report-image

Global Virtual Reality Headsets Market Analysis By Segmentations, Top Key Players, Geographical Expansion, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 1/12/2023
  • NO OF PAGES
  • 227
  • CATEGORY
  • Electronics & Communication
Virtual Reality Headsets market report presents a global overview of market shares, size, statistics, trends, demand, revenue and growth opportunities by key players, regions and countries. This report offers a complete market overview during the past, present, and the forecast period till 2032 which helps to identify future opportunities, risk factors, growing areas. Report also highlight on recent developments, technological innovations, market affecting factors, demographics analysis, demand and supply chain which gives brief strategy of market growth during the forecast period. It also gives in-depth insights on SWOT and PESTLE analysis based on industry segmentations and regional developments.

Market Overview:
The report provides a basic overview of the industry including definitions, classifications, and industry chain structure. The Virtual Reality Headsets market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand, price, revenue and gross margins.

Report Scope:
The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the Virtual Reality Headsets manufacturers, distributors, end users, industry associations, governments’ industry bureaus, industry publications, industry experts, third party database, and our in-house databases. The report combines extensive quantitative analysis and exhaustive qualitative analysis, ranges from a macro overview of the total market size, industry chain, and market dynamics to micro details of segment by type, application and region and as a result provides a holistic view of as well as a deep insight into the Virtual Reality Headsets market covering all its essential aspects.

Global Virtual Reality Headsets Market: Segmentations

Global Virtual Reality Headsets Market: By Key Players
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

Global Virtual Reality Headsets Market: By Types
Circumscribed Type
Integrated Type

Global Virtual Reality Headsets Market: By Applications
Games
Medicine
Film and Television



Global Virtual Reality Headsets Market: Regional Analysis
The countries covered in the regional analysis of the Global Virtual Reality Headsets market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Key Benefits:
• The analysis provides an overview of the factors driving and limiting the growth of the market including trends, structure and others.
• Market estimation for type and geographic segments is derived from the current market scenario and expected market trends.
• Porter’s Five Force Model and SWOT analysis are used to study the global Virtual Reality Headsets market and would help stakeholders make strategic decisions.
• The analysis assists in understanding the strategies adopted by the companies for the growth of this market.
• In-depth analysis of the types of Virtual Reality Headsets would help in identifying future applications in this market.

Reasons to Purchase this Report:
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support

Objectives of the Study:
• To provide with an exhaustive analysis on the Virtual Reality Headsets Market by Product, By Application, By End User and by Region.
• To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
• To evaluate and forecast micro-markets and the overall market
• To predict the market size, in key regions— North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
• To record and evaluate competitive landscape mapping- product launches, technological advancements, mergers and expansions
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Virtual Reality Headsets Revenue
1.4 Market Analysis by Type
1.4.1 Global Virtual Reality Headsets Market Size Growth Rate by Type: 2023 VS 2032
1.4.2 Circumscribed Type
1.4.3 Integrated Type
1.5 Market by Application
1.5.1 Global Virtual Reality Headsets Market Share by Application: 2023-2032
1.5.2 Games
1.5.3 Medicine
1.5.4 Film and Television
1.6 Study Objectives
1.7 Years Considered
1.8 Overview of Global Virtual Reality Headsets Market
1.8.1 Global Virtual Reality Headsets Market Status and Outlook (2017-2032)
1.8.2 North America
1.8.3 East Asia
1.8.4 Europe
1.8.5 South Asia
1.8.6 Southeast Asia
1.8.7 Middle East
1.8.8 Africa
1.8.9 Oceania
1.8.10 South America
1.8.11 Rest of the World
2 Market Competition by Manufacturers
2.1 Global Virtual Reality Headsets Production Capacity Market Share by Manufacturers (2017-2022)
2.2 Global Virtual Reality Headsets Revenue Market Share by Manufacturers (2017-2022)
2.3 Global Virtual Reality Headsets Average Price by Manufacturers (2017-2022)
2.4 Manufacturers Virtual Reality Headsets Production Sites, Area Served, Product Type
3 Sales by Region
3.1 Global Virtual Reality Headsets Sales Volume Market Share by Region (2017-2022)
3.2 Global Virtual Reality Headsets Sales Revenue Market Share by Region (2017-2022)
3.3 North America Virtual Reality Headsets Sales Volume
3.3.1 North America Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.3.2 North America Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.4 East Asia Virtual Reality Headsets Sales Volume
3.4.1 East Asia Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.4.2 East Asia Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.5 Europe Virtual Reality Headsets Sales Volume (2017-2022)
3.5.1 Europe Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.5.2 Europe Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.6 South Asia Virtual Reality Headsets Sales Volume (2017-2022)
3.6.1 South Asia Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.6.2 South Asia Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.7 Southeast Asia Virtual Reality Headsets Sales Volume (2017-2022)
3.7.1 Southeast Asia Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.7.2 Southeast Asia Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.8 Middle East Virtual Reality Headsets Sales Volume (2017-2022)
3.8.1 Middle East Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.8.2 Middle East Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.9 Africa Virtual Reality Headsets Sales Volume (2017-2022)
3.9.1 Africa Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.9.2 Africa Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.10 Oceania Virtual Reality Headsets Sales Volume (2017-2022)
3.10.1 Oceania Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.10.2 Oceania Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.11 South America Virtual Reality Headsets Sales Volume (2017-2022)
3.11.1 South America Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.11.2 South America Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.12 Rest of the World Virtual Reality Headsets Sales Volume (2017-2022)
3.12.1 Rest of the World Virtual Reality Headsets Sales Volume Growth Rate (2017-2022)
3.12.2 Rest of the World Virtual Reality Headsets Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
4 North America
4.1 North America Virtual Reality Headsets Consumption by Countries
4.2 United States
4.3 Canada
4.4 Mexico
5 East Asia
5.1 East Asia Virtual Reality Headsets Consumption by Countries
5.2 China
5.3 Japan
5.4 South Korea
6 Europe
6.1 Europe Virtual Reality Headsets Consumption by Countries
6.2 Germany
6.3 United Kingdom
6.4 France
6.5 Italy
6.6 Russia
6.7 Spain
6.8 Netherlands
6.9 Switzerland
6.10 Poland
7 South Asia
7.1 South Asia Virtual Reality Headsets Consumption by Countries
7.2 India
7.3 Pakistan
7.4 Bangladesh
8 Southeast Asia
8.1 Southeast Asia Virtual Reality Headsets Consumption by Countries
8.2 Indonesia
8.3 Thailand
8.4 Singapore
8.5 Malaysia
8.6 Philippines
8.7 Vietnam
8.8 Myanmar
9 Middle East
9.1 Middle East Virtual Reality Headsets Consumption by Countries
9.2 Turkey
9.3 Saudi Arabia
9.4 Iran
9.5 United Arab Emirates
9.6 Israel
9.7 Iraq
9.8 Qatar
9.9 Kuwait
9.10 Oman
10 Africa
10.1 Africa Virtual Reality Headsets Consumption by Countries
10.2 Nigeria
10.3 South Africa
10.4 Egypt
10.5 Algeria
10.6 Morocco
11 Oceania
11.1 Oceania Virtual Reality Headsets Consumption by Countries
11.2 Australia
11.3 New Zealand
12 South America
12.1 South America Virtual Reality Headsets Consumption by Countries
12.2 Brazil
12.3 Argentina
12.4 Columbia
12.5 Chile
12.6 Venezuela
12.7 Peru
12.8 Puerto Rico
12.9 Ecuador
13 Rest of the World
13.1 Rest of the World Virtual Reality Headsets Consumption by Countries
13.2 Kazakhstan
14 Sales Volume, Sales Revenue, Sales Price Trend by Type
14.1 Global Virtual Reality Headsets Sales Volume Market Share by Type (2017-2022)
14.2 Global Virtual Reality Headsets Sales Revenue Market Share by Type (2017-2022)
14.3 Global Virtual Reality Headsets Sales Price by Type (2017-2022)
15 Consumption Analysis by Application
15.1 Global Virtual Reality Headsets Consumption Volume by Application (2017-2022)
15.2 Global Virtual Reality Headsets Consumption Value by Application (2017-2022)
16 Company Profiles and Key Figures in Virtual Reality Headsets Business
16.1 Oculus Rift
16.1.1 Oculus Rift Company Profile
16.1.2 Oculus Rift Virtual Reality Headsets Product Specification
16.1.3 Oculus Rift Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.2 LG
16.2.1 LG Company Profile
16.2.2 LG Virtual Reality Headsets Product Specification
16.2.3 LG Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.3 Sony PlayStation VR
16.3.1 Sony PlayStation VR Company Profile
16.3.2 Sony PlayStation VR Virtual Reality Headsets Product Specification
16.3.3 Sony PlayStation VR Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.4 HTC Vive
16.4.1 HTC Vive Company Profile
16.4.2 HTC Vive Virtual Reality Headsets Product Specification
16.4.3 HTC Vive Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.5 Samsung Gear VR
16.5.1 Samsung Gear VR Company Profile
16.5.2 Samsung Gear VR Virtual Reality Headsets Product Specification
16.5.3 Samsung Gear VR Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.6 Microsoft HoloLens
16.6.1 Microsoft HoloLens Company Profile
16.6.2 Microsoft HoloLens Virtual Reality Headsets Product Specification
16.6.3 Microsoft HoloLens Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.7 FOVE VR
16.7.1 FOVE VR Company Profile
16.7.2 FOVE VR Virtual Reality Headsets Product Specification
16.7.3 FOVE VR Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.8 Zeiss VR One
16.8.1 Zeiss VR One Company Profile
16.8.2 Zeiss VR One Virtual Reality Headsets Product Specification
16.8.3 Zeiss VR One Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.9 Avegant Glyph
16.9.1 Avegant Glyph Company Profile
16.9.2 Avegant Glyph Virtual Reality Headsets Product Specification
16.9.3 Avegant Glyph Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.10 Razer OSVR
16.10.1 Razer OSVR Company Profile
16.10.2 Razer OSVR Virtual Reality Headsets Product Specification
16.10.3 Razer OSVR Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.11 Google Cardboard
16.11.1 Google Cardboard Company Profile
16.11.2 Google Cardboard Virtual Reality Headsets Product Specification
16.11.3 Google Cardboard Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.12 Freefly VR headset
16.12.1 Freefly VR headset Company Profile
16.12.2 Freefly VR headset Virtual Reality Headsets Product Specification
16.12.3 Freefly VR headset Virtual Reality Headsets Production Capacity, Revenue, Price and Gross Margin (2017-2022)
17 Virtual Reality Headsets Manufacturing Cost Analysis
17.1 Virtual Reality Headsets Key Raw Materials Analysis
17.1.1 Key Raw Materials
17.2 Proportion of Manufacturing Cost Structure
17.3 Manufacturing Process Analysis of Virtual Reality Headsets
17.4 Virtual Reality Headsets Industrial Chain Analysis
18 Marketing Channel, Distributors and Customers
18.1 Marketing Channel
18.2 Virtual Reality Headsets Distributors List
18.3 Virtual Reality Headsets Customers
19 Market Dynamics
19.1 Market Trends
19.2 Opportunities and Drivers
19.3 Challenges
19.4 Porter's Five Forces Analysis
20 Production and Supply Forecast
20.1 Global Forecasted Production of Virtual Reality Headsets (2023-2032)
20.2 Global Forecasted Revenue of Virtual Reality Headsets (2023-2032)
20.3 Global Forecasted Price of Virtual Reality Headsets (2017-2032)
20.4 Global Forecasted Production of Virtual Reality Headsets by Region (2023-2032)
20.4.1 North America Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.2 East Asia Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.3 Europe Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.4 South Asia Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.5 Southeast Asia Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.6 Middle East Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.7 Africa Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.8 Oceania Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.9 South America Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.4.10 Rest of the World Virtual Reality Headsets Production, Revenue Forecast (2023-2032)
20.5 Forecast by Type and by Application (2023-2032)
20.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2023-2032)
20.5.2 Global Forecasted Consumption of Virtual Reality Headsets by Application (2023-2032)
21 Consumption and Demand Forecast
21.1 North America Forecasted Consumption of Virtual Reality Headsets by Country
21.2 East Asia Market Forecasted Consumption of Virtual Reality Headsets by Country
21.3 Europe Market Forecasted Consumption of Virtual Reality Headsets by Countriy
21.4 South Asia Forecasted Consumption of Virtual Reality Headsets by Country
21.5 Southeast Asia Forecasted Consumption of Virtual Reality Headsets by Country
21.6 Middle East Forecasted Consumption of Virtual Reality Headsets by Country
21.7 Africa Forecasted Consumption of Virtual Reality Headsets by Country
21.8 Oceania Forecasted Consumption of Virtual Reality Headsets by Country
21.9 South America Forecasted Consumption of Virtual Reality Headsets by Country
21.10 Rest of the world Forecasted Consumption of Virtual Reality Headsets by Country
22 Research Findings and Conclusion
23 Methodology and Data Source
23.1 Methodology/Research Approach
23.1.1 Research Programs/Design
23.1.2 Market Size Estimation
23.1.3 Market Breakdown and Data Triangulation
23.2 Data Source
23.2.1 Secondary Sources
23.2.2 Primary Sources
23.3 Disclaimer

Quality Assurance Process

  1. We Market Research’s Quality Assurance program strives to deliver superior value to our clients.

We Market Research senior executive is assigned to each consulting engagement and works closely with the project team to deliver as per the clients expectations.

Market Research Process




We Market Research monitors 3 important attributes during the QA process- Cost, Schedule & Quality. We believe them as a critical benchmark in achieving a project’s success.

To mitigate risks that can impact project success, we deploy the follow project delivery best practices:
  • Project kickoff meeting with client
  • Conduct frequent client communications
  • Form project steering committee
  • Assign a senior SR executive as QA Executive
  • Conduct internal editorial & quality reviews of project deliverables
  • Certify project staff in SR methodologies & standards
  • Monitor client satisfaction
  • Monitor realized value post-project

Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

CHOOSE LICENSE TYPE
QLOUD
Pricing

Select a license type that suits your business needs

Single User Access

US $3950

Only Three Thousand Nine Hundred Fifty US dollar

  • 1 User access
  • 15% Additional Free Customization
  • Free Unlimited post-sale support
  • 100% Service Guarantee until achievement of ROI
Multi User Cost

US $4950

Only Four Thousand Nine Hundred Fifty US dollar

  • 5 Users access
  • 25% Additional Free Customization
  • Access Report summaries for Free
  • Guaranteed service
  • Dedicated Account Manager
  • Discount of 20% on next purchase
  • Get personalized market brief from Lead Author
  • Printing of Report permitted
  • Discount of 20% on next purchase
  • 100% Service Guarantee until achievement of ROI
Enterprise User Cost

US $5950

Only Five Thousand Nine Hundred Fifty US dollar

  • Unlimited User Access
  • 30% Additional Free Customization
  • Exclusive Previews to latest or upcoming reports
  • Discount of 30% on next purchase
  • 100% Service Guarantee until achievement of ROI