Diving valves are essential components in underwater breathing apparatuses, such as scuba (self-contained underwater breathing apparatus) systems and surface-supplied diving systems. These valves serve critical functions to ensure the safety and efficiency of divers while exploring underwater environments.
The global XR Hardware 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.
In recent years, with the gradual recovery of the XR industry and the continuous upgrading of its technological level, Metaverse has become a topic of extensive discussion in the industry and has attracted the attention of the capital market. Existing smartphones and PCs are difficult to meet the experience needs of the deep integration of virtual reality in the Metaverse on the hardware side. In the future, XR hardware such as VR, AR, and MR will be an important entrance for human beings to enter the Metaverse.
This report aims to provide a comprehensive presentation of the global market for XR Hardware, 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 XR Hardware.
Report Scope
The XR Hardware 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 XR Hardware 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 XR Hardware 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.
Âé¶¹Ô´´ Segmentation
By Company
Meta (Oculus)
Google
HTC
Sony
Microsoft
Valve
Pico Technology
Lenovo
Varjo
Magic Leap
Epson
RealWear
Acer
Samsung
Qualcomm
Avegant
Apple
Vuzix
Nreal
ThirdEye Gen
Segment by Type
Virtual Reality Headsets (VR Headsets)
Augmented Reality Headsets (AR Headsets)
Mixed Reality Headsets (MR Headsets)
Hand and Gesture Tracking Devices
Room-Scale Tracking Systems
Others
Segment by Application
Gaming and Entertainment
Training and Simulation
Education
Medical and Healthcare
Manufacturing and Prototyping
Others
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 XR Hardware 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 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global XR Hardware Âé¶¹Ô´´ Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Virtual Reality Headsets (VR Headsets)
1.2.3 Augmented Reality Headsets (AR Headsets)
1.2.4 Mixed Reality Headsets (MR Headsets)
1.2.5 Hand and Gesture Tracking Devices
1.2.6 Room-Scale Tracking Systems
1.2.7 Others
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global XR Hardware Âé¶¹Ô´´ Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Gaming and Entertainment
1.3.3 Training and Simulation
1.3.4 Education
1.3.5 Medical and Healthcare
1.3.6 Manufacturing and Prototyping
1.3.7 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global XR Hardware Âé¶¹Ô´´ Perspective (2019-2030)
2.2 XR Hardware Growth Trends by Region
2.2.1 Global XR Hardware Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
2.2.2 XR Hardware Historic Âé¶¹Ô´´ Size by Region (2019-2024)
2.2.3 XR Hardware Forecasted Âé¶¹Ô´´ Size by Region (2025-2030)
2.3 XR Hardware Âé¶¹Ô´´ Dynamics
2.3.1 XR Hardware Industry Trends
2.3.2 XR Hardware Âé¶¹Ô´´ Drivers
2.3.3 XR Hardware Âé¶¹Ô´´ Challenges
2.3.4 XR Hardware Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top XR Hardware Players by Revenue
3.1.1 Global Top XR Hardware Players by Revenue (2019-2024)
3.1.2 Global XR Hardware Revenue Âé¶¹Ô´´ Share by Players (2019-2024)
3.2 Global XR Hardware Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by XR Hardware Revenue
3.4 Global XR Hardware Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global XR Hardware Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by XR Hardware Revenue in 2023
3.5 XR Hardware Key Players Head office and Area Served
3.6 Key Players XR Hardware Product Solution and Service
3.7 Date of Enter into XR Hardware Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 XR Hardware Breakdown Data by Type
4.1 Global XR Hardware Historic Âé¶¹Ô´´ Size by Type (2019-2024)
4.2 Global XR Hardware Forecasted Âé¶¹Ô´´ Size by Type (2025-2030)
5 XR Hardware Breakdown Data by Application
5.1 Global XR Hardware Historic Âé¶¹Ô´´ Size by Application (2019-2024)
5.2 Global XR Hardware Forecasted Âé¶¹Ô´´ Size by Application (2025-2030)
6 North America
6.1 North America XR Hardware Âé¶¹Ô´´ Size (2019-2030)
6.2 North America XR Hardware Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America XR Hardware Âé¶¹Ô´´ Size by Country (2019-2024)
6.4 North America XR Hardware Âé¶¹Ô´´ Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe XR Hardware Âé¶¹Ô´´ Size (2019-2030)
7.2 Europe XR Hardware Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe XR Hardware Âé¶¹Ô´´ Size by Country (2019-2024)
7.4 Europe XR Hardware Âé¶¹Ô´´ 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 XR Hardware Âé¶¹Ô´´ Size (2019-2030)
8.2 Asia-Pacific XR Hardware Âé¶¹Ô´´ Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific XR Hardware Âé¶¹Ô´´ Size by Region (2019-2024)
8.4 Asia-Pacific XR Hardware Âé¶¹Ô´´ 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 XR Hardware Âé¶¹Ô´´ Size (2019-2030)
9.2 Latin America XR Hardware Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America XR Hardware Âé¶¹Ô´´ Size by Country (2019-2024)
9.4 Latin America XR Hardware Âé¶¹Ô´´ Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa XR Hardware Âé¶¹Ô´´ Size (2019-2030)
10.2 Middle East & Africa XR Hardware Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa XR Hardware Âé¶¹Ô´´ Size by Country (2019-2024)
10.4 Middle East & Africa XR Hardware Âé¶¹Ô´´ Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Meta (Oculus)
11.1.1 Meta (Oculus) Company Detail
11.1.2 Meta (Oculus) Business Overview
11.1.3 Meta (Oculus) XR Hardware Introduction
11.1.4 Meta (Oculus) Revenue in XR Hardware Business (2019-2024)
11.1.5 Meta (Oculus) Recent Development
11.2 Google
11.2.1 Google Company Detail
11.2.2 Google Business Overview
11.2.3 Google XR Hardware Introduction
11.2.4 Google Revenue in XR Hardware Business (2019-2024)
11.2.5 Google Recent Development
11.3 HTC
11.3.1 HTC Company Detail
11.3.2 HTC Business Overview
11.3.3 HTC XR Hardware Introduction
11.3.4 HTC Revenue in XR Hardware Business (2019-2024)
11.3.5 HTC Recent Development
11.4 Sony
11.4.1 Sony Company Detail
11.4.2 Sony Business Overview
11.4.3 Sony XR Hardware Introduction
11.4.4 Sony Revenue in XR Hardware Business (2019-2024)
11.4.5 Sony Recent Development
11.5 Microsoft
11.5.1 Microsoft Company Detail
11.5.2 Microsoft Business Overview
11.5.3 Microsoft XR Hardware Introduction
11.5.4 Microsoft Revenue in XR Hardware Business (2019-2024)
11.5.5 Microsoft Recent Development
11.6 Valve
11.6.1 Valve Company Detail
11.6.2 Valve Business Overview
11.6.3 Valve XR Hardware Introduction
11.6.4 Valve Revenue in XR Hardware Business (2019-2024)
11.6.5 Valve Recent Development
11.7 Pico Technology
11.7.1 Pico Technology Company Detail
11.7.2 Pico Technology Business Overview
11.7.3 Pico Technology XR Hardware Introduction
11.7.4 Pico Technology Revenue in XR Hardware Business (2019-2024)
11.7.5 Pico Technology Recent Development
11.8 Lenovo
11.8.1 Lenovo Company Detail
11.8.2 Lenovo Business Overview
11.8.3 Lenovo XR Hardware Introduction
11.8.4 Lenovo Revenue in XR Hardware Business (2019-2024)
11.8.5 Lenovo Recent Development
11.9 Varjo
11.9.1 Varjo Company Detail
11.9.2 Varjo Business Overview
11.9.3 Varjo XR Hardware Introduction
11.9.4 Varjo Revenue in XR Hardware Business (2019-2024)
11.9.5 Varjo Recent Development
11.10 Magic Leap
11.10.1 Magic Leap Company Detail
11.10.2 Magic Leap Business Overview
11.10.3 Magic Leap XR Hardware Introduction
11.10.4 Magic Leap Revenue in XR Hardware Business (2019-2024)
11.10.5 Magic Leap Recent Development
11.11 Epson
11.11.1 Epson Company Detail
11.11.2 Epson Business Overview
11.11.3 Epson XR Hardware Introduction
11.11.4 Epson Revenue in XR Hardware Business (2019-2024)
11.11.5 Epson Recent Development
11.12 RealWear
11.12.1 RealWear Company Detail
11.12.2 RealWear Business Overview
11.12.3 RealWear XR Hardware Introduction
11.12.4 RealWear Revenue in XR Hardware Business (2019-2024)
11.12.5 RealWear Recent Development
11.13 Acer
11.13.1 Acer Company Detail
11.13.2 Acer Business Overview
11.13.3 Acer XR Hardware Introduction
11.13.4 Acer Revenue in XR Hardware Business (2019-2024)
11.13.5 Acer Recent Development
11.14 Samsung
11.14.1 Samsung Company Detail
11.14.2 Samsung Business Overview
11.14.3 Samsung XR Hardware Introduction
11.14.4 Samsung Revenue in XR Hardware Business (2019-2024)
11.14.5 Samsung Recent Development
11.15 Qualcomm
11.15.1 Qualcomm Company Detail
11.15.2 Qualcomm Business Overview
11.15.3 Qualcomm XR Hardware Introduction
11.15.4 Qualcomm Revenue in XR Hardware Business (2019-2024)
11.15.5 Qualcomm Recent Development
11.16 Avegant
11.16.1 Avegant Company Detail
11.16.2 Avegant Business Overview
11.16.3 Avegant XR Hardware Introduction
11.16.4 Avegant Revenue in XR Hardware Business (2019-2024)
11.16.5 Avegant Recent Development
11.17 Apple
11.17.1 Apple Company Detail
11.17.2 Apple Business Overview
11.17.3 Apple XR Hardware Introduction
11.17.4 Apple Revenue in XR Hardware Business (2019-2024)
11.17.5 Apple Recent Development
11.18 Vuzix
11.18.1 Vuzix Company Detail
11.18.2 Vuzix Business Overview
11.18.3 Vuzix XR Hardware Introduction
11.18.4 Vuzix Revenue in XR Hardware Business (2019-2024)
11.18.5 Vuzix Recent Development
11.19 Nreal
11.19.1 Nreal Company Detail
11.19.2 Nreal Business Overview
11.19.3 Nreal XR Hardware Introduction
11.19.4 Nreal Revenue in XR Hardware Business (2019-2024)
11.19.5 Nreal Recent Development
11.20 ThirdEye Gen
11.20.1 ThirdEye Gen Company Detail
11.20.2 ThirdEye Gen Business Overview
11.20.3 ThirdEye Gen XR Hardware Introduction
11.20.4 ThirdEye Gen Revenue in XR Hardware Business (2019-2024)
11.20.5 ThirdEye Gen 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 (Oculus)
Google
HTC
Sony
Microsoft
Valve
Pico Technology
Lenovo
Varjo
Magic Leap
Epson
RealWear
Acer
Samsung
Qualcomm
Avegant
Apple
Vuzix
Nreal
ThirdEye Gen
Ìý
Ìý
*If Applicable.