The global virtual reality headset market size was estimated to be around US$ 8.2 billion in 2022. It is projected to reach US$ 117.92 billion by 2032, indicating a CAGR of 30.60% from 2023 to 2032.
Key Takeaways
- North America contributed more than 44% of revenue share in 2022.
- Asia Pacific is estimated to expand the fastest CAGR between 2023 and 2032.
- By End-device, the high-end device segment has held the largest market share of 57% in 2022.
- By End-device, the low-end device segment is anticipated to grow at a remarkable CAGR of 35.3% between 2023 and 2032.
- By Product Type, the standalone product type segment generated over 44% of revenue share in 2022.
- By Product Type, the smartphone-enabled product type segment is expected to expand at the fastest CAGR over the projected period.
- By Application, the gaming segment had the largest market share of 30% in 2022.
- By Application, the education segment is expected to expand at the fastest CAGR over the projected period.
The market research report on the Virtual reality headset market provides a comprehensive analysis of various key aspects. It includes the definition, classification, and application of Virtual reality headset products. The report examines the development trends, competitive landscape, and industrial chain structure within the industry. Furthermore, it presents an overview of the industry, analyzes national policies and planning, and offers insights into the latest market dynamics and opportunities at a global level.
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Virtual Reality Headset Market Scope
Report Coverage | Details |
Growth Rate from 2023 to 2032 | CAGR of 30.60% |
Market Size in 2023 | USD 10.67 Billion |
Market Size by 2032 | USD 117.92 Billion |
Largest Market | North America |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By End-device, By Product Type, and By Application |
Regions Covered | North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa |
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The report presents the volume and value-based market size for the base year 2022 and forecasts the market’s growth between 2023 and 2032. It estimates market numbers based on product form and application, providing size and forecast for each application segment in both global and regional markets.
Focusing on the global Virtual reality headset market, the report highlights its status, future forecasts, growth opportunities, key market players, and key market regions such as the United States, Europe, and China. The study aims to present the development of the Virtual reality headset market by considering factors like Year-on-Year (Y-o-Y) growth, in addition to Compound Annual Growth Rate (CAGR). This approach enables a better understanding of market certainty and the identification of lucrative opportunities.
Regarding production, the report investigates the capacity, production, value, ex-factory price, growth rate, and market share of major manufacturers, regions, and product types. On the consumption side, the report focuses on the regional consumption of Virtual reality headset products across different countries and applications.
Buyers of the report gain access to verified market figures, including global market size in terms of revenue and volume. The report provides reliable estimations and calculations for global revenue and volume by product type from 2023 to 2032. It also includes accurate figures for production capacity and production by region during the same period.
The research includes product parameters, production processes, cost structures, and data classified by region, technology, and application. Furthermore, it conducts SWOT analysis and investment feasibility studies for new projects.
This in-depth research report offers valuable insights into the Virtual reality headset market. It employs an objective and fair approach to analyze industry trends, supporting customer competition analysis, development planning, and investment decision-making. The project received support and assistance from technicians and marketing personnel across various links in the industry chain.
The competitive landscape section of the report provides detailed information on Virtual reality headset market competitors. It includes company overviews, financials, revenue generation, market potential, research and development investments, new market initiatives, global presence, production sites, production capacities, strengths and weaknesses, product launches, product range, and application dominance. However, the data points provided only focus on the companies’ activities related to the Virtual reality headset market.
Prominent players in the market are expected to face tough competition from new entrants. Key players are targeting acquisitions of startup companies to maintain their dominance. The report
Reasons to Purchase this Report:
- Comprehensive market segmentation analysis incorporating qualitative and quantitative research, considering the impact of economic and policy factors.
- In-depth regional and country-level analysis, examining the demand and supply dynamics that influence market growth.
- Market size in USD million and volume in million units provided for each segment and sub-segment.
- Detailed competitive landscape, including market share of major players, recent projects, and strategies implemented over the past five years.
- Comprehensive company profiles encompassing product offerings, key financial information, recent developments, SWOT analysis, and employed strategies by major market players.
Virtual Reality Headset Market Players
- Oculus (Facebook Technologies, LLC)
- Sony
- HTC
- Samsung
- Valve
- Microsoft
- Pico
- Lenovo
- HP
- Acer
- LG
- Xiaomi
- Varjo
- Magic Leap
Market Segmentations
By End-device
- Low-end Device
- Mid-range Device
- High-end Device
By Product Type
- Standalone
- Smartphone-enabled
- Standalone PC-connected
By Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Virtual Reality Headset Market
5.1. COVID-19 Landscape: Virtual Reality Headset Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Virtual Reality Headset Market, By End-device
8.1. Virtual Reality Headset Market Revenue and Volume, by End-device, 2023-2032
8.1.1 Low-end Device
8.1.1.1. Market Revenue and Volume Forecast (2020-2032)
8.1.2. Mid-range Device
8.1.2.1. Market Revenue and Volume Forecast (2020-2032)
8.1.3. High-end Device
8.1.3.1. Market Revenue and Volume Forecast (2020-2032)
Chapter 9. Global Virtual Reality Headset Market, By Product Type
9.1. Virtual Reality Headset Market Revenue and Volume, by Product Type, 2023-2032
9.1.1. Standalone
9.1.1.1. Market Revenue and Volume Forecast (2020-2032)
9.1.2. Smartphone-enabled
9.1.2.1. Market Revenue and Volume Forecast (2020-2032)
9.1.3. Standalone PC-connected
9.1.3.1. Market Revenue and Volume Forecast (2020-2032)
Chapter 10. Global Virtual Reality Headset Market, By Application
10.1. Virtual Reality Headset Market Revenue and Volume, by Application, 2023-2032
10.1.1. Gaming
10.1.1.1. Market Revenue and Volume Forecast (2020-2032)
10.1.2. Healthcare
10.1.2.1. Market Revenue and Volume Forecast (2020-2032)
10.1.3. Media & Entertainment
10.1.3.1. Market Revenue and Volume Forecast (2020-2032)
10.1.4. Manufacturing
10.1.4.1. Market Revenue and Volume Forecast (2020-2032)
10.1.5. Retail
10.1.5.1. Market Revenue and Volume Forecast (2020-2032)
10.1.6. Education
10.1.6.1. Market Revenue and Volume Forecast (2020-2032)
10.1.7. Telecommunications
10.1.7.1. Market Revenue and Volume Forecast (2020-2032)
10.1.8. Others
10.1.8.1. Market Revenue and Volume Forecast (2020-2032)
Chapter 11. Global Virtual Reality Headset Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.1.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.1.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.1.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.1.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.1.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.1.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.2.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.2.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.2.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.2.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.2.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.2.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.2.6.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.2.6.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.2.7.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.2.7.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.3.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.3.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.3.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.3.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.3.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.3.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.3.6.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.3.6.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.3.7.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.3.7.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.4.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.4.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.4.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.4.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.4.6.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.4.6.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.4.7.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.4.7.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.5.4.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.5.4.3. Market Revenue and Volume Forecast, by Application (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Volume Forecast, by End-device (2020-2032)
11.5.5.2. Market Revenue and Volume Forecast, by Product Type (2020-2032)
11.5.5.3. Market Revenue and Volume Forecast, by Application (2020-2032)
Chapter 12. Company Profiles
12.1. Abbott
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Abbott
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Oculus
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Sony
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. HTC
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Samsung
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Valve
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Microsoft
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Google
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Pico
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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