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.
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:
- Samsung
- Oculus
- Nintendo
- HTC
- SONY
- Fujitsu
- MI
- HUAWEI
- PiMAX
- Royole
- ANTVR
- Homido
Highlights of The VR Headsets & Equipment Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- PC VR Headsets
- All-in-one VR Headsets
- By Application:
- Entertainment
- Marketing
- Education
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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