devices Product Offerings
7.5.5 Google Recent Development
7.6 Apple
7.6.1 Apple Company Information
7.6.2 Apple Introduction and Business Overview
7.6.3 Apple Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.6.4 Apple Generalized Extended Reality (XR) Devices Product Offerings
7.6.5 Apple Recent Development
7.7 Pico
7.7.1 Pico Company Information
7.7.2 Pico Introduction and Business Overview
7.7.3 Pico Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.7.4 Pico Generalized Extended Reality (XR) Devices Product Offerings
7.7.5 Pico Recent Development
7.8 HTC
7.8.1 HTC Company Information
7.8.2 HTC Introduction and Business Overview
7.8.3 HTC Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.8.4 HTC Generalized Extended Reality (XR) Devices Product Offerings
7.8.5 HTC Recent Development
7.9 DPVR
7.9.1 DPVR Company Information
7.9.2 DPVR Introduction and Business Overview
7.9.3 DPVR Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.9.4 DPVR Generalized Extended Reality (XR) Devices Product Offerings
7.9.5 DPVR Recent Development
7.10 Optinvent
7.10.1 Optinvent Company Information
7.10.2 Optinvent Introduction and Business Overview
7.10.3 Optinvent Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.10.4 Optinvent Generalized Extended Reality (XR) Devices Product Offerings
7.10.5 Optinvent Recent Development
7.11 MAD Gaze
7.11.1 MAD Gaze Company Information
7.11.2 MAD Gaze Introduction and Business Overview
7.11.3 MAD Gaze Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.11.4 MAD Gaze Generalized Extended Reality (XR) Devices Product Offerings
7.11.5 MAD Gaze Recent Development
7.12 Lenovo
7.12.1 Lenovo Company Information
7.12.2 Lenovo Introduction and Business Overview
7.12.3 Lenovo Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.12.4 Lenovo Generalized Extended Reality (XR) Devices Product Offerings
7.12.5 Lenovo Recent Development
7.13 Epson
7.13.1 Epson Company Information
7.13.2 Epson Introduction and Business Overview
7.13.3 Epson Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.13.4 Epson Generalized Extended Reality (XR) Devices Product Offerings
7.13.5 Epson Recent Development
7.14 Vuzix
7.14.1 Vuzix Company Information
7.14.2 Vuzix Introduction and Business Overview
7.14.3 Vuzix Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.14.4 Vuzix Generalized Extended Reality (XR) Devices Product Offerings
7.14.5 Vuzix Recent Development
7.15 Huawei
7.15.1 Huawei Company Information
7.15.2 Huawei Introduction and Business Overview
7.15.3 Huawei Generalized Extended Reality (XR) Devices Sales, Revenue and Gross Margin (2019-2024)
7.15.4 Huawei Generalized Extended Reality (XR) Devices Product Offerings
7.15.5 Huawei Recent Development
8 Industry Chain Analysis
8.1 Generalized Extended Reality (XR) Devices Industrial Chain
8.2 Generalized 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 Generalized Extended Reality (XR) Devices Sales Model
8.5.2 Sales Channel
8.5.3 Generalized 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
Microsoft
Sony
Samsung
Google
Apple
Pico
HTC
DPVR
Optinvent
MAD Gaze
Lenovo
Epson
Vuzix
Huawei
Ìý
Ìý
*If Applicable.