Virtual Reality Headset Market

Global Virtual Reality Headset Market Size, Trends & Analysis - Forecasts to 2028 By End-device (Low-end Device, Mid-range Device, High-end Device), Product Type (Standalone, Smartphone-enabled, Standalone PC-connected), Application (Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, Others), Region (North America, Asia Pacific, Central & South America, Europe, Middle East and Africa), Competitive Landscape, Company Market Share Analysis, and Competitor Analysis

Category Trending Technology
Format
  • ms word
  • ms excel
  • ms ppt
  • pdf
This report was recently updated on December 16 2024 with the latest and most recent market numbers

Global Virtual Reality Headset Market Size

The global virtual reality headset market is expected to grow at a CAGR of 29.7% from 2023 to 2028. A virtual reality headset is a piece of gear used to give virtual reality experiences for three-dimensional simulations, computer games, and other applications. It consists of a head motion monitoring sensor and an organic light-emitting diode (OLED) or liquid crystal display screen. The sensor tracks head movement and transmits 3D visuals with up to a 360-degree view. Immersive virtual reality (VR) headsets are being utilised more often in audience interaction, engineering design, and training approaches. As a means of preparing medical professionals for surgery and other treatments, VR headsets are frequently used in the medical sector. The user's virtual reality experience is improved through the development of eye and motion tracking. The use of virtual reality technology in a variety of fields, including education, medical training, and industrial prototyping, has enormous promise.

The virtual reality (VR) headset market has grown significantly in recent years, thanks to advances in technology and the increasing demand for immersive experiences. A VR headset is a device that simulates a virtual environment and allows users to interact with it using sensors and controllers. There are several types of VR headsets available in the market, ranging from low-cost mobile-based solutions to high-end, PC-connected devices.

The market for virtual reality headsets is expanding as a result of rising smartphone adoption, an increase in the demand for effective and high-quality images, and an increase in public technology literacy. In addition, both in established and emerging nations, the younger generation's growing popularity for the VR scenario has propelled the market's expansion. The market is also expanding as a result of the increasing use of virtual reality technology in online events, which enables businesses to connect with target clients where they are most comfortable by providing a realistic experience of their goods and services. The advantages that VR devices provide, like the ability to create a realistic world, an immersive experience, profound visualisation, and accessibility to a variety of situations, are accelerating industry expansion.

Other major drivers of the VR headset market is the rapidly growing demand from the gaming industry. This has embraced the technology as a way to provide more immersive gameplay experiences. VR headsets have also found use in other industries, such as healthcare, education, and retail. For example, healthcare providers are using VR to train medical professionals and treat mental health conditions, while educational institutions are using the technology to enhance learning experiences.

global virtual reality headset market

Global Virtual Reality Headset Market: By End-Device

As per the end-device outlook, the high-end device segment will be the largest segment during the forecast period. The global virtual reality headset market is divided into low-end device, mid-range device and high-end device based on end-device outlook. The growth of this sector is anticipated to be fueled by the sophisticated characteristics of these devices, including superior visual effects, self-tracking, and high performance. Large firms mostly use high-end equipment to give their clients and staff higher-quality services. The viewers' experience is enhanced and the resolution is great - thanks to these gadgets' extensive use of cutting-edge technology. Their demand is projected to increase as well-known companies like HP Inc., Facebook Technologies, LLC (Oculus), and Google LLC continue to invest in high-end devices.

Global Virtual Reality Headset Market: By Product

As per the product outlook, it is expected that the standalone VR segment of the market will be the largest segment. A standalone device provides an excellent experience at a reasonable cost. Its primary characteristic is the incorporation of diverse methods, such as hardware and processor control, into a single system. The segment's growth is being fuelled by the leading companies' availability of a range of application-oriented devices with varying features and pricing points.

Global Virtual Reality Headset Market: By Application

The gaming segment of the market by application is expected to be the largest market segment between 2023 and 2028. With the help of cutting-edge technology, VR headsets can even track players' eye movements and send them to the game for an improved experience. In turn, this is anticipated to fuel segment expansion throughout the course of the forecast year. Compared to customers who are not gamers, gamers spend more money on average to upgrade their gaming consoles or desktops. This has prompted businesses to capitalise on VR headset games by making them affordable for players.

asia pacific virtual reality headset market

Global Virtual Reality Headset Market: By Region

The North American region is analyzed to be the largest segment in the global virtual reality headset market. Due to the high levels of disposable income and declining costs of VR headsets with displays and processors, the market for North America is expected to have a dominant share during the forecast period. Furthermore, due to the presence of major players like Microsoft Corporation, Google LLC, and Facebook Technologies, LLC (Oculus), as well as their significant investments in VR technology, the U.S. is a significant contributor to the regional market growth.

Asia Pacific is analyzed to be the fastest growing segment across the global virtual reality headset market. Due to rising digitalization and advancements in virtual reality technology, notably in the gaming and entertainment industry, Asia Pacific is predicted to have the highest CAGR. China gained the largest revenue share in the local market. This is linked to the introduction of 5G and legislative backing for advancements in virtual reality from the Chinese government. Virtual reality technology is being widely used by the major businesses in the area for a variety of purposes, which is helping the expansion of the local market.

Global Virtual Reality Headset Market Share and Competitor Analysis

The key players operating in the market are Carl Zeiss AG, Facebook Technologies, LLC (Oculus), Google LLC, HTC Corporation, LG Electronics, Inc., Microsoft Corporation, Razer Inc., FOVE, Inc., Valve Corporation and HP Inc among others.

Please note: This is not an exhaustive list of companies profiled in the report.

The global virtual reality headset market has observed several strategic alliances between companies to launch new products with added functionalities and maintain revenue share & profitability. Organic and inorganic growth strategies adopted by small players have been the highlight of this market.

1          STRATEGIC INSIGHTS ON NEW REVENUE POCKETS

1.1    Strategic Opportunity & Attractiveness Analysis

1.1.1        Hot Revenue Pockets

1.1.2        Market Attractiveness Score

1.1.3        Revenue Impacting Opportunity

1.1.4        High Growing Region/Country

1.1.5        Competitor Analysis

1.1.6        Consumer Analysis

1.2    Global Market Estimates' View

1.3    Strategic Insights across Business Functions

1.3.1        For Chief Executive Officers

1.3.2        For Chief Marketing Officers

1.3.3        For Chief Strategy Officers

1.4    Evaluate the Potential of your Existing Business Lines vs. New Lines to Enter Into

2          TECHNOLOGICAL TRENDS

2.1   Technological Adoption Rate

2.2   Current Trend Impact Analysis

2.3   Future Trend Impact Analysis

2.4   Data Metrics on Feed Stocks

3          GLOBAL MARKET OUTLOOK

3.1   Market Pyramid Analysis

3.1.1        Introduction

3.1.2        Adjacent Market Opportunities

3.1.3        Ancillary Market Opportunities

3.2   Demand Side Analysis

3.2.1        Market Drivers: Impact Analysis

3.2.2        Market Restraints: Impact Analysis

3.2.3        Market Opportunities: Impact Analysis

3.2.4        Market Challenges: Impact Analysis

3.3   Supply Side Analysis

3.3.1        Porter’s Five Forces Analysis

3.3.1.1 Threat of New Entrants

3.3.1.2 Threat of New Substitutes

3.3.1.3 Bargaining Power of Suppliers

3.3.1.4 Bargaining Power of Buyers

3.3.1.5 Intensity of Competitive Rivalry

3.3.2        SWOT Analysis; By Factor (Political & Legal, Economic, and Technological)

3.3.2.1 Political Landscape

3.3.2.2 Economic Landscape

3.3.2.3 Social Landscape

3.3.2.4 Technology Landscape

3.3.3        Value Chain Analysis

3.3.4        Trend Analysis

3.3.5        Gap Analysis

3.3.6        Cost Analysis

4          GLOBAL VR HEADSET MARKET, BY END-DEVICE

4.1   Introduction

4.2   VR Headset Market: Type Scope Key Takeaways

4.3   Revenue Growth Analysis, 2022 & 2028

4.4   Low-End Device

4.4.1        Low-End Device Market Estimates and Forecast, 2020-2028 (USD Million)

4.5   Mid-range Device

4.5.1        Mid-range Device Market Estimates and Forecast, 2020-2028 (USD Million)

4.6   High-End Device

4.6.1           High-End Device Market Estimates and Forecast, 2020-2028 (USD Million)

5          GLOBAL VR HEADSET MARKET, BY PRODUCT TYPE

5.1   Introduction

5.2   VR Headset Market: Product Type Scope Key Takeaways

5.3   Revenue Growth Analysis, 2022 & 2028

5.4   Standalone

5.4.1        Standalone Market Estimates and Forecast, 2020-2028 (USD Million)

5.5   Smartphone Enabled

5.5.1        Smartphone Enabled Market Estimates and Forecast, 2020-2028 (USD Million)

5.6   Standalone PC-Connected

     5.6.1       Standalone PC-Connected Market Estimates and Forecast, 2020-2028 (USD Million)

6          GLOBAL VR HEADSET MARKET, BY APPLICATION

6.1   Introduction

6.2   VR Headset Market: Application Scope Key Takeaways

6.3   Revenue Growth Analysis, 2022 & 2028

6.4   Gaming

6.4.1        Gaming Market Estimates and Forecast, 2020-2028 (USD Million)

6.5   Healthcare

6.5.1        Healthcare Market Estimates and Forecast, 2020-2028 (USD Million)

6.6   Media & Entertainment

6.6.1        Media & Entertainment Market Estimates and Forecast, 2020-2028 (USD Million)

6.7   Manufacturing

6.7.1        Manufacturing Market Estimates and Forecast, 2020-2028 (USD Million)

6.8   Retail

6.8.1        Retail Market Estimates and Forecast, 2020-2028 (USD Million)

6.9   Education

6.9.1        Education Market Estimates and Forecast, 2020-2028 (USD Million)

6.10 Telecommunication

6.10.1      Telecommunication Market Estimates and Forecast, 2020-2028 (USD Million)

6.11 Others

6.11.1      Others Market Estimates and Forecast, 2020-2028 (USD Million)

7          GLOBAL VR HEADSET MARKET, BY REGION

7.1   Introduction

7.2   North America VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.2.1        By End-Device

7.2.2        By Product Type

7.2.3        By Application

7.2.4        By Country

7.2.4.1     U.S. VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.2.4.1.1        By End-Device

7.2.4.1.2        By Product Type

7.2.4.1.3        By Application

7.2.4.2     Canada VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.2.4.2.1        By End-Device

7.2.4.2.2        By Product Type

7.2.4.2.3        By Application

7.2.4.3     Mexico VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.2.4.3.1        By End-Device

7.2.4.3.2        By Product Type

7.2.4.3.3        By Application

7.3   Europe VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.1        By End-Device

7.3.2        By Product Type

7.3.3        By Application

7.3.4        By Country

7.3.4.1     Germany VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.1.1        By End-Device

7.3.4.1.2        By Product Type

7.3.4.1.3        By Application

7.3.4.2     U.K. VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.2.1        By End-Device

7.3.4.2.2        By Product Type

7.3.4.2.3        By Application

7.3.4.3     France VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.3.1        By End-Device

7.3.4.3.2        By Product Type

7.3.4.3.3        By Application

7.3.4.4     Italy VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.4.1        By End-Device

7.3.4.4.2        By Product Type

7.2.4.4.3        By Application

7.3.4.5     Spain VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.5.1        By End-Device

7.3.4.5.2        By Product Type

7.2.4.5.3        By Application

7.3.4.6     Netherlands VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.7.1        By End-Device

7.3.4.7.2        By Product Type

7.2.4.7.3        By Application

7.3.4.7     Rest of Europe VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.3.4.7.1        By End-Device

7.3.4.7.2        By Product Type

7.2.4.7.3        By Application

7.4   Asia Pacific VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.1        By End-Device

7.4.2        By Product Type

7.4.3        By Application

7.4.4        By Country

7.4.4.1     China VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.1.1        By End-Device

7.4.4.1.2        By Product Type

7.4.4.1.3        By Application

7.4.4.2     Japan VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.2.1        By End-Device

7.4.4.2.2        By Product Type

7.4.4.2.3        By Application

7.4.4.3     India VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.3.1        By End-Device

7.4.4.3.2        By Product Type

7.4.4.3.3        By Application

7.4.4.4     South Korea VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.4.1        By End-Device

7.4.4.4.2        By Product Type

7.4.4.4.3        By Application

7.4.4.5     Singapore VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.5.1        By End-Device

7.4.4.5.2        By Product Type

7.4.4.5.3        By Application

7.4.4.6     Malaysia VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.7.1        By End-Device

7.4.4.7.2        By Product Type

7.4.4.7.3        By Application

7.4.4.7     Thailand VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.7.1        By End-Device

7.4.4.7.2        By Product Type

7.4.4.7.3        By Application

7.4.4.8     Indonesia VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.8.1        By End-Device

7.4.4.8.2        By Product Type

7.4.4.8.3        By Application

7.4.4.9     Vietnam VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.9.1        By End-Device

7.4.4.9.2        By Product Type

7.4.4.9.3        By Application

7.4.4.10  Taiwan VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.10.1 By End-Device

7.4.4.10.2 By Product Type

7.4.4.10.3 By Application

7.4.4.11  Rest of Asia Pacific VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.4.4.11.1 By End-Device

7.4.4.11.2 By Product Type

7.4.4.11.3 By Application

7.5   Middle East & Africa VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.1        By End-Device

7.5.2        By Product Type

7.5.3        By Application

7.5.4        By Country

7.5.4.1     Saudi Arabia VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.4.1.1        By End-Device

7.5.4.1.2        By Product Type

7.5.4.1.3        By Application

7.5.4.2     U.A.E. VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.4.2.1        By End-Device

7.5.4.2.2        By Product Type

7.5.4.2.3        By Application

7.5.4.3     Israel VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.4.3.1        By End-Device

7.5.4.3.2        By Product Type

7.5.4.3.3        By Application

7.5.4.4     South Africa VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.4.4.1        By End-Device

7.5.4.4.2        By Product Type

7.5.4.4.3        By Application

7.5.4.5     Rest of Middle East & Africa VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.5.4.5.1        By End-Device

7.5.4.5.2        By Product Type

7.5.4.5.2        By Application

7.6   Central & South America VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.7.1        By End-Device

7.7.2        By Product Type

7.7.3        By Application

7.7.4        By Country

7.7.4.1     Brazil VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.7.4.1.1        By End-Device

7.7.4.1.2        By Product Type

7.7.4.1.3        By Application

7.7.4.2     Argentina VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.7.4.2.1        By End-Device

7.7.4.2.2        By Product Type

7.7.4.2.3        By Application

7.7.4.3     Chile VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.7.4.3.1        By End-Device

7.7.4.3.2        By Product Type

7.7.4.3.3        By Application

7.7.4.4     Rest of Central & South America VR Headset Market Estimates and Forecast, 2020-2028 (USD Million)

7.7.4.4.1        By End-Device

7.7.4.4.2        By Product Type

7.7.4.4.3        By Application

8          COMPETITIVE LANDCAPE

8.1   Company Market Share Analysis

8.2   Four Quadrant Positioning Matrix

8.2.1        Market Leaders

8.2.2        Market Visionaries

8.2.3        Market Challengers

8.2.4        Niche Market Players

8.3   Vendor Landscape

8.3.1        North America

8.3.2        Europe

8.3.3        Asia Pacific

8.3.4        Rest of the World

8.4   Company Profiles  

8.4.1        Carl Zeiss AG

8.4.1.1 Business Description & Financial Analysis

8.4.1.2 SWOT Analysis

8.4.1.3 Products & Services Offered

8.4.1.4 Strategic Alliances between Business Partners

8.4.2        Facebook Technologies LLC

8.4.2.1 Business Description & Financial Analysis

8.4.2.2 SWOT Analysis

8.4.2.3 Products & Services Offered

8.4.2.4 Strategic Alliances between Business Partners

8.4.3        HTC Corporation

8.4.3.1 Business Description & Financial Analysis

8.4.3.2 SWOT Analysis

8.4.3.3 Products & Services Offered

8.4.3.4 Strategic Alliances between Business Partners

8.4.4        GOOGLE LLC

8.4.4.1 Business Description & Financial Analysis

8.4.4.2 SWOT Analysis

8.4.4.3 Products & Services Offered

8.4.4.4 Strategic Alliances between Business Partners

8.4.5        Microsoft Corporation

8.4.5.1 Business Description & Financial Analysis

8.4.5.2 SWOT Analysis

8.4.5.3 Products & Services Offered

8.4.5.4 Strategic Alliances between Business Partners

8.4.6        LG ELECTRONICS INC.

8.4.7.1 Business Description & Financial Analysis

8.4.7.2 SWOT Analysis

8.4.7.3 Products & Services Offered

8.4.7.4 Strategic Alliances between Business Partners

8.4.7        Razer Inc. Inc.

8.4.7.1 Business Description & Financial Analysis

8.4.7.2 SWOT Analysis

8.4.7.3 Products & Services Offered

8.4.8.4 Strategic Alliances between Business Partners

8.4.8        FOVE Inc.

8.4.8.1 Business Description & Financial Analysis

8.4.8.2 SWOT Analysis

8.4.8.3 Products & Services Offered

8.4.8.4 Strategic Alliances between Business Partners

8.4.9        HP Inc.

8.4.9.1 Business Description & Financial Analysis

8.4.9.2 SWOT Analysis

8.4.9.3 Products & Services Offered

8.4.9.4 Strategic Alliances between Business Partners

8.4.10       Valve Corporation

8.4.10.1 Business Description & Financial Analysis

8.4.10.2 SWOT Analysis

8.4.10.3 Products & Services Offered

8.4.10.4 Strategic Alliances between Business Partners

8.4.11      Other Companies

8.4.11.1 Business Description & Financial Analysis

8.4.11.2 SWOT Analysis

8.4.11.3 Products & Services Offered

8.4.11.4 Strategic Alliances between Business Partners

9          RESEARCH METHODOLOGY

9.1   Market Introduction

9.1.1        Market Definition

9.1.2        Market Scope & SegVR Headset Isolatestation

9.2   Information ProcureVR Headset Isolatest

9.2.1        Secondary Research

9.2.1.1 Purchased Databases

9.2.1.2 GMEs Internal Data Repository

9.2.1.3 Secondary Resources & Third Party Perspectives

9.2.1.4 Company Information Sources

9.2.2        Primary Research

9.2.2.1 Various Product Type of Respondents for Primary Interviews

9.2.2.2 Number of Interviews Conducted throughout the Research Process

9.2.2.3 Primary Stakeholders

9.2.2.4 Discussion Guide for Primary Participants

9.2.3        Expert Panels

9.2.3.1 Expert Panels Across 30+ Industry

9.2.4        Paid Local Experts

9.2.4.1 Paid Local Experts Across 30+ Industry Across each Region

9.3   Market Estimation

9.3.1        Top-Down Approach

9.3.1.1 Macro-Economic Indicators Considered

9.3.1.2 Micro-Economic Indicators Considered

9.3.2        Bottom Up Approach

9.3.2.1 Company Share Analysis Approach

9.3.2.2 Estimation of Potential Product Application

9.4   Data Triangulation

9.4.1        Data Collection

9.4.2        Time Series, Cross Sectional & Panel Data Analysis

9.4.3        Cluster Analysis

9.5   Analysis and Output

9.5.1        Inhouse AI Based Real Time Analytics Tool

9.5.2        Output From Desk & Primary Research

9.6   Research Assumptions & Limitations

9.7.1        Research Assumptions

9.7.2        Research Limitations

LIST OF TABLES

1 Global VR Headset Market, By End-Device, 2020-2028 (USD Mllion)

2 Low-End DeviceMarket, By Region, 2020-2028 (USD Mllion)              

3 Mid-range Device Market, By Region, 2020-2028 (USD Mllion)        

4 High-End Device Market, By Region, 2020-2028 (USD Mllion)

5 Global VR Headset Market, By Product Type, 2020-2028 (USD Mllion)

6 Standalone Market, By Region, 2020-2028 (USD Mllion)    

7 Smartphone Enabled Market, By Region, 2020-2028 (USD Mllion)

8 Standalone PC-Connected Market, By Region, 2020-2028 (USD Mllion)

9 Global VR Headset Market, By Application, 2020-2028 (USD Mllion)

10 Gaming Market, By Region, 2020-2028 (USD Mllion)              

11 Healthcare Market, By Region, 2020-2028 (USD Mllion)     

12 Media & Entertainment Market, By Region, 2020-2028 (USD Mllion)            

13 Manufacturing, By Region, 2020-2028 (USD Mllion)

14 Retail, By Region, 2020-2028 (USD Mllion)

15 Education, By Region, 2020-2028 (USD Mllion)

16 Telecommunications, By Region, 2020-2028 (USD Mllion)

17 Others, By Region, 2020-2028 (USD Mllion)

18 Regional Analysis, 2020-2028 (USD Mllion)

19 North America VR Headset Market, By End-Device, 2020-2028 (USD Million)

20 North America VR Headset Market, By Product Type, 2020-2028 (USD Million)

21 North America VR Headset Market, By Application, 2020-2028 (USD Million)

22 North America VR Headset Market, By Country, 2020-2028 (USD Million)

23 U.S VR Headset Market, By End-Device, 2020-2028 (USD Million)

24 U.S VR Headset Market, By Product Type, 2020-2028 (USD Million)

25 U.S VR Headset Market, By Application, 2020-2028 (USD Million)

26 Canada VR Headset Market, By End-Device, 2020-2028 (USD Million)

27 Canada VR Headset Market, By Product Type, 2020-2028 (USD Million)

28 Canada VR Headset Market, By Application, 2020-2028 (USD Million)

29 Mexico VR Headset Market, By End-Device, 2020-2028 (USD Million)

30 Mexico VR Headset Market, By Product Type, 2020-2028 (USD Million)

31 Mexico VR Headset Market, By Application, 2020-2028 (USD Million)

32 Europe VR Headset Market, By End-Device, 2020-2028 (USD Million)

33 Europe VR Headset Market, By Product Type, 2020-2028 (USD Million)

34 Europe VR Headset Market, By Application, 2020-2028 (USD Million)

35 Germany VR Headset Market, By End-Device, 2020-2028 (USD Million)

36 Germany VR Headset Market, By Product Type, 2020-2028 (USD Million)

37 Germany VR Headset Market, By Application, 2020-2028 (USD Million)

38 UK VR Headset Market, By End-Device, 2020-2028 (USD Million)

39 UK VR Headset Market, By Product Type, 2020-2028 (USD Million)

40 UK VR Headset Market, By Application, 2020-2028 (USD Million)

41 France VR Headset Market, By End-Device, 2020-2028 (USD Million)

42 France VR Headset Market, By Product Type, 2020-2028 (USD Million)

43 France VR Headset Market, By Application, 2020-2028 (USD Million)

44 Italy VR Headset Market, By End-Device, 2020-2028 (USD Million)

45 Italy VR Headset Market, By T Product Type Type, 2020-2028 (USD Million)

46 Italy VR Headset Market, By Application, 2020-2028 (USD Million)

47 Spain VR Headset Market, By End-Device, 2020-2028 (USD Million)

48 Spain VR Headset Market, By Product Type, 2020-2028 (USD Million)

49 Spain VR Headset Market, By Application, 2020-2028 (USD Million)

50 Rest Of Europe VR Headset Market, By End-Device, 2020-2028 (USD Million)

51 Rest Of Europe VR Headset Market, By Product Type, 2020-2028 (USD Million)

52 Rest of Europe VR Headset Market, By Application, 2020-2028 (USD Million)

53 Asia Pacific VR Headset Market, By End-Device, 2020-2028 (USD Million)

54 Asia Pacific VR Headset Market, By Product Type, 2020-2028 (USD Million)

55 Asia Pacific VR Headset Market, By Application, 2020-2028 (USD Million)

56 Asia Pacific VR Headset Market, By Country, 2020-2028 (USD Million)

57 China VR Headset Market, By End-Device, 2020-2028 (USD Million)

58 China VR Headset Market, By Product Type, 2020-2028 (USD Million)

59 China VR Headset Market, By Application, 2020-2028 (USD Million)

60 India VR Headset Market, By End-Device, 2020-2028 (USD Million)

61 India VR Headset Market, By Product Type, 2020-2028 (USD Million)

62 India VR Headset Market, By Application, 2020-2028 (USD Million)

63 Japan VR Headset Market, By End-Device, 2020-2028 (USD Million)

64 Japan VR Headset Market, By Product Type, 2020-2028 (USD Million)

65 Japan VR Headset Market, By Application, 2020-2028 (USD Million)

66 South Korea VR Headset Market, By End-Device, 2020-2028 (USD Million)

67 South Korea VR Headset Market, By Product Type, 2020-2028 (USD Million)

68 South Korea VR Headset Market, By Application, 2020-2028 (USD Million)

69 Middle East & Africa VR Headset Market, By End-Device, 2020-2028 (USD Million)

70 Middle East & Africa VR Headset Market, By Product Type, 2020-2028 (USD Million)

71 Middle East & Africa VR Headset Market, By Application, 2020-2028 (USD Million)

72 Middle East & Africa VR Headset Market, By Country, 2020-2028 (USD Million)

73 Saudi Arabia VR Headset Market, By End-Device, 2020-2028 (USD Million)

74 Saudi Arabia VR Headset Market, By Product Type, 2020-2028 (USD Million)

75 Saudi Arabia VR Headset Market, By Application, 2020-2028 (USD Million)

76 UAE VR Headset Market, By End-Device, 2020-2028 (USD Million)

77 UAE VR Headset Market, By Product Type, 2020-2028 (USD Million)

78 UAE VR Headset Market, By Application, 2020-2028 (USD Million)

79 Central & South America VR Headset Market, By End-Device, 2020-2028 (USD Million)

80 Central & South America VR Headset Market, By Product Type, 2020-2028 (USD Million)

81 Central & South America VR Headset Market, By Application, 2020-2028 (USD Million)

82 Central & South America VR Headset Market, By Country, 2020-2028 (USD Million)

83 Brazil VR Headset Market, By End-Device, 2020-2028 (USD Million)

84 Brazil VR Headset Market, By Product Type, 2020-2028 (USD Million)

85 Brazil VR Headset Market, By Application, 2020-2028 (USD Million)

86 Carl Zeiss AG: Products & Services Offering

87 Facebook Technologies LLC: Products & Services Offering           

88 HTC Corporation: Products & Services Offering   

89 GOOGLE LLC: Products & Services Offering

90 Microsoft Corporation: Products & Services Offering   

91 LG ELECTRONICS INC.: Products & Services Offering              

92 Razer Inc. Inc.: Products & Services Offering         

93 FOVE Inc.: Products & Services Offering     

94 HP Inc. : Products & Services Offering         

95 Valve Corporation: Products & Services Offering               

96 Other Companies: Products & Services Offering  

LIST OF FIGURES

1 Global VR Headset Market Overview

2 Global VR Headset Market Value From 2020-2028 (USD Mllion)

3 Global VR Headset Market Share, By End-Device (2022)

4 Global VR Headset Market Share, By Product Type (2022)

5 Global VR Headset Market Share, By Application (2022)

6 Global VR Headset Market, By Region (Asia Pacific Market)

7 Technological Trends In Global VR Headset Market

8 Four Quadrant Competitor Positioning Matrix

9 Impact Of Macro & Micro Indicators On The Market

10 Impact Of Key Drivers On The Global VR Headset Market

11 Impact Of Challenges On The Global VR Headset Market

12 Porter’s Five Forces Analysis

13 Global VR Headset Market: By End-Device Scope Key Takeaways

14 Global VR Headset Market, By End-Device Segment: Revenue Growth Analysis

15 Low-End Device Market, By Region, 2020-2028 (USD Mllion)

16 Mid-range Device  Market, By Region, 2020-2028 (USD Mllion)

17 High-End Device Market, By Region, 2020-2028 (USD Mllion)

18 Global VR Headset Market: By Product Type Scope Key Takeaways

19 Global VR Headset Market, By Product Type Segment: Revenue Growth Analysis

20 Standalone Market, By Region, 2020-2028 (USD Mllion)       

21 Smartphone Enabled Market, By Region, 2020-2028 (USD Mllion)

22 Standalone PC-Connected Market, By Region, 2020-2028 (USD Mllion)

23 Global VR Headset Market: By Application Scope Key Takeaways

24 Global VR Headset Market, By Application Segment: Revenue Growth Analysis

25 Gaming Market, By Region, 2020-2028 (USD Mllion)

26 Healthcare Market, By Region, 2020-2028 (USD Mllion)

27 Media & Entertainment Market, By Region, 2020-2028 (USD Mllion)

28 Manufacturing, By Region, 2020-2028 (USD Mllion)

29 Retail, By Region, 2020-2028 (USD Mllion)

30 Education, By Region, 2020-2028 (USD Mllion)

31 Telecommunications, By Region, 2020-2028 (USD Mllion)

32 Others, By Region, 2020-2028 (USD Mllion)

33 Regional Segment: Revenue Growth Analysis

34 Global VR Headset Market: Regional Analysis

35 North America VR Headset Market Overview

36 North America VR Headset Market, By End-Device

37 North America VR Headset Market, By Product Type

38 North America VR Headset Market, By Application

39 North America VR Headset Market, By Country

40 U.S. VR Headset Market, By End-Device

41 U.S. VR Headset Market, By Product Type

42 U.S. VR Headset Market, By Application

43 Canada VR Headset Market, By End-Device

44 Canada VR Headset Market, By Product Type

45 Canada VR Headset Market, By Application

46 Mexico VR Headset Market, By End-Device

47 Mexico VR Headset Market, By Product Type

48 Mexico VR Headset Market, By Application

49 Four Quadrant Positioning Matrix

50 Company Market Share Analysis

51 Carl Zeiss AG: Company Snapshot

52 Carl Zeiss AG: SWOT Analysis

53 Carl Zeiss AG: Geographic Presence

54 Facebook Technologies LLC: Company Snapshot

55 Facebook Technologies LLC: SWOT Analysis

56 Facebook Technologies LLC: Geographic Presence

57 HTC Corporation: Company Snapshot

58 HTC Corporation: SWOT Analysis

59 HTC Corporation: Geographic Presence

60 GOOGLE LLC: Company Snapshot

61 GOOGLE LLC: Swot Analysis

62 GOOGLE LLC: Geographic Presence

63 Microsoft Corporation: Company Snapshot

64 Microsoft Corporation: SWOT Analysis

65 Microsoft Corporation: Geographic Presence

66 LG ELECTRONICS INC.: Company Snapshot

67 LG ELECTRONICS INC.: SWOT Analysis

68 LG ELECTRONICS INC.: Geographic Presence

69 Razer Inc. Inc.: Company Snapshot

70 Razer Inc. Inc.: SWOT Analysis

71 Razer Inc. Inc.: Geographic Presence

72 FOVE Inc.: Company Snapshot

73 FOVE Inc.: SWOT Analysis

74 FOVE Inc.: Geographic Presence

75 HP Inc.: Company Snapshot

76 HP Inc.: SWOT Analysis

77 HP Inc.: Geographic Presence

78 Valve Corporation: Company Snapshot

79 Valve Corporation: SWOT Analysis

80 Valve Corporation: Geographic Presence

81 Other Companies: Company Snapshot

82 Other Companies: SWOT Analysis

83 Other Companies: Geographic Presence

The Global Virtual Reality Headset Market has been studied from the year 2019 till 2028. However, the CAGR provided in the report is from the year 2023 to 2028. The research methodology involved three stages: Desk research, Primary research, and Analysis & Output from the entire research process.

The desk research involved a robust background study which meant referring to paid and unpaid databases to understand the market dynamics; mapping contracts from press releases; identifying the key players in the market, studying their product portfolio, competition level, annual reports/SEC filings & investor presentations; and learning the demand and supply-side analysis for the Virtual Reality Headset Market.

The primary research activity included telephonic conversations with more than 50 tier 1 industry consultants, distributors, and end-use product manufacturers.

Finally, based on the above thorough research process, an in-depth analysis was carried out considering the following aspects: market attractiveness, current & future market trends, market share analysis, SWOT analysis of the company and customer analytics.

We value your investment and offer free customization with every report to fulfil your exact research needs.
This website is secure and your personal details are safe. Privacy
You can also purchase parts of this report. Do you want to check out a section wise price list?

Frequently Asked Questions

The global virtual reality headset market is expected to grow at a CAGR of 29.7% from 2023 to 2028.
The key players operating in the market are Carl Zeiss AG, Facebook Technologies, LLC (Oculus), Google LLC, HTC Corporation, LG Electronics, Inc., Microsoft Corporation, Razer Inc., FOVE, Inc., Valve Corporation and HP Inc among others.
The opportunities prevailing in the global virtual reality headset market are the rising smartphone adoption, an increase in the demand for effective and high-quality images, and an increase in public technology literacy.
A major driver of the VR headset market is the rapidly growing demand from the gaming industry. This has embraced the technology as a way to provide more immersive gameplay experiences. VR headsets have also found use in other industries, such as healthcare, education, and retail.

Tailor made solutions just for you

80% of our clients seek made-to-order reports. How do you want us to tailor yours?

OUR CLIENTS

  • Client of Global Market Estimates - Fedex
  • Client of Global Market Estimates - Samsung
  • Client of Global Market Estimates - Siemens
  • Client of Global Market Estimates - Lonza
  • Client of Global Market Estimates - DuPont
  • Client of Global Market Estimates - Medtronic
  • Client of Global Market Estimates - Toray
  • Client of Global Market Estimates - Signify
  • Client of Global Market Estimates - Teledyne
  • Client of Global Market Estimates - Trelleborg
  • Client of Global Market Estimates - Kikkoman Biochemifa
  • Client of Global Market Estimates - Leoni
  • Client of Global Market Estimates - Molnlycke
  • Client of Global Market Estimates - Spirent
  • Client of Global Market Estimates - Tokyo Electron Limited
  • Client of Global Market Estimates - Aranca
  • Client of Global Market Estimates - Asahi Kasei
  • Client of Global Market Estimates - Chimai
  • Client of Global Market Estimates - Grapsud
  • Client of Global Market Estimates - Horiba
  • Client of Global Market Estimates - Indorama
  • Client of Global Market Estimates - L&T
  • Client of Global Market Estimates - Integralife
  • Client of Global Market Estimates - Synamedia
  • Client of Global Market Estimates - Sorrento Therapeutics
  • Client of Global Market Estimates - Solenis
  • Client of Global Market Estimates - Sartorius