Virtual Reality Headset Market Analysis and Forecast to 2031: By Devices (High-End Devices, Low-End Devices), Technology (Non-Immersive, Semi-Immersive, Fully Immersive), Application (Gaming, Automotive, Medical, Defense, Others), and Region

A virtual reality headset is a device that allows a person to experience virtual reality. Virtual reality is a computer-generated environment that can be similar to or different from the real world. VR headsets are used for computer games, simulations, and other applications. They are also used in some cases to provide a first-person view of a real-world environment, such as for military or police training.

Key Trends

The key trends in Virtual Reality Headset technology are:

1. Increasingly realistic and immersive experiences: as VR technology continues to develop, the experiences offered by VR headsets are becoming increasingly realistic and immersive.

2. Stand-alone headsets: while most VR headsets currently require a connection to a computer or gaming console in order to work, stand-alone headsets are becoming more and more common.

3. Wireless headsets: another trend in VR headset technology is the move toward wireless headsets. This means that you don’t need to be tethered to a computer or console in order to use the headset, making for a more immersive and freeing experience.

Key Drivers

The key drivers of the Virtual Reality Headset market are the increasing demand for immersive gaming experiences, the growing popularity of 360-degree video content, and the need for realistic training simulations in various industries.

Virtual reality headsets provide an immersive gaming experience that is unlike any other. This is because they allow gamers to be completely immersed in the game world.

360-degree video content is also becoming increasingly popular. This type of content allows viewers to experience a scene from every angle. This is made possible by the use of multiple cameras that are placed around the scene.

Virtual reality headsets are also being used for training simulations in various industries. This is because they provide a realistic and immersive experience that is difficult to replicate with traditional methods.

Restraints & Challenges

There are a few key restraints and challenges in the Virtual Reality Headset market.

First, the high cost of virtual reality headsets is a major barrier to entry for many consumers.

Second, the limited content available for virtual reality headsets is another challenge. While there are a number of VR headset manufacturers, content creators are still lagging behind in terms of creating compelling VR experiences.

Third, the current crop of virtual reality headsets is still quite bulky and uncomfortable to wear for extended periods of time.

Market Segments

The virtual reality headset market is segmented by device, technology, application, and region. By devices, the market is classified into high-end devices, and low-end devices. On the basis of technology, it is bifurcated into non-immersive, semi-immersive, and fully immersive. Based on application, it is divided into gaming, automotive, medical, defense, and others. Region-wise, the market is segmented into North America, Europe, Asia Pacific, and Rest of the World.

Key Players

The global virtual reality headset market includes players such as Sony Corporation, Samsung Electronics Co Ltd, HTC Corporation, Facebook Inc, Alphabet Inc, Microsoft Corporation, FOVE Inc, LG Electronics Inc, Avegant Corporation, Magic Leap Inc, and others.

Why GIS?

Table of Contents

Chapter 1. Market Introduction
1.1. Objectives of the Study
1.2. Market Definition and Research & Scope
1.3. Research Methodologies
1.4. Market Estimation Techniques

Chapter 2. Executive Summary
2.1. Summary
2.2. Key Highlights of the Market

Chapter 3. Virtual Reality Headset Market Outlook
3.1. Virtual Reality Headset Market Segmentation
3.2. Market Dynamics
3.2.1. Market Drivers
3.2.1.1. Driver 1
3.2.1.2. Driver 2
3.2.1.3. Driver 3
3.2.2. Market Restraints
3.2.2.1. Restraint 1
3.2.2.2. Restraint 2
3.2.3. Market Opportunities
3.2.3.1. Opportunity 1
3.2.3.2. Opportunity 2
3.3. Porter’s Five Forces Analysis
3.3.1. Threat of New Entrants
3.3.2. Threat of Substitutes
3.3.3. Bargaining Power of Buyers
3.3.4. Bargaining Power of Supplier
3.3.5. Competitive Rivalry
3.4. PESTLE Analysis
3.5. Value Chain Analysis
3.5.1. Raw Material Suppliers
3.5.2. Manufacturers
3.5.3. Wholesalers and/or Retailers
3.6. Impact of the Russia and Ukraine War on the Global Virtual Reality Headset Market

Chapter 4. Economic Impact of COVID-19
4.1. Overall Impact of COVID-19
4.2. Impact of COVID On the Global Virtual Reality Headset Market
4.3. Economic Impact Analysis

Chapter 5. Virtual Reality Headset Market by Devices
5.1. Market Overview
5.2. High-End Devices
5.2.1. Market Size and Forecast, 2021-2031 ($Million)
5.2.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
5.3. Low-End Devices
5.3.1. Market Size and Forecast, 2021-2031 ($Million)
5.3.2. Market Size and Forecast, by Region, 2021-2031 ($Million)

Chapter 6. Virtual Reality Headset Market by Application
6.1. Market Overview
6.2. Gaming
6.2.1. Market Size and Forecast, 2021-2031 ($Million)
6.2.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
6.3. Automotive
6.3.1. Market Size and Forecast, 2021-2031 ($Million)
6.3.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
6.4. Medical
6.4.1. Market Size and Forecast, 2021-2031 ($Million)
6.4.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
6.5. Defense
6.5.1. Market Size and Forecast, 2021-2031 ($Million)
6.5.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
6.6. Others
6.6.1. Market Size and Forecast, 2021-2031 ($Million)
6.6.2. Market Size and Forecast, by Region, 2021-2031 ($Million)

Chapter 7. Virtual Reality Headset Market by Technology
7.1. Market Overview
7.2. Non-Immersive
7.2.1. Market Size and Forecast, 2021-2031 ($Million)
7.2.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
7.3. Semi-Immersive
7.3.1. Market Size and Forecast, 2021-2031 ($Million)
7.3.2. Market Size and Forecast, by Region, 2021-2031 ($Million)
7.4. Fully-Immersive
7.4.1. Market Size and Forecast, 2021-2031 ($Million)
7.4.2. Market Size and Forecast, by Region, 2021-2031 ($Million)

Chapter 8. Virtual Reality Headset Market, by Region
8.1. Overview
8.2. North America
8.2.1. Key Market Trends and Opportunities
8.2.2. North America Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.2.3. North America Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.2.4. North America Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.2.5. North America Virtual Reality Headset Market Size and Forecast by Country, 2021-2031, ($Million)
8.2.6. The U.S.
8.2.6.1. The U.S. Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.2.6.2. The U.S. Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.2.6.3. The U.S. Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.2.7. Canada
8.2.7.1. Canada Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.2.7.2. Canada Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.2.7.3. Canada Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.2.8. Mexico
8.2.8.1. Mexico Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.2.8.2. Mexico Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.2.8.3. Mexico Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.3. Europe
8.3.1. Key Market Trends and Opportunities
8.3.2. Europe Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.3. Europe Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.4. Europe Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.3.5. Europe Virtual Reality Headset Market Size and Forecast by Country, 2021-2031, ($Million)
8.3.6. Germany
8.3.6.1. Germany Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.6.2. Germany Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.6.3. Germany Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.3.7. France
8.3.7.1. France Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.7.2. France Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.7.3. France Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.3.8. U.K.
8.3.8.1. U.K. Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.8.2. U.K. Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.8.3. U.K. Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.3.9. Spain
8.3.9.1. Spain Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.9.2. Spain Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.9.3. Spain Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.3.10. Italy
8.3.10.1. Italy Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.10.2. Italy Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.10.3. Italy Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.3.11. Rest of Europe
8.3.11.1. Rest of Europe Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.3.11.2. Rest of Europe Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.3.11.3. Rest of Europe Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.4. Asia-Pacific
8.4.1. Key Market Trends and Opportunities
8.4.2. Asia-Pacific Virtual Reality Headset Market Size and Forecast by Country, 2021-2031, ($Million)
8.4.3. Asia-Pacific Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.4. Asia-Pacific Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.5. Asia-Pacific Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.4.6. China
8.4.6.1. China Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.6.2. China Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.6.3. China Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.4.7. India
8.4.7.1. India Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.7.2. India Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.7.3. India Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.4.8. Japan
8.4.8.1. Japan Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.8.2. Japan Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.8.3. Japan Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.4.9. South Korea
8.4.9.1. South Korea Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.9.2. South Korea Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.9.3. South Korea Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.4.10. Rest of APAC
8.4.10.1. Rest of APAC Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.4.10.2. Rest of APAC Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.4.10.3. Rest of APAC Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.5. Rest of the World
8.5.1. Key Market Trends and Opportunities
8.5.2. Rest of the World Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.5.3. Rest of the World Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.5.4. Rest of the World Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.5.5. Rest of the World Virtual Reality Headset Market Size and Forecast by Country, 2021-2031, ($Million)
8.5.6. Latin America
8.5.6.1. Latin America Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.5.6.2. Latin America Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.5.6.3. Latin America Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.5.7. Middle East
8.5.7.1. Middle East Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.5.7.2. Middle East Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.5.7.3. Middle East Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

8.5.8. Africa
8.5.8.1. Africa Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.5.8.2. Africa Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.5.8.3. Africa Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)
8.5.9. Rest of LAMEA
8.5.9.1. Rest of LAMEA Virtual Reality Headset Market Size and Forecast by Devices, 2021-2031, ($Million)
8.5.9.2. Rest of LAMEA Virtual Reality Headset Market Size and Forecast by Application, 2021-2031, ($Million)
8.5.9.3. Rest of LAMEA Virtual Reality Headset Market Size and Forecast by Technology, 2021-2031, ($Million)

Chapter 9. Competitive Landscape
9.1. Market Overview
9.2. Market Share Analysis/Key Player Positioning
9.3. Developmental Strategy Benchmarking
9.3.1. New Product Development
9.3.2. Product Launches
9.3.3. Business Expansions
9.3.4. Partnerships, Joint Ventures, and Collaborations
9.3.5. Mergers and Acquisitions

Chapter 10. Company Profiles
10.1. Sony Corporation
10.1.1. Company Snapshot
10.1.2. Financial Performance
10.1.3. Product Offerings
10.1.4. Key Strategic Initiatives
10.1.5. SWOT Analysis
10.2. Samsung Electronics Co Ltd
10.2.1. Company Snapshot
10.2.2. Financial Performance
10.2.3. Product Offerings
10.2.4. Key Strategic Initiatives
10.2.5. SWOT Analysis
10.3. HTC Corporation
10.3.1. Company Snapshot
10.3.2. Financial Performance
10.3.3. Product Offerings
10.3.4. Key Strategic Initiatives
10.3.5. SWOT Analysis
10.4. Facebook Inc
10.4.1. Company Snapshot
10.4.2. Financial Performance
10.4.3. Product Offerings
10.4.4. Key Strategic Initiatives
10.4.5. SWOT Analysis
10.5. Alphabet Inc
10.5.1. Company Snapshot
10.5.2. Financial Performance
10.5.3. Product Offerings
10.5.4. Key Strategic Initiatives
10.5.5. SWOT Analysis
10.6. Microsoft Corporation
10.6.1. Company Snapshot
10.6.2. Financial Performance
10.6.3. Product Offerings
10.6.4. Key Strategic Initiatives
10.6.5. SWOT Analysis
10.7. FOVE Inc
10.7.1. Company Snapshot
10.7.2. Financial Performance
10.7.3. Product Offerings
10.7.4. Key Strategic Initiatives
10.7.5. SWOT Analysis
10.8. LG Electronics Inc
10.8.1. Company Snapshot
10.8.2. Financial Performance
10.8.3. Product Offerings
10.8.4. Key Strategic Initiatives
10.8.5. SWOT Analysis
10.9. Avegant Corporation
10.9.1. Company Snapshot
10.9.2. Financial Performance
10.9.3. Product Offerings
10.9.4. Key Strategic Initiatives
10.9.5. SWOT Analysis
10.10. Magic Leap Inc
10.10.1. Company Snapshot
10.10.2. Financial Performance
10.10.3. Product Offerings
10.10.4. Key Strategic Initiatives
10.10.5. SWOT Analysis

*The list of companies is subject to change during the final compilation of the report

 

Key Players
  • Sony Corporation
  • Samsung Electronics Co Ltd
  • HTC Corporation
  • Facebook Inc
  • Alphabet Inc
  • Microsoft Corporation
  • FOVE Inc
  • LG Electronics Inc
  • Avegant Corporation
  • Magic Leap Inc
Market Segmentation

By Devices

  • High-End Devices
  • Low-End Devices

By Application

  • Gaming
  • Automotive
  • Medical
  • Defense
  • Others

By Technology

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

By Region

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • France
    • Germany
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • India
    • China
    • Japan
    • South Korea
    • Rest of APAC
  • Rest of the World
    • Latin America
    • Middle East
    • Africa

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