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市場調查報告書
商品編碼
1644257

全球虛擬實境耳機市場

Virtual Reality Headsets

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 148 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

到 2030 年,全球虛擬實境耳機市場規模將達到 683 億美元

2024 年全球虛擬實境耳機市場規模估計為 143 億美元,預計到 2030 年將達到 683 億美元,2024-2030 年分析期間的複合年成長率為 29.8%。獨立VR頭戴裝置是該報告分析的細分市場之一,預計到分析期結束時複合年成長率將達到 29.5%,達到 325 億美元。在分析期內,智慧型手機VR頭戴裝置市場的複合年成長率預計為 33.8%。

美國市場規模估計為 38 億美元,中國市場預期複合年成長率為 28.2%

預計 2024 年美國虛擬實境耳機市場價值將達到 38 億美元。中國是世界第二大經濟體,預計到 2030 年市場規模將達到 103 億美元,2024-2030 年分析期間的複合年成長率為 28.2%。其他值得注意的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為 27.1% 和 25.8%。在歐洲,德國的複合年成長率預計為 20.7%。

全球虛擬實境耳機市場 - 主要趨勢與促進因素摘要

什麼是虛擬實境耳機?

虛擬實境耳機是一種身臨其境型設備,它結合了先進的顯示技術、運動追蹤和空間音頻,將使用者帶入模擬環境。這些耳機正在改變各個行業,支持遊戲、娛樂、教育、醫療保健和企業培訓等應用。這些耳機允許用戶與 3D 環境進行交互,從而彌合數位世界和物理世界之間的差距。 VR頭戴裝置能夠創造高度沉浸式的體驗,因此不再侷限於遊戲,也被應用於各種專業領域。

VR頭戴裝置之所以越來越受歡迎,是因為它能夠提供無與倫比的參與度和真實感。在遊戲中, VR頭戴裝置可以增強玩家的沉浸感,而在企業環境中,它們則被用來提供逼真的訓練模擬。治療和外科手術培訓等醫療保健應用也正得到越來越廣泛的應用,其中VR頭戴裝置有助於提高準確性和理解力。此外, VR頭戴裝置作為通往元宇宙元宇宙的門戶,其流行也大大促進了需求的成長。設備在實現豐富、互動和可自訂的體驗方面發揮作用,正在塑造各個行業的擴張。

科技如何增強VR頭戴裝置的功能?

顯示技術、運算能力和連接性的進步推動了VR頭戴裝置的演變。 OLED 和 AMOLED 面板等高解析度顯示器透過提供更清晰的視覺效果並減少運動模糊,解決了 VR 應用的主要障礙之一。寬視野 (FoV) 鏡頭和高更新率可最大限度地減少視覺疲勞和延遲,進一步提高使用者的舒適度和沈浸感。這些功能與圖形處理單元 (GPU) 的進步相結合,可實現流暢、逼真的模擬,讓更廣泛的受眾能夠享受 VR。

運動追蹤和空間音訊對於創造真正身臨其境的體驗至關重要。由內而外的追蹤系統使用內藏相機來繪製周圍環境,不需要外部感測器,從而簡化了設定並提高了便攜性。空間音訊可根據您的位置和運動動態調整聲音,從而增加沉浸感。此外,Wi-Fi 6 和 5G 等無線連線的進步將實現不受束縛的 VR 體驗,為使用者提供更大的活動自由。雲端處理和邊緣渲染也正在成為關鍵推動因素,將處理任務卸載到遠端伺服器,在保持高效能的同時降低耳機的重量和成本。

哪些趨勢正在塑造虛擬實境耳機市場?

隨著身臨其境型技術日益被接受和創新,有幾種趨勢正在推動虛擬實境(VR頭戴裝置市場的快速發展。一個大趨勢是獨立VR頭戴裝置的普及率不斷提高。由於不需要連接外部電腦或主機,這些設備由於易於使用和便宜而變得流行。內建處理器和儲存的獨立型號使 VR 更加容易獲得,尤其是對於普通用戶和初學者而言。另一個趨勢是將人工智慧(AI)融入VR系統,透過語音辨識、手勢追蹤和個人化內容建議來增強用戶互動。

元宇宙的出現或許是最具變革性的趨勢,將VR頭戴裝置定位為存取這新數位前沿的主要介面。隨著企業投資建立互聯虛擬世界,對高品質 VR 硬體的需求正在飆升。此外,人們對健身和健康的興趣日益濃厚,這也影響了VR頭戴裝置市場,將虛擬環境與身體活動相結合的應用程式(如 VR健身遊戲)越來越受歡迎。在企業中,採用 VR 進行遠端協作、虛擬會議和設計原型製作正在重新定義職場動態,進一步推動市場成長。

哪些因素將推動VR頭戴裝置市場的成長?

VR頭戴裝置市場的成長受到多種因素的推動,包括硬體的進步、應用程式的擴展和消費者偏好的改變。其中一個主要促進因素是 VR 技術的價格越來越便宜。隨著製造流程變得更加高效以及規模經濟發揮作用, VR頭戴裝置的成本正在下降,從而讓更多的人能夠使用它們。此外,無線技術與獨立功能的整合消除了先前與設定複雜性相關的限制,進一步推動了其採用。

VR頭戴裝置在各行業的使用案例不斷擴大也是一個主要的成長動力。在教育領域,VR 被用於創造身臨其境型學習體驗;在醫療保健領域,它有助於患者治療和醫療培訓。人們對遠距工作和虛擬協作的興趣日益濃厚,也推動了需求, VR頭戴裝置可以實現逼真且引人入勝的虛擬會議。元宇宙的興起嚴重依賴虛擬實境 (VR) 進行存取和互動,這導致此類設備的需求激增。此外,內容創作工具的進步以及硬體製造商和內容開發人員之間的合作正在加強生態系統並確保高品質應用程式的穩定供應。綜合起來,這些因素凸顯了VR頭戴裝置的變革潛力及其在塑造數位互動未來方面日益增強的作用。

部分

產品類型(獨立VR頭戴裝置、支援智慧型手機的VR頭戴裝置、獨立 PC 連接VR頭戴裝置)、應用程式(遊戲應用程式、媒體和娛樂應用程式、醫療保健應用、零售應用、教育應用、其他應用)

受訪公司範例(總合42家公司)

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章 市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP33297

Global Virtual Reality Headsets Market to Reach US$68.3 Billion by 2030

The global market for Virtual Reality Headsets estimated at US$14.3 Billion in the year 2024, is expected to reach US$68.3 Billion by 2030, growing at a CAGR of 29.8% over the analysis period 2024-2030. Standalone VR Headset, one of the segments analyzed in the report, is expected to record a 29.5% CAGR and reach US$32.5 Billion by the end of the analysis period. Growth in the Smartphone-Enabled VR Headset segment is estimated at 33.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.8 Billion While China is Forecast to Grow at 28.2% CAGR

The Virtual Reality Headsets market in the U.S. is estimated at US$3.8 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$10.3 Billion by the year 2030 trailing a CAGR of 28.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 27.1% and 25.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 20.7% CAGR.

Global Virtual Reality Headsets Market - Key Trends & Drivers Summarized

What Are Virtual Reality Headsets, and Why Are They Revolutionizing Digital Experiences?

Virtual Reality headsets are immersive devices that transport users into simulated environments by combining advanced display technologies, motion tracking, and spatial audio. These headsets are transforming industries by enabling applications in gaming, entertainment, education, healthcare, and enterprise training. They allow users to interact with 3D environments, bridging the gap between digital and physical worlds. With their ability to create highly immersive experiences, VR headsets are no longer limited to gaming but are increasingly being adopted across various professional domains.

The rising adoption of VR headsets is driven by their ability to deliver unparalleled levels of engagement and realism. In gaming, VR headsets are elevating player immersion, while in enterprise settings, they are being used to provide realistic training simulations. Healthcare applications, such as therapy and surgical training, are also seeing increased adoption, with VR headsets proving instrumental in enhancing precision and understanding. Furthermore, the popularity of metaverse platforms, where VR headsets act as gateways, has significantly contributed to their growing demand. The device’s role in enabling rich, interactive, and customizable experiences is shaping its expansion across industries.

How Are Technologies Enhancing the Capabilities of VR Headsets?

The evolution of VR headsets is underpinned by advancements in display technologies, computing power, and connectivity. High-resolution displays, such as OLED and AMOLED panels, are providing sharper visuals and reducing motion blur, addressing one of the major barriers to VR adoption. Wide field-of-view (FoV) lenses and high refresh rates are further enhancing user comfort and immersion by minimizing visual fatigue and latency. Coupled with advancements in graphics processing units (GPUs), these features allow for smooth, lifelike simulations, making VR more accessible to a wider audience.

Motion tracking and spatial audio are pivotal in creating truly immersive experiences. Inside-out tracking systems, which use built-in cameras to map surroundings, eliminate the need for external sensors, simplifying setup and improving portability. Spatial audio enhances the sense of realism by dynamically adjusting sound based on the user’s position and movements. Additionally, advancements in wireless connectivity, such as Wi-Fi 6 and 5G, are enabling untethered VR experiences, allowing users greater freedom of movement. Cloud computing and edge rendering are also emerging as key enablers, offloading processing tasks to remote servers and reducing the weight and cost of headsets while maintaining high performance.

What Trends Are Shaping the Virtual Reality Headset Market?

Several trends are driving the rapid evolution of the VR headset market, reflecting the growing acceptance and innovation in immersive technologies. One major trend is the rising adoption of standalone VR headsets. These devices, which do not require connection to external PCs or consoles, are gaining traction due to their ease of use and affordability. Standalone models equipped with built-in processors and storage are making VR more accessible, especially to casual users and newcomers. Another trend is the integration of artificial intelligence (AI) into VR systems, enhancing user interactions through voice recognition, gesture tracking, and personalized content recommendations.

The emergence of the metaverse is perhaps the most transformative trend, positioning VR headsets as the primary interface for accessing this new digital frontier. As companies invest in building interconnected virtual worlds, the demand for high-quality VR hardware is skyrocketing. Additionally, the growing focus on fitness and wellness is shaping the VR headset market, with applications that combine virtual environments and physical activity, such as VR fitness games, gaining popularity. In enterprise applications, the adoption of VR for remote collaboration, virtual meetings, and design prototyping is redefining workplace dynamics, further fueling market growth.

What Factors Are Driving the Growth of the VR Headset Market?

The growth in the VR headset market is driven by several factors, including advancements in hardware, expanding applications, and shifting consumer preferences. One of the primary drivers is the increasing affordability of VR technology. As manufacturing processes become more efficient and economies of scale take effect, the cost of VR headsets is decreasing, making them accessible to a broader audience. Additionally, the integration of wireless technologies and standalone functionalities is addressing previous limitations related to setup complexity, further boosting adoption.

The expanding use cases of VR headsets across industries are also a significant growth driver. In education, VR is being used for immersive learning experiences, while in healthcare, it aids in patient therapy and medical training. The growing interest in remote work and virtual collaboration is another factor driving demand, with VR headsets enabling realistic and engaging virtual meetings. The rise of the metaverse, which relies heavily on VR for access and interaction, is creating a surge in demand for these devices. Furthermore, advancements in content creation tools and partnerships between hardware manufacturers and content developers are enhancing the ecosystem, ensuring a steady supply of high-quality applications. Collectively, these factors underscore the transformative potential of VR headsets and their growing role in shaping the future of digital interaction.

SCOPE OF STUDY:

The report analyzes the Virtual Reality Headsets market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Product Type (Standalone VR Headset, Smartphone-Enabled VR Headset, Standalone PC-Connected VR Headset); Application (Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 42 Featured) -

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Virtual Reality Headsets - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Immersive Entertainment Fuels Growth in Virtual Reality Headsets
    • Advancements in Display Technology Propel Innovation in VR Headset Design
    • Focus on Gaming Drives High Adoption of VR Headsets in Consumer Markets
    • Increased Use in Training and Simulation Expands Applications for VR Headsets
    • Growth in Education Highlights Opportunities for VR Headsets in Virtual Classrooms
    • Focus on Lightweight and Ergonomic Designs Boosts User Comfort in VR Headsets
    • Advancements in Wireless Connectivity Expand Mobility in VR Headset Solutions
    • Integration with AI Enhances Realism and Interactivity in VR Experiences
    • Rising Awareness of Health and Wellness Applications Fuels Adoption of VR Headsets
    • Emergence of VR in Professional Sports Training Creates New Use Cases
    • Focus on Enterprise Applications Expands Demand for VR Headsets in Workforce Training
    • Advancements in VR Content Ecosystems Enhance User Adoption
    • Emergence of 5G Networks Fuels Growth in High-Performance VR Headset Applications
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality Headsets Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Standalone VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Standalone VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Smartphone-Enabled VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Smartphone-Enabled VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Standalone PC-Connected VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Standalone PC-Connected VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Media & Entertainment Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Media & Entertainment Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Healthcare Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Retail Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Retail Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Education Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Education Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CHINA
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030

IV. COMPETITION