Global Virtual Reality Headsets Market Research Report 2024(Status and Outlook)

Global Virtual Reality Headsets Market Research Report 2024(Status and Outlook)



Report Overview:

The Global Virtual Reality Headsets Market Size was estimated at USD 2710.39 million in 2023 and is projected to reach USD 9477.56 million by 2029, exhibiting a CAGR of 23.20% during the forecast period.

This report provides a deep insight into the global Virtual Reality Headsets market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Virtual Reality Headsets Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Virtual Reality Headsets market in any manner.

Global Virtual Reality Headsets Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key Company

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

Market Segmentation (by Type)

Circumscribed Type

Integrated Type

Market Segmentation (by Application)

Games

Medicine

Film and Television

Other

Geographic Segmentation
  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Virtual Reality Headsets Market
  • Overview of the regional outlook of the Virtual Reality Headsets Market:
Key Reasons to Buy this Report:
  • Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
  • This enables you to anticipate market changes to remain ahead of your competitors
  • You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
  • The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
  • Provision of market value (USD Billion) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • 6-month post-sales analyst support
Customization of the Report

In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.

Note: this report may need to undergo a final check or review and this could take about 48 hours.

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the Virtual Reality Headsets Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 7 provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 8 provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.


1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Virtual Reality Headsets
1.2 Key Market Segments
1.2.1 Virtual Reality Headsets Segment by Type
1.2.2 Virtual Reality Headsets Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Virtual Reality Headsets Market Overview
2.1 Global Market Overview
2.1.1 Global Virtual Reality Headsets Market Size (M USD) Estimates and Forecasts (2019-2030)
2.1.2 Global Virtual Reality Headsets Sales Estimates and Forecasts (2019-2030)
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Virtual Reality Headsets Market Competitive Landscape
3.1 Global Virtual Reality Headsets Sales by Manufacturers (2019-2024)
3.2 Global Virtual Reality Headsets Revenue Market Share by Manufacturers (2019-2024)
3.3 Virtual Reality Headsets Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.4 Global Virtual Reality Headsets Average Price by Manufacturers (2019-2024)
3.5 Manufacturers Virtual Reality Headsets Sales Sites, Area Served, Product Type
3.6 Virtual Reality Headsets Market Competitive Situation and Trends
3.6.1 Virtual Reality Headsets Market Concentration Rate
3.6.2 Global 5 and 10 Largest Virtual Reality Headsets Players Market Share by Revenue
3.6.3 Mergers & Acquisitions, Expansion
4 Virtual Reality Headsets Industry Chain Analysis
4.1 Virtual Reality Headsets Industry Chain Analysis
4.2 Market Overview of Key Raw Materials
4.3 Midstream Market Analysis
4.4 Downstream Customer Analysis
5 The Development and Dynamics of Virtual Reality Headsets Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 New Product Developments
5.5.2 Mergers & Acquisitions
5.5.3 Expansions
5.5.4 Collaboration/Supply Contracts
5.6 Industry Policies
6 Virtual Reality Headsets Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Virtual Reality Headsets Sales Market Share by Type (2019-2024)
6.3 Global Virtual Reality Headsets Market Size Market Share by Type (2019-2024)
6.4 Global Virtual Reality Headsets Price by Type (2019-2024)
7 Virtual Reality Headsets Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Virtual Reality Headsets Market Sales by Application (2019-2024)
7.3 Global Virtual Reality Headsets Market Size (M USD) by Application (2019-2024)
7.4 Global Virtual Reality Headsets Sales Growth Rate by Application (2019-2024)
8 Virtual Reality Headsets Market Segmentation by Region
8.1 Global Virtual Reality Headsets Sales by Region
8.1.1 Global Virtual Reality Headsets Sales by Region
8.1.2 Global Virtual Reality Headsets Sales Market Share by Region
8.2 North America
8.2.1 North America Virtual Reality Headsets Sales by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Virtual Reality Headsets Sales by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Virtual Reality Headsets Sales by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Virtual Reality Headsets Sales by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Virtual Reality Headsets Sales by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Oculus Rift
9.1.1 Oculus Rift Virtual Reality Headsets Basic Information
9.1.2 Oculus Rift Virtual Reality Headsets Product Overview
9.1.3 Oculus Rift Virtual Reality Headsets Product Market Performance
9.1.4 Oculus Rift Business Overview
9.1.5 Oculus Rift Virtual Reality Headsets SWOT Analysis
9.1.6 Oculus Rift Recent Developments
9.2 LG
9.2.1 LG Virtual Reality Headsets Basic Information
9.2.2 LG Virtual Reality Headsets Product Overview
9.2.3 LG Virtual Reality Headsets Product Market Performance
9.2.4 LG Business Overview
9.2.5 LG Virtual Reality Headsets SWOT Analysis
9.2.6 LG Recent Developments
9.3 Sony PlayStation VR
9.3.1 Sony PlayStation VR Virtual Reality Headsets Basic Information
9.3.2 Sony PlayStation VR Virtual Reality Headsets Product Overview
9.3.3 Sony PlayStation VR Virtual Reality Headsets Product Market Performance
9.3.4 Sony PlayStation VR Virtual Reality Headsets SWOT Analysis
9.3.5 Sony PlayStation VR Business Overview
9.3.6 Sony PlayStation VR Recent Developments
9.4 HTC Vive
9.4.1 HTC Vive Virtual Reality Headsets Basic Information
9.4.2 HTC Vive Virtual Reality Headsets Product Overview
9.4.3 HTC Vive Virtual Reality Headsets Product Market Performance
9.4.4 HTC Vive Business Overview
9.4.5 HTC Vive Recent Developments
9.5 Samsung Gear VR
9.5.1 Samsung Gear VR Virtual Reality Headsets Basic Information
9.5.2 Samsung Gear VR Virtual Reality Headsets Product Overview
9.5.3 Samsung Gear VR Virtual Reality Headsets Product Market Performance
9.5.4 Samsung Gear VR Business Overview
9.5.5 Samsung Gear VR Recent Developments
9.6 Microsoft HoloLens
9.6.1 Microsoft HoloLens Virtual Reality Headsets Basic Information
9.6.2 Microsoft HoloLens Virtual Reality Headsets Product Overview
9.6.3 Microsoft HoloLens Virtual Reality Headsets Product Market Performance
9.6.4 Microsoft HoloLens Business Overview
9.6.5 Microsoft HoloLens Recent Developments
9.7 FOVE VR
9.7.1 FOVE VR Virtual Reality Headsets Basic Information
9.7.2 FOVE VR Virtual Reality Headsets Product Overview
9.7.3 FOVE VR Virtual Reality Headsets Product Market Performance
9.7.4 FOVE VR Business Overview
9.7.5 FOVE VR Recent Developments
9.8 Zeiss VR One
9.8.1 Zeiss VR One Virtual Reality Headsets Basic Information
9.8.2 Zeiss VR One Virtual Reality Headsets Product Overview
9.8.3 Zeiss VR One Virtual Reality Headsets Product Market Performance
9.8.4 Zeiss VR One Business Overview
9.8.5 Zeiss VR One Recent Developments
9.9 Avegant Glyph
9.9.1 Avegant Glyph Virtual Reality Headsets Basic Information
9.9.2 Avegant Glyph Virtual Reality Headsets Product Overview
9.9.3 Avegant Glyph Virtual Reality Headsets Product Market Performance
9.9.4 Avegant Glyph Business Overview
9.9.5 Avegant Glyph Recent Developments
9.10 Razer OSVR
9.10.1 Razer OSVR Virtual Reality Headsets Basic Information
9.10.2 Razer OSVR Virtual Reality Headsets Product Overview
9.10.3 Razer OSVR Virtual Reality Headsets Product Market Performance
9.10.4 Razer OSVR Business Overview
9.10.5 Razer OSVR Recent Developments
9.11 Google Cardboard
9.11.1 Google Cardboard Virtual Reality Headsets Basic Information
9.11.2 Google Cardboard Virtual Reality Headsets Product Overview
9.11.3 Google Cardboard Virtual Reality Headsets Product Market Performance
9.11.4 Google Cardboard Business Overview
9.11.5 Google Cardboard Recent Developments
9.12 Freefly VR headset
9.12.1 Freefly VR headset Virtual Reality Headsets Basic Information
9.12.2 Freefly VR headset Virtual Reality Headsets Product Overview
9.12.3 Freefly VR headset Virtual Reality Headsets Product Market Performance
9.12.4 Freefly VR headset Business Overview
9.12.5 Freefly VR headset Recent Developments
10 Virtual Reality Headsets Market Forecast by Region
10.1 Global Virtual Reality Headsets Market Size Forecast
10.2 Global Virtual Reality Headsets Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Virtual Reality Headsets Market Size Forecast by Country
10.2.3 Asia Pacific Virtual Reality Headsets Market Size Forecast by Region
10.2.4 South America Virtual Reality Headsets Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Virtual Reality Headsets by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Virtual Reality Headsets Market Forecast by Type (2025-2030)
11.1.1 Global Forecasted Sales of Virtual Reality Headsets by Type (2025-2030)
11.1.2 Global Virtual Reality Headsets Market Size Forecast by Type (2025-2030)
11.1.3 Global Forecasted Price of Virtual Reality Headsets by Type (2025-2030)
11.2 Global Virtual Reality Headsets Market Forecast by Application (2025-2030)
11.2.1 Global Virtual Reality Headsets Sales (K Units) Forecast by Application
11.2.2 Global Virtual Reality Headsets Market Size (M USD) Forecast by Application (2025-2030)
12 Conclusion and Key Findings

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