The global virtual reality headset market is anticipated to grow at a CAGR of around 28.1% during the forecast period 2020 to 2027 and to reach around US$ 44.2 Bn by 2027.
Market Dynamics
Rapid development in electronic devices, increasing demand from healthcare sector for advanced devices that aid to train & support healthcare professionals in order to change lives and heal patients are major factors expected to drive the growth of the global virtual reality headset market. With the help of virtual reality, it becomes easy to access and view complex areas in the human body. Flourishing gaming sector in developing countries and increasing demand for advanced products for better gaming experience is expected to augment the growth of the virtual reality headset market. In 2019, around 65.7% of South Koreans stated that they were playing video games. Almost 6 in 10 South Koreans between the age of 10 and 65 years stated that they were playing mobile games, while 42.1% reported they were playing PC games. Emerging countries such as India and Australia are spending high in order to uplift the educational bars. Their approach towards deploying virtual reality technology in the educational sector in order to simplify the teaching experience is gaining traction. Major players are investing high for R&D activities their approach towards enhancing the business through strategic acquisitions is expected to augment the growth of the virtual reality headset market. In 2020, Apple Inc., a global technology company acquired NextVR. The company specializes in recording live events like concerts and sports matches to be experienced in VR. This acquisition is expected to help the company to enhance the business and increase the product offering.
Innovative product launches by major players in order to attract new customers is expected to boost the growth of virtual reality headset market. In 2021, Apple Inc. a global technology company is expected to launch its VR product “Apple Glasses”. The product launch is expected to help the company to enhance the business and increase the revenue share. Factors such as high cost of devices and lack of advanced infrastructure for the adoption of advanced technology are factors expected to hamper the growth of global virtual reality headset market. In addition, high initial investment is expected to challenge the growth of target market. However, increasing investment by major players and focus on integration of AI in devices are factors expected to create new opportunities for players operating in the virtual reality headset market over the forecast period. In addition, increasing strategic partnership activities is expected to support the revenue transaction of the target market.
Segment Analysis by Region
The market in North America is expected to account for major revenue share in the global virtual reality headset market due to increasing demand from healthcare sector. Increasing popularity for gaming among consumers and introduction of new products from manufacturers are factors expected to augment the growth of target market. Presence of large number of players operating in the country such as US and their approach towards reaching out to possible customers is resulting in use of VR for media & entertainment purpose. This aspect is responsible for the market growth. In addition, increasing merger & acquisition activities by major players in order to enhance the business and increase the customer base are factors expected to impact the growth of target market.
The market in Asia Pacific is expected to witness faster growth in the target market due to increasing demand from education sector. Flourishing telecommunication sector, coupled with innovative product offerings from manufacturers is expected to impact the regional market growth. Major players focus on tracking the untapped market in developing countries is expected to boost the market growth.
Competitive Landscape
The global virtual reality headset market is highly competitive due to presence of large number of players and innovative product offerings. In addition, business expansion activities through partnerships and agreements are factors expected to further increase the competition.
Virtual Reality Headset Market Segment Analysis, 2019
The global virtual reality headset market is segmented into end-device, product type, and application. The end-device segment is bifurcated into low-end device, mid-range device, and high-end device. Among end-device segment, the High-end Device segment is expected to account for major revenue share in the global virtual reality headset market. The application segment is divided into gaming, healthcare, media & entertainment, manufacturing, retail, education, telecommunications, and others. Among application, the healthcare segment is expected to account for a noticeable revenue share in the target market. Players operating in the global virtual reality headset market are Carl Zeiss AG, Facebook Technologies, LLC, Google LLC, HTC Corporation, LG Electronics, Microsoft, Razer Inc., Samsung Electronics Co., Ltd., and Sony Corporation.
Market Segmentation
Market By End-Device
Low-end Device
Mid-range Device
High-end Device
Market By Product Type
Standalone
Smartphone-enabled
Standalone PC-connected
Market By Application
Gaming
Healthcare
Media & Entertainment
Manufacturing
Retail
Education
Telecommunications
Others
Market By Geography
North America
• U.S.
• Canada
Europe
• U.K.
• Germany
• France
• Spain
• Rest of Europe
Asia-Pacific
• China
• Japan
• India
• Australia
• South Korea
• Rest of Asia-Pacific
Latin America
• Brazil
• Mexico
• Rest of Latin America
Middle East & Africa
• GCC
• South Africa
• Rest of Middle East & Africa
CHAPTER 1. Industry Overview of Virtual Reality Headset
1.1. Definition and Scope
1.1.1. Definition of Virtual Reality Headset
1.1.2. Market Segmentation
1.1.3. Years Considered for the Study
1.1.4. Assumptions and Acronyms Used
1.1.4.1. Market Assumptions and Market Forecast
1.1.4.2. Acronyms Used in Global Virtual Reality Headset Market
1.2. Summary
1.2.1. Executive Summary
1.2.2. Virtual Reality Headset Market By End-device
1.2.3. Virtual Reality Headset Market By Product Type
1.2.4. Virtual Reality Headset Market By Application
1.2.5. Virtual Reality Headset Market by Regions
CHAPTER 2. Research Approach
2.1. Methodology
2.1.1. Research Programs
2.1.2. Market Size Estimation
2.1.3. Market Breakdown and Data Triangulation
2.2. Data Source
2.2.1. Secondary Sources
2.2.2. Primary Sources
CHAPTER 3. Market Dynamics And Competition Analysis
3.1. Market Drivers
3.1.1. Driver 1
3.1.2. Driver 2
3.2. Restraints and Challenges
3.2.1. Restrain 1
3.2.2. Restrain 2
3.3. Growth Opportunities
3.3.1. Opportunity 1
3.3.2. Opportunity 2
3.4. Porter’s Five Forces Analysis
3.4.1. Bargaining Power of Suppliers
3.4.2. Bargaining Power of Buyers
3.4.3. Threat of Substitute
3.4.4. Threat of New Entrants
3.4.5. Degree of Competition
3.5. Market Concentration Ratio and Market Maturity Analysis of Virtual Reality Headset Market
3.5.1. Go To Market Strategy
3.5.1.1. Introduction
3.5.1.2. Growth
3.5.1.3. Maturity
3.5.1.4. Saturation
3.5.1.5. Possible Development
3.6. Technological Roadmap for Virtual Reality Headset Market
3.7. Value Chain Analysis
3.7.1. List of Key Manufacturers
3.7.2. List of Customers
3.7.3. Level of Integration
3.8. Cost Structure Analysis
3.8.1. Price Trend of Key Raw Materials
3.8.2. Raw Material Suppliers
3.8.3. Proportion of Manufacturing Cost Structure
3.8.3.1. Raw Material
3.8.3.2. Labor Cost
3.8.3.3. Manufacturing Expense
3.9. Regulatory Compliance
3.10. Competitive Landscape, 2019
3.10.1. Player Positioning Analysis
3.10.2. Key Strategies Adopted By Leading Players
CHAPTER 4. Manufacturing Plant Analysis
4.1. Manufacturing Plant Location and Establish Date of Major Manufacturers in 2019
4.2. R&D Status and Application Source of Virtual Reality Headset Major Manufacturers in 2019
CHAPTER 5. Virtual Reality Headset Market By End-device
5.1. Introduction
5.2. Virtual Reality Headset Revenue By End-device
5.2.1. Virtual Reality Headset Revenue (US$ Mn) and Forecast, By End-device, 2016-2027
5.2.2. Low-end Device
5.2.2.1. Low-end Device Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
5.2.3. Mid-range Device
5.2.3.1. Mid-range Device Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
5.2.4. High-end Device
5.2.4.1. High-end Device Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
CHAPTER 6. Virtual Reality Headset Market Revenue By Product Type
6.1. Introduction
6.2. Virtual Reality Headset Revenue (US$ Mn) By Product Type
6.2.1. Virtual Reality Headset Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
6.2.2. Standalone
6.2.2.1. Standalone Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
6.2.3. Smartphone-enabled
6.2.3.1. Smartphone-enabled Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
6.2.4. Standalone PC-connected
6.2.4.1. Standalone PC-connected Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
CHAPTER 7. Virtual Reality Headset Market By Application
7.1. Introduction
7.2. Virtual Reality Headset Revenue (US$ Mn) By Application
7.2.1. Virtual Reality Headset Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
7.2.2. Gaming
7.2.2.1. Gaming Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.3. Healthcare
7.2.3.1. Healthcare Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.4. Media & Entertainment
7.2.4.1. Media & Entertainment Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.5. Manufacturing
7.2.5.1. Manufacturing Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.6. Retail
7.2.6.1. Retail Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.7. Education
7.2.7.1. Education Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.8. Telecommunications
7.2.8.1. Telecommunications Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
7.2.9. Others
7.2.9.1. Others Market Revenue (US$ Mn) and Growth Rate (%), 2016-2027
CHAPTER 8. North America Virtual Reality Headset Market By Country
8.1. North America Virtual Reality Headset Overview
8.2. U.S.
8.2.1. U.S. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
8.2.2. U.S. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
8.2.3. U.S. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
8.3. Canada
8.3.1. Canada Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
8.3.2. Canada Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
8.3.3. Canada Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
8.4. North America PEST Analysis
CHAPTER 9. Europe Virtual Reality Headset Market By Country
9.1. Europe Virtual Reality Headset Market Overview
9.2. U.K.
9.2.1. U.K. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
9.2.2. U.K. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
9.2.3. U.K. Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
9.3. Germany
9.3.1. Germany Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
9.3.2. Germany Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
9.3.3. Germany Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
9.4. France
9.4.1. France Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
9.4.2. France Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
9.4.3. France Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
9.5. Spain
9.5.1. Spain Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
9.5.2. Spain Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
9.5.3. Spain Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
9.6. Rest of Europe
9.6.1. Rest of Europe Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016-2027
9.6.2. Rest of Europe Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016-2027
9.6.3. Rest of Europe Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016-2027
9.7. Europe PEST Analysis
CHAPTER 10. Asia Pacific Virtual Reality Headset Market By Country
10.1. Asia Pacific Virtual Reality Headset Market Overview
10.2. China
10.2.1. China Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.2.2. China Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.2.3. China Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.3. Japan
10.3.1. Japan Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.3.2. Japan Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.3.3. Japan Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.4. India
10.4.1. India Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.4.2. India Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.4.3. India Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.5. Australia
10.5.1. Australia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.5.2. Australia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.5.3. Australia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.6. South Korea
10.6.1. South Korea Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.6.2. South Korea Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.6.3. South Korea Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.7. Rest of Asia-Pacific
10.7.1. Rest of Asia-Pacific Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
10.7.2. Rest of Asia-Pacific Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
10.7.3. Rest of Asia-Pacific Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
10.8. Asia Pacific PEST Analysis
CHAPTER 11. Latin America Virtual Reality Headset Market By Country
11.1. Latin America Virtual Reality Headset Market Overview
11.2. Brazil
11.2.1. Brazil Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
11.2.2. Brazil Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
11.2.3. Brazil Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
11.3. Mexico
11.3.1. Mexico Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
11.3.2. Mexico Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
11.3.3. Mexico Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
11.4. Rest of Latin America
11.4.1. Rest of Latin America Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
11.4.2. Rest of Latin America Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
CHAPTER 12. Middle East & Africa Virtual Reality Headset Market By Country
12.1. Middle East & Africa Virtual Reality Headset Market Overview
12.2. Saudi Arabia
12.2.1. Saudi Arabia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
12.2.2. Saudi Arabia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
12.2.3. Saudi Arabia Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
12.3. UAE
12.3.1. UAE Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
12.3.2. UAE Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
12.3.3. UAE Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
12.4. Rest of Middle East & Africa
12.4.1. Rest of Middle East & Africa Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By End-device, 2016 - 2027
12.4.2. Rest of Middle East & Africa Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Product Type, 2016 - 2027
12.4.3. Rest of Middle East & Africa Virtual Reality Headset Market Revenue (US$ Mn) and Forecast By Application, 2016 - 2027
CHAPTER 13. PLAYER ANALYSIS OF VIRTUAL REALITY HEADSET
13.1. Virtual Reality Headset Market Company Share Analysis
13.2. Competition Matrix
13.2.1. Competitive Benchmarking of key players by price, presence, market share, and R&D investment
13.2.2. New Product Launches and Product Enhancements
13.2.3. Mergers And Acquisition In Global Virtual Reality Headset Market
13.2.4. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements
CHAPTER 14. COMPANY PROFILE
14.1. Carl Zeiss AG
14.1.1. Company Snapshot
14.1.2. Business Overview
14.1.3. Financial Overview
14.1.3.1. Revenue (US$ Mn), 2019
14.1.3.2. Carl Zeiss AG 2019 Virtual Reality Headset Business Regional Distribution
14.1.4. Product/ Service and Specification
14.1.5. Recent Developments & Business Strategy
14.1.6. Manufacturing Plant Footprint Analysis
14.2. Facebook Technologies, LLC
14.3. Google LLC
14.4. HTC Corporation
14.5. LG Electronics
14.6. Microsoft
14.7. Razer Inc.
14.8. Samsung Electronics Co., Ltd.
14.9. Sony Corporation
14.10. Others