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Global Virtual Reality Headset Market Report Size, Trends & Growth Opportunity, By End Device, By Product Type, By Application, By Region and forecast till 2027.

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    Report

  • 157 Pages
  • May 2022
  • Region: Global
  • Qualiket Research
  • ID: 5606394
UP TO OFF until Dec 24th 2022
Global Virtual Reality Headset Market Report Size, Trends & Growth Opportunity, By End Device, By Product Type, By Application, By Region and forecast till 2027.



Global Virtual Reality Headset Market


The virtual reality market is estimated at USD 6.9 Mn in 2021 and is expected to reach USD 22.9 Mn by 2027; It is anticipated to grow at a CAGR of 27.9% from 2021 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.

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 another restraining factor 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.

Table of Contents

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