Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global VR Headsets & Equipment Market by Type (PC VR Headsets, All-in-one VR Headsets), By Application (Entertainment, Marketing, Education, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global VR Headsets & Equipment Market by Type (PC VR Headsets, All-in-one VR Headsets), By Application (Entertainment, Marketing, Education, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 351163 4200 Consumer Goods 377 236 Pages 4.5 (47)
                                          

Market Overview:


The global VR headsets and equipment market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The growth in the market can be attributed to the increasing demand for VR headsets and equipment for entertainment, marketing, education, and other applications. In terms of type, the PC VR headsets segment is expected to hold a major share of the global VR headsets and equipment market during the forecast period. This can be attributed to factors such as increasing demand for high-end gaming PCs and rising popularity of virtual reality games. However, all-in-one VR headsets are also witnessing significant growth due to their low price point and growing adoption by consumers. In terms of region, North America is expected to lead the global VR headset and equipment market during the forecast period followed by Europe.


Global VR Headsets & Equipment Industry Outlook


Product Definition:


Virtual Reality Headsets and Equipment is a computer-generated environment that allows users to experience an immersive, three-dimensional world. VR headsets are used to provide the user with a display and allow them to interact with virtual objects as if they were real. VR equipment can also include gloves or other devices that allow users to manipulate virtual objects. The importance of VR headsets and equipment is that it can create an immersive experience for the user, which can be used for entertainment, training, or education purposes.


PC VR Headsets:


PC VR headsets are a part of virtual reality equipment that is used to create an experience, which simulates a real environment for the user. The technology has been around for more than two decades and its latest evolution is known as virtual reality or immersive multimedia. Immersive multimedia was initially developed for video games but it has evolved into much more now with the inclusion of 3D effects, 360° viewing angle and realistic sound effects.


All-in-one VR Headsets:


All-in-one (AiO) VR headsets are a group of virtual reality devices that can be used to create and experience virtual environments. They comprise of multiple components such as displays, processors, motion sensors, and so on. The major advantage offered by these devices is that they offer an improved visual experience with reduced latency compared to other standalone solutions available in the market.


The growing popularity of social media platforms such as Facebook.


Application Insights:


The marketing segment dominated the global virtual reality headsets and equipment market, accounting for more than 30.0% share of the total revenue in 2017. The use of VR technology for promoting products and services is expected to gain traction over the coming years owing to its ability to create a realistic experience that can influence buying decisions. This has led to an increase in demand from various industries such as automotive, retail, real estate and entertainment among others for using VR technology for their promotions purposes.


The education sector is anticipated witness significant growth over the forecast period owingVR technology's ability to provide effective training by enabling students/trainees with a complete understanding of a particular concept or procedure through realistic simulation experiences without needing actual physical presence at the learning location, which reduces travel costs while increasing efficiency.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to retain its dominance over the forecast period as well, owing to increasing adoption of virtual reality technology across various industries. Increasing use of VR for gaming and entertainment has been driving regional growth. Furthermore, presence of a large number of tech-savvy population and high disposable income are also contributing toward industry growth in this region.


Asia Pacific is anticipated to emerge as the fastest-growing regional market from 2018 to 2030 due to rising investments by companies operating in this sector and an increase in spending on consumer electronics products such as smartphones and laptops among consumers located in emerging countries such as China, Japan, South Korea & India.


Growth Factors:


  • Increasing demand for VR headsets and equipment from the gaming industry as it offers an immersive experience to the players.
  • Growing popularity of VR content among consumers, which is encouraging companies to invest in VR headset and equipment technology.
  • Proliferation of affordable VR headsets and equipment, making the technology more accessible to a wider audience.
  • Development of new applications for VR headsets and equipment in sectors such as healthcare, education, and retailing will spur market growth.

Scope Of The Report

Report Attributes

Report Details

Report Title

VR Headsets & Equipment Market Research Report

By Type

PC VR Headsets, All-in-one VR Headsets

By Application

Entertainment, Marketing, Education, Others

By Companies

Samsung, Oculus, Nintendo, HTC, Google, SONY, Fujitsu, MI, HUAWEI, PiMAX, Royole, ANTVR, Homido

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

236

Number of Tables & Figures

166

Customization Available

Yes, the report can be customized as per your need.


Global VR Headsets & Equipment Market Report Segments:

The global VR Headsets & Equipment market is segmented on the basis of:

Types

PC VR Headsets, All-in-one VR Headsets

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Entertainment, Marketing, Education, Others

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Samsung
  2. Oculus
  3. Nintendo
  4. HTC
  5. Google
  6. SONY
  7. Fujitsu
  8. MI
  9. HUAWEI
  10. PiMAX
  11. Royole
  12. ANTVR
  13. Homido

Global VR Headsets & Equipment Market Overview


Highlights of The VR Headsets & Equipment Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. PC VR Headsets
    2. All-in-one VR Headsets
  1. By Application:

    1. Entertainment
    2. Marketing
    3. Education
    4. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the VR Headsets & Equipment Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

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Global VR Headsets & Equipment Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


VR Headsets are a type of electronic equipment that is used to create an immersive virtual reality experience. VR Headsets typically use a pair of lenses and a display to create an environment that simulates a three-dimensional space. Some VR Headsets also include sensors that allow the user to interact with the environment around them. VR Equipment can include gaming headsets, motion controllers, and other accessories.

Some of the major companies in the vr headsets & equipment market are Samsung, Oculus, Nintendo, HTC, Google, SONY, Fujitsu, MI, HUAWEI, PiMAX, Royole, ANTVR, Homido.

The vr headsets & equipment market is expected to register a CAGR of 25%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 VR Headsets & Equipment Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 VR Headsets & Equipment Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 VR Headsets & Equipment Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the VR Headsets & Equipment Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global VR Headsets & Equipment Market Size & Forecast, 2020-2028       4.5.1 VR Headsets & Equipment Market Size and Y-o-Y Growth       4.5.2 VR Headsets & Equipment Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 PC VR Headsets
      5.2.2 All-in-one VR Headsets
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Entertainment
      6.2.2 Marketing
      6.2.3 Education
      6.2.4 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global VR Headsets & Equipment Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 VR Headsets & Equipment Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 PC VR Headsets
      9.6.2 All-in-one VR Headsets
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Entertainment
      9.10.2 Marketing
      9.10.3 Education
      9.10.4 Others
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 PC VR Headsets
      10.6.2 All-in-one VR Headsets
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Entertainment
      10.10.2 Marketing
      10.10.3 Education
      10.10.4 Others
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 PC VR Headsets
      11.6.2 All-in-one VR Headsets
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Entertainment
      11.10.2 Marketing
      11.10.3 Education
      11.10.4 Others
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 PC VR Headsets
      12.6.2 All-in-one VR Headsets
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Entertainment
      12.10.2 Marketing
      12.10.3 Education
      12.10.4 Others
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 PC VR Headsets
      13.6.2 All-in-one VR Headsets
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Entertainment
      13.10.2 Marketing
      13.10.3 Education
      13.10.4 Others
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 VR Headsets & Equipment Market: Competitive Dashboard
   14.2 Global VR Headsets & Equipment Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Samsung
      14.3.2 Oculus
      14.3.3 Nintendo
      14.3.4 HTC
      14.3.5 Google
      14.3.6 SONY
      14.3.7 Fujitsu
      14.3.8 MI
      14.3.9 HUAWEI
      14.3.10 PiMAX
      14.3.11 Royole
      14.3.12 ANTVR
      14.3.13 Homido

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