Virtual Reality Headset Market to Reach Valuation of USD 5.88 Billion by 2028 – Growth in the Adoption of Cloud and Big Data Drives the Market

Vantage Market Research

May 11, 2023

In terms of revenue, the Global Virtual Reality Headset Market is expected to reach USD 5.88 Billion by 2030, growing at a CAGR (Compound Annual Growth Rate) of 5.3% from 2023 to 2030.

The extensive application of virtual reality technology in the retail and manufacturing sectors is expected to Lead Market Growth. The growing popularity of products in the entertainment and gaming industry drives the demand for VR-enabled head-mounted devices (HMDs). As a result, companies continue to deliver innovative devices that provide immersive experiences unparalleled in VR entertainment. In addition, integrating machine learning and artificial intelligence (AI) into virtual reality will likely increase demand for products. The major market players are constantly investing in R&D to create cutting-edge devices. Even during the Covid-19 pandemic, many companies switched to online platforms to continue their business processes. The increasing adoption of virtual reality technology in virtual events, which helps companies reach their target customers in their comfort zones by offering lifelike experiences with their products and services, continues to drive the market's growth.

Key Highlights from the Report

· Based on Product Type, the Standalone VR market segment is anticipated to dominate the Virtual Reality Headset market with the largest market share in the forecast period, considering that it gives a good quality experience at an affordable price.

· By End Device, the High-End Device market segment accounted for the maximum CAGR during the forecast period because of the high performance of the headset device.

· In terms of Region, North America held the major market share in 2021 and is likely to be the most gainful market in the future. Leading companies in the region are making extensive use of virtual reality technology for various purposes, thereby contributing to the regional market's growth.

Market Dynamics

A virtual reality headset, also known as a VR headset, is a hardware device that provides virtual reality experiences in 3D simulations, computer games, and other applications such as movies, play stations, etc. The VR headset comprises an organic light-emitting diode or liquid crystal display and a head movement tracking sensor that provides a real-looking 3D image. The sensor mounted in the VR glasses tracks the head movement and provides 3D images with up to 360-degree views after the head movement. VR headsets are increasingly used in training methodologies, design processes, corporate environments, and for audience engagement, e.g., B. VR games, sports, movies, and more. In addition, VR headsets are widely used in the medical industry to train medical scientists in surgical procedures and other operations. With advances in technology, VR headsets with eye and motion detection are also being developed, improving the virtual reality user experience for years to come.

The widespread deployment of virtual reality technology in retail and manufacturing sectors is driving the market's growth. In addition, the growing demand for video game consoles is another driver for the development of the industry. Virtual reality technology has excellent potential for use in various applications, such as medical training, industrial prototyping, and education. Growing consumer investment in this technology and business investment are expected to drive demand for the products over the forecast period. New trends in virtual reality technology directly affect the development of the Virtual Reality Headset industry.

However, concerns about the quality of the visual effects of VR glasses are the main factor that may slow down the development of the market. Also, VR glasses are expensive and time-consuming, which may hamper market development.

North America Virtual Reality Headset market is expected to witness a noteworthy development with a significant growth rate over the analysis period. In addition, leading companies in the region are making extensive use of virtual reality technology for various purposes, thereby contributing to the regional market's growth. For example, China released its virtual reality plan in November 2022, according to which the region plans to ship more than 25 million devices by the end of 2026, with a total value of more than $45 million. Furthermore, due to the high adoption of VR technology in the region due to increased disposable income and falling prices for headsets with screens and processors, significant revenue was generated from the North American portion in 2022. In Europe, due to the extensive integration of intelligent devices, such as the implementation of VR headsets in industries such as defense, entertainment, and education, significant changes are expected in the market to improve and develop the viewing experience.

The Global Virtual Reality Headset Market is Segmented as follows

  • End Device
    • Low-End Device
    • Mid-Range Device
    • High-End Device
  • Product Type
    • Standalone
    • Smartphone-Enabled
    • Standalone PC-Connected
  • Application
    • Gaming
    • Healthcare
    • Media & Entertainment
    • Manufacturing
    • Retail
    • Education
    • Telecommunications
    • Other Applications
  • Region
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East & Africa

List of the Key Players of the Global Virtual Reality Headset Market is

Carl Zeiss AG (Germany), Facebook Technologies LLC (U.S.), Google LLC (U.S.), HTC Corporation (Taiwan), LG Electronics Inc. (South Korea), Microsoft Corporation (U.S.), Razer Inc. (U.S.), FOVE Inc. (Japan), Valve Corporation (U.S.), HP Inc. (U.S.)

The Global Virtual Reality Headset Market Scope can be Tabulated as below

Parameter Details
Market Size Provided for Years 2017 - 2030
Base Year 2022
Historic Years 2017 - 2021
Forecast Years 2023 - 2030
Segments Covered
  • End Device
    • Low-End Device
    • Mid-Range Device
    • High-End Device
  • Product Type
    • Standalone
    • Smartphone-Enabled
    • Standalone PC-Connected
  • Application
    • Gaming
    • Healthcare
    • Media & Entertainment
    • Manufacturing
    • Retail
    • Education
    • Telecommunications
    • Other Applications
  • Region
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East & Africa
Regions & Counties Covered
  • North America
    • U.S.
    • Canada
    • Mexic
  • Eurpe
    • U.K
    • France
    • Germany
    • Italy
    • Spain
    • Rest Of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Suth Korea
    • South East Asia
    • Rest Of Asia Pacific
  • Latin America
    • Brazil
    • Argentina
    • Rest Of Latin America
  • Middle East & Africa
    • GCC Cuntries
    • South Africa
    • Rest Of Middle East & Africa
Companies Covered
  • Carl Zeiss AG (Germany)
  • Facebook Technologies LLC (U.S.)
  • Google LLC (U.S.)
  • HTC Corporation (Taiwan)
  • LG Electronics Inc. (South Korea)
  • Microsoft Corporation (U.S.)
  • Razer Inc. (U.S.)
  • FOVE Inc. (Japan)
  • Valve Corporation (U.S.)
  • HP Inc. (U.S.)
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, technology landscape, patent analysis, market attractiveness analysis by segments and North America, company market share analysis, and COVID-19 impact analysis

Virtual Reality Headset Market Size, Share & Trends Analysis Report 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, Other Applications) by Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa) - Global Industry Assessment (2017 - 2022) & Forecast (2023 - 2030)