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
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.
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)
6.1. 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
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