Global XR Hardware Market – Industry Trends and Forecast to 2031

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Global XR Hardware Market – Industry Trends and Forecast to 2031

  • Semiconductors and Electronics
  • Upcoming Report
  • Mar 2024
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Table of Content

1. INTRODUCTION

 

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF GLOBAL XR HARDWARE MARKET 

1.4 CURRENCY AND PRICING

1.5 LIMITATION

1.6 MARKETS COVERED

 

2. MARKET SEGMENTATION

 

2.1 KEY TAKEAWAYS

2.2 ARRIVING AT THE GLOBAL XR HARDWARE MARKET 

 

2.2.1 VENDOR POSITIONING GRID

2.2.2 TECHNOLOGY LIFE LINE CURVE

2.2.3 MARKET GUIDE

2.2.4 COMAPANY MARKET SHARE ANALYSIS

2.2.5 MULTIVARIATE MODELLING

2.2.6 TOP TO BOTTOM ANALYSIS 

2.2.7 STANDARDS OF MEASUREMENT

2.2.8 VENDOR SHARE ANALYSIS

2.2.9 DATA POINTS FROM KEY PRIMARY INTERVIEWS

2.2.10 DATA POINTS FROM KEY SECONDARY DATABASES

 

2.3 GLOBAL XR HARDWARE MARKET : RESEARCH SNAPSHOT

2.4 ASSUMPTIONS

 

3. MARKET OVERVIEW

 

3.1 DRIVERS

3.2 RESTRAINTS

3.3 OPPORTUNITIES

3.4 CHALLENGES

 

4. EXECUTIVE SUMMARY

 

5. PREMIUM INSIGHT

 

5.1 PORTERS FIVE FORCES

5.2 REGULATORY STANDARDS

5.3 TECHNOLOGICAL TRENDS

5.4 PATENT ANALYSIS

5.5 CASE STUDY

5.6 VALUE CHAIN ANALYSIS

5.7 COMPANY COMPARITIVE ANALYSIS

5.8 PRICING ANALYSIS

5.9 CURRENT AND FUTURISTIC SCENARIO

 

6. GLOBAL XR HARDWARE MARKET, BY TYPE

 

6.1 OVERVIEW

6.2 STANDALONE

6.3 TETHERED

6.4 OTHER 

 

7. GLOBAL XR HARDWARE MARKET, BY PRODUCT TYPE 

 

7.1 OVERVIEW

7.2 DISPLAY

 

7.2.1 OLED DISPLAYS

7.2.2 LCD DISPLAYS

7.2.3 MICROLED

 

7.3 SENSORS & TRACKING

 

7.3.1 MOTION TRACKERS

7.3.2 EYE TRACKING

7.3.3 POSITIONAL TRACKING

 

7.4 AUDIO TECHNOLOGY

7.5 HEADSET

7.6 PROCESSOR

 

7.7  HAPTIC

 

7.7.1 GLOVE 

7.7.2 VEST

7.7.3 STRAP 

7.7.4 TACTSUIT

7.7.5 OTHERS 

 

7.8 GLASSES

7.9 OTHERS 

 

8. GLOBAL XR HARDWARE MARKET, BY SOLUTION 

 

8.1 OVERVIEW

8.2 CONSUMER ENGAGEMENT

8.3 BUSINESS ENGAGEMENT

 

9. GLOBAL XR HARDWARE MARKET, BY APPLICATION 

 

9.1 OVERVIEW

9.2 VIRTUAL REALITY

 

9.2.1 DEVICE TYPE 

9.2.1.1.1. HEAD-MOUNTED DISPLAYS

9.2.1.1.2. PROJECTORS & DISPLAY WALLS

9.2.1.1.3.  GESTURE-TRACKING DEVICES

 

9.3 AUGMENTED REALITY

 

9.3.1 DEVICE TYPE 

9.3.1.1. MARKER-BASED AUGMENTED REALITY

9.3.1.2.  ANCHOR-BASED AR TECHNOLOGY

9.3.1.3.  MARKER-LESS AUGMENTED REALITY

 

9.3.1.4. OTHERS 

 

9.4 MIXED REALITY

 

10. GLOBAL XR HARDWARE MARKET, BY END USER 

 

10.1 OVERVIEW

10.2 EDUCATION

 

10.2.1 BY PRODUCT TYPE

10.2.1.1. DISPLAY 

10.2.1.2. SENSORS & TRACKING

10.2.1.3. AUDIO TECHNOLOGY

10.2.1.4. HEADSET

10.2.1.5. PROCESSOR

10.2.1.6.  HAPTIC

10.2.1.7. GLASSES

10.2.1.8. OTHERS 

 

10.3 LOGISTICS

 

10.3.1 BY PRODUCT TYPE

10.3.1.1. DISPLAY 

10.3.1.2. SENSORS & TRACKING

10.3.1.3. AUDIO TECHNOLOGY

10.3.1.4. HEADSET

10.3.1.5. PROCESSOR

10.3.1.6.  HAPTIC

10.3.1.7. GLASSES

10.3.1.8. OTHERS 

10.4 MILITARY

 

10.4.1 BY PRODUCT TYPE

10.4.1.1. DISPLAY 

10.4.1.2. SENSORS & TRACKING

10.4.1.3. AUDIO TECHNOLOGY

10.4.1.4. HEADSET

10.4.1.5. PROCESSOR

10.4.1.6.  HAPTIC

10.4.1.7. GLASSES

10.4.1.8. OTHERS 

 

10.5 RETAIL

 

10.5.1 BY PRODUCT TYPE

10.5.1.1. DISPLAY 

10.5.1.2. SENSORS & TRACKING

10.5.1.3. AUDIO TECHNOLOGY

10.5.1.4. HEADSET

10.5.1.5. PROCESSOR

10.5.1.6.  HAPTIC

10.5.1.7. GLASSES

10.5.1.8. OTHERS 

 

10.6  INDUSTRIAL

 

10.6.1 BY PRODUCT TYPE

10.6.1.1. DISPLAY 

10.6.1.2. SENSORS & TRACKING

10.6.1.3. AUDIO TECHNOLOGY

10.6.1.4. HEADSET

10.6.1.5. PROCESSOR

10.6.1.6.  HAPTIC

10.6.1.7. GLASSES

10.6.1.8. OTHERS 

 

10.7 MANUFACTURING

 

10.7.1 BY PRODUCT TYPE

10.7.1.1. DISPLAY 

10.7.1.2. SENSORS & TRACKING

10.7.1.3. AUDIO TECHNOLOGY

10.7.1.4. HEADSET

10.7.1.5. PROCESSOR

10.7.1.6.  HAPTIC

10.7.1.7. GLASSES

10.7.1.8. OTHERS 

 

10.8  HEALTHCARE

 

10.8.1 BY PRODUCT TYPE

10.8.1.1. DISPLAY 

10.8.1.2. SENSORS & TRACKING

10.8.1.3. AUDIO TECHNOLOGY

10.8.1.4. HEADSET

10.8.1.5. PROCESSOR

10.8.1.6.  HAPTIC

10.8.1.7. GLASSES

10.8.1.8. OTHERS 

 

10.9  MEDIA AND ENTERTAINMENT

 

10.9.1 BY PRODUCT TYPE

10.9.1.1. DISPLAY 

10.9.1.2. SENSORS & TRACKING

10.9.1.3. AUDIO TECHNOLOGY

10.9.1.4. HEADSET

10.9.1.5. PROCESSOR

10.9.1.6.  HAPTIC

10.9.1.7. GLASSES

10.9.1.8. OTHERS

 

10.10 OTHERS

 

11. GLOBAL XR HARDWARE MARKET, BY GEOGRAPHY

GLOBAL XR HARDWARE MARKET, (ALL SEGMENTATION PROVIDED ABOVE IS REPRESENTED IN THIS CHAPTER BY COUNTRY)

 

11.1 NORTH AMERICA

 

11.1.1 U.S.

11.1.2 CANADA

11.1.3 MEXICO

 

11.2 EUROPE

 

11.2.1 GERMANY

11.2.2 FRANCE

11.2.3 U.K.

11.2.4 ITALY

11.2.5 SPAIN

11.2.6 RUSSIA

11.2.7 TURKEY

11.2.8 BELGIUM

11.2.9 NETHERLANDS

11.2.10 NORWAY

11.2.11 FINLAND

11.2.12 SWITZERLAND

11.2.13 DENMARK

11.2.14 SWEDEN

11.2.15 POLAND

11.2.16 REST OF EUROPE

 

11.3 ASIA PACIFIC

 

11.3.1 JAPAN

11.3.2 CHINA

11.3.3 SOUTH KOREA

11.3.4 INDIA

11.3.5 AUSTRALIA

11.3.6 NEW ZEALAND

11.3.7 SINGAPORE

11.3.8 THAILAND

11.3.9 MALAYSIA

11.3.10 INDONESIA

11.3.11 PHILIPPINES

11.3.12 TAIWAN

11.3.13 VIETNAM

11.3.14 REST OF ASIA PACIFIC

 

11.4 SOUTH AMERICA

 

11.4.1 BRAZIL

11.4.2 ARGENTINA

11.4.3 REST OF SOUTH AMERICA

 

11.5 MIDDLE EAST AND AFRICA

 

11.5.1 SOUTH AFRICA

11.5.2 EGYPT

11.5.3 SAUDI ARABIA

11.5.4 U.A.E

11.5.5 OMAN

11.5.6 BAHRAIN

11.5.7 ISRAEL

11.5.8 KUWAIT

11.5.9 QATAR

11.5.10 REST OF MIDDLE EAST AND AFRICA

 

11.6 KEY PRIMARY INSIGHTS: BY MAJOR COUNTRIES

12. GLOBAL XR HARDWARE MARKET, COMPANY LANDSCAPE

 

12.1 COMPANY SHARE ANALYSIS: GLOBAL

12.2 COMPANY SHARE ANALYSIS: NORTH AMERICA

12.3 COMPANY SHARE ANALYSIS: EUROPE

12.4 COMPANY SHARE ANALYSIS: ASIA PACIFIC

12.5 MERGERS & ACQUISITIONS

12.6 NEW PRODUCT DEVELOPMENT AND APPROVALS

12.7 EXPANSIONS

12.8 REGULATORY CHANGES

12.9 PARTNERSHIP AND OTHER STRATEGIC DEVELOPMENTS

 

13. GLOBAL XR HARDWARE MARKET, SWOT & DBMR ANALYSIS

 

14. GLOBAL XR HARDWARE MARKET, COMPANY PROFILE

 

14.1 META

 

14.1.1 COMPANY SNAPSHOT

14.1.2 REVENUE ANALYSIS

14.1.3 PRODUCT PORTFOLIO

14.1.4 RECENT DEVELOPMENT

 

14.2 GOOGLE(ALPHABET INC )

 

14.2.1 COMPANY SNAPSHOT

14.2.2 REVENUE ANALYSIS

14.2.3 PRODUCT PORTFOLIO

14.2.4 RECENT DEVELOPMENT

 

14.3 HTC CORPORATION

 

14.3.1 COMPANY SNAPSHOT

14.3.2 REVENUE ANALYSIS

14.3.3 PRODUCT PORTFOLIO

14.3.4 RECENT DEVELOPMENT

 

14.4 SONY CORPORATION

 

14.4.1 COMPANY SNAPSHOT

14.4.2 REVENUE ANALYSIS

14.4.3 PRODUCT PORTFOLIO

14.4.4 RECENT DEVELOPMENT

 

14.5 MICROSOFT

 

14.5.1 COMPANY SNAPSHOT

14.5.2 REVENUE ANALYSIS

14.5.3 PRODUCT PORTFOLIO

14.5.4 RECENT DEVELOPMENT

14.6 PICO TECHNOLOGY CO. LTD.

 

14.6.1 COMPANY SNAPSHOT

14.6.2 REVENUE ANALYSIS

14.6.3 PRODUCT PORTFOLIO

14.6.4 RECENT DEVELOPMENT

 

14.7 LENOVO.

 

14.7.1 COMPANY SNAPSHOT

14.7.2 REVENUE ANALYSIS

14.7.3 PRODUCT PORTFOLIO

14.7.4 RECENT DEVELOPMENT

 

14.8 VARJO

 

14.8.1 COMPANY SNAPSHOT

14.8.2 REVENUE ANALYSIS

14.8.3 PRODUCT PORTFOLIO

14.8.4 RECENT DEVELOPMENT

 

14.9 MAGIC LEAP, INC

 

14.9.1 COMPANY SNAPSHOT

14.9.2 REVENUE ANALYSIS

14.9.3 PRODUCT PORTFOLIO

14.9.4 RECENT DEVELOPMENT

 

14.10 QUALCOMM

 

14.10.1 COMPANY SNAPSHOT

14.10.2 REVENUE ANALYSIS

14.10.3 PRODUCT PORTFOLIO

14.10.4 RECENT DEVELOPMENT

 

14.11 APPLE INC

 

14.11.1 COMPANY SNAPSHOT

14.11.2 REVENUE ANALYSIS

14.11.3 PRODUCT PORTFOLIO

14.11.4 RECENT DEVELOPMENT

 

14.12  HTX LABS, INC.

 

14.12.1 COMPANY SNAPSHOT

14.12.2 REVENUE ANALYSIS

14.12.3 PRODUCT PORTFOLIO

14.12.4 RECENT DEVELOPMENT

 

14.13 VUZIX

 

14.13.1 COMPANY SNAPSHOT

14.13.2 REVENUE ANALYSIS

14.13.3 PRODUCT PORTFOLIO

14.13.4 RECENT DEVELOPMENT

 

14.14 XREAL, INC

 

14.14.1 COMPANY SNAPSHOT

14.14.2 REVENUE ANALYSIS

14.14.3 PRODUCT PORTFOLIO

14.14.4 RECENT DEVELOPMENT

 

14.15 THIRDEYE.

 

14.15.1 COMPANY SNAPSHOT

14.15.2 REVENUE ANALYSIS

14.15.3 PRODUCT PORTFOLIO

14.15.4 RECENT DEVELOPMENT

 

14.16 DELL INC

 

14.16.1 COMPANY SNAPSHOT

14.16.2 REVENUE ANALYSIS

14.16.3 PRODUCT PORTFOLIO

14.16.4 RECENT DEVELOPMENT

 

14.17 INTEL CORPORATION

 

14.17.1 COMPANY SNAPSHOT

14.17.2 REVENUE ANALYSIS

14.17.3 PRODUCT PORTFOLIO

14.17.4 RECENT DEVELOPMENT

 

14.18  LYNX MIXED REALITY(SL PROCESS SAS.)

 

14.18.1 COMPANY SNAPSHOT

14.18.2 REVENUE ANALYSIS

14.18.3 PRODUCT PORTFOLIO

14.18.4 RECENT DEVELOPMENT

 

14.19 ADOBE INC

 

14.19.1 COMPANY SNAPSHOT

14.19.2 REVENUE ANALYSIS

14.19.3 PRODUCT PORTFOLIO

14.19.4 RECENT DEVELOPMENT

 

14.20 ACCENTURE.

 

14.20.1 COMPANY SNAPSHOT

14.20.2 REVENUE ANALYSIS

14.20.3 PRODUCT PORTFOLIO

14.20.4 RECENT DEVELOPMENT

14.21 CAD IT UK LTD.

 

14.21.1 COMPANY SNAPSHOT

14.21.2 REVENUE ANALYSIS

14.21.3 PRODUCT PORTFOLIO

14.21.4 RECENT DEVELOPMENT

 

14.22 HOLOSPHERE

 

14.22.1 COMPANY SNAPSHOT

14.22.2 REVENUE ANALYSIS

14.22.3 PRODUCT PORTFOLIO

14.22.4 RECENT DEVELOPMENT

 

14.23 GOERTEK

 

14.23.1 COMPANY SNAPSHOT

14.23.2 REVENUE ANALYSIS

14.23.3 PRODUCT PORTFOLIO

14.23.4 RECENT DEVELOPMENT

 

14.24 EMDOORVR

 

14.24.1 COMPANY SNAPSHOT

14.24.2 REVENUE ANALYSIS

14.24.3 PRODUCT PORTFOLIO

14.24.4 RECENT DEVELOPMENT

 

14.25 AAC TECHNOLOGIE

 

14.25.1 COMPANY SNAPSHOT

14.25.2 REVENUE ANALYSIS

14.25.3 PRODUCT PORTFOLIO

14.25.4 RECENT DEVELOPMENT

 

NOTE: THE COMPANIES PROFILED IS NOT EXHAUSTIVE LIST AND IS AS PER OUR PREVIOUS CLIENT REQUIREMENT. WE PROFILE MORE THAN 100 COMPANIES IN OUR STUDY AND HENCE THE LIST OF COMPANIES CAN BE MODIFIED OR REPLACED ON REQUEST

 

15. CONCLUSION

 

16. QUESTIONNAIRE

 

17. RELATED REPORTS

 

18. ABOUT DATA BRIDGE MARKET RESEARCH

Frequently Asked Questions

The XR Hardware Market size will be worth USD 1303.9 billion by 2031 during the forecast period.
The XR Hardware Market growth rate is 39.2% during the forecast period.
Increased Competition, Advancements in Component Technology and Rising use of XR for enterprise applications are the growth drivers of the XR Hardware Market.
The solution, application, and end-user are the factors on which the XR Hardware Market research is based.
The major companies in the XR Hardware Market are Microsoft Corporation (U.S.), Sony Corporation (Japan), HTC Corporation (Taiwan), Oculus VR (U.S.), Samsung Electronics Co., Ltd. (South Korea), Google LLC (U.S.), Magic Leap, Inc. (U.S.), Vuzix Corporation (U.S.), Epson America, Inc. (U.S.), Qualcomm Technologies, Inc. (U.S.), Apple Inc. (U.S.), Intel Corporation (U.S.), Acer Inc. (Taiwan), Dell Technologies Inc. (U.S.), ASUSTeK Computer Inc. (Taiwan), Lenovo Group Limited (Hong Kong), Pico Interactive (China), Varjo Technologies (Finland), Nreal (China), Lynx Laboratories Inc. (U.S.).