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Virtual Reality Headset Market

Virtual Reality Headset Market

Virtual Reality Headset Market - Global Industry Assessment & Forecast

Number Of Pages # Pages:

141

Base Year:

2022

Date

Aug - 2023

Format:

PDF XLS PPT

Report Code:

VMR-2251

Segments Covered
  • By End Device By End Device Low-End Device, Mid-Range Device, High-End Device
  • By Product Type By Product Type Standalone, Smartphone-Enabled, Standalone PC-Connected
  • By Application By Application Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, Other Applications
  • By Region By Region North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Snapshot
Base YearBase Year: 2022
Forecast YearsForecast Years: 2023 - 2030
Historical YearsHistorical Years: 2017 - 2021
Revenue 2022Revenue 2022: USD 4.1 Billion
Revenue 2030Revenue 2030: USD 5.88 Billion
Revenue CAGRRevenue CAGR (2023 - 2030): 5.3%
Fastest Growing Region Fastest Growing Region (2023 - 2030) Asia Pacific
Largest Region Largest Region (2022): North America
Customization Offered
  • Cross-segment Market Size and Analysis for Mentioned Segments Cross-segment Market Size and Analysis for Mentioned Segments
  • Additional Company Profiles (Upto 5 With No Cost) Additional Company Profiles (Upto 5 With No Cost)
  • Additional Countries (Apart From Mentioned Countries) Additional Countries (Apart From Mentioned Countries)
  • Country/Region-specific Report Country/Region-specific Report
  • Go To Market Strategy Go To Market Strategy
  • Region Specific Market Dynamics Region Specific Market Dynamics
  • Region Level Market Share Region Level Market Share
  • Import Export Analysis Import Export Analysis
  • Production Analysis Production Analysis
  • Other Others Request Customization Speak To Analyst
  1. Executive Dashboard
    1. Strategic Imperatives
  2. Premium Insights
    1. Top 3 Trends to Watch
    2. Demand and Supply Trends
    3. Top 3 Strategies Followed by Major Players
    4. Top 3 Predictions by Vantage Market Research
    5. Top Investment Pockets
    6. Insights from Primary Respondents
  3. Global Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. Global Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. Global Virtual Reality Headset Market - by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. Global Virtual Reality Headset Market - by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. Global Virtual Reality Headset Market - by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. Global Virtual Reality Headset Market - by region
      1. North America
      2. Europe
      3. Asia Pacific
      4. Latin America
      5. Middle East & Africa
    7. Market comparative analysis
  4. North America Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. North America Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. North America Virtual Reality Headset Market, by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. North America Virtual Reality Headset Market, by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. North America Virtual Reality Headset Market, by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. North America Virtual Reality Headset Market, by Country
      1. U.S.
        1. U.S. Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. U.S. Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. U.S. Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      2. Canada
        1. Canada Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Canada Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Canada Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      3. Mexico
        1. Mexico Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Mexico Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Mexico Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
  5. Europe Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. Europe Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. Europe Virtual Reality Headset Market, by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. Europe Virtual Reality Headset Market, by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. Europe Virtual Reality Headset Market, by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. Europe Virtual Reality Headset Market, by Country
      1. Germany
        1. Germany Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Germany Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Germany Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      2. UK
        1. UK Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. UK Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. UK Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      3. France
        1. France Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. France Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. France Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      4. Spain
        1. Spain Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Spain Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Spain Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      5. Italy
        1. Italy Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Italy Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Italy Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      6. BENELUX
        1. BENELUX Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. BENELUX Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. BENELUX Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      7. Rest of Europe
        1. Rest Of Europe Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Rest Of Europe Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Rest Of Europe Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
  6. Asia Pacific Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. Asia Pacific Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. Asia Pacific Virtual Reality Headset Market, by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. Asia Pacific Virtual Reality Headset Market, by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. Asia Pacific Virtual Reality Headset Market, by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. Asia Pacific Virtual Reality Headset Market, by Country
      1. China
        1. China Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. China Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. China Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      2. Japan
        1. Japan Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Japan Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Japan Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      3. India
        1. India Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. India Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. India Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      4. South Korea
        1. South Korea Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. South Korea Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. South Korea Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      5. South East Asia
        1. South East Asia Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. South East Asia Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. South East Asia Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      6. Rest of Asia Pacific
        1. Rest of Asia Pacific Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Rest of Asia Pacific Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Rest of Asia Pacific Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
  7. Latin America Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. Latin America Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. Latin America Virtual Reality Headset Market, by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. Latin America Virtual Reality Headset Market, by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. Latin America Virtual Reality Headset Market, by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. Latin America Virtual Reality Headset Market, by Country
      1. Brazil
        1. Brazil Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Brazil Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Brazil Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      2. Argentina
        1. Argentina Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Argentina Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Argentina Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      3. Rest of Latin America
        1. Rest of Latin America Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Rest of Latin America Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Rest of Latin America Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
  8. Middle East & Africa Virtual Reality Headset Market - Segment Analysis
    1. Overview
    2. Middle East & Africa Virtual Reality Headset Market, 2016 - 2028 (USD Million)
    3. Middle East & Africa Virtual Reality Headset Market, by End Device
      1. By Low-End Device
      2. By Mid-Range Device
      3. By High-End Device
    4. Middle East & Africa Virtual Reality Headset Market, by Product Type
      1. By Standalone
      2. By Smartphone-Enabled
      3. By Standalone PC-Connected
    5. Middle East & Africa Virtual Reality Headset Market, by Application
      1. By Gaming
      2. By Healthcare
      3. By Media & Entertainment
      4. By Manufacturing
      5. By Retail
      6. By Education
      7. By Telecommunications
      8. By Other Applications
    6. Middle East & Africa Virtual Reality Headset Market, by Country
      1. GCC Countries
        1. GCC Countries Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. GCC Countries Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. GCC Countries Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      2. South Africa
        1. South Africa Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. South Africa Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. South Africa Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
      3. Rest of Middle East & Africa
        1. Rest of Middle East & Africa Virtual Reality Headset Market, By End Device
          1. By Low-End Device
          2. By Mid-Range Device
          3. By High-End Device
        2. Rest of Middle East & Africa Virtual Reality Headset Market, By Product Type
          1. By Standalone
          2. By Smartphone-Enabled
          3. By Standalone PC-Connected
        3. Rest of Middle East & Africa Virtual Reality Headset Market, By Application
          1. By Gaming
          2. By Healthcare
          3. By Media & Entertainment
          4. By Manufacturing
          5. By Retail
          6. By Education
          7. By Telecommunications
          8. By Other Applications
  9. Key Market Dynamics
    1. Introduction
    2. Market Drivers
    3. Market Restraints
    4. Market Opportunities
    5. Porter's Five Forces Analysis
    6. PEST Analysis
    7. Regulatory Landscape
    8. Technology Landscape
    9. Regional Market Trends
  10. COVID 19 Impact Analysis
    1. Key strategies undertaken by companies to tackle COVID-19
    2. Short term dynamics
    3. Long term dynamics
  11. Marketing Stratagy Analysis
    1. Marketing Channel
    2. Direct Marketing
    3. Indirect Marketing
    4. Marketing Channel Development Trends
  12. Competative Landscape
    1. Competition Matrix - 2021
    2. Company Market Share Analysis - 2021
    3. Key Company Activities, 2018 - 2021
    4. Strategic Developments - Heat Map Analysis
    5. Company Offering Evaluation
    6. Company Regional Presence Evaluation
  13. Company Profiles
    1. Carl Zeiss AG (Germany)
    2. Facebook Technologies LLC (U.S.)
    3. Google LLC (U.S.)
    4. HTC Corporation (Taiwan)
    5. LG Electronics Inc. (South Korea)
    6. Microsoft Corporation (U.S.)
    7. Razer Inc. (U.S.)
    8. FOVE Inc. (Japan)
    9. Valve Corporation (U.S.)
    10. HP Inc. (U.S.)
  14. Key Primary Respondents - VERBATIM
  15. Discussion Guide
  16. Customization Offered
  17. Annexure
  18. List of Figures
  19. List of Tables
  20. List of Abbreviations
FAQ
Frequently Asked Question
  • The global Virtual Reality Headset valued at USD 4.1 Billion in 2022 and is expected to reach USD 5.88 Billion in 2030 growing at a CAGR of 5.3%.

  • The prominent players in the market are 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 market is project to grow at a CAGR of 5.3% between 2023 and 2030.

  • The driving factors of the Virtual Reality Headset include

    • Widespread Use Of Vr Headsets In Industrial Applications

  • North America was the leading regional segment of the Virtual Reality Headset in 2022.