VR All-in-one Headset Market Scope
Standalone virtual reality headsets (also known as untethered, wireless, or standalone VR) do not require a PC or a smartphone to operate. Self-contained headsets (popularised by releases like the Oculus Go) include built-in processors, GPUs, sensors, batteries, memory, displays, and other features. Furthermore, because these VR goggles are uncabled, users are not restricted to a specific area. They provide a more powerful VR experience than smartphone VR but less powerful than tethered VR in general.
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | Meta (UNITED STATES), HTC (UNITED STATES), Samsung (Korea), Microsoft (UNITED STATES), Alphabet/Google (UNITED STATES), Magic Leap (United States), GenBasic (United States), Xiaomi (China), Bytedance (Pico Interactive) (China) and Lenovo (China) |
CAGR | % |
Market players are focusing on providing all-in-one VR Headsets with higher quality along with complying with all regulatory standards to fascinate more end users. They are also focusing on the introduction of numerous advanced & attractive features to further offer qualified all-in-one VR Headsets. Besides, the numerous industry profitability has led to the entry of new players, in turn, increasing the level of rivalry in the already competitive market. Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global VR All-in-one Headset market throughout the predicted period.
Meta (UNITED STATES), HTC (UNITED STATES), Samsung (Korea), Microsoft (UNITED STATES), Alphabet/Google (UNITED STATES), Magic Leap (United States), GenBasic (United States), Xiaomi (China), Bytedance (Pico Interactive) (China) and Lenovo (China) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are DPVR (China).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from the total available market.
Segmentation Overview
The study have segmented the market of Global VR All-in-one Headset market by Type , by Application (Consumer Electronics, Healthcare, Games and Entertainment, Automobile, Education, Real Estate and Military) and Region with country level break-up.
On the basis of geography, the market of VR All-in-one Headset has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
region held largest market share in the year 2021.
Market Leaders and their expansionary development strategies
Bytedance Acquired Virtual Reality Company Pico Interactive for an Estimated more than USD 1B in September 2021. With the acquisition of Pico Interactive, ByteDance will expand into the virtual reality (VR) market.
Meta, the company is formerly known as Facebook, is reportedly developing new hardware, including four virtual reality headsets. The Information has claimed Meta plans to release the new virtual reality headsets between now and the end of 2024, which are all part of its ongoing metaverse mission. The first of these headsets should debut this September 2022.
As it is early days, there is yet little guidance from courts and governments on how laws will be applied to VR/AR scenarios. Business-to-business (B2B) enterprises are not immune from liability under new legislation such as Europe's General Data Protection Regulation (GDPR), so each company has a legal obligation to examine what type of personally identifiable information it collects and to ensure that it is only used, shared, and protected in accordance with the law. Virtual and augmented reality applications can track a user's eye movements as well as very specific geographic and behavioural data that could be considered highly sensitive and subject to strict regulation. Health applications in the VR/AR space may collect an individual's personal health data, and if it is stored and/or manipulated by an enterprise, users will most likely need clear notifications and opt-ins.
VR All-in-one Headset Market Dynamics:
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Trends Influencing Market | - Virtual Reality Games are Becoming Increasingly Popular among Millennials in Both Developed and Developing Economies.
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Key Restraints | - The Use of VR Headsets for an Extended Period Increases the Risk of Computer Vision Syndrome (CVS).
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Challenges | - The Global Shortage in Semiconductor Chip Production has Brought Challenges to the VR Headset Manufacturing Process.
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Market Opportunities | - Growing Technology and R&D for Meta Verse.
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Key Target Audience
Metaverse companies, Gaming companies, Electronic manufacturers, New Entrants and Investors, Legalized Cannabis Distributors and Suppliers, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others