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Global Virtual Reality Headsets Market Research Report 2024

Global Virtual Reality Headsets Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1888517

No of Pages : 101

Synopsis
The global Virtual Reality Headsets market was valued at US$ 9457.7 million in 2023 and is anticipated to reach US$ 42100 million by 2030, witnessing a CAGR of 23.2% during the forecast period 2024-2030.
North American market for Virtual Reality Headsets is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Virtual Reality Headsets is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global manufacturers of Virtual Reality Headsets include Oculus Rift, LG, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Microsoft HoloLens, FOVE VR, Zeiss VR One and Avegant Glyph, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Virtual Reality 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 Virtual Reality Headsets.
Report Scope
The Virtual Reality 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 Virtual Reality 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 Virtual Reality 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
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
Segment by Type
Circumscribed Type
Integrated Type
Segment by Application
Games
Medicine
Film and Television
Other
Production by Region
North America
Europe
China
Japan
South Korea
Consumption by Region
North America
U.S.
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 Virtual Reality Headsets manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of Virtual Reality 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 Virtual Reality 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 Virtual Reality Headsets Market Overview
1.1 Product Definition
1.2 Virtual Reality Headsets Segment by Type
1.2.1 Global Virtual Reality Headsets Market Value Growth Rate Analysis by Type 2023 VS 2030
1.2.2 Circumscribed Type
1.2.3 Integrated Type
1.3 Virtual Reality Headsets Segment by Application
1.3.1 Global Virtual Reality Headsets Market Value Growth Rate Analysis by Application: 2023 VS 2030
1.3.2 Games
1.3.3 Medicine
1.3.4 Film and Television
1.3.5 Other
1.4 Global Market Growth Prospects
1.4.1 Global Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
1.4.2 Global Virtual Reality Headsets Production Capacity Estimates and Forecasts (2019-2030)
1.4.3 Global Virtual Reality Headsets Production Estimates and Forecasts (2019-2030)
1.4.4 Global Virtual Reality Headsets Market Average Price Estimates and Forecasts (2019-2030)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global Virtual Reality Headsets Production Market Share by Manufacturers (2019-2024)
2.2 Global Virtual Reality Headsets Production Value Market Share by Manufacturers (2019-2024)
2.3 Global Key Players of Virtual Reality Headsets, Industry Ranking, 2022 VS 2023 VS 2024
2.4 Global Virtual Reality Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global Virtual Reality Headsets Average Price by Manufacturers (2019-2024)
2.6 Global Key Manufacturers of Virtual Reality Headsets, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Virtual Reality Headsets, Product Offered and Application
2.8 Global Key Manufacturers of Virtual Reality Headsets, Date of Enter into This Industry
2.9 Virtual Reality Headsets Market Competitive Situation and Trends
2.9.1 Virtual Reality Headsets Market Concentration Rate
2.9.2 Global 5 and 10 Largest Virtual Reality Headsets Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Virtual Reality Headsets Production by Region
3.1 Global Virtual Reality Headsets Production Value Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.2 Global Virtual Reality Headsets Production Value by Region (2019-2030)
3.2.1 Global Virtual Reality Headsets Production Value Market Share by Region (2019-2024)
3.2.2 Global Forecasted Production Value of Virtual Reality Headsets by Region (2025-2030)
3.3 Global Virtual Reality Headsets Production Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.4 Global Virtual Reality Headsets Production by Region (2019-2030)
3.4.1 Global Virtual Reality Headsets Production Market Share by Region (2019-2024)
3.4.2 Global Forecasted Production of Virtual Reality Headsets by Region (2025-2030)
3.5 Global Virtual Reality Headsets Market Price Analysis by Region (2019-2024)
3.6 Global Virtual Reality Headsets Production and Value, Year-over-Year Growth
3.6.1 North America Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.2 Europe Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.3 China Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.4 Japan Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.5 South Korea Virtual Reality Headsets Production Value Estimates and Forecasts (2019-2030)
4 Virtual Reality Headsets Consumption by Region
4.1 Global Virtual Reality Headsets Consumption Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
4.2 Global Virtual Reality Headsets Consumption by Region (2019-2030)
4.2.1 Global Virtual Reality Headsets Consumption by Region (2019-2024)
4.2.2 Global Virtual Reality Headsets Forecasted Consumption by Region (2025-2030)
4.3 North America
4.3.1 North America Virtual Reality Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.3.2 North America Virtual Reality Headsets Consumption by Country (2019-2030)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe Virtual Reality Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.4.2 Europe Virtual Reality 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 Virtual Reality Headsets Consumption Growth Rate by Region: 2019 VS 2023 VS 2030
4.5.2 Asia Pacific Virtual Reality 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 Virtual Reality Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.6.2 Latin America, Middle East & Africa Virtual Reality 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 Virtual Reality Headsets Production by Type (2019-2030)
5.1.1 Global Virtual Reality Headsets Production by Type (2019-2024)
5.1.2 Global Virtual Reality Headsets Production by Type (2025-2030)
5.1.3 Global Virtual Reality Headsets Production Market Share by Type (2019-2030)
5.2 Global Virtual Reality Headsets Production Value by Type (2019-2030)
5.2.1 Global Virtual Reality Headsets Production Value by Type (2019-2024)
5.2.2 Global Virtual Reality Headsets Production Value by Type (2025-2030)
5.2.3 Global Virtual Reality Headsets Production Value Market Share by Type (2019-2030)
5.3 Global Virtual Reality Headsets Price by Type (2019-2030)
6 Segment by Application
6.1 Global Virtual Reality Headsets Production by Application (2019-2030)
6.1.1 Global Virtual Reality Headsets Production by Application (2019-2024)
6.1.2 Global Virtual Reality Headsets Production by Application (2025-2030)
6.1.3 Global Virtual Reality Headsets Production Market Share by Application (2019-2030)
6.2 Global Virtual Reality Headsets Production Value by Application (2019-2030)
6.2.1 Global Virtual Reality Headsets Production Value by Application (2019-2024)
6.2.2 Global Virtual Reality Headsets Production Value by Application (2025-2030)
6.2.3 Global Virtual Reality Headsets Production Value Market Share by Application (2019-2030)
6.3 Global Virtual Reality Headsets Price by Application (2019-2030)
7 Key Companies Profiled
7.1 Oculus Rift
7.1.1 Oculus Rift Virtual Reality Headsets Corporation Information
7.1.2 Oculus Rift Virtual Reality Headsets Product Portfolio
7.1.3 Oculus Rift Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.1.4 Oculus Rift Main Business and Markets Served
7.1.5 Oculus Rift Recent Developments/Updates
7.2 LG
7.2.1 LG Virtual Reality Headsets Corporation Information
7.2.2 LG Virtual Reality Headsets Product Portfolio
7.2.3 LG Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.2.4 LG Main Business and Markets Served
7.2.5 LG Recent Developments/Updates
7.3 Sony PlayStation VR
7.3.1 Sony PlayStation VR Virtual Reality Headsets Corporation Information
7.3.2 Sony PlayStation VR Virtual Reality Headsets Product Portfolio
7.3.3 Sony PlayStation VR Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.3.4 Sony PlayStation VR Main Business and Markets Served
7.3.5 Sony PlayStation VR Recent Developments/Updates
7.4 HTC Vive
7.4.1 HTC Vive Virtual Reality Headsets Corporation Information
7.4.2 HTC Vive Virtual Reality Headsets Product Portfolio
7.4.3 HTC Vive Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.4.4 HTC Vive Main Business and Markets Served
7.4.5 HTC Vive Recent Developments/Updates
7.5 Samsung Gear VR
7.5.1 Samsung Gear VR Virtual Reality Headsets Corporation Information
7.5.2 Samsung Gear VR Virtual Reality Headsets Product Portfolio
7.5.3 Samsung Gear VR Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.5.4 Samsung Gear VR Main Business and Markets Served
7.5.5 Samsung Gear VR Recent Developments/Updates
7.6 Microsoft HoloLens
7.6.1 Microsoft HoloLens Virtual Reality Headsets Corporation Information
7.6.2 Microsoft HoloLens Virtual Reality Headsets Product Portfolio
7.6.3 Microsoft HoloLens Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.6.4 Microsoft HoloLens Main Business and Markets Served
7.6.5 Microsoft HoloLens Recent Developments/Updates
7.7 FOVE VR
7.7.1 FOVE VR Virtual Reality Headsets Corporation Information
7.7.2 FOVE VR Virtual Reality Headsets Product Portfolio
7.7.3 FOVE VR Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.7.4 FOVE VR Main Business and Markets Served
7.7.5 FOVE VR Recent Developments/Updates
7.8 Zeiss VR One
7.8.1 Zeiss VR One Virtual Reality Headsets Corporation Information
7.8.2 Zeiss VR One Virtual Reality Headsets Product Portfolio
7.8.3 Zeiss VR One Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.8.4 Zeiss VR One Main Business and Markets Served
7.7.5 Zeiss VR One Recent Developments/Updates
7.9 Avegant Glyph
7.9.1 Avegant Glyph Virtual Reality Headsets Corporation Information
7.9.2 Avegant Glyph Virtual Reality Headsets Product Portfolio
7.9.3 Avegant Glyph Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.9.4 Avegant Glyph Main Business and Markets Served
7.9.5 Avegant Glyph Recent Developments/Updates
7.10 Razer OSVR
7.10.1 Razer OSVR Virtual Reality Headsets Corporation Information
7.10.2 Razer OSVR Virtual Reality Headsets Product Portfolio
7.10.3 Razer OSVR Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.10.4 Razer OSVR Main Business and Markets Served
7.10.5 Razer OSVR Recent Developments/Updates
7.11 Google Cardboard
7.11.1 Google Cardboard Virtual Reality Headsets Corporation Information
7.11.2 Google Cardboard Virtual Reality Headsets Product Portfolio
7.11.3 Google Cardboard Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.11.4 Google Cardboard Main Business and Markets Served
7.11.5 Google Cardboard Recent Developments/Updates
7.12 Freefly VR headset
7.12.1 Freefly VR headset Virtual Reality Headsets Corporation Information
7.12.2 Freefly VR headset Virtual Reality Headsets Product Portfolio
7.12.3 Freefly VR headset Virtual Reality Headsets Production, Value, Price and Gross Margin (2019-2024)
7.12.4 Freefly VR headset Main Business and Markets Served
7.12.5 Freefly VR headset Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Virtual Reality Headsets Industry Chain Analysis
8.2 Virtual Reality Headsets Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Virtual Reality Headsets Production Mode & Process
8.4 Virtual Reality Headsets Sales and Marketing
8.4.1 Virtual Reality Headsets Sales Channels
8.4.2 Virtual Reality Headsets Distributors
8.5 Virtual Reality Headsets Customers
9 Virtual Reality Headsets Market Dynamics
9.1 Virtual Reality Headsets Industry Trends
9.2 Virtual Reality Headsets Market Drivers
9.3 Virtual Reality Headsets Market Challenges
9.4 Virtual Reality 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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