Product Code: VMR11219176
The global demand for Virtual Reality Headset Market is presumed to reach the market size of nearly USD 147.45 BN by 2030 from USD 13.6 BN in 2022 with a CAGR of 30.32% under the study period 2023 - 2030.
A virtual reality headset, a head-mounted gadget, immerses the user in a virtual environment. Virtual reality (VR) headsets are frequently used with video games but can have other uses, such as trainers and simulations. They include stereo sound, a stereoscopic head-mounted display with separate images for each eye, and sensors that track head motion. These sensor systems consist of magnetometers, gyroscopes, accelerometers, or structured light systems.
MARKET DYNAMICS:
The virtual reality headset market is witnessing robust growth due to rising demand in the gaming, advertising, and automotive markets as well as application in the growing smartphone sector. The substantial use of virtual reality (VR) technology in the automotive & military sectors is propelling the market growth. In addition, the industry's growth is being driven by the spike in demand for gaming consoles. Virtual reality headset technology has immense potential to be applied in a wide range of fields, including education, industrial prototyping, and medical training. The increasing investments in this technology by consumers and enterprises are anticipated to flourish the market over the projected period. The growth of this market looks promising due to factors such as increasing penetration of virtual reality headsets in healthcare, retail, sports, gaming, and entertainment.
The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual reality headset. The growth and trends of virtual reality headset industry provide a holistic approach to this study.
MARKET SEGMENTATION:
This section of the virtual reality headset market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.
By End-Device
- Low-End Device
- Mid-Range Device
- High-End Device
By Product
- Standalone
- Smartphone-Enabled
- Standalone Pc-Connected
By Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Others
REGIONAL ANALYSIS:
This section covers the regional outlook, which accentuates current and future demand for the Virtual Reality Headset market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the virtual reality headset market include Carl Zeiss AG, Facebook Technologies, LLC (Oculus), Google LLC, HTC Corp., LG Electronics, Microsoft, Razer Inc., Samsung Electronics Co. Ltd., Sony Corp. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
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TABLE OF CONTENTS
1 . PREFACE
- 1.1. Report Description
- 1.1.1. Objective
- 1.1.2. Target Audience
- 1.1.3. Unique Selling Proposition (USP) & offerings
- 1.2. Research Scope
- 1.3. Research Methodology
- 1.3.1. Market Research Process
- 1.3.2. Market Research Methodology
2 . EXECUTIVE SUMMARY
- 2.1. Highlights of Market
- 2.2. Global Market Snapshot
3 . VIRTUAL REALITY HEADSET - INDUSTRY ANALYSIS
- 3.1. Introduction - Market Dynamics
- 3.2. Market Drivers
- 3.3. Market Restraints
- 3.4. Opportunities
- 3.5. Industry Trends
- 3.6. Porter's Five Force Analysis
- 3.7. Market Attractiveness Analysis
- 3.7.1 Market Attractiveness Analysis By End-device
- 3.7.2 Market Attractiveness Analysis By Product
- 3.7.3 Market Attractiveness Analysis By Application
- 3.7.4 Market Attractiveness Analysis By Region
4 . VALUE CHAIN ANALYSIS
- 4.1. Value Chain Analysis
- 4.2. Raw Material Analysis
- 4.2.1. List of Raw Materials
- 4.2.2. Raw Material Manufactures List
- 4.2.3. Price Trend of Key Raw Materials
- 4.3. List of Potential Buyers
- 4.4. Marketing Channel
- 4.4.1. Direct Marketing
- 4.4.2. Indirect Marketing
- 4.4.3. Marketing Channel Development Trend
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
6 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY END-DEVICE
- 6.1 Overview by End-device
- 6.2 Historical and Forecast Data
- 6.3 Analysis by End-device
- 6.4 Low-end Device Historic and Forecast Sales by Regions
- 6.5 Mid-range Device Historic and Forecast Sales by Regions
- 6.6 High-end Device Historic and Forecast Sales by Regions
7 . GLOBAL VIRTUAL REALITY HEADSET MARKET ANALYSIS BY PRODUCT
- 7.1 Overview by Product
- 7.2 Historical and Forecast Data
- 7.3 Analysis by Product
- 7.4 Standalone Historic and Forecast Sales by Regions
- 7.5 Smartphone-enabled Historic and Forecast Sales by Regions
- 7.6 Standalone PC-connected Historic and Forecast Sales by Regions
8 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY APPLICATION
- 8.1 Overview by Application
- 8.2 Historical and Forecast Data
- 8.3 Analysis by Application
- 8.4 Gaming Historic and Forecast Sales by Regions
- 8.5 Healthcare Historic and Forecast Sales by Regions
- 8.6 Media & Entertainment Historic and Forecast Sales by Regions
- 8.7 Manufacturing Historic and Forecast Sales by Regions
- 8.8 Retail Historic and Forecast Sales by Regions
- 8.9 Education Historic and Forecast Sales by Regions
- 8.10. Telecommunications Historic and Forecast Sales by Regions
- 8.11 Others Historic and Forecast Sales by Regions
9 . GLOBAL VIRTUAL REALITY HEADSET MARKET SALES ANALYSIS BY GEOGRAPHY
- 9.1. Regional Outlook Sales Analysis
- 9.2. Introduction Sales Analysis
- 9.3. North America Sales Analysis
- 9.3.1. Overview, Historic and Forecast Sales Analysis
- 9.3.2. North America By Segment Sales Analysis
- 9.3.3. North America By Country Sales Analysis
- 9.3.4. United State Sales Analysis
- 9.3.5. Canada Sales Analysis
- 9.3.6. Mexico Sales Analysis
- 9.4. Europe Sales Analysis
- 9.4.1. Overview, Historic and Forecast Sales Analysis
- 9.4.2. Europe by Segment Sales Analysis
- 9.4.3. Europe by Country Sales Analysis
- 9.4.4. United Kingdom Sales Analysis
- 9.4.5. France Sales Analysis
- 9.4.6. Germany Sales Analysis
- 9.4.7. Italy Sales Analysis
- 9.4.8. Russia Sales Analysis
- 9.4.9. Rest Of Europe Sales Analysis
- 9.5. Asia Pacific Sales Analysis
- 9.5.1. Overview, Historic and Forecast Sales Analysis
- 9.5.2. Asia Pacific by Segment Sales Analysis
- 9.5.3. Asia Pacific by Country Sales Analysis
- 9.5.4. China Sales Analysis
- 9.5.5. India Sales Analysis
- 9.5.6. Japan Sales Analysis
- 9.5.7. South Korea Sales Analysis
- 9.5.8. Australia Sales Analysis
- 9.5.9. Rest Of Asia Pacific Sales Analysis
- 9.6. Latin America Sales Analysis
- 9.6.1. Overview, Historic and Forecast Sales Analysis
- 9.6.2. Latin America by Segment Sales Analysis
- 9.6.3. Latin America by Country Sales Analysis
- 9.6.4. Brazil Sales Analysis
- 9.6.5. Argentina Sales Analysis
- 9.6.6. Peru Sales Analysis
- 9.6.7. Chile Sales Analysis
- 9.6.8. Rest of Latin America Sales Analysis
- 9.7. Middle East & Africa Sales Analysis
- 9.7.1. Overview, Historic and Forecast Sales Analysis
- 9.7.2. Middle East & Africa by Segment Sales Analysis
- 9.7.3. Middle East & Africa by Country Sales Analysis
- 9.7.4. Saudi Arabia Sales Analysis
- 9.7.5. UAE Sales Analysis
- 9.7.6. Israel Sales Analysis
- 9.7.7. South Africa Sales Analysis
- 9.7.8. Rest Of Middle East And Africa Sales Analysis
10 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY HEADSET COMPANIES
- 10.1. Virtual Reality Headset Market Competition
- 10.2. Partnership/Collaboration/Agreement
- 10.3. Merger And Acquisitions
- 10.4. New Product Launch
- 10.5. Other Developments
11 . COMPANY PROFILES OF VIRTUAL REALITY HEADSET INDUSTRY
- 11.1. Top 10 Company Share Analysis
- 11.2. Market Concentration Rate
- 11.3. Carl Zeiss AG
- 11.3.1. Company Overview
- 11.3.2. Company Revenue
- 11.3.3. Products
- 11.3.4. Recent Developments
- 11.4. Facebook Technologies LLC (Oculus)
- 11.4.1. Company Overview
- 11.4.2. Company Revenue
- 11.4.3. Products
- 11.4.4. Recent Developments
- 11.5. Google LLC
- 11.5.1. Company Overview
- 11.5.2. Company Revenue
- 11.5.3. Products
- 11.5.4. Recent Developments
- 11.6. HTC Corp.
- 11.6.1. Company Overview
- 11.6.2. Company Revenue
- 11.6.3. Products
- 11.6.4. Recent Developments
- 11.7. LG Electronics
- 11.7.1. Company Overview
- 11.7.2. Company Revenue
- 11.7.3. Products
- 11.7.4. Recent Developments
- 11.8. Microsoft
- 11.8.1. Company Overview
- 11.8.2. Company Revenue
- 11.8.3. Products
- 11.8.4. Recent Developments
- 11.9. Razer Inc.
- 11.9.1. Company Overview
- 11.9.2. Company Revenue
- 11.9.3. Products
- 11.9.4. Recent Developments
- 11.10. Samsung Electronics Co. Ltd.
- 11.10.1. Company Overview
- 11.10.2. Company Revenue
- 11.10.3. Products
- 11.10.4. Recent Developments
- 11.11. Sony Corp.
- 11.11.1. Company Overview
- 11.11.2. Company Revenue
- 11.11.3. Products
- 11.11.4. Recent Developments
Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies