封面
市場調查報告書
商品編碼
1629065

VR頭戴裝置市場規模、佔有率、成長分析,按終端設備、按產品類型、按應用、按地區 - 行業預測,2025 年至 2032 年

VR Headsets Market Size, Share, Growth Analysis, By End-device (Low-end device, Mid-range device), By Product Type (Standalone, Smartphone-enabled), By Application, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 272 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球VR頭戴裝置市場規模價值 101 億美元,預測期內(2025-2032 年)的複合年成長率為 28.9%,從 2024 年的 130.2 億美元成長至 2032 年的 992 億美元。 2000 萬美元。

全球VR頭戴裝置市場正在經歷強勁成長,這得益於零售和製造等行業對虛擬實境的採用,以及遊戲機需求的不斷成長。 VR 技術的多樣化應用,包括醫療培訓、工業原型製作和教育,正在吸引大量投資並增加消費者和企業的產品需求。主要參與者正在透過提供身臨其境型體驗的頭戴式設備 (HMD) 進行創新,並利用技術進步來保持競爭力。疫情加速了VR在教育訓練領域的應用。例如,英國政府利用 VR 進行醫療培訓,美國國家航空暨太空總署 (NASA) 使用 VR 進行互動計畫。隨著 VR 持續推動醫療保健、汽車和房地產等行業的效率,該市場在未來幾年將有望實現持續成長。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和資料資料
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 技術分析
  • 監管分析
  • 專利分析
  • 案例研究分析

VR頭戴裝置市場規模(依終端設備分類)

  • 市場概況
  • 低階設備
  • 中階設備
  • 高階設備

VR頭戴裝置市場規模(依產品類型)

  • 市場概況
  • 獨立
  • 相容智慧型手機
  • 獨立 PC 連接

VR頭戴裝置市場規模(按應用分類)

  • 市場概況
  • 遊戲
  • 衛生保健
  • 媒體與娛樂
  • 製造業
  • 零售
  • 教育
  • 通訊
  • 其他

VR頭戴裝置市場規模

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分析市場佔有率
    • 收益與前一年同期比較(2022-2024 年)

主要企業簡介

  • Meta Platforms, Inc.
  • Sony Corporation
  • HTC Corporation
  • Pico Interactive
  • Samsung Electronics Co., Ltd.
  • Microsoft Corporation
  • Valve Corporation
  • Lenovo Group Limited
  • LG Electronics Inc.
  • HP Inc.
  • Pimax Technology
  • Xiaomi Corporation
  • Acer Inc.
  • StarVR Corporation
  • Razer Inc.
  • ASUS(ASUSTeK Computer Inc.)
  • Dell Technologies Inc.
  • Zeiss International
  • Varjo Technologies
  • Apple Inc.

結論和建議

簡介目錄
Product Code: SQMIG45I2117

Global VR Headsets Market size was valued at USD 10.1 billion in 2023 and is poised to grow from USD 13.02 billion in 2024 to USD 99.22 billion by 2032, growing at a CAGR of 28.9% during the forecast period (2025-2032).

The global VR headset market is experiencing robust growth, fueled by the adoption of virtual reality across sectors like retail and manufacturing, alongside rising demand for gaming consoles. VR technology's diverse applications-including medical training, industrial prototyping, and education-are attracting significant investment from both consumers and enterprises, enhancing product demand. Key players are innovating head-mounted devices (HMDs) to deliver immersive experiences, leveraging technological advancements to remain competitive. The pandemic accelerated the use of VR in education and training, exemplified by the U.K. government's use of VR for medical training and NASA's interactive programs. As VR continues to enhance efficiencies in industries such as healthcare, automotive, and real estate, the market is well-positioned for sustained growth in the coming years.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Vr Headsets market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global VR Headsets Market Segmental Analysis

Global VR Headsets Market is segmented by End-device, Product Type, Application and region. Based on End-device, the market is segmented into Low-end device, Mid-range device and High-end device. Based on Product Type, the market is segmented into Standalone, Smartphone-enabled and Standalone PC-connected. Based on Application, the market is segmented into Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global VR Headsets Market

A major factor driving the expansion of the global VR headsets market is the rising adoption of virtual reality technology, particularly within the gaming and entertainment sectors. As gamers and consumers increasingly desire immersive and realistic experiences, VR Head-Mounted Devices (HMDs) have emerged as a popular choice. These headsets provide users with the ability to enter virtual environments and engage in interactive gameplay, transforming the gaming experience. Furthermore, with prominent technology companies continuously advancing VR technology and creating innovative gaming solutions, the demand for VR headsets is anticipated to maintain a strong growth trend in the coming years.

Restraints in the Global VR Headsets Market

The global VR headsets market faces significant constraints, primarily due to the high initial costs associated with these advanced devices. The sophisticated technology and precise engineering required for VR headsets result in their elevated pricing, which can dissuade potential consumers from making a purchase. This financial barrier may prevent both individuals and businesses from embracing VR solutions, thereby limiting the market's growth potential. Furthermore, the necessity for powerful computing hardware to run VR experiences exacerbates this expense, making affordability a key concern. To enhance market penetration, manufacturers must prioritize cost-reduction strategies and develop more budget-friendly alternatives to appeal to a wider audience.

Market Trends of the Global VR Headsets Market

The global VR headsets market is witnessing a notable trend towards social and collaborative virtual reality experiences, as users seek immersive environments that facilitate connection and engagement. This shift is primarily fueled by the rising popularity of social gaming, virtual meetings, and shared events, prompting manufacturers to innovate and enhance the interactivity of their platforms. The growing accessibility and affordability of VR headsets are encouraging companies to prioritize features that promote user collaboration, thus creating virtual spaces where individuals can interact seamlessly regardless of their physical locations. This trend not only fosters community but also enriches the immersive potential of virtual reality technology, driving market growth.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Regulatory Analysis
  • Patent Analysis
  • Case Study Analysis

Global VR Headsets Market Size by End-device & CAGR (2025-2032)

  • Market Overview
  • Low-end device
  • Mid-range device
  • High-end device

Global VR Headsets Market Size by Product Type & CAGR (2025-2032)

  • Market Overview
  • Standalone
  • Smartphone-enabled
  • Standalone PC-connected

Global VR Headsets Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

Global VR Headsets Market Size & CAGR (2025-2032)

  • North America (End-device, Product Type, Application)
    • US
    • Canada
  • Europe (End-device, Product Type, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (End-device, Product Type, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (End-device, Product Type, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (End-device, Product Type, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta Platforms, Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pico Interactive
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lenovo Group Limited
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LG Electronics Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HP Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pimax Technology
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Xiaomi Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Acer Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • StarVR Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Razer Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ASUS (ASUSTeK Computer Inc.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dell Technologies Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Zeiss International
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo Technologies
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Apple Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations