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Virtual Reality Headsets Market

Virtual Reality Headsets Market Share, Size, Regional Outlook, Industry Analysis, Growth, Segmentation and Forecast To 2028

  • No of Pages: 133
  • Published On: Jun 2019
  • Format: PDF
  • Report ID : 11510

Report Summary

Eternity Insights has published a new study on Global Virtual Reality Headsets Market focusing on key segments as by Type (Circumscribed Type, Integrated Type, Other), by Application (Games, Medicine, Film and Television, Other), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global Virtual Reality Headsets Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Virtual Reality Headsets Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Virtual Reality Headsets Market Size, 2018-2028 (USD Million)

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Global Virtual Reality Headsets Market Segmentation:

Virtual Reality Headsets Market, By Type

  • Circumscribed Type
  • Integrated Type
  • Other

Virtual Reality Headsets Market, By Application

  • Games
  • Medicine
  • Film and Television
  • Other

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Virtual Reality Headsets market in terms of demand generation. The Virtual Reality Headsets market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Virtual Reality Headsets market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Virtual Reality Headsets Market Taxonomy:

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Global Virtual Reality Headsets Market Competitive Landscape

The global Virtual Reality Headsets market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Oculus Rift
  • LG
  • Sony PlayStation VR
  • HTC Vive
  • Samsung Gear VR
  • Microsoft HoloLens
  • FOVE VR
  • Zeiss VR One
  • Avegant Glyph
  • Razer OSVR
  • Google Cardboard
  • Freefly VR headset
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook Circumscribed Type, Integrated Type, Other
By Application Outlook Games, Medicine, Film and Television, Other
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Oculus Rift, LG, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Microsoft HoloLens, FOVE VR, Zeiss VR One, Avegant Glyph, Razer OSVR, Google Cardboard, Freefly VR headset
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

Table of Contents
1 Virtual Reality Headsets Market Overview

1.1 Virtual Reality Headsets Product Overview

1.2 Virtual Reality Headsets Market Segment by Type

1.2.1 Circumscribed Type

1.2.2 Integrated Type

1.3 Global Virtual Reality Headsets Market Size by Type

1.3.1 Global Virtual Reality Headsets Sales and Growth by Type

1.3.2 Global Virtual Reality Headsets Sales and Market Share by Type (2013-2018)

1.3.3 Global Virtual Reality Headsets Revenue and Market Share by Type (2013-2018)

1.3.4 Global Virtual Reality Headsets Price by Type (2013-2018)

2 Global Virtual Reality Headsets Market Competition by Company

2.1 Global Virtual Reality Headsets Sales and Market Share by Company (2013-2018)

2.2 Global Virtual Reality Headsets Revenue and Share by Company (2013-2018)

2.3 Global Virtual Reality Headsets Price by Company (2013-2018)

2.4 Global Top Players Virtual Reality Headsets Manufacturing Base Distribution, Sales Area, Product Types

2.5 Virtual Reality Headsets Market Competitive Situation and Trends

2.5.1 Virtual Reality Headsets Market Concentration Rate

2.5.2 Global Virtual Reality Headsets Market Share of Top 5 and Top 10 Players

2.5.3 Mergers & Acquisitions, Expansion

3 Virtual Reality Headsets Company Profiles and Sales Data

3.1 Oculus Rift

3.1.1 Company Basic Information, Manufacturing Base and Competitors

3.1.2 Virtual Reality Headsets Product Category, Application and Specification

3.1.3 Oculus Rift Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.1.4 Main Business Overview

3.2 LG

3.2.1 Company Basic Information, Manufacturing Base and Competitors

3.2.2 Virtual Reality Headsets Product Category, Application and Specification

3.2.3 LG Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.2.4 Main Business Overview

3.3 Sony PlayStation VR

3.3.1 Company Basic Information, Manufacturing Base and Competitors

3.3.2 Virtual Reality Headsets Product Category, Application and Specification

3.3.3 Sony PlayStation VR Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.3.4 Main Business Overview

3.4 HTC Vive

3.4.1 Company Basic Information, Manufacturing Base and Competitors

3.4.2 Virtual Reality Headsets Product Category, Application and Specification

3.4.3 HTC Vive Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.4.4 Main Business Overview

3.5 Samsung Gear VR

3.5.1 Company Basic Information, Manufacturing Base and Competitors

3.5.2 Virtual Reality Headsets Product Category, Application and Specification

3.5.3 Samsung Gear VR Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.5.4 Main Business Overview

3.6 Microsoft HoloLens

3.6.1 Company Basic Information, Manufacturing Base and Competitors

3.6.2 Virtual Reality Headsets Product Category, Application and Specification

3.6.3 Microsoft HoloLens Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.6.4 Main Business Overview

3.7 FOVE VR

3.7.1 Company Basic Information, Manufacturing Base and Competitors

3.7.2 Virtual Reality Headsets Product Category, Application and Specification

3.7.3 FOVE VR Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.7.4 Main Business Overview

3.8 Zeiss VR One

3.8.1 Company Basic Information, Manufacturing Base and Competitors

3.8.2 Virtual Reality Headsets Product Category, Application and Specification

3.8.3 Zeiss VR One Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.8.4 Main Business Overview

3.9 Avegant Glyph

3.9.1 Company Basic Information, Manufacturing Base and Competitors

3.9.2 Virtual Reality Headsets Product Category, Application and Specification

3.9.3 Avegant Glyph Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.9.4 Main Business Overview

3.10 Razer OSVR

3.10.1 Company Basic Information, Manufacturing Base and Competitors

3.10.2 Virtual Reality Headsets Product Category, Application and Specification

3.10.3 Razer OSVR Virtual Reality Headsets Sales, Revenue, Price and Gross Margin(2013-2018)

3.10.4 Main Business Overview

3.11 Google Cardboard

3.12 Freefly VR headset

4 Virtual Reality Headsets Market Status and Outlook by Regions

4.1 Global Market Status and Outlook by Regions

4.1.1 Global Virtual Reality Headsets Market Size and CAGR by Regions

4.1.2 North America

4.1.3 Asia-Pacific

4.1.4 Europe

4.1.5 South America

4.1.6 Middle East and Africa

4.2 Global Virtual Reality Headsets Sales and Revenue by Regions

4.2.1 Global Virtual Reality Headsets Sales and Market Share by Regions (2013-2018)

4.2.2 Global Virtual Reality Headsets Revenue and Market Share by Regions (2013-2018)

4.2.3 Global Virtual Reality Headsets Sales, Revenue, Price and Gross Margin (2013-2018)

4.3 North America Virtual Reality Headsets Sales, Revenue, Price and Gross Margin

4.3.1 United States

4.3.2 Canada

4.3.3 Mexico

4.4 Europe Virtual Reality Headsets Sales, Revenue, Price and Gross Margin

4.4.1 Germany

4.4.2 UK

4.4.3 France

4.4.4 Italy

4.4.5 Russia

4.4.6 Turkey

4.5 Asia-Pacific Virtual Reality Headsets Sales, Revenue, Price and Gross Margin

4.5.1 China

4.5.2 Japan

4.5.3 Korea

4.5.4 Southeast Asia

4.5.4.1 Indonesia

4.5.4.2 Thailand

4.5.4.3 Malaysia

4.5.4.4 Philippines

4.5.4.5 Vietnam

4.5.5 India

4.5.6 Australia

4.6 South America Virtual Reality Headsets Sales, Revenue, Price and Gross Margin

4.6.1 Brazil

4.7 Middle East and Africa Virtual Reality Headsets Sales, Revenue, Price and Gross Margin

4.7.1 Egypt

4.7.2 GCC Countries

5 Virtual Reality Headsets Application/End Users

5.1 Virtual Reality Headsets Segment by Application

5.1.1 Games

5.1.2 Medicine

5.1.3 Film and Television

5.1.4 Other

5.2 Global Virtual Reality Headsets Product Segment by Application

5.2.1 Global Virtual Reality Headsets Sales by Application

5.2.2 Global Virtual Reality Headsets Sales and Market Share by Application (2013-2018)

6 Global Virtual Reality Headsets Market Forecast

6.1 Global Virtual Reality Headsets Sales, Revenue Forecast (2018-2025)

6.1.1 Global Virtual Reality Headsets Sales and Growth Rate Forecast (2018-2025)

6.1.1 Global Virtual Reality Headsets Revenue and Growth Rate Forecast (2018-2025)

6.2 Global Virtual Reality Headsets Forecast by Regions

6.2.1 North America Virtual Reality Headsets Sales and Revenue Forecast (2018-2025)

6.2.2 Europe Virtual Reality Headsets Sales and Revenue Forecast (2018-2025)

6.2.3 Asia-Pacific Virtual Reality Headsets Sales and Revenue Forecast (2018-2025)

6.2.3.1 China

6.2.3.2 Japan

6.2.3.3 Korea

6.2.3.4 Southeast Asia

6.2.3.5 India

6.2.3.6 Australia

6.2.4 South America Virtual Reality Headsets Sales and Revenue Forecast (2018-2025)

6.2.5 Middle East and Africa Virtual Reality Headsets Sales and Revenue Forecast (2018-2025)

6.2.5.1 Egypt

6.2.5.2 GCC Countries

6.3 Virtual Reality Headsets Forecast by Type

6.3.1 Global Virtual Reality Headsets Sales and Revenue Forecast by Type (2018-2025)

6.3.2 Circumscribed Type Gowth Forecast

6.3.3 Integrated Type Gowth Forecast

6.4 Virtual Reality Headsets Forecast by Application

6.4.1 Global Virtual Reality Headsets Sales Forecast by Application (2018-2025)

6.4.2 Global Virtual Reality Headsets Forecast in Games

6.4.3 Global Virtual Reality Headsets Forecast in Medicine

7 Virtual Reality Headsets Upstream Raw Materials

7.1 Virtual Reality Headsets Key Raw Materials

7.1.1 Key Raw Materials

7.1.2 Key Raw Materials Price

7.1.3 Raw Materials Key Suppliers

7.2 Manufacturing Cost Structure

7.2.1 Raw Materials

7.2.2 Labor Cost

7.2.3 Manufacturing Expenses

7.3 Virtual Reality Headsets Industrial Chain Analysis

8 Marketing Strategy Analysis, Distributors

8.1 Marketing Channel

8.1.1 Direct Marketing

8.1.2 Indirect Marketing

8.1.3 Marketing Channel Development Trend

8.2 Distributors

8.3 Downstream Customers

9 Research Findings and Conclusion

Appendix

Methodology/Research Approach

Research Programs/Design

Market Size Estimation

Market Breakdown and Data Triangulation

Data Source

Secondary Sources

Primary Sources

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Frequently Asked Questions on this Report

The Virtual Reality Headsets Market is segmented based on Type, Application, and by region.

Oculus Rift, LG, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Microsoft HoloLens, FOVE VR, Zeiss VR One, Avegant Glyph, Razer OSVR, Google Cardboard and Freefly VR headset are the leading players of global Virtual Reality Headsets market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
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