This study aims to examine the aspects of Extended Reality (XR) technology utilized in the cultural content industry and to propose a practical framework for linking education and industry based on this. XR technology provides immersive experiences in fields such as education, cultural heritage, tourism, and performance, and is facilitating the transformation of the cultural content industry. Recently, combined with the advancement of generative AI, new changes are emerging in content production and user experience design methods. To achieve this understanding, domestic and overseas cases were compared and analyzed. Domestic cases were examined primarily in the fields of education, tourism, exhibitions and museums, cultural heritage, and performance, while international cases were analyzed focusing on the utilization of museums and cultural heritage in Europe, XR education and performance in the United States, the virtual idol industry in Japan, and the digital human industry in China. The analysis confirmed that XR functions as a convergence platform connecting the domains of education, cultural heritage, tourism, exhibitions, and entertainment, going beyond a mere technical tool. Furthermore, while there are differences in XR utilization methods depending on national industrial structures and cultural characteristics, common features such as the provision of immersive experiences, expanded user participation, and the establishment of digital cultural environments were observed. Based on this, this study proposes an "XR Content Cultural Topography" that systematically classifies the characteristics of XR utilization by field, and presents an education-industry linkage framework that connects educational institutions with industrial sites.