Market Snapshot:
A virtual reality (VR) headset is a device which is used to wear over eyes same as a pair of goggles. VR headset contains Liquid Crystal Display (LCD) or Organic Light-Emitting Diode (OLED) screen, & head motion tracking sensor to offer effective 3D picture. It delivers virtual reality experience for (3D) three dimensional simulations, computer games, as well as other applications including play stations, movies, etc. The sensor tracks the head motion & provides 3D image with up to 360 degree field of view with head movement. These are widely used with computer games, also they are used in other applications, such as simulators and trainers. Increasing demand from end use industries is likely to impel the global VR market growth over the forecasted period.
Segment Analysis
AMA Research have segmented the market of Global Virtual Reality Headsets market by Type, Application and Region. On the basis of Type, Smartphones Enabled are dominating the market in the year 2020
On the basis of geography, the market of Virtual Reality Headsets 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). North America region held largest market share in the year 2020. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement.
Market Trend
Increasing demand for high quality & effective picture
Market Drivers
Increasing smart phone adoption globally and Growing technology awareness
Opportunities
Developments in 3D technology
Restraints
- VR headsets are expensive & time consuming to develop
In addition to the aforementioned factor, Increasing smart phone adoption globally
is expected to propel the growth of the market over the forecast period.
The key Vendors profiled in the study are Sony Corporation (Japan), HTC Corporation (Taiwan), Facebook Technologies, LLC.(Oculus) (United States), LG Electronics Inc (South Korea), Samsung Group (South Korea), Microsoft Corporation (United States), Razer Inc (United States), Google LLC (United States), FOVE, Inc.(United States) and Magic Leap, Inc. (United States). A lot of South Korean, German, and United States players are profiled in the research study indicating a strong market dependence.