Virtual Reality Headsets

Virtual Reality Headsets

Global Virtual Reality Headsets Market to Reach US$68.3 Billion by 2030

The global market for Virtual Reality Headsets estimated at US$14.3 Billion in the year 2024, is expected to reach US$68.3 Billion by 2030, growing at a CAGR of 29.8% over the analysis period 2024-2030. Standalone VR Headset, one of the segments analyzed in the report, is expected to record a 29.5% CAGR and reach US$32.5 Billion by the end of the analysis period. Growth in the Smartphone-Enabled VR Headset segment is estimated at 33.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.8 Billion While China is Forecast to Grow at 28.2% CAGR

The Virtual Reality Headsets market in the U.S. is estimated at US$3.8 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$10.3 Billion by the year 2030 trailing a CAGR of 28.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 27.1% and 25.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 20.7% CAGR.

Global Virtual Reality Headsets Market - Key Trends & Drivers Summarized

What Are Virtual Reality Headsets, and Why Are They Revolutionizing Digital Experiences?

Virtual Reality headsets are immersive devices that transport users into simulated environments by combining advanced display technologies, motion tracking, and spatial audio. These headsets are transforming industries by enabling applications in gaming, entertainment, education, healthcare, and enterprise training. They allow users to interact with 3D environments, bridging the gap between digital and physical worlds. With their ability to create highly immersive experiences, VR headsets are no longer limited to gaming but are increasingly being adopted across various professional domains.

The rising adoption of VR headsets is driven by their ability to deliver unparalleled levels of engagement and realism. In gaming, VR headsets are elevating player immersion, while in enterprise settings, they are being used to provide realistic training simulations. Healthcare applications, such as therapy and surgical training, are also seeing increased adoption, with VR headsets proving instrumental in enhancing precision and understanding. Furthermore, the popularity of metaverse platforms, where VR headsets act as gateways, has significantly contributed to their growing demand. The device’s role in enabling rich, interactive, and customizable experiences is shaping its expansion across industries.

How Are Technologies Enhancing the Capabilities of VR Headsets?

The evolution of VR headsets is underpinned by advancements in display technologies, computing power, and connectivity. High-resolution displays, such as OLED and AMOLED panels, are providing sharper visuals and reducing motion blur, addressing one of the major barriers to VR adoption. Wide field-of-view (FoV) lenses and high refresh rates are further enhancing user comfort and immersion by minimizing visual fatigue and latency. Coupled with advancements in graphics processing units (GPUs), these features allow for smooth, lifelike simulations, making VR more accessible to a wider audience.

Motion tracking and spatial audio are pivotal in creating truly immersive experiences. Inside-out tracking systems, which use built-in cameras to map surroundings, eliminate the need for external sensors, simplifying setup and improving portability. Spatial audio enhances the sense of realism by dynamically adjusting sound based on the user’s position and movements. Additionally, advancements in wireless connectivity, such as Wi-Fi 6 and 5G, are enabling untethered VR experiences, allowing users greater freedom of movement. Cloud computing and edge rendering are also emerging as key enablers, offloading processing tasks to remote servers and reducing the weight and cost of headsets while maintaining high performance.

What Trends Are Shaping the Virtual Reality Headset Market?

Several trends are driving the rapid evolution of the VR headset market, reflecting the growing acceptance and innovation in immersive technologies. One major trend is the rising adoption of standalone VR headsets. These devices, which do not require connection to external PCs or consoles, are gaining traction due to their ease of use and affordability. Standalone models equipped with built-in processors and storage are making VR more accessible, especially to casual users and newcomers. Another trend is the integration of artificial intelligence (AI) into VR systems, enhancing user interactions through voice recognition, gesture tracking, and personalized content recommendations.

The emergence of the metaverse is perhaps the most transformative trend, positioning VR headsets as the primary interface for accessing this new digital frontier. As companies invest in building interconnected virtual worlds, the demand for high-quality VR hardware is skyrocketing. Additionally, the growing focus on fitness and wellness is shaping the VR headset market, with applications that combine virtual environments and physical activity, such as VR fitness games, gaining popularity. In enterprise applications, the adoption of VR for remote collaboration, virtual meetings, and design prototyping is redefining workplace dynamics, further fueling market growth.

What Factors Are Driving the Growth of the VR Headset Market?

The growth in the VR headset market is driven by several factors, including advancements in hardware, expanding applications, and shifting consumer preferences. One of the primary drivers is the increasing affordability of VR technology. As manufacturing processes become more efficient and economies of scale take effect, the cost of VR headsets is decreasing, making them accessible to a broader audience. Additionally, the integration of wireless technologies and standalone functionalities is addressing previous limitations related to setup complexity, further boosting adoption.

The expanding use cases of VR headsets across industries are also a significant growth driver. In education, VR is being used for immersive learning experiences, while in healthcare, it aids in patient therapy and medical training. The growing interest in remote work and virtual collaboration is another factor driving demand, with VR headsets enabling realistic and engaging virtual meetings. The rise of the metaverse, which relies heavily on VR for access and interaction, is creating a surge in demand for these devices. Furthermore, advancements in content creation tools and partnerships between hardware manufacturers and content developers are enhancing the ecosystem, ensuring a steady supply of high-quality applications. Collectively, these factors underscore the transformative potential of VR headsets and their growing role in shaping the future of digital interaction.

SCOPE OF STUDY:

The report analyzes the Virtual Reality Headsets market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
Product Type (Standalone VR Headset, Smartphone-Enabled VR Headset, Standalone PC-Connected VR Headset); Application (Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application, Other Applications)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 42 Featured) -
  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies


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I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Economic Frontiers: Trends, Trials & Transformations
Virtual Reality Headsets – Global Key Competitors Percentage Market Share in 2024 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Rising Demand for Immersive Entertainment Fuels Growth in Virtual Reality Headsets
Advancements in Display Technology Propel Innovation in VR Headset Design
Focus on Gaming Drives High Adoption of VR Headsets in Consumer Markets
Increased Use in Training and Simulation Expands Applications for VR Headsets
Growth in Education Highlights Opportunities for VR Headsets in Virtual Classrooms
Focus on Lightweight and Ergonomic Designs Boosts User Comfort in VR Headsets
Advancements in Wireless Connectivity Expand Mobility in VR Headset Solutions
Integration with AI Enhances Realism and Interactivity in VR Experiences
Rising Awareness of Health and Wellness Applications Fuels Adoption of VR Headsets
Emergence of VR in Professional Sports Training Creates New Use Cases
Focus on Enterprise Applications Expands Demand for VR Headsets in Workforce Training
Advancements in VR Content Ecosystems Enhance User Adoption
Emergence of 5G Networks Fuels Growth in High-Performance VR Headset Applications
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Virtual Reality Headsets Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Standalone VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Standalone VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Smartphone-Enabled VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Smartphone-Enabled VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Standalone PC-Connected VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Standalone PC-Connected VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Media & Entertainment Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Media & Entertainment Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Healthcare Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Healthcare Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Retail Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Retail Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Education Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Education Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 22: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 23: USA 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
CANADA
TABLE 26: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 27: Canada 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
JAPAN
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 30: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 31: Japan 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: Japan 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
CHINA
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 34: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: China 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 36: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: China 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
EUROPE
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 38: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 39: Europe 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
FRANCE
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 44: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: France 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 46: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 47: France 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
GERMANY
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 48: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: Germany 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Germany 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
ITALY
TABLE 52: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: Italy 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: Italy 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
UNITED KINGDOM
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 56: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: UK 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: UK 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
REST OF EUROPE
TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
ASIA-PACIFIC
Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
REST OF WORLD
TABLE 68: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: Rest of World 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: Rest of World 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
IV. COMPETITION

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