Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual Reality Headsets Market by Type (Circumscribed Type, Integrated Type), By Application (Games, Medicine, Film and Television, Other) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual Reality Headsets Market by Type (Circumscribed Type, Integrated Type), By Application (Games, Medicine, Film and Television, Other) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 218805 3300 Electronics & Semiconductor 377 243 Pages 4.7 (39)
                                          

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.


Global Virtual Reality Headsets Industry Outlook


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:

  1. Oculus Rift
  2. LG
  3. Sony PlayStation VR
  4. HTC Vive
  5. Samsung Gear VR
  6. Microsoft HoloLens
  7. FOVE VR
  8. Zeiss VR One
  9. Avegant Glyph
  10. Razer OSVR
  11. Google Cardboard
  12. Freefly VR headset

Global Virtual Reality Headsets Market Overview


Highlights of The Virtual Reality 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. Circumscribed Type
    2. Integrated Type
  1. By Application:

    1. Games
    2. Medicine
    3. Film and Television
    4. Other
  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 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

Global Virtual Reality 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?


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

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