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Virtual Reality Headset Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024

  • ID: 4775627
  • Report
  • Region: Global
  • 102 pages
  • IMARC Group
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The global virtual reality headset market reached a volume of US$ 8.5 Million Units in 2018. A virtual reality headset is basically a head-mounted device that delivers virtual reality for the individual wearing the device. Virtual reality (VR) headsets are extensively used with video game but they are also widely used in many other applications, such as simulators and trainers. They consist of a stereoscopic head-mounted display (that provides separate images for each eye), stereo sound, and head motion tracking sensors. Gaming represents one of the biggest application sectors for VR headsets. Apart from gaming, these devices are also widely being employed in military, consumer electronics, automobiles, real estate, healthcare, etc.

The increasing penetration of smartphones represents a major factor driving the demand of virtual reality headsets as most VR headsets depend upon a smartphone to display content and utilize numerous specially developed applications for the same. Moreover, virtual reality games are gaining popularity amongst millennials in both the developed and developing economies which has led to an increase in the demand for virtual reality applications. Additionaly, virtual reality is also extensively being used by the defense sector across various applications such as flight and battlefield simulations, medical training, vehicle simulation, and virtual boot camps. Furthermore, rising utilization of digital entertainment and digital media is also projected to drive the demand for VR headsets. For instance, movie makers, professional sports leagues and associations, music industry, adult entertainment industry, etc. are also increasingly adopting virtual reality technology to drive their customer base. Apart from this, various manufacturers are incorporating additional features like buttons, NFC chips and Bluetooth connectivity in the assembled virtual reality headset kits. Furthermore, the production of virtual reality headsets is economical for both the manufacturers and consumers, as the parts used in the manufacturing of these devices are available at low cost and their production does not require heavy machinery. Looking forward, the publisher expects the market to exhibit strong growth in the next five years.

Report Coverage:

Historical, Current and Future Market Trends

Market Breakup by Product:
PC Based
Console Based
Smartphone Based
Standalone

Market Breakup by Material:
Plastic
Paper
Others

Market Breakup by End-User:
Consumer Electronics
Healthcare
Games and Entertainment
Automobile
Education
Real Estate
Military

Market Breakup by Region:
North America
Europe
Asia Pacific
Middle East and Africa
Latin America

Competitive Landscape:

The report has also analysed the competitive landscape of the market along with the profiles of the key players.

Key Questions Answered in This Report:

How has the global virtual reality headset market performed so far and how will it perform in the coming years?
What are the key regional markets in the global virtual reality headset industry?
What is the breakup of the market based on the product type?
What is the breakup of the market based on the end-user?
What are the various stages in the value chain of the global virtual reality headset industry?
What are the key driving factors and challenges in the global virtual reality headset industry?
What is the structure of the global virtual reality headset industry and who are the key players?
What is the degree of competition in the global virtual reality headset industry?
What are the profit margins in the global virtual reality headset industry?
Note: Product cover images may vary from those shown
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1 Preface

2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology

3 Executive Summary

4 Introduction
4.1 Overview
4.2 Key Industry Trends

5 Global Virtual Reality Headset Market
5.1 Market Overview
5.2 Market Performance
5.3 Market Breakup by Product
5.3 Market Breakup by Material
5.4 Market Breakup by End-User
5.5 Market Breakup by Region
5.6 Market Forecast

6 Market Breakup by Product
6.1 PC Based
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Console Based
6.2.1 Market Trends
6.2.2 Market Forecast
6.1 Smartphone Based
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Standalone
6.2.1 Market Trends
6.2.2 Market Forecast

7 Market Breakup by Material
7.1 Plastic
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Paper
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Others
7.3.1 Market Trends
7.3.2 Market Forecast

8 Market Breakup by End-User
8.1 Consumer Electronics
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Healthcare
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Games and Entertainment
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Automobile
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Education
8.5.1 Market Trends
8.5.2 Market Forecast
8.6 Real Estate
8.6.1 Market Trends
8.6.2 Market Forecast
8.7 Military
8.7.1 Market Trends
8.7.2 Market Forecast

9 Market Breakup by Region
9.1 Europe
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 North America
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Asia Pacific
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Middle East and Africa
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Latin America
9.5.1 Market Trends
9.5.2 Market Forecast

10 SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats

11 Value Chain Analysis

12 Porter's Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
Note: Product cover images may vary from those shown
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