Virtual Reality Headset Market Size, Share & Industry | 2031

Virtual Reality Headset Market Size, Share & Industry | 2031

Segments - Virtual Reality Headset Market by End Devices (Low-end Device, Mid-range Device, and High-end Device), Types (Standalone, Smartphone-enabled, and Standalone PC-connected), Applications (Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, and Others), and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023 – 2031

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Author : Raksha Sharma
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Fact-checked by : V. Chandola
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Editor : Shruti Bhat

Upcoming | Report ID :ICT-SE-2087 | 4.7 Rating | 71 Reviews | 194 Pages | Format : PDF Excel PPT

Report Description


The Global Virtual Reality Headset Market was valued at USD 7.8 Billion in 2022 and is projected to reach USD 72.45 Billion by 2031, expanding at a CAGR of 28.1% during the forecast period. The growth of the market is attributed to the high application of virtual reality (VR) in the automotive sectors and military.

Virtual reality headsets are a type of headgears that are attached with PCs, mobile phones, and gaming consoles to provides a real life virtual experience to the users. VR technology make utilize of near to eye display, which gets amalgamated with technical gadgets very easily. The VR has its application in various sectors apart from the gaming sector such as automotive and medical to provide superior consumer experience. The increasing product acceptance in the entertainment and gaming industries is propelling the preference for VR HMDs (Head-Mounted Devices). Several key manufacturers in the market are constantly launching innovative products that provide superior entertainment experiences and offer high quality in the VR gaming sector.

Virtual Reality Headset Market Outlook

VR technology has significant impact on the retail industry as there is significant change in the preference of the customers for virtual shopping experience. The VR provides the consumers an option to purchase products from anywhere with an in-store virtual experience. The technology enhances the buyers’ convenience such as retail-accessibility, detailed product information, and fast as well as convenient digital shopping experience. A large number of people have learned to utilize the automated & innovative Pickup Tower vending units in proper controlled settings which were used in retail stores. The COVID-19 pandemic impacted the world business due to the movement restrictions and emergency lockdown. However, the VR devices market gained its momentum during the pandemic as several industries have increasingly used these technology for several activities such as online learning and teaching activities. For example, in the U.K., training of medical professionals for the use of medical techniques are primarily conducted using the VR headsets.

  • Increasing demand of the VR on social platforms along with fast growth of smartphones is expected to drive the market growth.
  • Advantages offered by VR devices such as the profound visualization, immersive experience, creation of a realistic world, and accessibility different sites are propelling the market during the forecast period.
  • Advancement in the field of technology and constant innovation in devices are major drivers for the market in the coming years.
  • Expensive price of VR devices and requirement of massive capital for the installation of manufacturing units are key challenges that can restraint the market growth.
  • Rising popularity and government initiatives to develop advanced VR devices are projected to offer huge opportunities for the market expansion in the coming years.

Scope of the Report

The report on the global virtual reality headset market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Virtual Reality Headset Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2022

Historic Data

2016–2021

Forecast Period

2023–2031

Segmentation

End Devices (Low-end Device, Mid-range Device, and High-end Device), Types (Standalone, Smartphone-enabled, and Standalone PC-connected), Applications (Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, and Others),

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered in the Report

Carl Zeiss AG; Facebook Technologies, LLC (Oculus); Google LLC; HTC Corporation; LG Electronics; Microsoft; Razer Inc.; Samsung Electronics Co., Ltd.; and Sony Corporation

Market Segment Insights

High-end device segment is expected to grow at a rapid pace

Based on end devices, the global virtual reality headset market is divided into low-end device, mid-range device, and high-end device. The high-end device segment is expected to grow at a rapid pace in the coming years owing to the high quality technology and advanced features of these devices. The devices offer certain advantages such as high-quality visuals, elevated performance, and self-tracking that prove to be key factors for the market segment growth. These high-end devices are majorly adopted by large organizations for enabling them to handle large data and great performance. Large funding by key players such as Samsung; Facebook, Inc.; Sony Corp.; and Google LLC, is boosting the segment growth.

The low-end device segment, however, is also expected to register significant growth during the forecast period due to the benefits offered by the devices such as low cost, high propulsion, and immersive experience. It is highly affordable for the common population and it is the key factor for pushing the segment development.

Standalone segment is projected to expand at a considerable CAGR

On the basis of types, the market is segmented into standalone, smartphone-enabled, and standalone PC-connected. The standalone segment is projected to expand at a considerable CAGR during the forecast period owing to the impressive quality of products with very affordable price available to the public. The fundamental features of the product types such as capability to integrate various mechanisms including hardware and processing control are propelling the segment expansion. The major players are actively participating in introducing new devices with different features along with affordable price ranges.
The smartphone-enabled segment, meanwhile, is projected to exhibit fast growth in the coming years owing to the increasing penetration of smartphones in the field of VR-enabled smartphones with combination of Artificial Intelligence (AI) and 3D technology.

Virtual Reality Headset Market Types

Gaming segment is anticipated to exhibit a high growth rate

On the basis of applications, the global virtual reality headset market is segregated into gaming, healthcare, media & entertainment, manufacturing, retail, education, telecommunications, and others. The gaming segment is anticipated to exhibit a high growth rate in the market during the projected period owing to the increasing popularity of games in the young population. Moreover, the introduction of variety of new products with economical price ranges in the gaming sector is boosting the market segment in near future. However, the retail segment is anticipated to grow at a significant pace owing to the integration of stores with the devices and growing expansion of the online shopping.

On the other hand, the education segment is considered to register a substantial CAGR during the forecast period due to the rising use of online education in medical schools as well as educational institutes. The increased adoption of VR technology in the healthcare sector for education purposes is propelling the market in the coming future. The use of VR for the medics and surgeons training in mental health & psychological therapies, robotic surgeries, patient treatment, and physical therapies & pain management are projected to push the segment growth at a substantial rate.

Asia Pacific is anticipated to constitute a key market share

In terms of regions, the market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. Asia Pacific is anticipated to constitute a key market share during the targeted period owing to rising expansion of the electronics industry in the region. The region accounted for a revenue share of more than 40% in 2020 due to the rising digitalization along with technology advancements in VR. The introduction of 5G in China and favorable approaches of 5G technology by governments across the region are boosting the regional market growth. Moreover, the fast growing popularity of the gaming sector in the region is a key driver of the market expansion.

Virtual Reality Headset Market Regions

North America, however, is expected to hold a key market share during the forecast period due to increasing disposable income of a large number of the population in the region. Moreover, reduction in the price of the headsets has further fuelled the market growth. The presence of major players of the market such as Microsoft, Google LLC, and Facebook LLC in the region plays a major role that helps to bolster the market position in the region.

Segments

Segments Covered in the Report

The global virtual reality headset market has been segmented on the basis of

End Devices

  • Low-end Device
  • Mid-range Device
  • High-end Device

Types

  • Standalone
  • Smartphone-enabled
  • Standalone PC-connected

Applications

  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

Regions

  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa

Key Players

  • Carl Zeiss AG
  • Facebook Technologies, LLC (Oculus)
  • Google LLC
  • HTC Corporation
  • LG Electronics
  • Microsoft
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation

Competitive Landscape

Key players in the global virtual reality headset market are Carl Zeiss AG; Facebook Technologies, LLC (Oculus); Google LLC; HTC Corporation; LG Electronics; Microsoft; Razer Inc.; Samsung Electronics Co., Ltd.; and Sony Corporation. These key players have adopted a series of market strategies including new product launching, entering into partnership, collaboration, and production expansion to enhance their market position and expand their consumer base.

Virtual Reality Headset Market Key Players

Table Of Content

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Virtual Reality Headset Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Virtual Reality Headset Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Virtual Reality Headset Market - Supply Chain
  4.5. Global Virtual Reality Headset Market Forecast
     4.5.1. Virtual Reality Headset Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Virtual Reality Headset Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Virtual Reality Headset Market Absolute $ Opportunity
5. Global Virtual Reality Headset Market Analysis and Forecast by Region
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Region
     5.2.2. Y-o-Y Growth Projections by Region
  5.3. Virtual Reality Headset Market Size and Volume Forecast by Region
     5.3.1. North America
     5.3.2. Latin America
     5.3.3. Europe
     5.3.4. Asia Pacific
     5.3.5. Middle East and Africa (MEA)
  5.4. Absolute $ Opportunity Assessment by Region
  5.5. Market Attractiveness/Growth Potential Analysis by Region
  5.6. Global Virtual Reality Headset Demand Share Forecast, 2019-2026
6. North America Virtual Reality Headset Market Analysis and Forecast
  6.1. Introduction
     6.1.1. Basis Point Share (BPS) Analysis by Country
     6.1.2. Y-o-Y Growth Projections by Country
  6.2. North America Virtual Reality Headset Market Size and Volume Forecast by Country
     6.2.1. U.S.
     6.2.2. Canada
  6.3. Absolute $ Opportunity Assessment by Country
  6.4. Market Attractiveness/Growth Potential Analysis
     6.4.1. By Country
     6.4.2. By Product Type
     6.4.3. By Application
  6.5. North America Virtual Reality Headset Demand Share Forecast, 2019-2026
7. Latin America Virtual Reality Headset Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
     7.1.3. Latin America Average Pricing Analysis
  7.2. Latin America Virtual Reality Headset Market Size and Volume Forecast by Country
      7.2.1. Brazil
      7.2.2. Mexico
      7.2.3. Rest of Latin America
   7.3. Absolute $ Opportunity Assessment by Country
  7.4. Market Attractiveness/Growth Potential Analysis
     7.4.1. By Country
     7.4.2. By Product Type
     7.4.3. By Application
  7.5. Latin America Virtual Reality Headset Demand Share Forecast, 2019-2026
8. Europe Virtual Reality Headset Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
     8.1.3. Europe Average Pricing Analysis
  8.2. Europe Virtual Reality Headset Market Size and Volume Forecast by Country
     8.2.1. Germany
     8.2.2. France
     8.2.3. Italy
     8.2.4. U.K.
     8.2.5. Spain
     8.2.6. Russia
     8.2.7. Rest of Europe
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. Market Attractiveness/Growth Potential Analysis
     8.4.1. By Country
     8.4.2. By Product Type
     8.4.3. By Application
  8.5. Europe Virtual Reality Headset Demand Share Forecast, 2019-2026
9. Asia Pacific Virtual Reality Headset Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Asia Pacific Average Pricing Analysis
  9.2. Asia Pacific Virtual Reality Headset Market Size and Volume Forecast by Country
     9.2.1. China
     9.2.2. Japan
     9.2.3. South Korea
     9.2.4. India
     9.2.5. Australia
     9.2.6. Rest of Asia Pacific (APAC)
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Market Attractiveness/Growth Potential Analysis
     9.4.1. By Country
     9.4.2. By Product Type
     9.4.3. By Application
  9.5. Asia Pacific Virtual Reality Headset Demand Share Forecast, 2019-2026
10. Middle East & Africa Virtual Reality Headset Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Middle East & Africa Average Pricing Analysis
  10.2. Middle East & Africa Virtual Reality Headset Market Size and Volume Forecast by Country
     10.2.1. Saudi Arabia
     10.2.2. South Africa
     10.2.3. UAE
     10.2.4. Rest of Middle East & Africa (MEA)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Market Attractiveness/Growth Potential Analysis
     10.4.1. By Country
     10.4.2. By Product Type
     10.4.3. By Application
  10.5. Middle East & Africa Virtual Reality Headset Demand Share Forecast, 2019-2026
11. Competition Landscape
  11.1. Global Virtual Reality Headset Market: Market Share Analysis
  11.2. Virtual Reality Headset Distributors and Customers
  11.3. Virtual Reality Headset Market: Competitive Dashboard
  11.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     11.4.1. Carl Zeiss AG
     11.4.2. Facebook Technologies, LLC (Oculus)
     11.4.3. Google LLC
     11.4.4. HTC Corporation
     11.4.5. LG Electronics
     11.4.6. Microsoft
     11.4.7. Razer Inc.
     11.4.8. Samsung Electronics C

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