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Global Virtual Reality Headset Market Size By Type, By End User, By Application, By Geographic Scope And Forecast


Published on: 2024-08-06 | No of Pages : 320 | Industry : latest updates trending Report

Publisher : MIR | Format : PDF&Excel

Global Virtual Reality Headset Market Size By Type, By End User, By Application, By Geographic Scope And Forecast

Virtual Reality Headset Market Size And Forecast

Virtual Reality Headset Market size was valued at USD 19.1 Billion in 2023 and is projected to reach USD 118.92 Billion by 2030, growing at a CAGR of 30.36% during the forecast period 2024-2030.

Global Virtual Reality Headset Market Drivers

The market drivers for the Virtual Reality Headset Market can be influenced by various factors. These may include

  • Developments in VR TechnologyThe capabilities and immersive experiences provided by VR headsets are being improved by ongoing developments in VR hardware and software. Consumer interest in virtual reality (VR) is being driven by innovations including broader field of vision, better ergonomics, enhanced tracking accuracy, and higher display resolutions.
  • Growth of VR Content and ApplicationsDemand for VR headsets is being driven by the availability of a wide variety of VR content and applications across a number of industries, including gaming, entertainment, education, healthcare, and enterprise. Customers are using virtual reality (VR) more and more for training, education, entertainment, and other purposes as developers continue to produce engaging VR experiences.
  • Growing Adoption in Entertainment and GamingVR gaming experiences are getting increasingly immersive and captivating, and gaming is still a big factor in VR gear sales. The demand for VR headsets among gamers and entertainment customers is being driven by the success of VR games as well as VR-enhanced movies, concerts, and other entertainment content.
  • Rise of Remote Work and CollaborationAs a result of the COVID-19 epidemic, remote work and virtual collaboration have become more popular. This has raised demand for VR headsets for online meetings, virtual events, and collaborative workplaces. VR technology is becoming more and more popular among professionals and enterprises because it provides exceptional options for immersive remote collaboration, training, and team-building exercises.
  • Education and TrainingBy offering immersive learning experiences that improve engagement, retention, and skill development, virtual reality is completely changing education and training. Virtual reality (VR) headsets are being utilised for virtual field excursions, simulations, hands-on training, and skill assessments in educational institutions, corporations, and vocational training centres.
  • Enterprise Adoption for Visualisation and SimulationCompanies in sectors like architecture, engineering, construction, manufacturing, automotive, aerospace, and defence are using virtual reality (VR) technology more and more for visualisation, design, prototyping, simulation, and virtual prototyping. Professionals can visualise and interact with intricate 3D models and settings with VR headsets, which enhances teamwork, decision-making, and productivity.
  • Price Reduction and AccessibilityOver time, VR headsets have become more reasonably priced, enabling a broader spectrum of users to purchase them. The proliferation of standalone virtual reality headsets, together with more affordable models from many manufacturers, is propelling acceptance among families, casual users, and consumers on a tight budget.
  • Collaborations and Ecosystem DevelopmentMajor tech firms are investing in VR hardware, software, and ecosystem development. These businesses include Sony, HTC, Valve, and Facebook (Oculus). Collaborations among platform providers, content creators, and hardware makers are fostering innovation, growing content libraries, and improving VR as a whole.

Global Virtual Reality Headset Market Restraints

Several factors can act as restraints or challenges for the Virtual Reality Headset Market. These may include

  • High Entry CostVR headset technology, particularly high-end models with cutting-edge features and capabilities, can be costly for consumers. For many prospective users, the price of VR headgear and the necessary hardware (such powerful PCs or gaming consoles) may be a barrier to adoption.
  • Restricted Content AvailabilityThe availability of interesting and varied content is crucial to VR’s success. There might be a dearth of excellent VR content, though, in a variety of genres and uses. The creation of VR experiences presents obstacles for content creators because of technological constraints, expensive production expenses, and the requirement for specialised knowledge.
  • Technical RequirementsHigh-resolution screens, minimal latency, accurate tracking, and pleasant ergonomics are just a few of the technical requirements VR headsets must achieve in order to provide a seamless and immersive experience. Technical limitations might impede user adoption and happiness. These include motion sickness, discomfort after extended use, and compatibility concerns with various devices or platforms.
  • Complexity of Setup and UseConfiguring and setting up virtual reality headsets can be intimidating, especially for new users. Problems with software compatibility, installation, calibration, and troubleshooting can discourage consumers from adopting VR technology or cause them to become frustrated and unhappy.
  • Limited Use Cases and ApplicationsVirtual reality (VR) presents fascinating opportunities for a number of industries, including gaming, education, healthcare, and training, but there are still only a small number of real-world use cases and applications. Finding compelling use cases and showcasing VR technology’s benefits in practical settings are essential to encouraging broad adoption.
  • Social and Cultural AcceptanceDue to worries about privacy, social isolation, addiction, and the merging of virtual and physical realities, some societal groups may be resistant to or sceptical about VR technology. In order to break through these social and cultural hurdles, proactive measures must be taken to dispel myths, encourage safe use, and emphasise the benefits of virtual reality.
  • Hardware Restrictions and EvolutionWith new developments in optics, tracking systems, input devices, and display technologies, virtual reality headset technology is always changing. On the other hand, outdated gear could quickly become incompatible with newer models, raising issues with interoperability and the need for regular upgrades or replacements.
  • Safety and Regulatory Concernsdistinct jurisdictions and regions may have distinct legal frameworks controlling virtual reality technology, especially with regard to privacy laws, content moderation, and health and safety requirements. Industry standards and legal criteria must be followed, even though this can be difficult for producers and innovators.

Global Virtual Reality Headset Market Segmentation Analysis

The Global Virtual Reality Headset Market is Segmented on the basis of Type, End User, Application, and Geography.

By Type

  • Tethered VR HeadsetsFor processing power and content delivery, these headsets are linked to a PC or gaming console. Generally speaking, they provide immersive experiences and excellent graphics.
  • Standalone VR HeadsetsThese headsets don’t need any extra devices to function because they contain internal processing capacity. Compared to tethered headsets, they provide more mobility and convenience, but their processing power may be constrained.
  • Mobile VR headgearThe display and processing components of these headgear are cellphones. Generally speaking, they are more accessible and affordable than tethered or standalone headsets, but their graphical fidelity and immersion are compromised.

By End User

  • Consumer MarketFocusing on individual customers for entertainment, virtual travel, gaming, and other leisure pursuits.
  • Enterprise MarketServing companies’ needs in areas including marketing, product design, virtual meetings, and training simulations.

By Application

  • Gaming and Entertainment  Virtual reality arcades, VR-based entertainment material, and immersive gaming experiences are all provided.
  • HealthcareVirtual reality (VR) is being used for patient therapy, surgical simulators, pain management, and medical education.
  • EducationGiving professionals and students access to training simulations, immersive learning environments, and virtual field trips.
  • Military and DefenceMission planning, scenario-based training, and military training simulations using virtual reality.
  • Architecture and Real EstateFacilitating virtual staging, architectural visualisation, and property tours for the purpose of promoting real estate.

By Geography

  • North America Market conditions and demand in the United States, Canada, and Mexico.
  • Europe Analysis of the Virtual Reality Headset Market in European countries.
  • Asia-Pacific Focusing on countries like China, India, Japan, South Korea, and others.
  • Middle East and Africa Examining market dynamics in the Middle East and African regions.
  • Latin America Covering market trends and developments in countries across Latin America.

 Key Players

The major players in the Virtual Reality Headset Market are

  • Oculus (owned by Meta Platforms, Inc., formerly Facebook)
  • HTC Corporation
  • Sony Corporation
  • Samsung Electronics Co., Ltd.
  • Google (with products like Google Cardboard and Daydream View)
  • Microsoft Corporation (with products like HoloLens)
  • Valve Corporation (with products like Valve Index)
  • Pico Interactive
  • HP Reverb
  • Varjo Technologies

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2020-2030

BASE YEAR

2023

FORECAST PERIOD

2024-2030

HISTORICAL PERIOD

2020-2022

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Oculus (owned by Meta Platforms, Inc., formerly Facebook), HTC Corporation, Sony Corporation, Samsung Electronics Co., Ltd., Google (with products like Google Cardboard and Daydream View), Microsoft Corporation (with products like HoloLens), Valve Corporation (with products like Valve Index), Pico Interactive, HP Reverb, Varjo Technologies

SEGMENTS COVERED

Type, End User, Application, And Geography

CUSTOMIZATION SCOPE

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