

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 Extended Reality (XR) Devices market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Extended Reality (XR) Devices is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Extended Reality (XR) Devices is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Extended Reality (XR) Devices in Game is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Extended Reality (XR) Devices include Meta, Google, Sony, HTC, Samsung, EON Reality, Microsoft, Vuzix and CyberGlove Systems, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Extended Reality (XR) Devices, 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.
Report Scope
The Extended Reality (XR) Devices market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Extended Reality (XR) Devices market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Extended Reality (XR) Devices companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
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
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Extended Reality (XR) Devices companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: 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 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Extended Reality (XR) Devices Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Virtual Reality (VR) Devices
1.2.3 Augmented Reality (AR) Devices
1.2.4 Mixed Reality (MR) Devices
1.3 Market by Application
1.3.1 Global Extended Reality (XR) Devices Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Game
1.3.3 Media Entertainment
1.3.4 Industrial Manufacturing
1.3.5 Retail
1.3.6 Medical
1.3.7 Education
1.3.8 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Extended Reality (XR) Devices Market Perspective (2019-2030)
2.2 Extended Reality (XR) Devices Growth Trends by Region
2.2.1 Global Extended Reality (XR) Devices Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Extended Reality (XR) Devices Historic Market Size by Region (2019-2024)
2.2.3 Extended Reality (XR) Devices Forecasted Market Size by Region (2025-2030)
2.3 Extended Reality (XR) Devices Market Dynamics
2.3.1 Extended Reality (XR) Devices Industry Trends
2.3.2 Extended Reality (XR) Devices Market Drivers
2.3.3 Extended Reality (XR) Devices Market Challenges
2.3.4 Extended Reality (XR) Devices Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Extended Reality (XR) Devices Players by Revenue
3.1.1 Global Top Extended Reality (XR) Devices Players by Revenue (2019-2024)
3.1.2 Global Extended Reality (XR) Devices Revenue Market Share by Players (2019-2024)
3.2 Global Extended Reality (XR) Devices Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Extended Reality (XR) Devices Revenue
3.4 Global Extended Reality (XR) Devices Market Concentration Ratio
3.4.1 Global Extended Reality (XR) Devices Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Extended Reality (XR) Devices Revenue in 2023
3.5 Extended Reality (XR) Devices Key Players Head office and Area Served
3.6 Key Players Extended Reality (XR) Devices Product Solution and Service
3.7 Date of Enter into Extended Reality (XR) Devices Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Extended Reality (XR) Devices Breakdown Data by Type
4.1 Global Extended Reality (XR) Devices Historic Market Size by Type (2019-2024)
4.2 Global Extended Reality (XR) Devices Forecasted Market Size by Type (2025-2030)
5 Extended Reality (XR) Devices Breakdown Data by Application
5.1 Global Extended Reality (XR) Devices Historic Market Size by Application (2019-2024)
5.2 Global Extended Reality (XR) Devices Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Extended Reality (XR) Devices Market Size (2019-2030)
6.2 North America Extended Reality (XR) Devices Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Extended Reality (XR) Devices Market Size by Country (2019-2024)
6.4 North America Extended Reality (XR) Devices Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Extended Reality (XR) Devices Market Size (2019-2030)
7.2 Europe Extended Reality (XR) Devices Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Extended Reality (XR) Devices Market Size by Country (2019-2024)
7.4 Europe Extended Reality (XR) Devices Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Extended Reality (XR) Devices Market Size (2019-2030)
8.2 Asia-Pacific Extended Reality (XR) Devices Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Extended Reality (XR) Devices Market Size by Region (2019-2024)
8.4 Asia-Pacific Extended Reality (XR) Devices Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Extended Reality (XR) Devices Market Size (2019-2030)
9.2 Latin America Extended Reality (XR) Devices Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Extended Reality (XR) Devices Market Size by Country (2019-2024)
9.4 Latin America Extended Reality (XR) Devices Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Extended Reality (XR) Devices Market Size (2019-2030)
10.2 Middle East & Africa Extended Reality (XR) Devices Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Extended Reality (XR) Devices Market Size by Country (2019-2024)
10.4 Middle East & Africa Extended Reality (XR) Devices Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Meta
11.1.1 Meta Company Detail
11.1.2 Meta Business Overview
11.1.3 Meta Extended Reality (XR) Devices Introduction
11.1.4 Meta Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.1.5 Meta Recent Development
11.2 Google
11.2.1 Google Company Detail
11.2.2 Google Business Overview
11.2.3 Google Extended Reality (XR) Devices Introduction
11.2.4 Google Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.2.5 Google Recent Development
11.3 Sony
11.3.1 Sony Company Detail
11.3.2 Sony Business Overview
11.3.3 Sony Extended Reality (XR) Devices Introduction
11.3.4 Sony Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.3.5 Sony Recent Development
11.4 HTC
11.4.1 HTC Company Detail
11.4.2 HTC Business Overview
11.4.3 HTC Extended Reality (XR) Devices Introduction
11.4.4 HTC Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.4.5 HTC Recent Development
11.5 Samsung
11.5.1 Samsung Company Detail
11.5.2 Samsung Business Overview
11.5.3 Samsung Extended Reality (XR) Devices Introduction
11.5.4 Samsung Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.5.5 Samsung Recent Development
11.6 EON Reality
11.6.1 EON Reality Company Detail
11.6.2 EON Reality Business Overview
11.6.3 EON Reality Extended Reality (XR) Devices Introduction
11.6.4 EON Reality Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.6.5 EON Reality Recent Development
11.7 Microsoft
11.7.1 Microsoft Company Detail
11.7.2 Microsoft Business Overview
11.7.3 Microsoft Extended Reality (XR) Devices Introduction
11.7.4 Microsoft Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.7.5 Microsoft Recent Development
11.8 Vuzix
11.8.1 Vuzix Company Detail
11.8.2 Vuzix Business Overview
11.8.3 Vuzix Extended Reality (XR) Devices Introduction
11.8.4 Vuzix Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.8.5 Vuzix Recent Development
11.9 CyberGlove Systems
11.9.1 CyberGlove Systems Company Detail
11.9.2 CyberGlove Systems Business Overview
11.9.3 CyberGlove Systems Extended Reality (XR) Devices Introduction
11.9.4 CyberGlove Systems Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.9.5 CyberGlove Systems Recent Development
11.10 Sensics
11.10.1 Sensics Company Detail
11.10.2 Sensics Business Overview
11.10.3 Sensics Extended Reality (XR) Devices Introduction
11.10.4 Sensics Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.10.5 Sensics Recent Development
11.11 Leap Motion
11.11.1 Leap Motion Company Detail
11.11.2 Leap Motion Business Overview
11.11.3 Leap Motion Extended Reality (XR) Devices Introduction
11.11.4 Leap Motion Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.11.5 Leap Motion Recent Development
11.12 Sixense Entertainment
11.12.1 Sixense Entertainment Company Detail
11.12.2 Sixense Entertainment Business Overview
11.12.3 Sixense Entertainment Extended Reality (XR) Devices Introduction
11.12.4 Sixense Entertainment Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.12.5 Sixense Entertainment Recent Development
11.13 Nintendo
11.13.1 Nintendo Company Detail
11.13.2 Nintendo Business Overview
11.13.3 Nintendo Extended Reality (XR) Devices Introduction
11.13.4 Nintendo Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.13.5 Nintendo Recent Development
11.14 Google
11.14.1 Google Company Detail
11.14.2 Google Business Overview
11.14.3 Google Extended Reality (XR) Devices Introduction
11.14.4 Google Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.14.5 Google Recent Development
11.15 Electronic Arts
11.15.1 Electronic Arts Company Detail
11.15.2 Electronic Arts Business Overview
11.15.3 Electronic Arts Extended Reality (XR) Devices Introduction
11.15.4 Electronic Arts Revenue in Extended Reality (XR) Devices Business (2019-2024)
11.15.5 Electronic Arts Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Meta
Google
Sony
HTC
Samsung
EON Reality
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment
Nintendo
Google
Electronic Arts
Ìý
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*If Applicable.