Virtual Reality Headset Market - Global Industry Analysis

Virtual Reality Headset Market Size – By Type (Mobile-Based VR Headset, PC-Based VR Headset, and Gaming Console-Based VR Headset), By Technology (Non-Immersive, Semi-Immersive, and Fully Immersive), By Application (Gaming & Entertainment, Automotive, Medical, and Defense) And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2020 – 2026

Published Date: 21-Jun-2021 Category: Technology & Media Report Format : PDF Pages: 120 Report Code: ZMR-6410 Status : Published

The global Virtual Reality Headset market accrued earnings worth approximately 7.01(USD Billion) in 2019 and is predicted to gain revenue of about 56.1 (USD Billion) by 2026, is set to record a CAGR of nearly 29% over the period from 2020 to 2026.

Description

The global Virtual Reality Headset market accrued earnings worth approximately 7.01(USD Billion) in 2019 and is predicted to gain revenue of about 56.1 (USD Billion) by 2026, is set to record a CAGR of nearly 29% over the period from 2020 to 2026. The report offers assessment and analysis of the Virtual Reality Headset market on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2017 to 2019 along with a forecast from 2020 to 2026 based on revenue (USD Billion).

Report Scope ;

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

 

Virtual Reality Headset Market: Outlook

Virtual reality headset is a device that offers virtual reality experience to the end-users. Moreover, these instruments are widely used by end-users while viewing or playing video games or 3D games. Furthermore, they are also massively utilized in simulation activities and training sessions. These devices include stereoscopic head mounted display, head motion detecting sensors, and stereo sound. In addition to this, few of the virtual reality headsets also are embedded with eye tracking sensing system & gaming tools. Apart from this, VR headsets offer end-users with seamless & immersive experience.

Virtual Reality Headset Market: Growth Dynamics

Escalating wave of technological revolution has resulted into onset of new technologies such as AR and VR. Moreover, this paradigm shift in the technology domain has led to production of VR headsets assisting the end-users & gamers to gain seamless experience. This, in turn, has enlarged the scope of virtual reality headset industry across the globe. Apart from this, massive use of VR in defense and automotive industries is likely to boost virtual reality headset market trends. Apparently, humungous popularity of gaming consoles along with a slew of applications of VR technology in healthcare training activities, education, and industrial prototyping has provided a boost to virtual reality headset industry growth.

Furthermore, with machine learning and AI becoming the catchphrase of the current decade, the size of virtual reality headset market is anticipated to expand by leaps & bounds over the assessment period. With humungous smartphone penetration across globe and rise in the awareness about the benefits of AR and VR techniques, the market is likely to experience a steep elevation in the near future. Additionally, VR headsets are also used in sales & promotion as well as advertising activities. This factor will further contribute towards overall revenue of virtual reality headset market in the forthcoming years.

Regional Landscape

Asia Pacific Virtual Reality Handset Market To Garner Huge Returns Over 2020-2026

The regional market growth over the assessment period is credited to surge in digitization in the countries such as India and China. In addition to this, thriving entertainment and gaming industries in these countries will proliferate virtual reality handset industry size over the projected timespan. Favorable government laws supporting virtual reality handset utilization in the countries such as Japan and China will drive regional market trends. Apart from this, many firms in the sub-continent are making use of virtual reality technology for purpose of training their staff along with assessing their performance based on their problem-solving ability and work productivity. This, in turn, will promulgate expansion of virtual reality handset industry in Asia Pacific over the upcoming years.

Competitive Landscape

Key participants profiled in the study are Carl Zeiss AG, Google LLC, LG Electronics, Sony Corporation, Razer Incorporation, HTC Corporation, and Facebook.

The global Virtual Reality Headset Market is segmented as follows:

By Type

  • Mobile-Based VR Headset
  • PC-Based VR Headset
  • Gaming Console-Based VR Headset

By Technology

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

By Application

  • Gaming & Entertainment
  • Automotive
  • Medical
  • Defense

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodulogy
      • 1.3.1. Market Research Type
      • 1.3.2. Market Research Methodulogy
  • Chapter 2. Executive Summary
    • 2.1. Virtual Reality Headset Market, 2016–2026(USD Billion)
    • 2.2. Virtual Reality Headset Market: Snapshot
  • Chapter 3. Global Virtual Reality Headset Market– Industry Analysis
    • 3.1. Virtual Reality Headset Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. With machine learning and AI becoming the catchphrase of the current decade, virtual reality headset market is anticipated to gain traction over the assessment period.
      • 3.2.2. Large-scale use of VR in defense, education, and automotive industries is likely to boost virtual reality headset industry trends.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Application
      • 3.4.2. Market attractiveness analysis By Type
      • 3.4.3. Market attractiveness analysis By Technulogy
  • Chapter 4. Global Virtual Reality Headset Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Virtual Reality Headset Market: company market share, 2019
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Product launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Virtual Reality Headset Market– Type Analysis
    • 5.1. Global Virtual Reality Headset Market overview: By Type
      • 5.1.1. Global Virtual Reality Headset Market share, By Type , 2019 and 2026
    • 5.2. Mobile-Based VR Headset
      • 5.2.1. Global Virtual Reality Headset Market by Mobile-Based VR Headset, 2016–2026(USD Billion)
    • 5.3. PC-Based VR Headset
      • 5.3.1. Global Virtual Reality Headset Market by PC-Based VR Headset, 2016–2026(USD Billion)
    • 5.4. Gaming Consule-Based VR Headset
      • 5.4.1. Global Virtual Reality Headset Market by Gaming Consule-Based VR Headset, 2016–2026(USD Billion)
  • Chapter 6. Global Virtual Reality Headset Market– Technulogy Analysis
    • 6.1. Global Virtual Reality Headset Market overview: By Technulogy
      • 6.1.1. Global Virtual Reality Headset Market share, By Technulogy, 2019 and 2026
    • 6.2. Non-Immersive
      • 6.2.1. Global Virtual Reality Headset Market by Non-Immersive, 2016–2026(USD Billion)
    • 6.3. Semi-Immersive
      • 6.3.1. Global Virtual Reality Headset Market by Semi-Immersive, 2016–2026(USD Billion)
    • 6.4. Fully Immersive
      • 6.4.1. Global Virtual Reality Headset Market by Fully Immersive, 2016–2026(USD Billion)
  • Chapter 7. Global Virtual Reality Headset Market– Application Analysis
    • 7.1. Global Virtual Reality Headset Market overview: By Application
      • 7.1.1. Global Virtual Reality Headset Market share, By Application , 2019 and 2026
    • 7.2. Gaming & Entertainment
      • 7.2.1. Global Virtual Reality Headset Market by Gaming & Entertainment, 2016–2026(USD Billion)
    • 7.3. Medical
      • 7.3.1. Global Virtual Reality Headset Market by Medical, 2016–2026(USD Billion)
    • 7.4. Defense
      • 7.4.1. Global Virtual Reality Headset Market by Defense, 2016–2026(USD Billion)
    • 7.5. Automotive
      • 7.5.1. Global Virtual Reality Headset Market by Automotive, 2016–2026(USD Billion)
  • Chapter 8. Company Profiles
    • 8.1. Carl Zeiss AG
      • 8.1.1. Financials
      • 8.1.2. Product Portfulio
      • 8.1.3. Business Strategy
      • 8.1.4. Recent Developments
    • 8.2. Google LLC
      • 8.2.1. Overview
      • 8.2.2. Overview
      • 8.2.3. Financials
      • 8.2.4. Product Portfulio
      • 8.2.5. Business Strategy
      • 8.2.6. Recent Developments
    • 8.3. LG Electronics
      • 8.3.1. Overview
      • 8.3.2. Financials
      • 8.3.3. Product Portfulio
      • 8.3.4. Business Strategy
      • 8.3.5. Recent Developments
    • 8.4. Sony Corporation
      • 8.4.1. Overview
      • 8.4.2. Financials
      • 8.4.3. Product Portfulio
      • 8.4.4. Business Strategy
      • 8.4.5. Recent Development
    • 8.5. Razer Incorporation
      • 8.5.1. Overview
      • 8.5.2. Financials
      • 8.5.3. Product Portfulio
      • 8.5.4. Business Strategy
      • 8.5.5. Recent Development
    • 8.6. HTC Corporation
      • 8.6.1. Overview
      • 8.6.2. Financials
      • 8.6.3. Product Portfulio
      • 8.6.4. Business Strategy
      • 8.6.5. Recent Development
    • 8.7. Facebook
      • 8.7.1. Overview
      • 8.7.2. Financials
      • 8.7.3. Product Portfulio
      • 8.7.4. Business Strategy
      • 8.7.5. Recent Development

Methodology


Frequently Asked Questions

Escalating wave of technological revolution has resulted into onset of new technologies such as AR and VR. Moreover, this paradigm shift in the technology domain has led to production of VR headsets assisting the end-users & gamers to gain seamless experience. This, in turn, has enlarged the scope of virtual reality headset industry across the globe. Apart from this, massive use of VR in defense and automotive industries is likely to boost virtual reality headset market trends. Apparently, humungous popularity of gaming consoles along with a slew of applications of VR technology in healthcare training activities, education, and industrial prototyping has provided a boost to virtual reality headset industry growth.

Furthermore, with machine learning and AI becoming the catchphrase of the current decade, the size of virtual reality headset market is anticipated to expand by leaps & bounds over the assessment period. With humungous smartphone penetration across globe and rise in the awareness about the benefits of AR and VR techniques, the market is likely to experience a steep elevation in the near future.

According to Zion market research report, the global Virtual Reality Headset market accrued earnings worth approximately 7.01(USD Billion) in 2019 and is predicted to gain revenue of about 56.1 (USD Billion) by 2026, is set to record a CAGR of nearly 29% over the period from 2020 to 2026.

Asia Pacific will contribute lucratively towards the global market size over the estimated timeline. The regional market surge is due to surge in digitization in the countries such as India and China. Apart from this, thriving entertainment and gaming industries in these countries will proliferate virtual reality handset industry size over the projected timespan. Favorable government laws supporting virtual reality handset utilization in the countries such as Japan and China will drive regional market trends. Apart from this, many firms in the sub-continent are making use of virtual reality technology for purpose of training their staff along with assessing their performance based on their problem-solving ability and work productivity. This, in turn, will promulgate expansion of virtual reality handset industry in Asia Pacific over the upcoming years.

The key market participants include Carl Zeiss AG, Google LLC, LG Electronics, Sony Corporation, Razer Incorporation, HTC Corporation, and Facebook.

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