Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global PC VR Headsets Market by Type (3DOF Motion Tracking Type, 6DOF Motion Tracking Type, 9DOF Motion Tracking Type), By Application (Entertainment, Marketing, Education, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global PC VR Headsets Market by Type (3DOF Motion Tracking Type, 6DOF Motion Tracking Type, 9DOF Motion Tracking Type), By Application (Entertainment, Marketing, Education, Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 148753 3300 Consumer Goods 377 248 Pages 4.7 (37)
                                          

The global PC VR headsets market is expected to grow at a CAGR of around 45% during the forecast period. The growth in this market can be attributed to the increasing demand for immersive and interactive content, which is driving the adoption of VR headsets. The entertainment segment accounted for the largest share in 2018, followed by marketing and education segments. North America was the leading region in 2018, followed by Europe and Asia Pacific. -The VR market is expected to grow from $5.2 billion in 2016 to $162 billion by 2020. -VR headsets are the most expensive component of a VR system, and they are expected to account for more than half of the total cost of a VR system by 2020. -The PC VR headset market is projected to grow at a CAGR of over 50% from 2017-2022, with an estimated value exceeding $1.4 billion in 2022.

Industry Growth Insights published a new data on “PC VR Headsets Market”. The research report is titled “PC VR Headsets Market research by Types (3DOF Motion Tracking Type, 6DOF Motion Tracking Type, 9DOF Motion Tracking Type), By Applications (Entertainment, Marketing, Education, Others), By Players/Companies Oculus, Sony, HTC, Avegant, Razer, ANTVR, DPVR, Samsung, Google, Carl Zeiss, Stomer Player, FiresVR, Vrvana, VIRGlass”.

Scope Of The Report

Report Attributes

Report Details

Report Title

PC VR Headsets Market Research Report

By Type

3DOF Motion Tracking Type, 6DOF Motion Tracking Type, 9DOF Motion Tracking Type

By Application

Entertainment, Marketing, Education, Others

By Companies

Oculus, Sony, HTC, Avegant, Razer, ANTVR, DPVR, Samsung, Google, Carl Zeiss, Stomer Player, FiresVR, Vrvana, VIRGlass

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

248

Number of Tables & Figures

174

Customization Available

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


Global PC VR Headsets Industry Outlook


Global PC VR Headsets Market Report Segments:

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

Types

3DOF Motion Tracking Type, 6DOF Motion Tracking Type, 9DOF Motion Tracking Type

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. Oculus
  2. Sony
  3. HTC
  4. Avegant
  5. Razer
  6. ANTVR
  7. DPVR
  8. Samsung
  9. Google
  10. Carl Zeiss
  11. Stomer Player
  12. FiresVR
  13. Vrvana
  14. VIRGlass

Global PC VR Headsets Market Overview


Highlights of The PC VR Headsets 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. 3DOF Motion Tracking Type
    2. 6DOF Motion Tracking Type
    3. 9DOF Motion Tracking Type
  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 PC VR Headsets 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
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global PC VR Headsets 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?


PC VR headsets are a type of virtual reality headset that connects to a computer, typically using an HDMI cable. They allow users to experience virtual reality content by placing their head inside the headset and looking around. PC VR headsets are less expensive than other types of virtual reality headsets, but they may not offer the same level of immersion or quality as more expensive options.

Some of the major companies in the pc vr headsets market are Oculus, Sony, HTC, Avegant, Razer, ANTVR, DPVR, Samsung, Google, Carl Zeiss, Stomer Player, FiresVR, Vrvana, VIRGlass.

The pc vr headsets market is expected to grow at a compound annual growth rate of 45%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. PC VR Headsets Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. PC VR Headsets Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. PC VR Headsets Market - Supply Chain
   4.5. Global PC VR Headsets Market Forecast
      4.5.1. PC VR Headsets Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. PC VR Headsets Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. PC VR Headsets Market Absolute $ Opportunity

5. Global PC VR Headsets Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. PC VR Headsets Market Size and Volume Forecast by Type
      5.3.1. 3DOF Motion Tracking Type
      5.3.2. 6DOF Motion Tracking Type
      5.3.3. 9DOF Motion Tracking Type
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global PC VR Headsets Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. PC VR Headsets Market Size and Volume Forecast by Application
      6.3.1. Entertainment
      6.3.2. Marketing
      6.3.3. Education
      6.3.4. Others
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global PC VR Headsets Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. PC VR Headsets Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global PC VR Headsets Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. PC VR Headsets Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global PC VR Headsets Demand Share Forecast, 2019-2026

9. North America PC VR Headsets Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America PC VR Headsets Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America PC VR Headsets Market Size and Volume Forecast by Application
      9.4.1. Entertainment
      9.4.2. Marketing
      9.4.3. Education
      9.4.4. Others
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America PC VR Headsets Market Size and Volume Forecast by Type
      9.7.1. 3DOF Motion Tracking Type
      9.7.2. 6DOF Motion Tracking Type
      9.7.3. 9DOF Motion Tracking Type
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America PC VR Headsets Demand Share Forecast, 2019-2026

10. Latin America PC VR Headsets Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America PC VR Headsets Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America PC VR Headsets Market Size and Volume Forecast by Application
      10.4.1. Entertainment
      10.4.2. Marketing
      10.4.3. Education
      10.4.4. Others
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America PC VR Headsets Market Size and Volume Forecast by Type
      10.7.1. 3DOF Motion Tracking Type
      10.7.2. 6DOF Motion Tracking Type
      10.7.3. 9DOF Motion Tracking Type
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America PC VR Headsets Demand Share Forecast, 2019-2026

11. Europe PC VR Headsets Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe PC VR Headsets Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe PC VR Headsets Market Size and Volume Forecast by Application
      11.4.1. Entertainment
      11.4.2. Marketing
      11.4.3. Education
      11.4.4. Others
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe PC VR Headsets Market Size and Volume Forecast by Type
      11.7.1. 3DOF Motion Tracking Type
      11.7.2. 6DOF Motion Tracking Type
      11.7.3. 9DOF Motion Tracking Type
   11.8. Basis Point Share (BPS) Analyss by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe PC VR Headsets Demand Share, 2019-2026

12. Asia Pacific PC VR Headsets Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific PC VR Headsets Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific PC VR Headsets Market Size and Volume Forecast by Application
      12.4.1. Entertainment
      12.4.2. Marketing
      12.4.3. Education
      12.4.4. Others
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific PC VR Headsets Market Size and Volume Forecast by Type
      12.7.1. 3DOF Motion Tracking Type
      12.7.2. 6DOF Motion Tracking Type
      12.7.3. 9DOF Motion Tracking Type
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific PC VR Headsets Demand Share, 2019-2026

13. Middle East & Africa PC VR Headsets Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa PC VR Headsets Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa PC VR Headsets Market Size and Volume Forecast by Application
      13.4.1. Entertainment
      13.4.2. Marketing
      13.4.3. Education
      13.4.4. Others
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa PC VR Headsets Market Size and Volume Forecast by Type
      13.7.1. 3DOF Motion Tracking Type
      13.7.2. 6DOF Motion Tracking Type
      13.7.3. 9DOF Motion Tracking Type
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa PC VR Headsets Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global PC VR Headsets Market: Market Share Analysis
   14.2. PC VR Headsets Distributors and Customers
   14.3. PC VR Headsets Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Oculus
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Sony
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. HTC
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Avegant
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Razer
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. ANTVR
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. DPVR
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Samsung
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Google
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Carl Zeiss
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Stomer Player
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. FiresVR
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Vrvana
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. VIRGlass
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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