Virtual Reality Headset Market
Virtual Reality Headset Market - Global Industry Assessment & Forecast
Segments Covered
- 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, Other Applications
- By Region North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Snapshot
Base Year: | 2022 |
Forecast Years: | 2023 - 2030 |
Historical Years: | 2017 - 2021 |
Revenue 2022: | USD 4.1 Billion |
Revenue 2030: | USD 5.88 Billion |
Revenue CAGR (2023 - 2030): | 5.3% |
Fastest Growing Region (2023 - 2030) | Asia Pacific |
Largest Region (2022): | North America |
Customization Offered
- Cross-segment Market Size and Analysis for Mentioned Segments
- Additional Company Profiles (Upto 5 With No Cost)
- Additional Countries (Apart From Mentioned Countries)
- Country/Region-specific Report
- Go To Market Strategy
- Region Specific Market Dynamics
- Region Level Market Share
- Import Export Analysis
- Production Analysis
- Others Request Customization Speak To Analyst
Virtual Reality Headset Market Segment Analysis
- Virtual Reality Headset End Device Outlook (Revenue, USD Million, 2018 - 2030)
- Low-End Device
- Mid-Range Device
- High-End Device
- Virtual Reality Headset Product Type Outlook (Revenue, USD Million, 2018 - 2030)
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Virtual Reality Headset Application Outlook (Revenue, USD Million, 2018 - 2030)
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
-
Regional Outlook (Revenue, USD Billion/Million, 2018 - 2030)
- North America
-
North America Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
-
North America Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
-
North America Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- U.S.
- U.S. Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- U.S. Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- U.S. Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- U.S. Virtual Reality Headset Market, by End Device
- Canada
- Canada Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Canada Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Canada Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Canada Virtual Reality Headset Market, by End Device
-
Mexico
- Mexico Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Mexico Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Mexico Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Mexico Virtual Reality Headset Market, by End Device
-
North America Virtual Reality Headset Market, by End Device
- Europe
-
Europe Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
-
Europe Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
-
Europe Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- U. K.
- U.K. Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- U.K. Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- U.K. Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- U.K. Virtual Reality Headset Market, by End Device
- France
- France Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- France Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- France Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- France Virtual Reality Headset Market, by End Device
-
Germany
- Germany Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Germany Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Germany Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Germany Virtual Reality Headset Market, by End Device
-
Italy
- Italy Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Italy Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Italy Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Italy Virtual Reality Headset Market, by End Device
-
Spain
- Spain Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Spain Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Spain Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Spain Virtual Reality Headset Market, by End Device
-
Rest of Europe
- Rest of Europe Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Rest of Europe Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Rest of Europe Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Rest of Europe Virtual Reality Headset Market, by End Device
-
Europe Virtual Reality Headset Market, by End Device
- Asia Pacific
-
Asia Pacific Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
-
Asia Pacific Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
-
Asia Pacific Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- China
- China Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- China Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- China Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- China Virtual Reality Headset Market, by End Device
- Japan
- Japan Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Japan Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Japan Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Japan Virtual Reality Headset Market, by End Device
-
Germany
- Germany Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Germany Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Germany Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Germany Virtual Reality Headset Market, by End Device
-
India
- India Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- India Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- India Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- India Virtual Reality Headset Market, by End Device
-
South Korea
- South Korea Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- South Korea Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- South Korea Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- South Korea Virtual Reality Headset Market, by End Device
-
South East Asia
- South East Asia Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- South East Asia Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- South East Asia Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- South East Asia Virtual Reality Headset Market, by End Device
-
Rest of Asia Pacific
- Rest of Asia Pacific Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Rest of Asia Pacific Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Rest of Asia Pacific Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Rest of Asia Pacific Virtual Reality Headset Market, by End Device
-
Asia Pacific Virtual Reality Headset Market, by End Device
- Latin America
-
Latin America Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
-
Latin America Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
-
Latin America Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Brazil
- Brazil Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Brazil Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Brazil Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Brazil Virtual Reality Headset Market, by End Device
- Argentina
- Argentina Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Argentina Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Argentina Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Argentina Virtual Reality Headset Market, by End Device
-
Rest of Latin America
- Rest of Latin America Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Rest of Latin America Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Rest of Latin America Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Rest of Latin America Virtual Reality Headset Market, by End Device
-
Latin America Virtual Reality Headset Market, by End Device
- Middle East & Africa
-
Middle East & Africa Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
-
Middle East & Africa Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
-
Middle East & Africa Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- GCC Countries
- GCC Countries Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- GCC Countries Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- GCC Countries Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- GCC Countries Virtual Reality Headset Market, by End Device
- South Africa
- South Africa Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- South Africa Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- South Africa Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- South Africa Virtual Reality Headset Market, by End Device
-
Rest of Middle East & Africa
- Rest of Middle East & Africa Virtual Reality Headset Market, by End Device
- Low-End Device
- Mid-Range Device
- High-End Device
- Rest of Middle East & Africa Virtual Reality Headset Market, by Product Type
- Standalone
- Smartphone-Enabled
- Standalone PC-Connected
- Rest of Middle East & Africa Virtual Reality Headset Market, by Application
- Gaming
- Healthcare
- Media & Entertainment
- Manufacturing
- Retail
- Education
- Telecommunications
- Other Applications
- Rest of Middle East & Africa Virtual Reality Headset Market, by End Device
-
Middle East & Africa Virtual Reality Headset Market, by End Device
- North America
FAQ
Frequently Asked Question
What is the global demand for Virtual Reality Headset in terms of revenue?
-
The global Virtual Reality Headset valued at USD 4.1 Billion in 2022 and is expected to reach USD 5.88 Billion in 2030 growing at a CAGR of 5.3%.
Which are the prominent players in the market?
-
The prominent players in the market are Carl Zeiss AG (Germany), Facebook Technologies LLC (U.S.), Google LLC (U.S.), HTC Corporation (Taiwan), LG Electronics Inc. (South Korea), Microsoft Corporation (U.S.), Razer Inc. (U.S.), FOVE Inc. (Japan), Valve Corporation (U.S.), HP Inc. (U.S.).
At what CAGR is the market projected to grow within the forecast period?
-
The market is project to grow at a CAGR of 5.3% between 2023 and 2030.
What are the driving factors fueling the growth of the market.
-
The driving factors of the Virtual Reality Headset include
- Widespread Use Of Vr Headsets In Industrial Applications
Which region accounted for the largest share in the market?
-
North America was the leading regional segment of the Virtual Reality Headset in 2022.