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Global Virtual Reality Headsets Market Report, History and Forecast 2026, Breakdown Data by Manufacturers, Key Regions, Types and Application
Published Date: July 2020
|
Report Code: QYRE-Othe-2E310
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VR Headsets Market

Global Virtual Reality Headsets Market Report, History and Forecast 2026, Breakdown Data by Manufacturers, Key Regions, Types and Application

Code: QYRE-Othe-2E310
Report
July 2020
117 Pages
QYResearch
Region: Global,
Description
Table of Content
Tables & Figures

VR Headsets Market Overview

The global Virtual Reality Headsets market size is projected to reach USD19.8 Billion by 2026, from USD 6.8 Billion in 2020, at a CAGR of 19.5% during 2020-2026.

VR Headsets Market Size, Share, Growth, Industry Analysis Report 2026

Some of the major factors driving the growth of the VR Headsets market size is increasing VR headset adoption in advertising, gaming, automotive industry, growing smartphone market, and increasing technical expertise among vendors and consumers. Military and other research projects are using the Virtual Reality Headsets to enhance mental and well-being training programs.

The research report studies the Virtual Reality Headsets market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.

virtual reality headset market size, share, trends, forecast 2026

This section covers the various factors driving the global Virtual Reality Headsets market. To understand the growth of the market it is important to analyze the various drivers present the market. It provides data by revenue and volume of different regions and their respective manufacturers. This data will elaborate on the market share occupied by them, predict their revenue concerning strategies, and how they will grow in the future. After explaining the drivers, the report further evaluates the new opportunities and current trends in the market.

Market restraints are factors hampering market growth. Studying these factors is equally pivotal as they help a reader need understand the weaknesses of the market.

 
VIRTUAL REALITY HEADSETS MARKET: SEGMENT ANALYSIS

The global Virtual Reality Headsets market is split into two segments, type, and application. The product type briefs on the various types of products available in the market. The report also provides data for each product type by revenue and sales for the forecast time period. It covers the price of each type of product. The other segment on the report, application, explains the various uses of the product and end-users. In the report, the researchers have also provided sales according to the consumption of the product.

 
VIRTUAL REALITY HEADSETS MARKET: REGIONAL ANALYSIS

The major regions covered in the report are North America, Europe, Asia-Pacific, South America, Middle East & Africa, etc. The Virtual Reality Headsets Market report provides a list of all the key players in the Virtual Reality Headsets market and a detailed analysis of the strategies the companies are adopting. 

Asia Pacific region is expected to hold the largest VR headset market share during the forecast period. This dominance is attributed to the ongoing technological developments in developing countries, and increasing demand for high-end electronic devices.

North America, followed by Europe, has shown a high level of adoption of VR devices in the retail and manufacturing industries. Governments in the developed nations, such as the U.S. and Germany, are spending a significant amount on VR headsets for training security and military-sector.

 
TOP COMPANIES IN THE VR HEADSET MARKET

Developers from a wide variety of industries see the VR's promise and are keen to integrate the technology into their businesses. Gaming companies are seeking to use VR for more immersion, while healthcare and engineering companies are seeking to use VR for training and modeling.

In 2019, Sony dominated the VR Headset market with Oculus (Facebook), HTC, and Microsoft closely following. Other major companies discussed in this report are.

  • Oculus Rift
  • LG
  • Sony PlayStation VR
  • HTC Vive
  • Samsung Gear VR
  • Microsoft HoloLens
  • FOVE VR
  • Zeiss VR One
  • Avegant Glyph
  • Razer OSVR
  • Freefly VR headset

The report provides a list of all the key players in the Virtual Reality Headsets market along with a detailed analysis of the strategies, which the companies are adopting. The strategies mainly include new product development, research, and development, and also provides revenue shares, company overview, and recent company developments to remain competitive in the market.

 
BY THE PRODUCT TYPE, THE MARKET IS PRIMARILY SPLIT INTO
  • Circumscribed Type
  • Integrated Type
 
BY THE END USERS/APPLICATION, THIS REPORT COVERS THE FOLLOWING SEGMENTS
  • Games
  • Medicine
  • Film and Television
  • Other

 

TABLE OF CONTENT
LIST OF TABLES & FIGURES

VR Headsets Market Overview

The global Virtual Reality Headsets market size is projected to reach USD19.8 Billion by 2026, from USD 6.8 Billion in 2020, at a CAGR of 19.5% during 2020-2026.

VR Headsets Market Size, Share, Growth, Industry Analysis Report 2026

Some of the major factors driving the growth of the VR Headsets market size is increasing VR headset adoption in advertising, gaming, automotive industry, growing smartphone market, and increasing technical expertise among vendors and consumers. Military and other research projects are using the Virtual Reality Headsets to enhance mental and well-being training programs.

The research report studies the Virtual Reality Headsets market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.

virtual reality headset market size, share, trends, forecast 2026

This section covers the various factors driving the global Virtual Reality Headsets market. To understand the growth of the market it is important to analyze the various drivers present the market. It provides data by revenue and volume of different regions and their respective manufacturers. This data will elaborate on the market share occupied by them, predict their revenue concerning strategies, and how they will grow in the future. After explaining the drivers, the report further evaluates the new opportunities and current trends in the market.

Market restraints are factors hampering market growth. Studying these factors is equally pivotal as they help a reader need understand the weaknesses of the market.

 
VIRTUAL REALITY HEADSETS MARKET: SEGMENT ANALYSIS

The global Virtual Reality Headsets market is split into two segments, type, and application. The product type briefs on the various types of products available in the market. The report also provides data for each product type by revenue and sales for the forecast time period. It covers the price of each type of product. The other segment on the report, application, explains the various uses of the product and end-users. In the report, the researchers have also provided sales according to the consumption of the product.

 
VIRTUAL REALITY HEADSETS MARKET: REGIONAL ANALYSIS

The major regions covered in the report are North America, Europe, Asia-Pacific, South America, Middle East & Africa, etc. The Virtual Reality Headsets Market report provides a list of all the key players in the Virtual Reality Headsets market and a detailed analysis of the strategies the companies are adopting. 

Asia Pacific region is expected to hold the largest VR headset market share during the forecast period. This dominance is attributed to the ongoing technological developments in developing countries, and increasing demand for high-end electronic devices.

North America, followed by Europe, has shown a high level of adoption of VR devices in the retail and manufacturing industries. Governments in the developed nations, such as the U.S. and Germany, are spending a significant amount on VR headsets for training security and military-sector.

 
TOP COMPANIES IN THE VR HEADSET MARKET

Developers from a wide variety of industries see the VR's promise and are keen to integrate the technology into their businesses. Gaming companies are seeking to use VR for more immersion, while healthcare and engineering companies are seeking to use VR for training and modeling.

In 2019, Sony dominated the VR Headset market with Oculus (Facebook), HTC, and Microsoft closely following. Other major companies discussed in this report are.

  • Oculus Rift
  • LG
  • Sony PlayStation VR
  • HTC Vive
  • Samsung Gear VR
  • Microsoft HoloLens
  • FOVE VR
  • Zeiss VR One
  • Avegant Glyph
  • Razer OSVR
  • Freefly VR headset

The report provides a list of all the key players in the Virtual Reality Headsets market along with a detailed analysis of the strategies, which the companies are adopting. The strategies mainly include new product development, research, and development, and also provides revenue shares, company overview, and recent company developments to remain competitive in the market.

 
BY THE PRODUCT TYPE, THE MARKET IS PRIMARILY SPLIT INTO
  • Circumscribed Type
  • Integrated Type
 
BY THE END USERS/APPLICATION, THIS REPORT COVERS THE FOLLOWING SEGMENTS
  • Games
  • Medicine
  • Film and Television
  • Other

 

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TABLE OF CONTENT
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LIST OF TABLES & FIGURES
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