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Global AR and VR Headsets Market Research Report 2024

Global AR and VR Headsets Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1731181

No of Pages : 97

Synopsis
AR is called Augmented Reality, while VR is called Virtual Reality. VR is a full virtual world, putting the real you into a virtual environment; AR is a semi-virtual semi-real world, putting virtual things into a real environment.
The global AR and VR Headsets market was valued at US$ 3792 million in 2023 and is anticipated to reach US$ 41420 million by 2030, witnessing a CAGR of 42.1% during the forecast period 2024-2030.
The main players of AR and VR Headsets are Meta, Sony and DPVR, with the top five manufacturers accounting for about 90% of the share. North America is the largest market with more than 35% share, followed by Europe and China with about 23% and 20% shares. Entertainment is the largest application, accounting for about 38% of the share.
This report aims to provide a comprehensive presentation of the global market for AR and VR Headsets, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR and VR Headsets.
Report Scope
The AR and VR Headsets market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global AR and VR Headsets market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the AR and VR Headsets manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Segment by Type
VR Headsets
AR Headsets
Segment by Application
Entertainment
Heathcare
Industrial
Education
Others
Production by Region
North America
Japan
China
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Mexico
Brazil
Turkey
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by 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 market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of AR and VR Headsets manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of AR and VR Headsets by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of AR and VR Headsets in regional level and country level. It 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 production of each country in the world.
Chapter 5: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by 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 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces the market dynamics, 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 10: The main points and conclusions of the report.
Index
1 AR and VR Headsets Market Overview
1.1 Product Definition
1.2 AR and VR Headsets Segment by Type
1.2.1 Global AR and VR Headsets Market Value Growth Rate Analysis by Type 2023 VS 2030
1.2.2 VR Headsets
1.2.3 AR Headsets
1.3 AR and VR Headsets Segment by Application
1.3.1 Global AR and VR Headsets Market Value Growth Rate Analysis by Application: 2023 VS 2030
1.3.2 Entertainment
1.3.3 Heathcare
1.3.4 Industrial
1.3.5 Education
1.3.6 Others
1.4 Global Market Growth Prospects
1.4.1 Global AR and VR Headsets Production Value Estimates and Forecasts (2019-2030)
1.4.2 Global AR and VR Headsets Production Capacity Estimates and Forecasts (2019-2030)
1.4.3 Global AR and VR Headsets Production Estimates and Forecasts (2019-2030)
1.4.4 Global AR and VR Headsets Market Average Price Estimates and Forecasts (2019-2030)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global AR and VR Headsets Production Market Share by Manufacturers (2019-2024)
2.2 Global AR and VR Headsets Production Value Market Share by Manufacturers (2019-2024)
2.3 Global Key Players of AR and VR Headsets, Industry Ranking, 2022 VS 2023 VS 2024
2.4 Global AR and VR Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global AR and VR Headsets Average Price by Manufacturers (2019-2024)
2.6 Global Key Manufacturers of AR and VR Headsets, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of AR and VR Headsets, Product Offered and Application
2.8 Global Key Manufacturers of AR and VR Headsets, Date of Enter into This Industry
2.9 AR and VR Headsets Market Competitive Situation and Trends
2.9.1 AR and VR Headsets Market Concentration Rate
2.9.2 Global 5 and 10 Largest AR and VR Headsets Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 AR and VR Headsets Production by Region
3.1 Global AR and VR Headsets Production Value Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.2 Global AR and VR Headsets Production Value by Region (2019-2030)
3.2.1 Global AR and VR Headsets Production Value Market Share by Region (2019-2024)
3.2.2 Global Forecasted Production Value of AR and VR Headsets by Region (2025-2030)
3.3 Global AR and VR Headsets Production Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.4 Global AR and VR Headsets Production by Region (2019-2030)
3.4.1 Global AR and VR Headsets Production Market Share by Region (2019-2024)
3.4.2 Global Forecasted Production of AR and VR Headsets by Region (2025-2030)
3.5 Global AR and VR Headsets Market Price Analysis by Region (2019-2024)
3.6 Global AR and VR Headsets Production and Value, Year-over-Year Growth
3.6.1 North America AR and VR Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.2 Japan AR and VR Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.3 China AR and VR Headsets Production Value Estimates and Forecasts (2019-2030)
4 AR and VR Headsets Consumption by Region
4.1 Global AR and VR Headsets Consumption Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
4.2 Global AR and VR Headsets Consumption by Region (2019-2030)
4.2.1 Global AR and VR Headsets Consumption by Region (2019-2024)
4.2.2 Global AR and VR Headsets Forecasted Consumption by Region (2025-2030)
4.3 North America
4.3.1 North America AR and VR Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.3.2 North America AR and VR Headsets Consumption by Country (2019-2030)
4.3.3 United States
4.3.4 Canada
4.4 Europe
4.4.1 Europe AR and VR Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.4.2 Europe AR and VR Headsets Consumption by Country (2019-2030)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific AR and VR Headsets Consumption Growth Rate by Region: 2019 VS 2023 VS 2030
4.5.2 Asia Pacific AR and VR Headsets Consumption by Region (2019-2030)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa AR and VR Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.6.2 Latin America, Middle East & Africa AR and VR Headsets Consumption by Country (2019-2030)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global AR and VR Headsets Production by Type (2019-2030)
5.1.1 Global AR and VR Headsets Production by Type (2019-2024)
5.1.2 Global AR and VR Headsets Production by Type (2025-2030)
5.1.3 Global AR and VR Headsets Production Market Share by Type (2019-2030)
5.2 Global AR and VR Headsets Production Value by Type (2019-2030)
5.2.1 Global AR and VR Headsets Production Value by Type (2019-2024)
5.2.2 Global AR and VR Headsets Production Value by Type (2025-2030)
5.2.3 Global AR and VR Headsets Production Value Market Share by Type (2019-2030)
5.3 Global AR and VR Headsets Price by Type (2019-2030)
6 Segment by Application
6.1 Global AR and VR Headsets Production by Application (2019-2030)
6.1.1 Global AR and VR Headsets Production by Application (2019-2024)
6.1.2 Global AR and VR Headsets Production by Application (2025-2030)
6.1.3 Global AR and VR Headsets Production Market Share by Application (2019-2030)
6.2 Global AR and VR Headsets Production Value by Application (2019-2030)
6.2.1 Global AR and VR Headsets Production Value by Application (2019-2024)
6.2.2 Global AR and VR Headsets Production Value by Application (2025-2030)
6.2.3 Global AR and VR Headsets Production Value Market Share by Application (2019-2030)
6.3 Global AR and VR Headsets Price by Application (2019-2030)
7 Key Companies Profiled
7.1 Meta
7.1.1 Meta AR and VR Headsets Corporation Information
7.1.2 Meta AR and VR Headsets Product Portfolio
7.1.3 Meta AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.1.4 Meta Main Business and Markets Served
7.1.5 Meta Recent Developments/Updates
7.2 Microsoft
7.2.1 Microsoft AR and VR Headsets Corporation Information
7.2.2 Microsoft AR and VR Headsets Product Portfolio
7.2.3 Microsoft AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.2.4 Microsoft Main Business and Markets Served
7.2.5 Microsoft Recent Developments/Updates
7.3 Sony
7.3.1 Sony AR and VR Headsets Corporation Information
7.3.2 Sony AR and VR Headsets Product Portfolio
7.3.3 Sony AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.3.4 Sony Main Business and Markets Served
7.3.5 Sony Recent Developments/Updates
7.4 DPVR
7.4.1 DPVR AR and VR Headsets Corporation Information
7.4.2 DPVR AR and VR Headsets Product Portfolio
7.4.3 DPVR AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.4.4 DPVR Main Business and Markets Served
7.4.5 DPVR Recent Developments/Updates
7.5 Pico Interactive
7.5.1 Pico Interactive AR and VR Headsets Corporation Information
7.5.2 Pico Interactive AR and VR Headsets Product Portfolio
7.5.3 Pico Interactive AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.5.4 Pico Interactive Main Business and Markets Served
7.5.5 Pico Interactive Recent Developments/Updates
7.6 Google
7.6.1 Google AR and VR Headsets Corporation Information
7.6.2 Google AR and VR Headsets Product Portfolio
7.6.3 Google AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.6.4 Google Main Business and Markets Served
7.6.5 Google Recent Developments/Updates
7.7 HTC
7.7.1 HTC AR and VR Headsets Corporation Information
7.7.2 HTC AR and VR Headsets Product Portfolio
7.7.3 HTC AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.7.4 HTC Main Business and Markets Served
7.7.5 HTC Recent Developments/Updates
7.8 Pimax
7.8.1 Pimax AR and VR Headsets Corporation Information
7.8.2 Pimax AR and VR Headsets Product Portfolio
7.8.3 Pimax AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.8.4 Pimax Main Business and Markets Served
7.7.5 Pimax Recent Developments/Updates
7.9 Vuzix Corporation
7.9.1 Vuzix Corporation AR and VR Headsets Corporation Information
7.9.2 Vuzix Corporation AR and VR Headsets Product Portfolio
7.9.3 Vuzix Corporation AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.9.4 Vuzix Corporation Main Business and Markets Served
7.9.5 Vuzix Corporation Recent Developments/Updates
7.10 Lenovo
7.10.1 Lenovo AR and VR Headsets Corporation Information
7.10.2 Lenovo AR and VR Headsets Product Portfolio
7.10.3 Lenovo AR and VR Headsets Production, Value, Price and Gross Margin (2019-2024)
7.10.4 Lenovo Main Business and Markets Served
7.10.5 Lenovo Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 AR and VR Headsets Industry Chain Analysis
8.2 AR and VR Headsets Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 AR and VR Headsets Production Mode & Process
8.4 AR and VR Headsets Sales and Marketing
8.4.1 AR and VR Headsets Sales Channels
8.4.2 AR and VR Headsets Distributors
8.5 AR and VR Headsets Customers
9 AR and VR Headsets Market Dynamics
9.1 AR and VR Headsets Industry Trends
9.2 AR and VR Headsets Market Drivers
9.3 AR and VR Headsets Market Challenges
9.4 AR and VR Headsets Market Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer

Published By : QY Research

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