Extended Reality (XR) Hardware Global Market Report 2025
상품코드:1802809
리서치사:The Business Research Company
발행일:On Demand Report
페이지 정보:영문 250 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
확장현실(XR) 하드웨어 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 연평균 성장률(CAGR) 38.7%로 7,038억 8,000만 달러로 성장합니다. 예측 기간 중의 성장은 게임 및 엔터테인먼트 분야의 성장, 경쟁 기술의 경쟁 심화 및 발전, 기업 용도에 대한 XR 활용 증가, 기술 채택 및 디지털 리터러시 향상, 헬스케어 분야에서의 XR 채택 급증에 기인한 것으로 보입니다. 예측 기간의 주요 동향으로는 기술 발전, 부품 기술 발전, 마케팅 및 광고 캠페인 수요 증가, 인터넷 연결 발전, XR 소프트웨어 및 하드웨어의 지속적인 기술 혁신 등이 있습니다.
향후 5년간 38.7%의 성장률 전망은 지난번 예측보다 3.1% 소폭 하락한 수치입니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향에 기인합니다. 관세로 인해 대만과 핀란드에서 조달하는 고해상도 마이크로디스플레이와 모션 트래킹 센서의 가격이 상승하여 VR/AR 헤드셋공급 제한을 통해 미국에 직접적으로 영향을 미칠 가능성이 높습니다. 또한 상호 관세와 무역 긴장과 제한 증가로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향은 더욱 광범위하게 나타날 것으로 보입니다.
확장현실(XR) 하드웨어 시장은 비디오 게임 분야의 확장에 힘입어 성장세를 보이고 있습니다. 비디오 게임은 게임 개발, 마케팅, 수익화, 온라인 멀티기업 경험, 게임 스트리밍, 디지털 배포 플랫폼 등 인터넷을 통해 비즈니스 모델과 기업 참여에 변화를 가져왔습니다. XR 하드웨어는 사실적인 그래픽을 통한 몰입형 경험, 혁신적인 게임 메커니즘, 사회적 교류 및 신체 활동의 기회를 제공함으로써 이 분야를 강화하고 있습니다. Entertainment Software Association과 Circana에 따르면 미국의 비디오 게임 매출은 2023년 572억 달러로 2022년 566억 달러에서 증가할 것이며, VR 플랫폼을 포함한 콘솔 및 PC용 디지털 다운로드에 대한 지출이 증가할 것으로 예측됩니다. 지출이 증가하고 있습니다. 이러한 게임의 확장이 XR 하드웨어 수요를 견인하고 있습니다.
목차
제1장 개요
제2장 시장의 특징
제3장 시장 동향과 전략
제4장 시장 : 금리, 인플레이션, 지정학, 무역 전쟁과 관세, 그리고 Covid와 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계의 확장현실(XR) 하드웨어 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
최종 용도 산업의 분석
세계의 확장현실(XR) 하드웨어 시장 : 성장률 분석
세계의 확장현실(XR) 하드웨어 시장 실적 : 규모와 성장, 2019-2024
세계의 확장현실(XR) 하드웨어 시장 예측 : 규모와 성장, 2024-2029, 2034F
세계의 확장현실(XR) 하드웨어 : TAM(Total Addressable Market)
제6장 시장 세분화
세계의 확장현실(XR) 하드웨어 시장 : 솔루션별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
소비자 관여
비즈니스 관여
세계의 확장현실(XR) 하드웨어 시장 : 용도별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
가상현실(VR)
증강현실(AR)
혼합현실(MR)
세계의 확장현실(XR) 하드웨어 시장 : 최종사용자별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
교육
소매
산업 및 제조업
헬스케어
미디어와 엔터테인먼트
기타 최종사용자
세계의 확장현실(XR) 하드웨어 시장, 소비자 관여의 서브 세분화, 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
게임과 엔터테인먼트
가상 투어
소셜미디어 체험
소매업과 E-Commerce
교육과 E-learning
세계의 확장현실(XR) 하드웨어 시장, 비즈니스 관여의 서브 세분화, 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
직원 연수와 개발
리모트 협업
제품 설계와 프로토타이핑
세일즈와 마케팅
고객 지원과 서비스
제7장 지역별·국가별 분석
세계의 확장현실(XR) 하드웨어 시장 : 지역별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
세계의 확장현실(XR) 하드웨어 시장 : 국가별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 개요
확장현실(XR) 하드웨어 시장 : 경쟁 구도
확장현실(XR) 하드웨어 시장 : 기업 개요
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
제31장 기타 대기업과 혁신적 기업
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
제32장 세계의 시장 경쟁 벤치마킹과 대시보드
제33장 주요 합병과 인수
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문, 전략
확장현실(XR) 하드웨어 시장 2029 : 새로운 기회를 제공하는 국가
확장현실(XR) 하드웨어 시장 2029 : 새로운 기회를 제공하는 부문
확장현실(XR) 하드웨어 시장 2029 : 성장 전략
시장 동향에 기반한 전략
경쟁사 전략
제36장 부록
KSA
영문 목차
영문목차
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.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sharp escalation of U.S. tariffs and resulting trade tensions in spring 2025 are significantly affecting the electrical and electronics sector. Key components such as semiconductors, display panels, and rare-earth metals crucial for batteries and motors are now facing heavy duties. Consumer electronics companies are seeing profit margins shrink, as fierce competition makes it difficult to pass on rising costs to consumers. At the same time, industrial electronics firms are experiencing project delays due to shortages of tariff-impacted parts like printed circuit boards. In response, businesses are shifting assembly operations to tariff-exempt nations, building up inventory reserves, and redesigning products to reduce reliance on restricted materials.
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 $190.01 billion in 2025 at a compound annual growth rate (CAGR) of 40.2%. 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 $703.88 billion in 2029 at a compound annual growth rate (CAGR) of 38.7%. 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 forecast of 38.7% growth over the next five years reflects a modest reduction of 3.1% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. This is likely to directly affect the US through constrained supply of VR/AR headsets, as tariffs raise prices for high-resolution microdisplays and motion tracking sensors sourced from Taiwan and Finland. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
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.
Reasons to Purchase
Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, post-pandemic supply chain realignment, inflation and interest rate fluctuations, and evolving regulatory landscapes.
Create regional and country strategies on the basis of local data and analysis.
Identify growth segments for investment.
Outperform competitors using forecast data and the drivers and trends shaping the market.
Understand customers based on the latest market shares.
Benchmark performance against key competitors.
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Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
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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, including technological disruption, regulatory shifts, and changing consumer preferences? 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
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.
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.; 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
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, Trade Wars and Tariffs, And Covid And Recovery On The Market
4.1. Supply Chain Impact from Tariff War & Trade Protectionism
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