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Virtual Reality (VR) Headsets Market - Forecasts from 2025 to 2030

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    Report

  • 144 Pages
  • July 2025
  • Region: Global
  • Knowledge Sourcing Intelligence LLP
  • ID: 5808931
UP TO OFF until Sep 30th 2025
The Virtual Reality (VR) Headsets Market is expected to grow from USD 7.150 billion in 2025 to USD 28.606 billion in 2030, at a CAGR of 31.96%.

The Virtual Reality Headsets Market Study provides a comprehensive analysis of the global virtual reality (VR) headsets market, delivering actionable insights for industry experts in gaming, healthcare, education, and other sectors. This study explores the transformative role of VR headsets in delivering immersive experiences, segmented by type, platform, functionality, application, and geography. By highlighting key market drivers, restraints, and competitive developments, the Virtual Reality Headsets Market Study equips stakeholders with the knowledge to navigate this rapidly evolving market driven by technological innovation and expanding use cases.

Study Overview

The Virtual Reality Headsets Market Study offers an in-depth examination of the VR headsets market, covering types such as standalone, tethered, and smartphone-based headsets, platforms including PC peripherals, smartphone headsets, console-based, and all-in-one systems, and functionalities like wired and wireless. It analyzes applications across entertainment, gaming, healthcare, education, automotive, aerospace and defense, retail, and others, addressing market drivers such as the growing demand for immersive gaming and training solutions, alongside restraints like high costs and user comfort challenges. The study incorporates Porter’s Five Forces Analysis, industry value chain insights, and strategic recommendations, with regional breakdowns across North America, South America, Europe, Middle East and Africa, and Asia Pacific, emphasizing growth opportunities in key markets like the USA and China.

Competitive Environment and Analysis

In the Virtual Reality Headsets Market Study, the competitive environment section highlights strategic innovations from key players driving market growth. Recent developments from leading companies underscore the industry’s focus on advanced technology and market expansion:

Meta Platforms, Inc.: In 2024, Meta launched the Quest 3S, a standalone VR headset with improved mixed reality capabilities and a 20% lighter design, enhancing user comfort for gaming and educational applications. This development strengthens Meta’s dominance in the standalone VR segment, particularly in North America and Europe.

Sony Group Corporation: In early 2025, Sony released the PlayStation VR2 Sense controller with advanced haptic feedback, improving immersion for console-based gaming by 30%. This innovation, paired with a strategic partnership with a leading game developer, reinforces Sony’s leadership in the console-based VR market, especially in the Asia Pacific region.

The Virtual Reality Headsets Market Study also includes a market share analysis, detailing mergers, acquisitions, and collaborations, such as HTC Corporation’s 2024 collaboration with a healthcare tech firm to develop VR training modules for surgical simulations. The competitive dashboard provides a clear view of these dynamics, enabling industry experts to assess market positioning and strategic trends.

Conclusion

The Virtual Reality Headsets Market Study is an essential resource for industry experts seeking to understand the competitive and technological landscape of the VR headsets market. By spotlighting key developments from players like Meta Platforms and Sony Group Corporation, alongside comprehensive segmentation and regional insights, this study empowers stakeholders to make informed strategic decisions. As VR technology continues to transform entertainment, education, and professional training, the Virtual Reality Headsets Market Study offers a strategic guide for capitalizing on opportunities in this dynamic and rapidly growing market.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2022 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others).

Different segments covered under the virtual reality (VR) headsets market report are as below:

By Type

  • Standalone VR Headsets
  • Tethered VR Headsets
  • Smartphone-Based VR Headsets

By Platform

  • PC Peripherals
  • Smartphone Headsets
  • Console-based
  • All-in-one

By Functionality

  • Wired
  • Wireless

By Application

  • Entertainment
  • Gaming
  • Healthcare
  • Education
  • Automotive
  • Aerospace and Defense
  • Retail
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • The Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

Table of Contents

1. EXECUTIVE SUMMARY
2. MARKET SNAPSHOT
2.1. Market Overview
2.2. Market Definition
2.3. Scope of the Study
2.4. Market Segmentation
3. BUSINESS LANDSCAPE
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Porter’s Five Forces Analysis
3.5. Industry Value Chain Analysis
3.6. Policies and Regulations
3.7. Strategic Recommendations
4. TECHNOLOGICAL OUTLOOK
5. VIRTUAL REALITY (VR) HEADSETS MARKET BY TYPE
5.1. Introduction
5.2. Standalone VR Headsets
5.3. Tethered VR Headsets
5.4. Smartphone-Based VR Headsets
6. VIRTUAL REALITY (VR) HEADSETS MARKET BY PLATFORM
6.1. Introduction
6.2. PC Peripherals
6.3. Smartphone Headsets
6.4. Console-based
6.5. All-in-one
7. VIRTUAL REALITY (VR) HEADSETS MARKET BY FUNCTIONALITY
7.1. Introduction
7.2. Wired
7.3. Wireless
8. VIRTUAL REALITY (VR) HEADSETS MARKET BY APPLICATION
8.1. Introduction
8.2. Entertainment
8.3. Gaming
8.4. Healthcare
8.5. Education
8.6. Automotive
8.7. Aerospace and Defense
8.8. Retail
8.9. Others
9. VIRTUAL REALITY (VR) HEADSETS MARKET BY GEOGRAPHY
9.1. Introduction
9.2. North America
9.2.1. USA
9.2.2. Canada
9.2.3. Mexico
9.3. South America
9.3.1. Brazil
9.3.2. Argentina
9.3.3. Others
9.4. Europe
9.4.1. Germany
9.4.2. France
9.4.3. United Kingdom
9.4.4. Spain
9.4.5. Italy
9.4.6. Others
9.5. Middle East and Africa
9.5.1. Saudi Arabia
9.5.2. UAE
9.5.3. Others
9.6. Asia Pacific
9.6.1. China
9.6.2. India
9.6.3. Japan
9.6.4. Taiwan
9.6.5. Thailand
9.6.6. Others
10. COMPETITIVE ENVIRONMENT AND ANALYSIS
10.1. Major Players and Strategy Analysis
10.2. Market Share Analysis
10.3. Mergers, Acquisitions, Agreements, and Collaborations
10.4. Competitive Dashboard
11. COMPANY PROFILES
11.1. Meta Platforms, Inc.
11.2. Sony Group Corporation
11.3. HTC Corporation
11.4. Valve Corporation
11.5. Pico Interactive Inc.
11.6. HP Inc.
11.7. Lenovo Group Limited
11.8. Microsoft Corporation
11.9. Samsung Electronics Co., Ltd.
12. APPENDIX
12.1. Currency
12.2. Assumptions
12.3. Base and Forecast Years Timeline
12.4. Key benefits for the stakeholders
12.5. Research Methodology
12.6. Abbreviations

Companies Mentioned

  • Meta Platforms, Inc.
  • Sony Group Corporation
  • HTC Corporation
  • Valve Corporation
  • Pico Interactive Inc.
  • HP Inc.
  • Lenovo Group Limited
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.

Table Information