デフォルト表紙
市場調査レポート
商品コード
1644257

バーチャルリアリティヘッドセットの世界市場

Virtual Reality Headsets


出版日
ページ情報
英文 148 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.99円
バーチャルリアリティヘッドセットの世界市場
出版日: 2025年01月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 148 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

バーチャルリアリティヘッドセットの世界市場は2030年までに683億米ドルに達する

2024年に143億米ドルと推定されるバーチャルリアリティヘッドセットの世界市場は、分析期間2024-2030年にCAGR 29.8%で成長し、2030年には683億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるスタンドアロン型VRヘッドセットは、CAGR 29.5%を記録し、分析期間終了時には325億米ドルに達すると予測されます。スマートフォン対応VRヘッドセット分野の成長率は、分析期間でCAGR 33.8%と推定されます。

米国市場は38億米ドルと推定、中国はCAGR 28.2%で成長予測

米国のバーチャルリアリティヘッドセット市場は、2024年に38億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに103億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは28.2%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ27.1%と25.8%と予測されています。欧州では、ドイツがCAGR 20.7%で成長すると予測されています。

世界のバーチャルリアリティヘッドセット市場- 主要動向と促進要因まとめ

バーチャルリアリティヘッドセットとは何か、なぜデジタル体験に革命をもたらすのか?

バーチャルリアリティヘッドセットは、高度なディスプレイ技術、モーショントラッキング、空間オーディオを組み合わせることで、ユーザーをシミュレートされた環境へといざなう没入型デバイスです。これらのヘッドセットは、ゲーム、エンターテイメント、教育、ヘルスケア、企業トレーニングなどのアプリケーションを可能にし、業界を変革しています。これらのヘッドセットは、ユーザーが3D環境と相互作用することを可能にし、デジタルと物理的な世界のギャップを埋めます。没入感の高い体験を生み出す能力を持つVRヘッドセットは、もはやゲームに限定されるものではなく、さまざまな専門領域で採用が進んでいます。

VRヘッドセットの採用が増加している背景には、比類ないレベルのエンゲージメントとリアリズムを提供する能力があります。ゲームでは、VRヘッドセットがプレイヤーの没入感を高め、企業環境では、リアルなトレーニングシミュレーションを提供するために使用されています。治療や外科手術のトレーニングなどのヘルスケア・アプリケーションも採用が増加しており、VRヘッドセットは精度と理解の向上に役立っています。さらに、VRヘッドセットがゲートウェイとして機能するメタバース・プラットフォームの人気も、需要の拡大に大きく貢献しています。リッチでインタラクティブ、かつカスタマイズ可能な体験を可能にするデバイスの役割が、業界全体への拡大を形成しています。

テクノロジーはどのようにVRヘッドセットの能力を高めているのか?

VRヘッドセットの進化は、ディスプレイ技術、コンピューティング能力、接続性の進歩に支えられています。OLEDやAMOLEDパネルなどの高解像度ディスプレイは、より鮮明なビジュアルを提供し、動きのブレを低減することで、VR採用の大きな障壁のひとつに対処しています。広視野(FoV)レンズと高リフレッシュレートは、視覚疲労と待ち時間を最小限に抑えることで、ユーザーの快適性と没入感をさらに高めています。グラフィックス・プロセッシング・ユニット(GPU)の進化と相まって、これらの機能はスムーズでリアルなシミュレーションを可能にし、VRをより多くの人々が利用しやすいものにしています。

モーショントラッキングと空間オーディオは、真に没入感のある体験を生み出す上で極めて重要です。内蔵カメラを使って周囲をマッピングするインサイドアウト・トラッキング・システムは、外部センサーを必要としないため、セットアップが簡素化され、携帯性が向上します。空間オーディオは、ユーザーの位置や動きに基づいてサウンドを動的に調整することで、臨場感を高めます。さらに、Wi-Fi 6や5Gなどのワイヤレス接続の進歩により、テザリングのないVR体験が可能になり、ユーザーはより自由に動けるようになります。クラウド・コンピューティングとエッジ・レンダリングも重要な実現要素として台頭しており、処理タスクをリモート・サーバーにオフロードし、高性能を維持しながらヘッドセットの重量とコストを削減しています。

仮想現実ヘッドセット市場を形成している動向は?

没入型技術の受容と革新の高まりを反映して、いくつかの動向がVRヘッドセット市場の急速な進化を促しています。大きな動向の1つは、スタンドアロン型VRヘッドセットの採用が増加していることです。外部PCやコンソールへの接続を必要としないこれらのデバイスは、その使いやすさと手頃な価格から人気を集めています。プロセッサやストレージを内蔵したスタンドアロン型は、特にカジュアルユーザーや初心者にとって、VRをより身近なものにしています。もうひとつの動向は、人工知能(AI)のVRシステムへの統合であり、音声認識、ジェスチャー・トラッキング、パーソナライズされたコンテンツ・レコメンデーションを通じて、ユーザー・インタラクションを強化しています。

メタバースの出現は、おそらく最も変革的な動向であり、VRヘッドセットをこの新しいデジタルフロンティアにアクセスするための主要なインターフェースとして位置づけています。企業が相互接続された仮想世界の構築に投資するにつれ、高品質のVRハードウェアの需要が急増しています。さらに、フィットネスとウェルネスへの関心の高まりがVRヘッドセット市場を形成しており、VRフィットネスゲームのような仮想環境と身体活動を組み合わせたアプリケーションが人気を集めています。企業用途では、遠隔コラボレーション、仮想会議、デザインプロトタイピングへのVRの採用が職場のダイナミクスを再定義し、市場成長をさらに促進しています。

VRヘッドセット市場の成長を促進する要因は何か?

VRヘッドセット市場の成長は、ハードウェアの進歩、アプリケーションの拡大、消費者の嗜好の変化など、いくつかの要因によって牽引されています。主な促進要因の1つは、VR技術の低価格化が進んでいることです。製造プロセスがより効率的になり、規模の経済が効果を発揮するにつれて、VRヘッドセットのコストは低下しており、より多くの人々がアクセスできるようになっています。さらに、ワイヤレス技術とスタンドアロン機能の統合により、セットアップの複雑さに関連する以前の制約が解消されつつあり、普及をさらに後押ししています。

業界全体でVRヘッドセットの使用事例が拡大していることも、大きな成長促進要因となっています。教育分野では、VRは没入型の学習体験に利用されており、ヘルスケア分野では、患者の治療や医療トレーニングに役立っています。リモートワークやバーチャルコラボレーションへの関心の高まりも需要を促進する要因のひとつで、VRヘッドセットは現実的で魅力的なバーチャルミーティングを可能にします。アクセスやインタラクションをVRに大きく依存するメタバースの台頭は、こうした機器に対する需要の急増を生み出しています。さらに、コンテンツ作成ツールの進歩や、ハードウェアメーカーとコンテンツ開発者との提携がエコシステムを強化し、高品質なアプリケーションの安定供給を保証しています。これらの要因を総合すると、VRヘッドセットの変革の可能性と、デジタル・インタラクションの未来を形作る上でその役割が高まっていることがわかる。

セグメント

製品タイプ(スタンドアロンVRヘッドセット、スマートフォン対応VRヘッドセット、スタンドアロンPC接続VRヘッドセット)、アプリケーション(ゲームアプリケーション、メディア&エンターテインメントアプリケーション、ヘルスケアアプリケーション、リテールアプリケーション、教育アプリケーション、その他アプリケーション)

調査対象企業の例(注目の合計42社)

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP33297

Global Virtual Reality Headsets Market to Reach US$68.3 Billion by 2030

The global market for Virtual Reality Headsets estimated at US$14.3 Billion in the year 2024, is expected to reach US$68.3 Billion by 2030, growing at a CAGR of 29.8% over the analysis period 2024-2030. Standalone VR Headset, one of the segments analyzed in the report, is expected to record a 29.5% CAGR and reach US$32.5 Billion by the end of the analysis period. Growth in the Smartphone-Enabled VR Headset segment is estimated at 33.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.8 Billion While China is Forecast to Grow at 28.2% CAGR

The Virtual Reality Headsets market in the U.S. is estimated at US$3.8 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$10.3 Billion by the year 2030 trailing a CAGR of 28.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 27.1% and 25.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 20.7% CAGR.

Global Virtual Reality Headsets Market - Key Trends & Drivers Summarized

What Are Virtual Reality Headsets, and Why Are They Revolutionizing Digital Experiences?

Virtual Reality headsets are immersive devices that transport users into simulated environments by combining advanced display technologies, motion tracking, and spatial audio. These headsets are transforming industries by enabling applications in gaming, entertainment, education, healthcare, and enterprise training. They allow users to interact with 3D environments, bridging the gap between digital and physical worlds. With their ability to create highly immersive experiences, VR headsets are no longer limited to gaming but are increasingly being adopted across various professional domains.

The rising adoption of VR headsets is driven by their ability to deliver unparalleled levels of engagement and realism. In gaming, VR headsets are elevating player immersion, while in enterprise settings, they are being used to provide realistic training simulations. Healthcare applications, such as therapy and surgical training, are also seeing increased adoption, with VR headsets proving instrumental in enhancing precision and understanding. Furthermore, the popularity of metaverse platforms, where VR headsets act as gateways, has significantly contributed to their growing demand. The device’s role in enabling rich, interactive, and customizable experiences is shaping its expansion across industries.

How Are Technologies Enhancing the Capabilities of VR Headsets?

The evolution of VR headsets is underpinned by advancements in display technologies, computing power, and connectivity. High-resolution displays, such as OLED and AMOLED panels, are providing sharper visuals and reducing motion blur, addressing one of the major barriers to VR adoption. Wide field-of-view (FoV) lenses and high refresh rates are further enhancing user comfort and immersion by minimizing visual fatigue and latency. Coupled with advancements in graphics processing units (GPUs), these features allow for smooth, lifelike simulations, making VR more accessible to a wider audience.

Motion tracking and spatial audio are pivotal in creating truly immersive experiences. Inside-out tracking systems, which use built-in cameras to map surroundings, eliminate the need for external sensors, simplifying setup and improving portability. Spatial audio enhances the sense of realism by dynamically adjusting sound based on the user’s position and movements. Additionally, advancements in wireless connectivity, such as Wi-Fi 6 and 5G, are enabling untethered VR experiences, allowing users greater freedom of movement. Cloud computing and edge rendering are also emerging as key enablers, offloading processing tasks to remote servers and reducing the weight and cost of headsets while maintaining high performance.

What Trends Are Shaping the Virtual Reality Headset Market?

Several trends are driving the rapid evolution of the VR headset market, reflecting the growing acceptance and innovation in immersive technologies. One major trend is the rising adoption of standalone VR headsets. These devices, which do not require connection to external PCs or consoles, are gaining traction due to their ease of use and affordability. Standalone models equipped with built-in processors and storage are making VR more accessible, especially to casual users and newcomers. Another trend is the integration of artificial intelligence (AI) into VR systems, enhancing user interactions through voice recognition, gesture tracking, and personalized content recommendations.

The emergence of the metaverse is perhaps the most transformative trend, positioning VR headsets as the primary interface for accessing this new digital frontier. As companies invest in building interconnected virtual worlds, the demand for high-quality VR hardware is skyrocketing. Additionally, the growing focus on fitness and wellness is shaping the VR headset market, with applications that combine virtual environments and physical activity, such as VR fitness games, gaining popularity. In enterprise applications, the adoption of VR for remote collaboration, virtual meetings, and design prototyping is redefining workplace dynamics, further fueling market growth.

What Factors Are Driving the Growth of the VR Headset Market?

The growth in the VR headset market is driven by several factors, including advancements in hardware, expanding applications, and shifting consumer preferences. One of the primary drivers is the increasing affordability of VR technology. As manufacturing processes become more efficient and economies of scale take effect, the cost of VR headsets is decreasing, making them accessible to a broader audience. Additionally, the integration of wireless technologies and standalone functionalities is addressing previous limitations related to setup complexity, further boosting adoption.

The expanding use cases of VR headsets across industries are also a significant growth driver. In education, VR is being used for immersive learning experiences, while in healthcare, it aids in patient therapy and medical training. The growing interest in remote work and virtual collaboration is another factor driving demand, with VR headsets enabling realistic and engaging virtual meetings. The rise of the metaverse, which relies heavily on VR for access and interaction, is creating a surge in demand for these devices. Furthermore, advancements in content creation tools and partnerships between hardware manufacturers and content developers are enhancing the ecosystem, ensuring a steady supply of high-quality applications. Collectively, these factors underscore the transformative potential of VR headsets and their growing role in shaping the future of digital interaction.

SCOPE OF STUDY:

The report analyzes the Virtual Reality Headsets market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Product Type (Standalone VR Headset, Smartphone-Enabled VR Headset, Standalone PC-Connected VR Headset); Application (Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 42 Featured) -

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Virtual Reality Headsets - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Immersive Entertainment Fuels Growth in Virtual Reality Headsets
    • Advancements in Display Technology Propel Innovation in VR Headset Design
    • Focus on Gaming Drives High Adoption of VR Headsets in Consumer Markets
    • Increased Use in Training and Simulation Expands Applications for VR Headsets
    • Growth in Education Highlights Opportunities for VR Headsets in Virtual Classrooms
    • Focus on Lightweight and Ergonomic Designs Boosts User Comfort in VR Headsets
    • Advancements in Wireless Connectivity Expand Mobility in VR Headset Solutions
    • Integration with AI Enhances Realism and Interactivity in VR Experiences
    • Rising Awareness of Health and Wellness Applications Fuels Adoption of VR Headsets
    • Emergence of VR in Professional Sports Training Creates New Use Cases
    • Focus on Enterprise Applications Expands Demand for VR Headsets in Workforce Training
    • Advancements in VR Content Ecosystems Enhance User Adoption
    • Emergence of 5G Networks Fuels Growth in High-Performance VR Headset Applications
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality Headsets Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Standalone VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Standalone VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Smartphone-Enabled VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Smartphone-Enabled VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Standalone PC-Connected VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Standalone PC-Connected VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Media & Entertainment Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Media & Entertainment Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Healthcare Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Retail Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Retail Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Education Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Education Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CHINA
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030

IV. COMPETITION