Virtual Reality Headset Market 2028 By Type, Application and Geography | The Insight Partners

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Virtual Reality Headset Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Type (Mobile-Based VR Headset, PC-Based VR Headset, Console/PlayStation Based VR Headset); Application (Individual, Commercial) and Geography

Report Code: TIPTE100000323 | No. of Pages: 150 | Category: Electronics and Semiconductor | Status: Upcoming

MARKET OVERVIEW



Virtual Reality (VR) headsets are advanced headgears connected to mobile phones, PCs, or gaming consoles to give a life-like virtual experience to consumers. VR technology uses near-to-eye display and easily amalgamate with technical gadgets. Apart from gaming sectors, which is a significant application, VR headsets are also used in the medical and automotive industry to create enhanced user experience.

MARKET SCOPE



The "Global Virtual Reality Headset Market Analysis to 2028" is a specialized and in-depth study with a special focus on the global market trend analysis. The report aims to provide an overview of the virtual reality headset market with detailed market segmentation by type, application, and geography. The report provides key statistics on the market status of the leading virtual reality headset market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION



  •   Based on type, the global virtual reality headset market is segmented mobile-based VR, headset pc-based VR headset, and console/playstation based VR headset.
  •   On the basis of application, the market is segmented into individual and commercial.

MARKET DYNAMICS


Drivers:



  •   The virtual reality headset market is anticipated to grow in the forecast period owing to driving factors such as developments in the field of virtual reality technology combined with demands for high quality pictures.
  •   Popularity in the gaming console segment is another factor propelling the market growth.
  •   Increasing application scope in military and automotive sector is likely to offer lucrative opportunities for the market in the coming years.

Restraints:



  •   These headsets may be expensive as well as time consuming to develop. This factor may restrain the growth of the virtual reality headset market during the forecast period.

REGIONAL FRAMEWORK



The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2019 to 2028 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The virtual reality headset market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the virtual reality headset market in these regions.

IMPACT OF COVID-19 ON VIRTUAL REALITY HEADSET MARKET
COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.

MARKET PLAYERS



The report covers key developments in the virtual reality headset market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market payers from virtual reality headset market are anticipated to lucrative growth opportunities in the future with the rising demand in the global market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the virtual reality headset market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  •   FOVE, Inc.
  •   Google LLC
  •   LG Electronics Inc.
  •   Merge Labs, Inc.
  •   Microsoft Corporation
  •   Oculus (Facebook Technologies, LLC)
  •   Samsung Electronics Co Ltd.
  •   Sony Corporation
  •   Vive (HTC Corporation)
  •   ZEISS International
The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
The List of Companies

1. FOVE, Inc.
2. Google LLC
3. LG Electronics Inc.
4. Merge Labs, Inc.
5. Microsoft Corporation
6. Oculus (Facebook Technologies, LLC)
7. Samsung Electronics Co Ltd.
8. Sony Corporation
9. Vive (HTC Corporation)
10. ZEISS International
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