Virtual Reality Headsets Comprehensive Study by Type (Handheld, Smartphones Enabled, PC-connected), Component (Head-mounted display, Head motion tracking sensor, Stereo sound system, Controllers, Display screen), End User (Games & entertainment, Military and law enforcement, Retail, Healthcare, Automobile, Education, Other) Players and Region - Global Market Outlook to 2026

Virtual Reality Headsets Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

Report Objectives / Segmentation Covered

By Type
  • Handheld
  • Smartphones Enabled
  • PC-connected
By Component
  • Head-mounted display
  • Head motion tracking sensor
  • Stereo sound system
  • Controllers
  • Display screen

By End User
  • Games & entertainment
  • Military and law enforcement
  • Retail
  • Healthcare
  • Automobile
  • Education
  • Other

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing smart phone adoption globally
      • 3.2.2. Growing technology awareness
    • 3.3. Market Challenges
      • 3.3.1. Quality of visual effects provided by VR headset
    • 3.4. Market Trends
      • 3.4.1. Increasing demand for high quality & effective picture
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality Headsets, by Type, Component, End User and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality Headsets (Value)
      • 5.2.1. Global Virtual Reality Headsets by: Type (Value)
        • 5.2.1.1. Handheld
        • 5.2.1.2. Smartphones Enabled
        • 5.2.1.3. PC-connected
      • 5.2.2. Global Virtual Reality Headsets by: Component (Value)
        • 5.2.2.1. Head-mounted display
        • 5.2.2.2. Head motion tracking sensor
        • 5.2.2.3. Stereo sound system
        • 5.2.2.4. Controllers
        • 5.2.2.5. Display screen
      • 5.2.3. Global Virtual Reality Headsets by: End User (Value)
        • 5.2.3.1. Games & entertainment
        • 5.2.3.2. Military and law enforcement
        • 5.2.3.3. Retail
        • 5.2.3.4. Healthcare
        • 5.2.3.5. Automobile
        • 5.2.3.6. Education
        • 5.2.3.7. Other
      • 5.2.4. Global Virtual Reality Headsets Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Virtual Reality Headsets: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Sony Corporation (Japan)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. HTC Corporation (Taiwan)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Facebook Technologies, LLC.(Oculus) (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. LG Electronics Inc (South Korea)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Samsung Group (South Korea)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Microsoft Corporation (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Razer Inc (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Google LLC (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. FOVE, Inc.(United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Magic Leap, Inc. (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Virtual Reality Headsets Sale, by Type, Component, End User and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality Headsets (Value)
      • 7.2.1. Global Virtual Reality Headsets by: Type (Value)
        • 7.2.1.1. Handheld
        • 7.2.1.2. Smartphones Enabled
        • 7.2.1.3. PC-connected
      • 7.2.2. Global Virtual Reality Headsets by: Component (Value)
        • 7.2.2.1. Head-mounted display
        • 7.2.2.2. Head motion tracking sensor
        • 7.2.2.3. Stereo sound system
        • 7.2.2.4. Controllers
        • 7.2.2.5. Display screen
      • 7.2.3. Global Virtual Reality Headsets by: End User (Value)
        • 7.2.3.1. Games & entertainment
        • 7.2.3.2. Military and law enforcement
        • 7.2.3.3. Retail
        • 7.2.3.4. Healthcare
        • 7.2.3.5. Automobile
        • 7.2.3.6. Education
        • 7.2.3.7. Other
      • 7.2.4. Global Virtual Reality Headsets Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality Headsets: by Type(USD Million)
  • Table 2. Virtual Reality Headsets Handheld , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality Headsets Smartphones Enabled , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality Headsets PC-connected , by Region USD Million (2015-2020)
  • Table 5. Virtual Reality Headsets: by Component(USD Million)
  • Table 6. Virtual Reality Headsets Head-mounted display , by Region USD Million (2015-2020)
  • Table 7. Virtual Reality Headsets Head motion tracking sensor , by Region USD Million (2015-2020)
  • Table 8. Virtual Reality Headsets Stereo sound system , by Region USD Million (2015-2020)
  • Table 9. Virtual Reality Headsets Controllers , by Region USD Million (2015-2020)
  • Table 10. Virtual Reality Headsets Display screen , by Region USD Million (2015-2020)
  • Table 11. Virtual Reality Headsets: by End User(USD Million)
  • Table 12. Virtual Reality Headsets Games & entertainment , by Region USD Million (2015-2020)
  • Table 13. Virtual Reality Headsets Military and law enforcement , by Region USD Million (2015-2020)
  • Table 14. Virtual Reality Headsets Retail , by Region USD Million (2015-2020)
  • Table 15. Virtual Reality Headsets Healthcare , by Region USD Million (2015-2020)
  • Table 16. Virtual Reality Headsets Automobile , by Region USD Million (2015-2020)
  • Table 17. Virtual Reality Headsets Education , by Region USD Million (2015-2020)
  • Table 18. Virtual Reality Headsets Other , by Region USD Million (2015-2020)
  • Table 19. South America Virtual Reality Headsets, by Country USD Million (2015-2020)
  • Table 20. South America Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 21. South America Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 22. South America Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 23. Brazil Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 24. Brazil Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 25. Brazil Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 26. Argentina Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 27. Argentina Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 28. Argentina Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 29. Rest of South America Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 30. Rest of South America Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 31. Rest of South America Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 32. Asia Pacific Virtual Reality Headsets, by Country USD Million (2015-2020)
  • Table 33. Asia Pacific Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 34. Asia Pacific Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 35. Asia Pacific Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 36. China Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 37. China Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 38. China Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 39. Japan Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 40. Japan Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 41. Japan Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 42. India Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 43. India Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 44. India Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 45. South Korea Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 46. South Korea Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 47. South Korea Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 48. Taiwan Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 49. Taiwan Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 50. Taiwan Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 51. Australia Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 52. Australia Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 53. Australia Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 54. Rest of Asia-Pacific Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 55. Rest of Asia-Pacific Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 56. Rest of Asia-Pacific Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 57. Europe Virtual Reality Headsets, by Country USD Million (2015-2020)
  • Table 58. Europe Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 59. Europe Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 60. Europe Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 61. Germany Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 62. Germany Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 63. Germany Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 64. France Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 65. France Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 66. France Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 67. Italy Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 68. Italy Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 69. Italy Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 70. United Kingdom Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 71. United Kingdom Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 72. United Kingdom Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 73. Netherlands Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 74. Netherlands Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 75. Netherlands Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 76. Rest of Europe Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 77. Rest of Europe Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 78. Rest of Europe Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 79. MEA Virtual Reality Headsets, by Country USD Million (2015-2020)
  • Table 80. MEA Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 81. MEA Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 82. MEA Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 83. Middle East Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 84. Middle East Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 85. Middle East Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 86. Africa Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 87. Africa Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 88. Africa Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 89. North America Virtual Reality Headsets, by Country USD Million (2015-2020)
  • Table 90. North America Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 91. North America Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 92. North America Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 93. United States Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 94. United States Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 95. United States Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 96. Canada Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 97. Canada Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 98. Canada Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 99. Mexico Virtual Reality Headsets, by Type USD Million (2015-2020)
  • Table 100. Mexico Virtual Reality Headsets, by Component USD Million (2015-2020)
  • Table 101. Mexico Virtual Reality Headsets, by End User USD Million (2015-2020)
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Company Basic Information, Sales Area and Its Competitors
  • Table 112. Virtual Reality Headsets: by Type(USD Million)
  • Table 113. Virtual Reality Headsets Handheld , by Region USD Million (2021-2026)
  • Table 114. Virtual Reality Headsets Smartphones Enabled , by Region USD Million (2021-2026)
  • Table 115. Virtual Reality Headsets PC-connected , by Region USD Million (2021-2026)
  • Table 116. Virtual Reality Headsets: by Component(USD Million)
  • Table 117. Virtual Reality Headsets Head-mounted display , by Region USD Million (2021-2026)
  • Table 118. Virtual Reality Headsets Head motion tracking sensor , by Region USD Million (2021-2026)
  • Table 119. Virtual Reality Headsets Stereo sound system , by Region USD Million (2021-2026)
  • Table 120. Virtual Reality Headsets Controllers , by Region USD Million (2021-2026)
  • Table 121. Virtual Reality Headsets Display screen , by Region USD Million (2021-2026)
  • Table 122. Virtual Reality Headsets: by End User(USD Million)
  • Table 123. Virtual Reality Headsets Games & entertainment , by Region USD Million (2021-2026)
  • Table 124. Virtual Reality Headsets Military and law enforcement , by Region USD Million (2021-2026)
  • Table 125. Virtual Reality Headsets Retail , by Region USD Million (2021-2026)
  • Table 126. Virtual Reality Headsets Healthcare , by Region USD Million (2021-2026)
  • Table 127. Virtual Reality Headsets Automobile , by Region USD Million (2021-2026)
  • Table 128. Virtual Reality Headsets Education , by Region USD Million (2021-2026)
  • Table 129. Virtual Reality Headsets Other , by Region USD Million (2021-2026)
  • Table 130. South America Virtual Reality Headsets, by Country USD Million (2021-2026)
  • Table 131. South America Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 132. South America Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 133. South America Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 134. Brazil Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 135. Brazil Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 136. Brazil Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 137. Argentina Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 138. Argentina Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 139. Argentina Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 140. Rest of South America Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 141. Rest of South America Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 142. Rest of South America Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 143. Asia Pacific Virtual Reality Headsets, by Country USD Million (2021-2026)
  • Table 144. Asia Pacific Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 145. Asia Pacific Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 146. Asia Pacific Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 147. China Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 148. China Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 149. China Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 150. Japan Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 151. Japan Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 152. Japan Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 153. India Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 154. India Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 155. India Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 156. South Korea Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 157. South Korea Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 158. South Korea Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 159. Taiwan Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 160. Taiwan Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 161. Taiwan Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 162. Australia Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 163. Australia Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 164. Australia Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 165. Rest of Asia-Pacific Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 166. Rest of Asia-Pacific Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 167. Rest of Asia-Pacific Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 168. Europe Virtual Reality Headsets, by Country USD Million (2021-2026)
  • Table 169. Europe Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 170. Europe Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 171. Europe Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 172. Germany Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 173. Germany Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 174. Germany Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 175. France Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 176. France Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 177. France Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 178. Italy Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 179. Italy Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 180. Italy Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 181. United Kingdom Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 182. United Kingdom Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 183. United Kingdom Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 184. Netherlands Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 185. Netherlands Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 186. Netherlands Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 187. Rest of Europe Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 188. Rest of Europe Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 189. Rest of Europe Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 190. MEA Virtual Reality Headsets, by Country USD Million (2021-2026)
  • Table 191. MEA Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 192. MEA Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 193. MEA Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 194. Middle East Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 195. Middle East Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 196. Middle East Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 197. Africa Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 198. Africa Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 199. Africa Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 200. North America Virtual Reality Headsets, by Country USD Million (2021-2026)
  • Table 201. North America Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 202. North America Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 203. North America Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 204. United States Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 205. United States Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 206. United States Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 207. Canada Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 208. Canada Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 209. Canada Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 210. Mexico Virtual Reality Headsets, by Type USD Million (2021-2026)
  • Table 211. Mexico Virtual Reality Headsets, by Component USD Million (2021-2026)
  • Table 212. Mexico Virtual Reality Headsets, by End User USD Million (2021-2026)
  • Table 213. Research Programs/Design for This Report
  • Table 214. Key Data Information from Secondary Sources
  • Table 215. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality Headsets: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Reality Headsets: by Component USD Million (2015-2020)
  • Figure 6. Global Virtual Reality Headsets: by End User USD Million (2015-2020)
  • Figure 7. South America Virtual Reality Headsets Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality Headsets Share (%), by Country
  • Figure 9. Europe Virtual Reality Headsets Share (%), by Country
  • Figure 10. MEA Virtual Reality Headsets Share (%), by Country
  • Figure 11. North America Virtual Reality Headsets Share (%), by Country
  • Figure 12. Global Virtual Reality Headsets share by Players 2020 (%)
  • Figure 13. Global Virtual Reality Headsets share by Players (Top 3) 2020(%)
  • Figure 14. Global Virtual Reality Headsets share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 17. Sony Corporation (Japan) Revenue: by Geography 2020
  • Figure 18. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 19. HTC Corporation (Taiwan) Revenue: by Geography 2020
  • Figure 20. Facebook Technologies, LLC.(Oculus) (United States) Revenue, Net Income and Gross profit
  • Figure 21. Facebook Technologies, LLC.(Oculus) (United States) Revenue: by Geography 2020
  • Figure 22. LG Electronics Inc (South Korea) Revenue, Net Income and Gross profit
  • Figure 23. LG Electronics Inc (South Korea) Revenue: by Geography 2020
  • Figure 24. Samsung Group (South Korea) Revenue, Net Income and Gross profit
  • Figure 25. Samsung Group (South Korea) Revenue: by Geography 2020
  • Figure 26. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 27. Microsoft Corporation (United States) Revenue: by Geography 2020
  • Figure 28. Razer Inc (United States) Revenue, Net Income and Gross profit
  • Figure 29. Razer Inc (United States) Revenue: by Geography 2020
  • Figure 30. Google LLC (United States) Revenue, Net Income and Gross profit
  • Figure 31. Google LLC (United States) Revenue: by Geography 2020
  • Figure 32. FOVE, Inc.(United States) Revenue, Net Income and Gross profit
  • Figure 33. FOVE, Inc.(United States) Revenue: by Geography 2020
  • Figure 34. Magic Leap, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 35. Magic Leap, Inc. (United States) Revenue: by Geography 2020
  • Figure 36. Global Virtual Reality Headsets: by Type USD Million (2021-2026)
  • Figure 37. Global Virtual Reality Headsets: by Component USD Million (2021-2026)
  • Figure 38. Global Virtual Reality Headsets: by End User USD Million (2021-2026)
  • Figure 39. South America Virtual Reality Headsets Share (%), by Country
  • Figure 40. Asia Pacific Virtual Reality Headsets Share (%), by Country
  • Figure 41. Europe Virtual Reality Headsets Share (%), by Country
  • Figure 42. MEA Virtual Reality Headsets Share (%), by Country
  • Figure 43. North America Virtual Reality Headsets Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • Magic Leap, Inc. (United States)
Additional players considered in the study are as follows:
Carl Zeiss (Germany) , Avegant Corporation (United States) , Worldviz LLC (United States)
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Aug 2021 210 Pages 60 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The Virtual Reality Headsets market is expected to see a CAGR of % during projected year 2020 to 2026.
Top performing companies in the Global Virtual Reality Headsets market 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), to name a few.
Smartphones Enabled is dominating segment of Virtual Reality Headsets Market in 2020.

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