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市場調査レポート
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1451103

バーチャルリアリティヘッドセット市場レポート:製品、材料、エンドユーザー、地域別、2024-2032

Virtual Reality Headset Market Report by Product, Material, End-User, and Region 2024-2032

出版日: | 発行: IMARC | ページ情報: 英文 140 Pages | 納期: 2~3営業日

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価格
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バーチャルリアリティヘッドセット市場レポート:製品、材料、エンドユーザー、地域別、2024-2032
出版日: 2024年03月02日
発行: IMARC
ページ情報: 英文 140 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のバーチャルリアリティヘッドセット市場規模は、2023年に116億米ドルに達しました。今後、IMARC Groupは、市場は2032年までに645億米ドルに達し、2024年から2032年の間に20.3%の成長率(CAGR)を示すと予測しています。人工知能(AI)および機械学習技術の統合、VRヘッドセットへの高度な機能の実装の増加、主要企業による広範な研究開発(R&D)活動は、市場を推進する主な要因の一部です。

仮想現実(VR)ヘッドセットとは、コンピュータが生成した仮想環境にユーザーを没入させ、3次元の視覚・聴覚体験をシミュレートする装着型デバイスを指します。通常、ヘッドマウントディスプレイ(HMD)と、ユーザーの頭の動きを追跡する統合センサーで構成され、リアルで没入感のある方法で仮想世界と対話することができます。HMDには通常、立体画像を表示する1つ以上のスクリーンが内蔵されており、奥行き感と臨場感を生み出します。また、VRヘッドセットの中には、オーディオシステムを内蔵しているものや、完全没入型のオーディオ体験のために外付けのヘッドホンをサポートしているものもあります。バーチャルリアリティヘッドセットは、ゲーム、エンターテインメント、教育、トレーニング、シミュレーションなど、さまざまな用途で使用されています。

ゲーム技術の継続的な進歩が世界市場を牽引しています。これは、人工知能(AI)、機械学習技術とVRヘッドセットの統合によるもので、視覚、音響、感覚の面でリアルな体験をユーザーに提供します。この動向は市場に明るい見通しをもたらしています。その他の特典として、VRヘッドセットには、より広い視野、より高いフレームレート、正確な位置とヘッドトラッキング、没入感のある空間オーディオと音響効果など、高度な機能の実装が増加しており、市場はその恩恵を受けています。これらの機能は特に若年層に魅力的で、大衆の間で人気を集めています。市場の拡大は、急速なデジタル化や、既存のVRヘッドセット技術を強化するための広範な研究開発(R&D)努力に業界大手企業が行っている投資などの要因によってさらに支えられています。

バーチャルリアリティヘッドセットの市場動向と促進要因:

ゲームとエンターテインメントにおける採用の増加

バーチャルリアリティ(VR)の主な市場促進要因の1つは、ゲームおよびエンターテインメント業界における採用の増加です。VR技術は、没入感のあるリアルな体験をプレイヤーに提供することで、ゲームに革命をもたらしました。高品質のグラフィックス、モーショントラッキングセンサー、触覚フィードバックシステムの開発により、VRゲームは大きな支持を集めています。プレイヤーを仮想世界にいざない、環境と相互作用できるようになったことで、ゲーム体験が大幅に向上しました。その結果、VRヘッドセットとコンテンツの需要が高まり、市場の成長を後押ししています。さらに、ゲーム業界の大手企業はVR開発に多額の投資を行い、さまざまなVRゲームや体験を生み出しています。これにより、ゲーム愛好家やカジュアルゲーマーを含むユーザー層が拡大し、VR機器の需要を促進しています。また、スタンドアロン型VRヘッドセットのイントロダクションは、消費者にとってより身近で便利な技術となり、ゲーム市場での採用をさらに後押ししています。

ヘルスケアと医療トレーニングにおける用途の拡大

バーチャルリアリティは、ヘルスケアや医療トレーニング分野での用途が拡大しており、これも重要な市場促進要因となっています。VR技術はリアルなシミュレーションを提供し、医療従事者のスキル向上、患者ケアの改善、リスク軽減を可能にします。VRを取り入れた医療トレーニングプログラムでは、学生や開業医が安全で管理された環境で複雑な手技を練習することができます。外科医は実際の患者を手術する前にバーチャル手術を行い、手技を洗練させることができ、手術成績の向上につながります。さらに、VRは患者教育にも利用されており、個人が没入的な方法で病状や治療手順を視覚化できるようになっています。さらに、疼痛管理、メンタルヘルス治療、リハビリテーションの分野でも、VRを用いた治療法が検討されています。これらのアプリケーションは有望な結果を示しており、ヘルスケアにおけるVRの採用を促進しています。

バーチャル・コラボレーションとリモート・ワーク・ソリューションに対する需要の高まり

COVID-19の大流行により、リモートワークやバーチャルコラボレーションソリューションの採用が加速しており、バーチャルリアリティはこの分野で顕著な技術として浮上しています。VRは従来のビデオ会議ツールの枠を超えたユニークで没入感のある体験を提供し、物理的な場所に関係なく、バーチャルな環境でチームのコラボレーションを可能にします。ユーザーは、あたかも同じ部屋にいるかのように、バーチャルなミーティングを開いたり、アイデアを出し合ったり、プロジェクトでコラボレーションしたりすることができ、臨場感を醸成し、コミュニケーションとコラボレーションを強化することができます。リモートワークの受け入れが進む中、企業はチームメンバー間の物理的な距離を埋める革新的なソリューションを求めています。VRコラボレーションプラットフォームは、より魅力的でインタラクティブな遠隔ミーティング、トレーニングセッション、プレゼンテーションを可能にする、魅力的な代替手段を提供します。その結果、仮想コラボレーションとリモートワークを促進するVRソリューションに対する需要が高まり、この分野の市場成長を牽引しています。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 バーチャルリアリティヘッドセットの世界市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場内訳:製品別
  • 市場内訳:材料別
  • 市場内訳:エンドユーザー別
  • 市場内訳:地域別
  • 市場予測

第6章 市場内訳:製品別

  • PCベース
    • 市場動向
    • 市場予測
  • コンソールベース
    • 市場動向
    • 市場予測
  • スマートフォンベース
    • 市場動向
    • 市場予測
  • スタンドアロン
    • 市場動向
    • 市場予測

第7章 市場内訳:材料別

  • プラスチック
    • 市場動向
    • 市場予測
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第8章 市場内訳:エンドユーザー別

  • コンシューマーエレクトロニクス
    • 市場動向
    • 市場予測
  • ヘルスケア
    • 市場動向
    • 市場予測
  • ゲームとエンターテイメント
    • 市場動向
    • 市場予測
  • 自動車
    • 市場動向
    • 市場予測
  • 教育
    • 市場動向
    • 市場予測
  • 不動産
    • 市場動向
    • 市場予測
  • 軍事
    • 市場動向
    • 市場予測

第9章 市場内訳:地域別

  • 欧州
    • 市場動向
    • 市場予測
  • 北米
    • 市場動向
    • 市場予測
  • アジア太平洋
    • 市場動向
    • 市場予測
  • 中東・アフリカ
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Fove Inc.
    • Google LLC(Alphabet Inc.)
    • HTC Corporation
    • LG Electronics Inc.
    • Merge Labs Inc.
    • Meta Platforms Inc.
    • Samsung Electronics Co. Ltd.
    • Sony Interactive Entertainment LLC(Sony Group Corporation)
図表

List of Figures

  • Figure 1: Global: Virtual Reality Headset Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Headset Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Virtual Reality Headset Market: Breakup by Product (in %), 2023
  • Figure 4: Global: Virtual Reality Headset Market: Breakup by Material (in %), 2023
  • Figure 5: Global: Virtual Reality Headset Market: Breakup by End-User (in %), 2023
  • Figure 6: Global: Virtual Reality Headset Market: Breakup by Region (in %), 2023
  • Figure 7: Global: Virtual Reality Headset Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 8: Global: Virtual Reality Headset Industry: SWOT Analysis
  • Figure 9: Global: Virtual Reality Headset Industry: Value Chain Analysis
  • Figure 10: Global: Virtual Reality Headset Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Virtual Reality Headset (PC Based) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 12: Global: Virtual Reality Headset (PC Based) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 13: Global: Virtual Reality Headset (Console Based) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 14: Global: Virtual Reality Headset (Console Based) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 15: Global: Virtual Reality Headset (Smartphone Based) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 16: Global: Virtual Reality Headset (Smartphone Based) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 17: Global: Virtual Reality Headset (Standalone) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 18: Global: Virtual Reality Headset (Standalone) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 19: Global: Virtual Reality Headset (Plastic) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 20: Global: Virtual Reality Headset (Plastic) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 21: Global: Virtual Reality Headset (Paper) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 22: Global: Virtual Reality Headset (Paper) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 23: Global: Virtual Reality Headset (Other Materials) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 24: Global: Virtual Reality Headset (Other Materials) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 25: Global: Virtual Reality Headset (Consumer Electronics) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 26: Global: Virtual Reality Headset (Consumer Electronics) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 27: Global: Virtual Reality Headset (Healthcare) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 28: Global: Virtual Reality Headset (Healthcare) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 29: Global: Virtual Reality Headset (Games and Entertainment) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 30: Global: Virtual Reality Headset (Games and Entertainment) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 31: Global: Virtual Reality Headset (Automobile) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 32: Global: Virtual Reality Headset (Automobile) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 33: Global: Virtual Reality Headset (Education) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 34: Global: Virtual Reality Headset (Education) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 35: Global: Virtual Reality Headset (Real Estate) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 36: Global: Virtual Reality Headset (Real Estate) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 37: Global: Virtual Reality Headset (Military) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 38: Global: Virtual Reality Headset (Military) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 39: North America: Virtual Reality Headset Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 40: North America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 41: Europe: Virtual Reality Headset Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 42: Europe: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 43: Asia Pacific: Virtual Reality Headset Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 44: Asia Pacific: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 45: Middle East and Africa: Virtual Reality Headset Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 46: Middle East and Africa: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 47: Latin America: Virtual Reality Headset Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 48: Latin America: Virtual Reality Headset Market Forecast: Sales Value (in Million US$), 2024-2032

List of Tables

  • Table 1: Global: Virtual Reality Headset Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Virtual Reality Headset Market Forecast: Breakup by Product (in Million US$), 2024-2032
  • Table 3: Global: Virtual Reality Headset Market Forecast: Breakup by Material (in Million US$), 2024-2032
  • Table 4: Global: Virtual Reality Headset Market Forecast: Breakup by End-User (in Million US$), 2024-2032
  • Table 5: Global: Virtual Reality Headset Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 6: Global: Virtual Reality Headset Market Structure
  • Table 7: Global: Virtual Reality Headset Market: Key Players
目次
Product Code: SR112024A1319

The global virtual reality headset market size reached US$ 11.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 64.5 Billion by 2032, exhibiting a growth rate (CAGR) of 20.3% during 2024-2032. The integration of artificial intelligence (AI), and machine learning technologies, the increasing implementation of advanced features in VR headsets, and extensive research and development (R&D) activities by leading players are some of the major factors propelling the market.

A virtual reality (VR) headset refers to a wearable device that immerses users in a computer-generated virtual environment, simulating a three-dimensional visual and auditory experience. It typically consists of a head-mounted display (HMD) and integrated sensors that track the user's head movements, allowing them to interact with the virtual world in a realistic and immersive way. The HMD typically contains one or more screens that display stereoscopic images, creating a sense of depth and presence. Some VR headsets also incorporate built-in audio systems or support external headphones for a fully immersive audio experience. Virtual reality headsets are used in various applications, including gaming, entertainment, education, training, and simulations.

The continual progress in gaming technology is driving the global market. This can be attributed to the integration of artificial intelligence (AI), and machine learning technologies with VR headsets, which provide users with realistic experiences in terms of visuals, sounds, and sensations. This trend has generated a positive outlook for the market. Additionally, the market is benefiting from the increasing implementation of advanced features in VR headsets, such as a wider field of view, higher frame rates, precise position and head tracking, and immersive spatial audio and sound effects. These features are particularly appealing to young adults and are gaining popularity among the masses. The market expansion is further supported by factors such as rapid digitization and the investments made by major industry players in extensive research and development (R&D) endeavors to enhance existing VR headset technology.

Virtual Reality Headset Market Trends/Drivers:

Increasing Adoption in Gaming And Entertainment

One of the primary market drivers for virtual reality (VR) is its increasing adoption in the gaming and entertainment industry. VR technology has revolutionized gaming by providing an immersive and realistic experience to players. With the development of high-quality graphics, motion tracking sensors, and haptic feedback systems, VR gaming has gained significant traction. The ability to transport players into virtual worlds and allow them to interact with the environment has greatly enhanced the gaming experience. As a result, demand for VR headsets and content has increased fuelling market growth. Moreover, major players in the gaming industry are heavily investing in VR development, creating a wide range of VR games and experiences. This has attracted a growing user base, including both gaming enthusiasts and casual gamers, fueling the demand for VR devices. Also, the introduction of standalone VR headsets has made the technology more accessible and convenient for consumers, further impelling its adoption in the gaming market.

Expanding Applications in Healthcare and Medical Training

Virtual reality is finding increasing applications in the healthcare and medical training sectors, serving as another significant market driver. VR technology offers realistic simulations that enable medical professionals to enhance their skills, improve patient care, and reduce risks. Medical training programs incorporating VR allow students and practitioners to practice complex procedures in a safe and controlled environment. Surgeons can perform virtual surgeries to refine their techniques before operating on real patients, leading to improved surgical outcomes. Additionally, VR is being used for patient education, allowing individuals to visualize medical conditions and treatment procedures in an immersive manner. Moreover, VR-based therapies are being explored for pain management, mental health treatments, and rehabilitation. These applications have shown promising results and are driving the adoption of VR in healthcare.

Growing Demand for Virtual Collaboration and Remote Work Solutions

The COVID-19 pandemic has accelerated the adoption of remote work and virtual collaboration solutions, and virtual reality has emerged as a prominent technology in this space. VR provides a unique and immersive experience that goes beyond traditional video conferencing tools, enabling teams to collaborate in a virtual environment regardless of their physical locations. Users can hold virtual meetings, brainstorm ideas, and collaborate on projects as if they were in the same room, fostering a sense of presence and enhancing communication and collaboration. With the increasing acceptance of remote work models, businesses are seeking innovative solutions to bridge the physical distance between team members. VR collaboration platforms offer a compelling alternative, enabling more engaging and interactive remote meetings, training sessions, and presentations. As a result, there is a growing demand for VR solutions that facilitate virtual collaboration and remote work, driving market growth in this segment.

Virtual Reality Headset Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global virtual reality headset market report, along with forecasts at the global and regional levels from 2024-2032. Our report has categorized the market based on product, material and end user

Breakup by Product:

PC Based

Console Based

Smartphone Based

Standalone

Standalone dominates the market

The report has provided a detailed breakup and analysis of the market based on the product. This includes PC based, console based, smartphone based, and standalone. According to the report, standalone equipment represented the largest segment.

On the basis of product, the standalone VR headsets represent the largest product segment in the virtual reality headset market. Standalone VR headsets are self-contained devices that do not require external connections to a computer or gaming console. They incorporate all the necessary components, including displays, processors, sensors, and built-in batteries, to provide a fully immersive VR experience. The popularity of standalone VR headsets can be attributed to their ease of use and convenience. This accessibility has broadened the appeal of VR technology, attracting a wider range of consumers, including casual users and those who may not have technical expertise. Furthermore, standalone the headsets have witnessed significant advancements in terms of performance and features. Manufacturers are focussing on improving display resolutions, increasing processing power, enhancing graphics capabilities, and refining tracking systems, all while ensuring portability and comfort.

Breakup by Material:

Plastic

Paper

Others

Plastic holds the largest share in the market

A detailed breakup and analysis of the market based on the material has also been provided in the report. This includes plastic, paper, and others. According to the report, plastic accounted for the largest market share.

On the basis of material, plastic represents the largest segment in the virtual reality headset market. Plastic is widely used in the manufacturing of VR headsets due to its versatility, durability, and cost-effectiveness. Plastic is also relatively flexible, allowing for ergonomic designs that conform to the shape of the user's head. This flexibility enables manufacturers to create adjustable headbands and cushioned padding, enhancing overall comfort. Additionally, plastic materials can be molded into complex shapes and designs, providing flexibility in the design and aesthetics of VR headsets. This enables manufacturers to create sleek, visually appealing devices that align with consumer preferences. Plastic is a cost-effective material compared to alternatives such as metal or composite materials. The relatively low production costs associated with plastic contribute to making VR headsets more accessible to a larger consumer base.

Breakup by End-User:

Consumer Electronics

Healthcare

Games and Entertainment

Automobile

Education

Real Estate

Military

Games and entertainment hold the largest share in the market

A detailed breakup and analysis of the market based on the end user has also been provided in the report. This includes consumer electronics, healthcare, games and entertainment, automobile, education, real estate, and military. According to the report, games and entertainment accounted for the largest market share.

VR technology has had a significant impact on the gaming and entertainment sector, providing users with immersive and interactive experiences. The gaming industry has embraced VR as a way to deliver a more engaging and realistic gameplay experience. VR headsets allow gamers to step into virtual worlds, interact with virtual objects, and experience gameplay in a whole new way. The ability to move and interact within the virtual environment creates a heightened sense of immersion and presence, enhancing the overall gaming experience. Moreover, VR has expanded beyond gaming into other areas of entertainment. Virtual reality experiences have been developed for movies, music, sports, and live events, offering viewers an immersive and interactive form of entertainment. The demand for VR headsets in the games and entertainment segment is fuelled by the increasing popularity of virtual reality gaming and the desire for more immersive and interactive entertainment experiences.

Breakup by Region:

Europe

North America

Asia Pacific

Middle East and Africa

Latin America

Asia Pacific exhibits a clear dominance, represented the largest virtual reality headset market share

The report has also provided a comprehensive analysis of all the major regional markets, which include Europe, North America, Asia Pacific, the Middle East and Africa, and Latin America. According to the report, Asia Pacific accounted for the largest market share.

Region-wise, Asia Pacific exhibits a clear dominance in the virtual reality (VR) headset market. One of the primary factors contributing to the dominance of the Asia Pacific region is its large consumer base. Moreover, the growing middle-class population with increasing disposable incomes further drives the demand for VR headsets and content. Additionally, Asia Pacific is home to some of the major players in the VR industry. Leading VR headset manufacturers, content developers, and technology innovators are based in this region. Their presence, coupled with a robust ecosystem of VR startups and developers, fosters innovation, and augments market growth. Furthermore, governments in the Asia Pacific region have shown support for VR technology through initiatives, investments, and policies that encourage its adoption and development. These factors create a conducive environment for the growth of the VR headset market.

Competitive Landscape:

Companies in the virtual reality (VR) headset market are actively engaged in various activities to drive innovation, improve user experiences, expand their product offerings, and capture a larger market share. Moreover, several leading players are heavily investing in research and development (R&D) to enhance the technology, design, and features of VR headsets. Additionally, they focus on improving display resolutions, reducing motion sickness, increasing field of view, enhancing tracking accuracy, and developing more comfortable and ergonomic designs. Furthermore, VR headset companies collaborate with content developers and game studios to create a diverse range of VR experiences and applications. This involves partnerships, licensing agreements, and sometimes even in-house development of exclusive content. Major companies also participate in trade shows, exhibitions, and marketing campaigns to raise awareness and drive demand for their VR headsets.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

Fove Inc.

Google LLC (Alphabet Inc.)

HTC Corporation

LG Electronics Inc.

Merge Labs Inc.

Meta Platforms Inc.

Samsung Electronics Co. Ltd.

Sony Interactive Entertainment LLC (Sony Group Corporation)

Recent Developments:

In June 2023, Alphabet merged with Google Brain, part of the research division, and DeepMind. DeepMind can operate separately from Google's core research, enabling it to move quicker on breakthroughs such as AlphaFold, which can predict 3D models of protein structures.al intelligence.

In June 2023, Meta launches a new Quest 3 mixed reality headset. It is thinner than its predecessor and is composed of color mixed reality, combining augmented and virtual reality elements.

In August 2022, Samsung launched the new Bespoke AI(TM) laundry lineup, equipped with groundbreaking eco-conscious technologies to reduce the release of microplastics from clothing. It is equipped with a wash course that reduces microplastic emissions from clothing by using filter technology to capture these damaging plastic particles.

Key Questions Answered in This Report

  • 1. What was the size of the global virtual reality headset market in 2023?
  • 2. What is the expected growth rate of the global virtual reality headset market during 2024-2032?
  • 3. What are the key factors driving the global virtual reality headset market?
  • 4. What has been the impact of COVID-19 on the global virtual reality headset market?
  • 5. What is the breakup of the global virtual reality headset market based on the product?
  • 6. What is the breakup of the global virtual reality headset market based on the material?
  • 7. What is the breakup of the global virtual reality headset market based on the end-user?
  • 8. What are the key regions in the global virtual reality headset market?
  • 9. Who are the key players/companies in the global virtual reality headset market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Headset Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Product
  • 5.5 Market Breakup by Material
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Product

  • 6.1 PC Based
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Console Based
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Smartphone Based
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Standalone
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7 Market Breakup by Material

  • 7.1 Plastic
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Paper
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 Consumer Electronics
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Healthcare
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Games and Entertainment
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Automobile
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Education
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast
  • 8.6 Real Estate
    • 8.6.1 Market Trends
    • 8.6.2 Market Forecast
  • 8.7 Military
    • 8.7.1 Market Trends
    • 8.7.2 Market Forecast

9 Market Breakup by Region

  • 9.1 Europe
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 North America
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porter's Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Fove Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
    • 14.3.2 Google LLC (Alphabet Inc.)
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 SWOT Analysis
    • 14.3.3 HTC Corporation
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
    • 14.3.4 LG Electronics Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
      • 14.3.4.3 Financials
      • 14.3.4.4 SWOT Analysis
    • 14.3.5 Merge Labs Inc.
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Meta Platforms Inc.
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
      • 14.3.6.3 Financials
      • 14.3.6.4 SWOT Analysis
    • 14.3.7 Samsung Electronics Co. Ltd.
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
      • 14.3.7.4 SWOT Analysis
    • 14.3.8 Sony Interactive Entertainment LLC (Sony Group Corporation)
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio