Market Overview 2022-2027:
The global virtual reality headset market size reached US$ 7.8 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 26.8 Billion by 2027, exhibiting at a CAGR of 23.27% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use industries. These insights are included in the report as a major market contributor.
A virtual reality (VR) headset is a heads-up display (HUD) device that enables users to interact with a simulated artificial three-dimensional (3D) environment and experience a first-person view (FPV). It is integrated with stereoscopic head-mounted goggles with display screens, stereo sound, and head motion tracking sensors to deliver an immersive and interactive audiovisual experience. Nowadays, it is widely employed in consumer electronics, military equipment, automobiles, real estate, and healthcare applications.
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Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
Virtual Reality Headset Market Trends:
Rising sales of smartphones represent one of the key factors catalyzing the demand for VR headsets. In line with this, VR games are gaining immense traction among the millennial population, which is strengthening the growth of the market. Apart from this, VR is extensively used in the defense sector for flight and battlefield simulations, medical training, vehicle simulation, and virtual boot camps. Additionally, the rising adoption of technologically advanced digital entertainment devices in filmmaking, professional sports leagues, and associations is offering lucrative growth opportunities to manufacturers. Besides this, driving institutions are utilizing VR technology to provide learners with a first-hand experience of road and traffic-driving scenarios. Furthermore, leading manufacturers are incorporating additional features, including buttons, near field communication (NFC) chips, and Bluetooth connectivity, in the assembled VR headset kits to expand their market reach and consumer base. Moreover, increasing investments by the market players in research and development (R&D) activities and enhancing the business through strategic acquisitions are projected to augment the growth of the market.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality headset market report, along with forecasts for growth at the global and regional level from 2022-2027. Our report has categorized the market based on product, material and end user
Breakup by Product:
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Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
- PC Based
- Console Based
- Smartphone Based
- Standalone
Breakup by Material:
Breakup by End-User:
- Consumer Electronics
- Healthcare
- Games and Entertainment
- Automobile
- Education
- Real Estate
- Military
Breakup by Region:
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- North America
- Europe
- Asia Pacific
- Middle East and Africa
- Latin America
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Fove Inc., Google LLC (Alphabet Inc.), HTC Corporation, LG Electronics Inc., Merge Labs Inc., Meta Platforms Inc., Samsung Electronics Co. Ltd. and Sony Interactive Entertainment LLC (Sony Group Corporation).
Report Coverage:
Report Features |
Details |
Base Year of the Analysis |
2021 |
Historical Period |
2016-2021 |
Forecast Period |
2022-2027 |
Units |
US$ Billion |
Segment Coverage |
Product, Material, End-User, Region |
Region Covered |
Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Companies Covered |
Fove Inc., Google LLC (Alphabet Inc.), HTC Corporation, LG Electronics Inc., Merge Labs Inc., Meta Platforms Inc., Samsung Electronics Co. Ltd. and Sony Interactive Entertainment LLC (Sony Group Corporation) |
Customization Scope |
10% Free Customization |
Report Price and Purchase Option |
Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499 |
Post-Sale Analyst Support |
10-12 Weeks |
Delivery Format |
PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Key Questions Answered in This Report:
- How has the global virtual reality headset market performed so far and how will it perform in the coming years?
- What are the key regional markets in the global virtual reality headset industry?
- What has been the impact of COVID-19 on the global virtual reality headset industry?
- What is the breakup of the market based on the product type?
- What is the breakup of the market based on the material?
- What is the breakup of the market based on the end-user?
- What are the various stages in the value chain of the global virtual reality headset industry?
- What are the key driving factors and challenges in the global virtual reality headset industry?
- What is the structure of the global virtual reality headset industry and who are the key players?
- What is the degree of competition in the global virtual reality headset industry?
- What are the profit margins in the global virtual reality headset industry?