+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

XR Headset Market By Solution, By End-User: Global Opportunity Analysis and Industry Forecast, 2021-2031

  • PDF Icon

    Report

  • 280 Pages
  • January 2023
  • Region: Global
  • Allied Market Research
  • ID: 5751125
The global XR headset is anticipated to reach $401.4 million by 2031, growing from $38.1 million in 2021 at a CAGR of 28.3% from 2022 to 2031.

Extended reality (XR) is a type of immersive technology that can combine the physical and virtual worlds. XR headsets provide the most immersive mixed reality experience and offer the finest photorealistic visual quality to the user. The XR headset market’s expansion is primarily attributed to the rise in the use of XR headsets for media & entertainment applications. Furthermore, several organizations are significantly using XR headset technology for connecting with consumers and increasing brand loyalty.

The less awareness of this technology in developing countries is likely to restrict the XR headset market growth. The lack of skilled technical people with expertise in XR technology is also projected to hamper the market growth during the forecast period.

The healthcare sector is anticipated to offer lucrative business opportunities to market players during the forecast period. The XR headsets allow patients to observe surgical operations before their intervention. XR headsets are projected to help surgeons in surgical operations by saving their time in seeking relevant information for critical decisions.

The COVID-19 pandemic halted many business activities worldwide, as several countries imposed strict lockdowns and social isolation. The outbreak has fueled the demand for XR headsets owing to the strict restrictions across the globe. Several organizations instructed their employees to work from home, thus, raising the need for virtual meetings, training, and conferences. The global pandemic increased the use of XR headsets in automobiles, healthcare, gaming, and other sectors. Furthermore, the developing 5G infrastructure across Asia-Pacific is expected to drive the demand for XR headsets. 5G has initiated a revolution from various Internet applications for consumers such as e-commerce to business-specific applications.

The key players profiled in this report include Varjo, HTC Corporation, HP Development Company, L.P., Trimble Inc., Microsoft, Meta, Valve Corporation., Samsung, Advanced Micro Devices, Inc, and Google.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the xr headset market analysis from 2021 to 2031 to identify the prevailing xr headset market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's Five Forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the xr headset market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global xr headset market trends, key players, market segments, application areas, and market growth Strategies.

Key Market Segments

By Solution

  • Consumer Engagement
  • Business Engagement
By End-user
  • Media and Entertainment
  • Manufacturing and Construction
  • Healthcare
  • Education
  • Retail

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • United Arab Emirates
  • South Africa
  • Rest of LAMEA

Key Market Players

  • Qualcomm Technologies Inc.
  • 4DR studios
  • 4experience
  • Microsoft Corporation
  • Aircards
  • ARuVR
  • Arvizio, Inc
  • Cavrnus, Inc.

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective

CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. COVID-19 Impact Analysis on the market
3.6. Key Regulation Analysis
3.7. Market Share Analysis
3.8. Patent Landscape
3.9. Regulatory Guidelines
3.10. Value Chain Analysis

CHAPTER 4: XR HEADSET MARKET, BY SOLUTION
4.1. Overview
4.1.1. Market size and forecast
4.2. Consumer Engagement
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Business Engagement
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country

CHAPTER 5: XR HEADSET MARKET, BY END-USER
5.1. Overview
5.1.1. Market size and forecast
5.2. Media and Entertainment
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Manufacturing and Construction
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Healthcare
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Education
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
5.6. Retail
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market share analysis by country
5.7. Others
5.7.1. Key market trends, growth factors and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market share analysis by country

CHAPTER 6: XR HEADSET MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Solution
6.2.3. Market size and forecast, by End-user
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Solution
6.2.4.1.3. Market size and forecast, by End-user
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Solution
6.2.4.2.3. Market size and forecast, by End-user
6.2.4.3. Mexico
6.2.4.3.1. Key market trends, growth factors and opportunities
6.2.4.3.2. Market size and forecast, by Solution
6.2.4.3.3. Market size and forecast, by End-user
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Solution
6.3.3. Market size and forecast, by End-user
6.3.4. Market size and forecast, by country
6.3.4.1. UK
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Solution
6.3.4.1.3. Market size and forecast, by End-user
6.3.4.2. Germany
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Solution
6.3.4.2.3. Market size and forecast, by End-user
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Solution
6.3.4.3.3. Market size and forecast, by End-user
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Solution
6.3.4.4.3. Market size and forecast, by End-user
6.3.4.5. Italy
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Solution
6.3.4.5.3. Market size and forecast, by End-user
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Solution
6.3.4.6.3. Market size and forecast, by End-user
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Solution
6.4.3. Market size and forecast, by End-user
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Solution
6.4.4.1.3. Market size and forecast, by End-user
6.4.4.2. Japan
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Solution
6.4.4.2.3. Market size and forecast, by End-user
6.4.4.3. India
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Solution
6.4.4.3.3. Market size and forecast, by End-user
6.4.4.4. South Korea
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Solution
6.4.4.4.3. Market size and forecast, by End-user
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Solution
6.4.4.5.3. Market size and forecast, by End-user
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Solution
6.4.4.6.3. Market size and forecast, by End-user
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Solution
6.5.3. Market size and forecast, by End-user
6.5.4. Market size and forecast, by country
6.5.4.1. Brazil
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Solution
6.5.4.1.3. Market size and forecast, by End-user
6.5.4.2. Saudi Arabia
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Solution
6.5.4.2.3. Market size and forecast, by End-user
6.5.4.3. United Arab Emirates
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Solution
6.5.4.3.3. Market size and forecast, by End-user
6.5.4.4. South Africa
6.5.4.4.1. Key market trends, growth factors and opportunities
6.5.4.4.2. Market size and forecast, by Solution
6.5.4.4.3. Market size and forecast, by End-user
6.5.4.5. Rest of LAMEA
6.5.4.5.1. Key market trends, growth factors and opportunities
6.5.4.5.2. Market size and forecast, by Solution
6.5.4.5.3. Market size and forecast, by End-user

CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning Strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2021

CHAPTER 8: COMPANY PROFILES
8.1. Qualcomm Technologies Inc.
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.2. 4DR studios
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.3. 4experience
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.4. Microsoft Corporation
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.5. Aircards
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.6. ARuVR
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.7. Arvizio, Inc
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.8. Cavrnus, Inc.
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot

List of Tables
Table 01. Global Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 02. Xr Headset Market for Consumer Engagement, by Region, 2021-2031 (Revenue, $Million)
Table 03. Xr Headset Market for Business Engagement, by Region, 2021-2031 (Revenue, $Million)
Table 04. Global Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 05. Xr Headset Market for Media and Entertainment, by Region, 2021-2031 (Revenue, $Million)
Table 06. Xr Headset Market for Manufacturing and Construction, by Region, 2021-2031 (Revenue, $Million)
Table 07. Xr Headset Market for Healthcare, by Region, 2021-2031 (Revenue, $Million)
Table 08. Xr Headset Market for Education, by Region, 2021-2031 (Revenue, $Million)
Table 09. Xr Headset Market for Retail, by Region, 2021-2031 (Revenue, $Million)
Table 10. Xr Headset Market for Others, by Region, 2021-2031 (Revenue, $Million)
Table 11. Xr Headset Market, by Region, 2021-2031 (Revenue, $Million)
Table 12. North America Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 13. North America Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 14. North America Xr Headset Market, by Country, 2021-2031 (Revenue, $Million)
Table 15. U.S. Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 16. U.S. Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 17. Canada Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 18. Canada Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 19. Mexico Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 20. Mexico Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 21. Europe Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 22. Europe Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 23. Europe Xr Headset Market, by Country, 2021-2031 (Revenue, $Million)
Table 24. UK Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 25. UK Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 26. Germany Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 27. Germany Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 28. France Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 29. France Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 30. Spain Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 31. Spain Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 32. Italy Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 33. Italy Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 34. Rest of Europe Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 35. Rest of Europe Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 36. Asia-Pacific Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 37. Asia-Pacific Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 38. Asia-Pacific Xr Headset Market, by Country, 2021-2031 (Revenue, $Million)
Table 39. China Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 40. China Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 41. Japan Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 42. Japan Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 43. India Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 44. India Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 45. South Korea Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 46. South Korea Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 47. Australia Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 48. Australia Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 49. Rest of Asia-Pacific Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 50. Rest of Asia-Pacific Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 51. LAMEA Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 52. LAMEA Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 53. LAMEA Xr Headset Market, by Country, 2021-2031 (Revenue, $Million)
Table 54. Brazil Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 55. Brazil Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 56. Saudi Arabia Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 57. Saudi Arabia Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 58. United Arab Emirates Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 59. United Arab Emirates Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 60. South Africa Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 61. South Africa Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 62. Rest of LAMEA Xr Headset Market, by Solution, 2021-2031 (Revenue, $Million)
Table 63. Rest of LAMEA Xr Headset Market, by End-user, 2021-2031 (Revenue, $Million)
Table 64. Qualcomm Technologies Inc.: Key Executives
Table 65. Qualcomm Technologies Inc.: Company Snapshot
Table 66. 4Dr Studios: Key Executives
Table 67. 4Dr Studios: Company Snapshot
Table 68. 4Experience: Key Executives
Table 69. 4Experience: Company Snapshot
Table 70. Microsoft Corporation: Key Executives
Table 71. Microsoft Corporation: Company Snapshot
Table 72. Aircards: Key Executives
Table 73. Aircards: Company Snapshot
Table 74. Aruvr: Key Executives
Table 75. Aruvr: Company Snapshot
Table 76. Arvizio, Inc.: Key Executives
Table 77. Arvizio, Inc.: Company Snapshot
Table 78. Cavrnus, Inc.: Key Executives
Table 79. Cavrnus, Inc.: Company Snapshot

List of Figures
Figure 01. Xr Headset Market, 2021-2031
Figure 02. Segmentation of Xr Headset Market, 2021-2031
Figure 03. Top Investment Pockets in Xr Headset Market (2022-2031)
Figure 04. Porter Five-1
Figure 05. Porter Five-2
Figure 06. Porter Five-3
Figure 07. Porter Five-4
Figure 08. Porter Five-5
Figure 09. Drivers, Restraints and Opportunities: Globalxr Headset Market
Figure 10. Impact of Key Regulation: Xr Headset Market
Figure 11. Market Share Analysis: Xr Headset Market
Figure 12. Patent Analysis by Company
Figure 13. Patent Analysis by Country
Figure 14. Regulatory Guidelines: Xr Headset Market
Figure 15. Value Chain Analysis: Xr Headset Market
Figure 16. Xr Headset Market, by Solution, 2021(%)
Figure 17. Comparative Share Analysis of Xr Headset Market for Consumer Engagement, by Country 2021-2031(%)
Figure 18. Comparative Share Analysis of Xr Headset Market for Business Engagement, by Country 2021-2031(%)
Figure 19. Xr Headset Market, by End-user, 2021(%)
Figure 20. Comparative Share Analysis of Xr Headset Market for Media and Entertainment, by Country 2021-2031(%)
Figure 21. Comparative Share Analysis of Xr Headset Market for Manufacturing and Construction, by Country 2021-2031(%)
Figure 22. Comparative Share Analysis of Xr Headset Market for Healthcare, by Country 2021-2031(%)
Figure 23. Comparative Share Analysis of Xr Headset Market for Education, by Country 2021-2031(%)
Figure 24. Comparative Share Analysis of Xr Headset Market for Retail, by Country 2021-2031(%)
Figure 25. Comparative Share Analysis of Xr Headset Market for Others, by Country 2021-2031(%)
Figure 26. Xr Headset Market by Region, 2021
Figure 27. U.S. Xr Headset Market, 2021-2031 ($Million)
Figure 28. Canada Xr Headset Market, 2021-2031 ($Million)
Figure 29. Mexico Xr Headset Market, 2021-2031 ($Million)
Figure 30. UK Xr Headset Market, 2021-2031 ($Million)
Figure 31. Germany Xr Headset Market, 2021-2031 ($Million)
Figure 32. France Xr Headset Market, 2021-2031 ($Million)
Figure 33. Spain Xr Headset Market, 2021-2031 ($Million)
Figure 34. Italy Xr Headset Market, 2021-2031 ($Million)
Figure 35. Rest of Europe Xr Headset Market, 2021-2031 ($Million)
Figure 36. China Xr Headset Market, 2021-2031 ($Million)
Figure 37. Japan Xr Headset Market, 2021-2031 ($Million)
Figure 38. India Xr Headset Market, 2021-2031 ($Million)
Figure 39. South Korea Xr Headset Market, 2021-2031 ($Million)
Figure 40. Australia Xr Headset Market, 2021-2031 ($Million)
Figure 41. Rest of Asia-Pacific Xr Headset Market, 2021-2031 ($Million)
Figure 42. Brazil Xr Headset Market, 2021-2031 ($Million)
Figure 43. Saudi Arabia Xr Headset Market, 2021-2031 ($Million)
Figure 44. United Arab Emirates Xr Headset Market, 2021-2031 ($Million)
Figure 45. South Africa Xr Headset Market, 2021-2031 ($Million)
Figure 46. Rest of LAMEA Xr Headset Market, 2021-2031 ($Million)
Figure 47. Top Winning Strategies, by Year
Figure 48. Top Winning Strategies, by Development
Figure 49. Top Winning Strategies, by Company
Figure 50. Product Mapping of Top 10 Players
Figure 51. Competitive Dashboard
Figure 52. Competitive Heatmap: Xr Headset Market
Figure 53. Top Player Positioning, 2021

Executive Summary

According to the report titled, 'XR Headset Market,' the xr headset market was valued at $38.1 million in 2021, and is estimated to reach $404.1 million by 2031, growing at a CAGR of 28.3% from 2022 to 2031.

Extended reality (XR) technology contains a extensive range of augmented, virtual, and mixed-reality systems. With the advent of the Metaverse, several techs, academic, and financial institutions have started studying the next stage of human connectivity with the capability of XR technologies. XR technology is an umbrella term used for Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). It covers the complete spectrum of real and virtual environments. XR headsets help people in remote activities such as meetings, conferences, classes, and others. Companies as well as individuals can communicate in a more connected way than before. Therefore, generating augmenting the physical presence through the use of XR headsets.

The emergence of new products such as XR headsets for offering the best XR experiences to customers has increased the market player’s interest in XR technology. In addition, as the demand for XR headsets increases, a number of brands are anticipated to launch more XR headsets into the market during the forecast period. XR technology is one of the disruptive technologies which is highly influenced by the COVID-19 pandemic. The number of businesses investing in XR technology is increasing significantly as businesses are exploring new and unique practices to enable effective collaboration, training, and communication among employees and consumers. XR headsets need access to good Internet connectivity to deliver true immersion. With the advancement of 5G technology across the world, users could potentially use more XR solutions, hence, making the technology more commonplace in all kinds of professional environments.

An increase in demand for XR technology is also expected to create numerous growth opportunities for the key players operating in the market. The healthcare sector is one of the most lucrative sectors for XR headset market players. Several medical colleges are using XR headsets for teaching students about the anatomy and functioning of body parts. Furthermore, doctors and surgeons are using XR headsets to prepare for surgeries, show 3D models instead of X-rays, and present the live operation and the results. Currently, only 10% of the XR capabilities are utilized owing to several reasons such as high costs, computing constraints, adaptability, and others. Once all these hurdles are overcome, more market opportunities are anticipated to emerge. Furthermore, the increasing adoption of XR headset technology in the healthcare industry is expected to offer ample growth opportunities to XR headset market players. Many medical schools are teaching students about the functioning of body parts and human anatomy by using XR headsets. Surgeons are utilizing XR technology to walk-through surgeries, show 3D models instead of X-rays, and present the live process and the results. XR technology has great potential in the patient education. Autistic children can obtain a simulation of real-time situations using this technology to interact with people. Moreover, the XR simulations can also help individuals with anxiety ailments and PTSD by making them feel relaxed to help them cope with the problems. This technology can also play a pivotal role in rehabilitation and physical therapy.

The XR Headset market is segmented into solutions, end user, and region. On the basis of solutions, the market is categorized into consumer engagement and business engagement. On the basis of end user, it is categorized into media and entertainment, manufacturing and construction, healthcare, education, retail, and others. Region wise, it is analyzed across North America (the U.S., Canada, and Mexico), Europe (UK, Germany, Italy, France, Spain, and rest of Europe), Asia-Pacific (China, India, Japan, Australia, South Korea, and rest of Asia-Pacific), and LAMEA (Brazil, Saudi Arabia, United Arab Emirates, South Africa, and rest of LAMEA.

The key players profiled in the study include Varjo, HTC Corporation, HP Development Company, L.P., Trimble Inc., Microsoft, Meta, Valve Corporation., Samsung, Advanced Micro Devices, Inc., and Google. The players in the market have been actively engaged in the adoption of various Strategies such as acquisition, product launch, and expansion to remain competitive and gain an advantage over the competitors in the market. For instance, in 2022, Varjo launched XR-3, a mixed reality headset. This headset offers an excellent immersive mixed reality experience.

Key Market Insights

By solutions, the consumer engagement sub-segment was the highest revenue contributor to the market in 2021. However, the business engagement sub-segment is estimated to be the fastest growing during the forecast period.

By end user, the media and entertainment sub-segment dominated the global market in 2021 and is expected to remain dominant during the forecast period

Based on region, North America was the highest revenue contributor in 2021, and Asia-Pacific is expected to witness the fastest growth during the forecast period

Companies Mentioned

  • Qualcomm Technologies Inc.
  • 4DR studios
  • 4experience
  • Microsoft Corporation
  • Aircards
  • ARuVR
  • Arvizio, Inc
  • Cavrnus, Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

Loading
LOADING...