Global Virtual Reality Headset Market  

       

The virtual reality market is estimated at USD 6.1 billion in 2020 and is expected to reach USD 22.9 billion by 2027; It is anticipated to grow at a CAGR of 27.9% from 2020 to 2027.

 

Advanced headgears connected to mobile phones, PCs, or gaming consoles to give a life-like virtual experience to consumers are called as Virtual Reality (VR) headsets and it uses near-to-eye display and easily amalgamate with technical gadgets. Also, these are used in the medical and automotive industry to create enhanced user experience.

 

Market Drivers

 

The gaming industry has had a technological development with the emergence of VR and 3D technology, thus penetration of HMDs in the entertainment and gaming sector is the key factor that drive the market growth.

 

The wide application of virtual reality (VR) technology in the military and automotive sectors is also another driving factor for market growth. Moreover, it has an enormous potential to be used in a wide range of applications, like medical training, industrial prototyping, and education.

 

 

The virtual reality market is estimated at USD 6.1 billion in 2020 and is expected to reach USD 22.9 billion by 2027; It is anticipated to grow at a CAGR of 27.9% from 2020 to 2027.

 

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Market Restraints

 

Factors may restrain the growth of the virtual reality headset market during the forecast period are cost of the Virtual Reality Headset as well as time consuming to develop this.

 

Also, Display latency and energy consumption are the another restraining factors for market growth.

 

Market Segmentation

 

Virtual Reality Headset Market sis segmented into major 4 categories. Based on End Device, the market is segmented into Low-end Device, Mid-range Device, High-end Device. Based on Product Type, the market is segmented into Standalone, Smartphone-enabled, Standalone PC-connected. Based on Application, the market is segmented into Gaming, Media & Entertainment, Healthcare, Retail, Manufacturing, Education, Telecommunications, Others. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East.

 

Regional Analysis

 

The Asia Pacific region reported for the highest market share of Virtual Reality Headset Market due to the increased digitalization and VR technology developments, mainly in the gaming and entertainment sector.

 

North America witnesses the substantial revenue share because of the high adoption of VR technology in the region owing to high disposable income levels and declining prices of headsets with processors and screens.

 

 

Market Key Players

 

Some of the key players operating in Global Virtual Reality Headset Market are Google, Inc., HTC Corporation, Oculus VR, LLC, Sony Corporation, Samsung Electronics Limited, Microsoft Corporation, Razer, Inc., Fove, Inc., Carl Zeiss AG.

 

Industry development

 

In March 2020, The Microsoft partnered with HP and Valve to launch a new VR headset in the market that delivers a more immersive and comfortable VR experience to the users.

 

May 2020, HP Development Company, L.P., a technology firm, unveiled the new Reverb G2 VR headset, built in partnership with Microsoft Corporation and Valve. Some prominent players in the global VR headset market include:

 

In October 2019, The Microsoft is planning to file a patent on the vibrating floor mat for virtual reality. The patent appears to show that the mat will double as a boundary for the VR gaming space.

 

In December 2019, Oculus introduced the hand-tracking feature in its Oculus Quest standalone virtual reality headset. The feature will come as part of the Facebook’s latest Quest v12 software update.

Global Virtual Reality Headset Market TOC

 

1 Introduction       


1.1 Objective of the Study
1.2 Market definition
1.3 Market Scope

 

2 Research Methodology

 

2.1 Data Mining
2.2 Validation
2.3 Primary Interviews
2.4 List of Data Sources

 

3 Executive Summary


4 Virtual Reality Headset Market Outlook


4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.3 Porters Five Force Model
4.4 Value Chain Analysis

 

5 Virtual Reality Headset Market, By End-device


5.1 Y-o-Y Growth Comparison, By End-device

5.2 Virtual Reality Headset Market Share Analysis, By End-device

5.3 Virtual Reality Headset Market Size and Forecast, By End-device
5.3.1 Low-end Device

5.3.2 Mid-range Device

5.3.3 High-end Device

 

6 Virtual Reality Headset Market, By Product


6.1 Y-o-Y Growth Comparison, By Product

6.2 Virtual Reality Headset Market Share Analysis, By Product

6.3 Virtual Reality Headset Market Size and Forecast, By Product
6.3.1 Standalone

6.3.2 Smartphone-enabled

6.3.3 Standalone PC-connected

 

7 Virtual Reality Headset Market, By Application


7.1 Y-o-Y Growth Comparison, By Application

7.2 Virtual Reality Headset Market Share Analysis, By Application

7.3 Virtual Reality Headset Market Size and Forecast, By Application
7.3.1 Gaming

7.3.2 Healthcare

7.3.3 Media & Entertainment

7.3.4 Manufacturing

7.3.5 Retail

7.3.6 Education

7.3.7 Telecommunications

7.3.8 Others

 

8 Virtual Reality Headset Market, By Region


8.1 Virtual Reality Headset Market Share Analysis, By Region

8.2 Virtual Reality Headset Market Share Analysis, By Region

8.3 Virtual Reality Headset Market Size and Forecast, By Region

 

9 North America Virtual Reality Headset Market Analysis and Forecast (2021-2027)


9.1 Introduction

9.2 North America Virtual Reality Headset Market Share Analysis, By End-device

9.3 North America Virtual Reality Headset Market Size and Forecast, By Product

9.4 North America Virtual Reality Headset Market Size and Forecast, By Application

9.5 North America Virtual Reality Headset Market Size and Forecast, By Country

9.5.1 U.S.
9.5.2 Canada
9.5.3 Mexico

 

10 Europe Virtual Reality Headset Market Analysis and Forecast (2021-2027)


10.1 Introduction

10.2 Europe Virtual Reality Headset Market Share Analysis, By End-device

10.3 Europe Virtual Reality Headset Market Size and Forecast, By Product

10.4 Europe Virtual Reality Headset Market Size and Forecast, By Application

10.5 Europe Virtual Reality Headset Market Size and Forecast, By Country

10.5.1 Germany
10.5.2 France
10.5.3 UK

10.54. Rest of Europe

 

11 Asia Pacific Virtual Reality Headset Market Analysis and Forecast (2021-2027)


11.1 Introduction

11.2 Asia Pacific Virtual Reality Headset Market Share Analysis, By End-device

11.3 Asia Pacific Virtual Reality Headset Market Size and Forecast, By Product

11.4 Asia Pacific Virtual Reality Headset Market Size and Forecast, By Application

11.5 Asia Pacific Virtual Reality Headset Market Size and Forecast, By Country

11.5.1 China     
11.5.2 Japan
11.5.3 India

11.5.4. Rest of Asia Pacific

 

12 Latin America Virtual Reality Headset Market Analysis and Forecast (2021-2027)


12.1 Introduction

12.2 Latin America Virtual Reality Headset Market Share Analysis, By End-device

12.3 Latin America Virtual Reality Headset Market Size and Forecast, By Product

12.4 Latin America Virtual Reality Headset Market Size and Forecast, By Application

12.5 Latin America Virtual Reality Headset Market Size and Forecast, Country

12.5.1. Brazil

12.5.2. Rest of Latin America

 

13 Middle East Virtual Reality Headset Market Analysis and Forecast (2021-2027)


13.1 Introduction

13.2 Middle East Virtual Reality Headset Market Share Analysis, By End-device

13.3 Middle East Virtual Reality Headset Market Size and Forecast, By Product

13.4 Middle East Virtual Reality Headset Market Size and Forecast, By Application

13.5 Middle East Virtual Reality Headset Market Size and Forecast, By Country

13.5.1. Saudi Arabia

13.5.2. UAE

13.5.3. Egypt

13.5.4. Kuwait

13.5.5. South Africa

 

14 Competitive Analysis


14.1 Competition Dashboard
14.2 Market share Analysis of Top Vendors
14.3 Key Development Strategies

 

15 Company Profiles

 

15.1 Google, Inc.

 

15.1.1 Overview
15.1.2 Offerings
15.1.3 Key Financials
15.1.4 Business Segment & Geographic Overview

15.1.5 Key Market Developments

15.1.6 Key Strategies

 

15.2 HTC Corporation

 

15.2.1 Overview
15.2.2 Offerings
15.2.3 Key Financials
15.2.4 Business Segment & Geographic Overview

15.2.5 Key Market Developments

15.2.6 Key Strategies

 

15.3 Oculus VR

 

15.3.1 Overview
15.3.2 Offerings
15.3.3 Key Financials
15.3.4 Business Segment & Geographic Overview

15.3.5 Key Market Developments

15.3.6 Key Strategies

 

15.4 LLC

 

15.4.1 Overview
15.4.2 Offerings
15.4.3 Key Financials
15.4.4 Business Segment & Geographic Overview

15.4.5 Key Market Developments

15.4.6 Key Strategies

 

15.5 Sony Corporation

 

15.5.1 Overview
15.5.2 Offerings
15.5.3 Key Financials
15.5.4 Business Segment & Geographic Overview

15.5.5 Key Market Developments

15.5.6 Key Strategies

 

15.6 Samsung Electronics Limited

 

15.6.1 Overview
15.6.2 Offerings
15.6.3 Key Financials
15.6.4 Business Segment & Geographic Overview

15.6.5 Key Market Developments

15.6.6 Key Strategies

 

15.7 Microsoft Corporation

 

15.7.1 Overview
15.7.2 Offerings
15.7.3 Key Financials
15.7.4 Business Segment & Geographic Overview

15.7.5 Key Market Developments

15.7.6 Key Strategies    

 

15.8 Razer, Inc.

 

15.8.1 Overview
15.8.2 Offerings
15.8.3 Key Financials
15.8.4 Business Segment & Geographic Overview

15.8.5 Key Market Developments

15.8.6 Key Strategies

 

15.9 Fove, Inc.

 

15.9.1 Overview
15.9.2 Offerings
15.9.3 Key Financials
15.9.4 Business Segment & Geographic Overview

15.9.5 Key Market Developments

15.9.6 Key Strategies

 

15.10 Carl Zeiss AG

 

15.10.1 Overview
15.10.2 Offerings
15.10.3 Key Financials
15.10.4 Business Segment & Geographic Overview

15.10.5 Key Market Developments

15.10.6 Key Strategies