Market Overview:
The global virtual reality headsets 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 from various applications such as games, medicine, film and television, and other applications. In terms of type, the circumscribed type VR headsets are expected to dominate the market during the forecast period. However, integrated type VR headsets are expected to witness higher growth rates owing to their growing popularity among consumers. Geographically, North America is estimated to account for a major share of the global virtual reality headsets market in 2018.
Product Definition:
A virtual reality headset is a head-mounted device that provides immersive virtual reality experience. It consists of two small displays, one in front of each eye, and stereo headphones. The display presents images which are slightly different to each eye, so that when the brain fuses the two together, it creates an illusion of depth. This gives the user a sense that they are actually inside the virtual world being displayed.
Circumscribed Type:
Circumscribed type is a term used to define a limited range of motion that can be seen in the peripheral vision. It’s caused by the visual field constrictions which are usually hereditary and occur in both eyes simultaneously. The affected individual will see only objects that are directly in front of them or slightly beyond their reach, but not things that are located at an angle off to the side.
Integrated Type:
Integrated type is a technology that allows the user to interact with the virtual world by using only one hand and any body part of their choosing. For instance, if integrated touch technology is used in a VR headset, then users can use their hands to reach out and touch objects in the virtual world.
The major advantage of integrated type over other types such as motion tracking or Leap Motion is that it does not require any additional devices or sensors for its functioning.
Application Insights:
The games segment dominated the global virtual reality headsets market in 2017. The games are developed and published according to the demand and popularity. For instance, a game developer who has created successful VR games can introduce new products or develop an upgraded version of its existing products easily as compared to other developers without any prior experience in VR technology. This is expected to drive the growth of this application segment over the forecast period.
Film and television was another major application segment accounted for more than 20% share of global revenue in 2017 due largely to high demand from film producers, directors, actors and animators for creating unique experiences by immersing them into different worlds through 360 degree videos or 3D films which have become popular recently with advent of Virtual Reality Technology (VRT). Other applications include education, transportation etc., which are yet to be widely adopted but have potentials for growth owing largely due their low costs compared with other applications such as medicine or gaming consoles that offer higher performance at present prices levels.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The growth can be attributed to the presence of a large number of technology companies such as HTC, Samsung Electronics, and Google Inc., which are engaged in developing high-end VR headsets for consumers. Moreover, these companies are also working on developing new content based on VR technology that will increase its penetration across North American countries.
Asia Pacific is expected to emerge as the fastest growing regional market over the forecast period owing to increasing investments by industry players such as Facebook and Sony Corporation; expansion of retail outlets; rise in disposable income levels among middle class population groups; and rising adoption by enterprises for business purposes. Furthermore, China has emerged as a major consumer base for global manufacturers due to low manufacturing costs coupled with abundant availability of labor at economical costs compared to other countries around the world (Sarraf & Sohrabpoorabadi 2012).
Growth Factors:
- Increasing demand for Virtual Reality Headsets from the gaming industry as it offers an immersive experience to the users.
- Growing popularity of VR content among consumers due to its ability to provide a realistic experience.
- Increasing adoption of VR headsets by businesses for training and simulation purposes.
- Proliferation of affordable VR headsets that are compatible with a wide range of devices and platforms.
- Development of innovative applications and features for VR headsets that will attract more consumers
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality Headsets Market Research Report
By Type
Circumscribed Type, Integrated Type
By Application
Games, Medicine, Film and Television, Other
By Companies
Oculus Rift, LG, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Microsoft HoloLens, FOVE VR, Zeiss VR One, Avegant Glyph, Razer OSVR, Google Cardboard, Freefly VR headset
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
243
Number of Tables & Figures
171
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality Headsets Market Report Segments:
The global Virtual Reality Headsets market is segmented on the basis of:
Types
Circumscribed Type, Integrated 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
Games, Medicine, Film and Television, Other
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:
- Oculus Rift
- LG
- Sony PlayStation VR
- HTC Vive
- Samsung Gear VR
- Microsoft HoloLens
- FOVE VR
- Zeiss VR One
- Avegant Glyph
- Razer OSVR
- Google Cardboard
- Freefly VR headset
Highlights of The Virtual Reality Headsets 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:
- Circumscribed Type
- Integrated Type
- By Application:
- Games
- Medicine
- Film and Television
- Other
- 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 Virtual Reality 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
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?
A virtual reality headset is a device that creates an immersive 3D environment for users to experience. They can be used for gaming, movies, or even just for fun.
Some of the major players in the virtual reality headsets market are Oculus Rift, LG, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Microsoft HoloLens, FOVE VR, Zeiss VR One, Avegant Glyph, Razer OSVR, Google Cardboard, Freefly VR headset.
The virtual reality headsets market is expected to grow at a compound annual growth rate of 25%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Virtual Reality 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. Virtual Reality Headsets Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Virtual Reality Headsets Market - Supply Chain
4.5. Global Virtual Reality Headsets Market Forecast
4.5.1. Virtual Reality Headsets Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Virtual Reality Headsets Market Size (000 Units) and Y-o-Y Growth
4.5.3. Virtual Reality Headsets Market Absolute $ Opportunity
5. Global Virtual Reality 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. Virtual Reality Headsets Market Size and Volume Forecast by Type
5.3.1. Circumscribed Type
5.3.2. Integrated Type
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Virtual Reality 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. Virtual Reality Headsets Market Size and Volume Forecast by Application
6.3.1. Games
6.3.2. Medicine
6.3.3. Film and Television
6.3.4. Other
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Virtual Reality 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. Virtual Reality 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 Virtual Reality 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. Virtual Reality 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 Virtual Reality Headsets Demand Share Forecast, 2019-2026
9. North America Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Size and Volume Forecast by Application
9.4.1. Games
9.4.2. Medicine
9.4.3. Film and Television
9.4.4. Other
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Virtual Reality Headsets Market Size and Volume Forecast by Type
9.7.1. Circumscribed Type
9.7.2. Integrated 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 Virtual Reality Headsets Demand Share Forecast, 2019-2026
10. Latin America Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Size and Volume Forecast by Application
10.4.1. Games
10.4.2. Medicine
10.4.3. Film and Television
10.4.4. Other
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Virtual Reality Headsets Market Size and Volume Forecast by Type
10.7.1. Circumscribed Type
10.7.2. Integrated 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 Virtual Reality Headsets Demand Share Forecast, 2019-2026
11. Europe Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Size and Volume Forecast by Application
11.4.1. Games
11.4.2. Medicine
11.4.3. Film and Television
11.4.4. Other
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Virtual Reality Headsets Market Size and Volume Forecast by Type
11.7.1. Circumscribed Type
11.7.2. Integrated Type
11.8. Basis Point Share (BPS) Analysis by Type
1.9. 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 Virtual Reality Headsets Demand Share, 2019-2026
12. Asia Pacific Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Size and Volume Forecast by Application
12.4.1. Games
12.4.2. Medicine
12.4.3. Film and Television
12.4.4. Other
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Virtual Reality Headsets Market Size and Volume Forecast by Type
12.7.1. Circumscribed Type
12.7.2. Integrated 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 Virtual Reality Headsets Demand Share, 2019-2026
13. Middle East & Africa Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Size and Volume Forecast by Application
13.4.1. Games
13.4.2. Medicine
13.4.3. Film and Television
13.4.4. Other
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Virtual Reality Headsets Market Size and Volume Forecast by Type
13.7.1. Circumscribed Type
13.7.2. Integrated 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 Virtual Reality Headsets Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Virtual Reality Headsets Market: Market Share Analysis
14.2. Virtual Reality Headsets Distributors and Customers
14.3. Virtual Reality Headsets Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Oculus Rift
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. LG
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Sony PlayStation VR
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. HTC Vive
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Samsung Gear VR
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Microsoft HoloLens
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. FOVE VR
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Zeiss VR One
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Avegant Glyph
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Razer OSVR
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Google Cardboard
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Freefly VR headset
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. COMPANY 13
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
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