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Virtual Reality Headset Market (By End-Device: Low-end Device, Mid-range Device, High-end Device; By Product Type: Standalone, Smartphone-enabled, Standalone PC-connected; By Application: Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, Others) - Global Industry Analysis, Market Size, Opportunities and Forecast 2020 - 2027

Published : May 2021

Report ID: ARC2622

Pages : 190

Format : Virtual Reality Headset Market (By End-Device: Low-end Device, Mid-range Device, High-end Device; By Product Type: Standalone, Smartphone-enabled, Standalone PC-connected; By Application: Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, Others) - Global Industry Analysis, Market Size, Opportunities and Forecast 2020 - 2027

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

Frequently Asked Questions

What will be the market size of global virtual reality headset market in 2020?

The global virtual reality headset market in 2027 is expected to be above US$ 44.2 Bn.

What is the CAGR of the global virtual reality headset market?

The CAGR of the global virtual reality headset market from 2020-2027 is above 28.1%.

Which is the major factor expected to drive the global market?

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 this are major factors expected to drive the growth of global virtual reality headset market.

Which segment is growing in product type segment?

In product type the smartphone-enabled segment is growing at faster pace.

Which region is expected to grow faster?

In the global market the Asia Pacific region is expected to grow faster.

What are the players considered in the report scope?

Some of the players considered in the report scope are Facebook Technologies, LLC, Google LLC, HTC Corporation, LG Electronics, and Microsoft.

Which region is expected to account for major revenue share in the global market?

The North America is expected to account for major revenue share in the global market.

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