100+ datasets found
  1. VR headset average price worldwide 2019-2029

    • bobcaton.com
    • proxy.parisjc.edu
    • +2more
    Updated Oct 1, 2024
    + more versions
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    Thomas Alsop (2024). VR headset average price worldwide 2019-2029 [Dataset]. https://bobcaton.com/lander/bobcaton.com/?_=%2Ftopics%2F2584%2Fmeta-quest%2F%23fSt%2FoiuCuGCE7wk7q0o5ZInIRHy7W4A%3D
    Explore at:
    Dataset updated
    Oct 1, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Thomas Alsop
    Area covered
    World
    Description

    The global price per unit in the 'VR Headsets' segment of the consumer electronics market was forecast to decrease between 2024 and 2029 by in total 1.5 U.S. dollars (-0.36 percent). This overall decrease does not happen continuously, notably not in 2027. The indicator is estimated to amount to 419.91 U.S. dollars in 2029. Find more key insights for the price per unit in countries and regions like the price per unit in the 'Tablets' segment of the consumer electronics market in Italy and the price per unit in the 'Feature Phones' segment of the consumer electronics market in the world. The Statista Market Insights cover a broad range of additional markets.

  2. m

    Virtual Reality Headset Market Size, Share | CAGR of 29%

    • market.us
    csv, pdf
    Updated Sep 20, 2024
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    Market.us (2024). Virtual Reality Headset Market Size, Share | CAGR of 29% [Dataset]. https://market.us/report/virtual-reality-headset-market/
    Explore at:
    csv, pdfAvailable download formats
    Dataset updated
    Sep 20, 2024
    Dataset provided by
    Market.us
    License

    https://market.us/privacy-policy/https://market.us/privacy-policy/

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Report Overview

    The Global Virtual Reality Headset Market size is expected to be worth around USD 121.9 Billion By 2032, from USD 13 Billion in 2023, growing at a CAGR of 29.1% during the forecast period from 2023 to 2032.

    A virtual reality (VR) headset is a head-mounted device that provides virtual reality for the wearer. These devices are widely used in various applications ranging from gaming and entertainment to training and education. VR headsets typically encompass a stereoscopic head-mounted display, providing separate images for each eye, stereo sound, and sensors for head motion tracking to immerse the user in a virtual world.

    The market for VR headsets has witnessed significant growth due to the increasing popularity of virtual reality applications across industries. The expansion of this market is propelled by technological advancements in display and sensor technologies, making VR more immersive and accessible. Consumer demand is driven not only by gaming but also by applications in simulation-based learning, virtual tours, and advanced training scenarios in fields such as aviation, medicine, and engineering.

    The demand for VR headsets is largely driven by the gaming and entertainment sectors, where users seek more immersive experiences. However, growth is also being fueled by enterprise applications, particularly in training and simulation, which benefit from cost-effective, scalable, and safe environments that VR can provide. The educational sector is increasingly adopting VR to enhance interactive learning and engagement among students.

    https://market.us/wp-content/uploads/2023/09/Virtual-Reality-Headset-Market-1024x616.jpg" alt="Virtual Reality Headset Market" width="1024" height="616">

    The VR headset market is ripe with opportunities, especially with the advent of 5G technology, which can significantly enhance the VR experience by enabling faster data speeds and reduced latency. There is also a growing interest in integrating AI with VR to create more personalized and adaptive user experiences. Additionally, as more industries recognize the benefits of VR for remote collaboration and training, the market is expected to expand into new verticals, offering substantial opportunities for growth and innovation.

    According to Market.us, The Extended Reality (XR) market is forecasted to experience a substantial growth trajectory, with projections indicating a surge from USD 49.6 Billion in 2023 to USD 519.5 Billion by 2032, achieving a Compound Annual Growth Rate (CAGR) of 30.8%. This growth underscores the increasing adoption and integration of XR technologies across various sectors.

    In a similar vein, the Mixed Reality market is set to witness an even more dynamic expansion. Estimated to grow from USD 52.6 Billion in 2023 to USD 1,224.0 Billion by 2032, it is expected to register a remarkable CAGR of 43.2%. This indicates a broader acceptance and application of mixed reality technologies, reflecting significant advancements and increasing market penetration.

    The Immersive-reality Technologies market is also on a positive trajectory, poised to increase from USD 90.8 Billion in 2023 to USD 780.4 Billion by 2033, with a steady CAGR of 24%. This growth is indicative of the expanding use cases and enhanced immersive experiences provided by these technologies.

    Augmented Reality (AR) shows promise with an anticipated growth from USD 29.6 Billion in 2024 to USD 591.7 Billion by 2033, maintaining a CAGR of 39.5%. This substantial growth can be attributed to the versatile applications of AR across different industries including gaming, healthcare, and retail.

    The Augmented Reality and Virtual Reality (AR and VR) market combined is expected to grow from USD 34.8 Billion in 2023 to USD 106.2 Billion by 2033, at a CAGR of 11.8%. This slower pace, compared to single technology segments, suggests a maturing market yet steady demand for integrated AR and VR solutions.

    Lastly, the Mobile AR market is expected to witness a significant rise from USD 24.2 Billion in 2023 to USD 472.4 Billion by 2033, growing at a CAGR of 34.6%. This growth is driven by the increasing proliferation of smartphones equipped with AR capabilities and the rising consumer engagement with AR applications.

    Consumer insights from G2 indicate that 48% of US consumers have engaged with VR at least once, with 80% describing their experiences as positive. This consumer sentiment is bolstered by the fact that more than 40% express a willingness to use VR under suitable conditions, and 37% are excited about its potential societal benefits, reflecting a robust market receptivity.

  3. C

    Virtual Reality Headset Statistics By Per Unit Sales, Geography, Shipments...

    • coolest-gadgets.com
    Updated Nov 6, 2024
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    Coolest Gadgets (2024). Virtual Reality Headset Statistics By Per Unit Sales, Geography, Shipments and Usages [Dataset]. https://www.coolest-gadgets.com/vr-headset-statistics/
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    Dataset updated
    Nov 6, 2024
    Dataset authored and provided by
    Coolest Gadgets
    License

    https://www.coolest-gadgets.com/privacy-policyhttps://www.coolest-gadgets.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    VR Headset Statistics: The use of virtual reality (VR) technology is rapidly increasing worldwide. The demand for VR comes from growing industries such as entertainment, education, medicine, gaming, retail, and live events. VR headsets help create a fully simulated virtual environment and enhance interactive and engaging user experiences, particularly in the gaming and entertainment industries.

    For a more detailed analysis of the VR headset market, you can refer to the VR Headset Statistics, which provides impactful insights to help you understand different segments of VR headsets worldwide.

  4. D

    U.S. Augmented and Virtual Reality Headset Market - A Country Analysis

    • bisresearch.com
    csv, pdf
    Updated Nov 7, 2024
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    Bisresearch (2024). U.S. Augmented and Virtual Reality Headset Market - A Country Analysis [Dataset]. https://bisresearch.com/industry-report/us-augmented-and-virtual-reality-headset-market.html
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    csv, pdfAvailable download formats
    Dataset updated
    Nov 7, 2024
    Dataset authored and provided by
    Bisresearch
    License

    https://bisresearch.com/privacy-policy-cookie-restriction-modehttps://bisresearch.com/privacy-policy-cookie-restriction-mode

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    The U.S. augmented & virtual reality headset market is projected to reach $25,492.1 million by 2033 from $1,080.0 million in 2023, growing at CAGR of 36.45% in 2024-2033

  5. Virtual Reality Headset Market Size, Share, Trend Analysis by 2033

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality Headset Market Size, Share, Trend Analysis by 2033 [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market
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    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    The Virtual Reality Headset Market size is expected to reach a valuation of USD 118.10 Billion in 2033 growing at a CAGR of 29.5%. The research report classifies market by share, trend, demand and based on segmentation by Device Type, Component, Technology, End Use and Regional Outlook.

  6. Virtual Reality Headset Market Size, Share & Industry | 2031

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Jun 13, 2023
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    Growth Market Reports (2023). Virtual Reality Headset Market Size, Share & Industry | 2031 [Dataset]. https://growthmarketreports.com/report/virtual-reality-headset-market-global-industry-analysis
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    pdf, pptx, csvAvailable download formats
    Dataset updated
    Jun 13, 2023
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    The Global Virtual Reality Headset Market was valued at USD 7.8 Billion in 2022 and is projected to reach USD 72.45 Billion by 2031, expanding at a CAGR of 28.1% during the forecast period. The growth of the market is attributed to the high application of virtual reality (VR) in the automotive sectors and military.



    Virtual reality headsets are a type of headgears that are attached with PCs, mobile phones, and gaming consoles to provides a real life virtual experience to the users. VR technology make utilize of near to eye display, which gets amalgamated with technical gadgets very easily. The VR has its application in various sectors apart from the gaming sector such as automotive and medical to provide superior consumer experience. The increasing product acceptance in the entertainment and gaming industries is propelling the preference for VR HMDs (Head-Mounted Devices). Several key manufacturers in the market are constantly launching innovative products that provide superior entertainment experiences and offer high quality in the VR gaming sector.





    VR technology has significant impact on the retail industry as there is significant change in the preference of the customers for virtual shopping experience. The VR provides the consumers an option to purchase products from anywhere with an in-store virtual experience. The technology enhances the buyers’ convenience such as retail-accessibility, detailed product information, and fast as well as convenient digital shopping experience. A large number of people have learned to utilize the automated & innovative Pickup Tower vending units in proper controlled settings which were used in retail stores. The COVID-19 pandemic impacted the world business due to the movement restrictions and emergency lockdown. However, the VR devices market gained its momentum during the pandemic as several industries have increasingly used these technology for several activities such as online learning and teaching activities. For example, in the U.K., training of medical professionals for the use of medical techniques are primarily conducted using the VR headsets.



    Market Trends, Drivers, Restraints, and Opportunities




    • Increasing demand of the VR on social platforms along with fast growth of smartphones is expected to drive the market growth.

    • Advantages offered by VR devices such as the profound visualization, immersive experience, creation of a realistic world, and accessibility different sites are propelling the market during the forec

  7. n

    AR and VR Headset Market Size and Share Analysis - 2030

    • nextmsc.com
    csv
    Updated Sep 2024
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    Next Move Strategy Consulting (2024). AR and VR Headset Market Size and Share Analysis - 2030 [Dataset]. https://www.nextmsc.com/report/augmented-reality-virtual-reality-headset-market
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    csvAvailable download formats
    Dataset updated
    Sep 2024
    Dataset authored and provided by
    Next Move Strategy Consulting
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Market Definition:

    The Augmented Reality and Virtual Reality Headset Market size was valued at USD 4.48 billion in 2021 and is predicted to reach USD 105.69 billion by 2030 at a CAGR of 35.3% from

  8. Virtual Reality (VR) Headset Market Share and Segmentation Analysis...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
    + more versions
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Share and Segmentation Analysis (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/market-share
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Analyze the market segmentation of the Virtual Reality (VR) Headset industry. Gain insights into market share distribution with a detailed breakdown of key segments and their growth.

  9. Z

    Virtual Reality Headset Market Size – By Type (Mobile-Based VR Headset,...

    • zionmarketresearch.com
    pdf
    Updated Nov 6, 2024
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    Zion Market Research (2024). Virtual Reality Headset Market Size – By Type (Mobile-Based VR Headset, PC-Based VR Headset, and Gaming Console-Based VR Headset), By Technology (Non-Immersive, Semi-Immersive, and Fully Immersive), By Application (Gaming & Entertainment, Automotive, Medical, and Defense) And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2020 – 2026 [Dataset]. https://www.zionmarketresearch.com/report/virtual-reality-vr-headset-market
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    pdfAvailable download formats
    Dataset updated
    Nov 6, 2024
    Dataset authored and provided by
    Zion Market Research
    License

    https://www.zionmarketresearch.com/privacy-policyhttps://www.zionmarketresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    The global Virtual Reality (VR) Headset market size earned $7.01 billion in 2019 and is expected to generate $56.1 billion by 2026, a CAGR of about 29%.

  10. D

    Virtual Reality All-in-One Headset Market Research Report 2032

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 12, 2024
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    Dataintelo (2024). Virtual Reality All-in-One Headset Market Research Report 2032 [Dataset]. https://dataintelo.com/report/global-virtual-reality-all-in-one-headset-market
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    pdf, csv, pptxAvailable download formats
    Dataset updated
    Sep 12, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Virtual Reality All-in-One Headset Market Outlook



    The global market size for Virtual Reality (VR) All-in-One Headsets was valued at approximately USD 4.2 billion in 2023 and is projected to reach an impressive USD 20.8 billion by 2032, growing at a Compound Annual Growth Rate (CAGR) of 20.2% during the forecast period. A key factor driving this robust growth is the increasing adoption of VR technology across various sectors, including gaming, education, and healthcare, among others.



    One of the primary growth factors for the VR All-in-One Headset market is the continuous advancements in technology. The integration of more sophisticated sensors, higher resolution displays, and improved processing power have significantly enhanced the user experience. These advancements are making VR headsets more appealing to a broader audience, extending beyond the gaming community to sectors like education and healthcare. Educational institutions, for instance, are increasingly using VR for immersive learning experiences, providing students with virtual field trips and hands-on training that would be impossible to achieve in a traditional classroom setting.



    Another crucial driver is the decreasing cost of VR hardware. As technology improves, the cost of producing high-quality VR headsets is steadily declining. This price drop is making VR technology more accessible to a wider audience, including small and medium-sized enterprises (SMEs) that were previously unable to afford such advanced solutions. The reduction in price is also encouraging more consumers to adopt VR technology for personal use, further fueling market growth.



    Moreover, the expanding application areas for VR technology are also contributing to market growth. Beyond gaming and entertainment, VR is finding applications in fields such as retail and real estate. Retailers are using VR to create virtual stores, allowing customers to browse and purchase products from the comfort of their homes. Similarly, real estate companies are using VR to offer virtual property tours, making it easier for potential buyers to view properties without the need for physical visits. These new applications are opening up additional revenue streams for VR headset manufacturers.



    From a regional perspective, North America currently holds the largest market share, driven by high consumer adoption rates and significant investments in VR technology. However, the Asia Pacific region is expected to witness the highest growth rate during the forecast period. This growth can be attributed to the increasing disposable incomes, rising demand for advanced technological solutions, and the presence of major tech companies in countries like China, Japan, and South Korea.



    Component Analysis



    The VR All-in-One Headset market can be segmented by component into hardware and software. The hardware segment includes the physical VR headsets, sensors, and other necessary equipment, while the software segment encompasses the applications and platforms that run these devices. Hardware components are critical as they form the backbone of VR experiences, providing the necessary infrastructure for immersive experiences. Continuous advancements in hardware technology, such as higher resolution displays and more responsive sensors, are enhancing the overall user experience, making VR more appealing to both consumers and enterprises.



    The hardware segment is expected to dominate the market due to the high cost and technological complexity involved in producing VR headsets. Companies are investing heavily in R&D to develop more advanced and cost-effective hardware solutions. The focus is on improving the resolution, field of view, and ergonomics of the headsets to make them more comfortable for extended use. Innovations in hardware are also driving down costs, making VR technology more accessible to a broader audience and thereby fueling market growth.



    On the software side, the development of new and engaging content is crucial for the adoption of VR technology. Software developers are creating a wide range of applications, from gaming and entertainment to educational and professional training programs. The software segment is expected to grow at a faster rate compared to hardware, driven by the increasing demand for diverse and high-quality content. The rise of cloud-based VR platforms is also contributing to the growth of the software segment, as they allow for more seamless updates and distribution of VR content.



    Interoperability and compatibility between different hardware and softwa

  11. Virtual reality headset shipments worldwide 2016-2017, by brand

    • proxy.parisjc.edu
    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). Virtual reality headset shipments worldwide 2016-2017, by brand [Dataset]. https://proxy.parisjc.edu:8293/statistics/752110/global-vr-headset-sales-by-brand/
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    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    Samsung Gear VR was projected to be the highest-selling virtual reality headset of 2017, with forecast shipments of 3.65 million units in that year alone. Google is projected to produce two of the most popular devices in the market, with both Google Cardboard and Google Daydream View forecast to sell millions of units.

    VR devices

    VR devices have not yet achieved the level of widespread popularity attained by other consumer electronic devices such as smartphones or tablets, but the industry has experienced consistent growth in recent years, with forecasts projecting a continuation of this trend in the future. As of 2018, Sony had established itself as the clear leader in the VR device market, largely thanks to the success of its PlayStation VR product. Other major products in the industry are HTC’s Vive and the Facebook-owned Oculus Rift, both of which have also carved out significant market shares.

    The Virtual Reality Market

    In addition to the hardware segment, which encompasses the manufacture and sale of VR headset devices, the VR market also includes a growing software segment. Software companies from a wide variety of industries have recognized the potential of VR technology. Gaming companies are eager to incorporate VR technology into their range of offerings, while other organizations are exploring the possibilities of the use of VR in more professional settings, such as healthcare and engineering

  12. E

    Virtual Reality (VR) Headset Market Trends: Drivers, Restraints and Growth...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Trends: Drivers, Restraints and Growth Factors (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/market-trends
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Explore key Virtual Reality (VR) Headset market trends in our in-depth report. Uncover major growth drivers, potential restraints, and future market directions. Get expert insights and stay ahead with our detailed market analysis.

  13. E

    Virtual Reality (VR) Headset Market Regional Demand: Global Insights and...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Regional Demand: Global Insights and Country-Level Analysis (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/regional-market-demand
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Explore Virtual Reality (VR) Headset Market Regional Demand with our comprehensive analysis. Get insights on North America, Asia Pacific, Europe, and other key regions. Access country-level market data and understand market dynamics and growth potential across different regions.

  14. E

    Virtual Reality (VR) Headset Market Executive Summary: Key Insights and...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Executive Summary: Key Insights and Statistics (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/executive-summary
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Access the summary of the Virtual Reality (VR) Headset market report, featuring key insights, executive summary, market size, CAGR, growth rate, and future outlook.

  15. VR headset revenue in Brazil 2019-2029

    • proxy.parisjc.edu
    • ibetubet.com
    • +1more
    Updated Sep 6, 2024
    + more versions
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    Statista (2024). VR headset revenue in Brazil 2019-2029 [Dataset]. https://proxy.parisjc.edu:8293/forecasts/1378621/vr-headset-market-revenue-brazil
    Explore at:
    Dataset updated
    Sep 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Brazil
    Description

    The revenue in the 'VR Headsets' segment of the consumer electronics market in Brazil was forecast to continuously increase between 2024 and 2029 by in total 70 million U.S. dollars (+53.3 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 201.35 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'VR Headsets' segment of the consumer electronics market was continuously increasing over the past years.Find further information concerning the volume in the consumer electronics market in Italy and the revenue in the consumer electronics market in Europe. The Statista Market Insights cover a broad range of additional markets.

  16. c

    Global Virtual Reality Market Report 2024 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Aug 8, 2023
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    Cognitive Market Research (2023). Global Virtual Reality Market Report 2024 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/virtual-reality-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Aug 8, 2023
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2019 - 2031
    Area covered
    Global
    Description

    It has been observed that in year 2020, roughly 57.4 million of people owned a VR headset in the US. Moreover, reports indicate that roughly 78 percent of Americans are already familiar with VR technology.

    In terms of revenue, Fully immersive was the leading Type with 43.88% share of total Virtual Reality market in 2021

    In terms of revenue, Hardware was the leading Offering with 65.49% share of total Virtual Reality market in 2021

    In terms of revenue, Entertainment was the leading Application with 24.78% share of total Virtual Reality market in 2021

    North America was the dominated region with 36.56% of total revenue market share in 2021. High adaption of VR headset in media and entertainment sector:

    VR technology is one of the most significant moves in entertainment industry as it is bringing the impossible possibility to life. Incorporation of this technology in entertainment platforms is helping the businesses connect and reach the users world-wide. Virtual reality (VR) has a tonne of potential for the game industry and is developing quickly. Virtual reality is an intriguing concept for gaming since it offers an immersive experience in a three-dimensional gaming world. So, consumers of VR games may both see and feel the 360-degree video content of the game. The primary objective in developing VR technology was with a focus on games and entertainment. Later on, it gradually stepped into marketing, retail, education, fitness, and healthcare sectors too. Thus, it is quite picture clear that the market for virtual reality technology is potentially vast. Many VR applications are growing in a different sphere.
    

    Current Trends on Virtual Reality:

    Virtual Reality is one of the technologies with the highest projected potential for growth
    

    The concept of virtual technology began in 2000, but potential has gradually increased within the last decade. This is majorly driven by its extended branches of applications in education, content creation and many more. For instance, conducting online classes is a challenging job as student engagement drops drastically. On the other hand, VR classes gives students a chance to be more directly invested. It has developed a questioning attitude. VR also leaves room for ample communication between students, helping them become more social. Many MBA programmes, including Stanford University Graduate School of Business are planning to incorporate VR in their curriculum. Moreover, VR is making profitable impact in healthcare. For instance, in year 2021, the FDA approved prescription-use EaseVRx for the treatment of pain reduction in adults. The system uses cognitive behavioural therapy and other behavioural principles such as deep relaxation, attention-shifting, interoceptive awareness, and others, to aid in the reduction of chronic pain. Thus, VR is playing vital role in pain relief mechanism. Students of medicine can better prepare themselves for being in the operating theatre. Thus, it is not inappropriate to say that future is here as VR is definitely changing the way of life. Virtual reality is a simulated 3D environment that enables users to explore and interact with a virtual surrounding by giving an immersive feel of a virtual world. In a current scenario, virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations. This effect is been created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. This sector of industry has still far way to go and it’s still in the growing phase. The usage and its significance vary from one to the next, depending on their purpose and the technology used. VR technology is associated with gaming, but it is used to support sales, facilitate learning, simulate travel, communicate, and more. COVID-19 pandemic has facilitated the usage of VR technology because of social distancing and trend for remote working.

  17. Virtual Reality Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Aug 29, 2024
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    Roots Analysis (2024). Virtual Reality Market Size & Share Report, 2035 [Dataset]. https://www.rootsanalysis.com/virtual-reality-market
    Explore at:
    Dataset updated
    Aug 29, 2024
    Dataset provided by
    Authors
    Roots Analysis
    License

    https://www.rootsanalysis.com/privacy.htmlhttps://www.rootsanalysis.com/privacy.html

    Time period covered
    2021 - 2031
    Area covered
    Global
    Description

    The virtual reality market size is estimated to rise from $33.72 billion in 2024 to $488.49 billion by 2035, growing at a CAGR of 27.511% from 2024 to 2035.

  18. Virtual Reality (VR) Headset Market Size: Comprehensive Overview and...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Size: Comprehensive Overview and Forecast (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/market-size
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Get detailed insights into the current valuation of Virtual Reality (VR) Headset market size, including growth analysis, current market status and future market projections.

  19. t

    Singapore Virtual Reality Headset Market Demand, Size and Competitive...

    • techsciresearch.com
    Updated Oct 12, 2023
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    TechSci Research (2023). Singapore Virtual Reality Headset Market Demand, Size and Competitive Analysis | TechSci Research [Dataset]. https://www.techsciresearch.com/report/singapore-virtual-reality-headset-market/17167.html
    Explore at:
    Dataset updated
    Oct 12, 2023
    Dataset authored and provided by
    TechSci Research
    License

    https://www.techsciresearch.com/privacy-policy.aspxhttps://www.techsciresearch.com/privacy-policy.aspx

    Area covered
    Singapore
    Description

    The Singapore virtual reality headset market is anticipated to grow at a high compound annual growth rate (CAGR) in the forecast period of 2024-2028.

    Pages75
    Market Size
    Forecast Market Size
    CAGR
    Fastest Growing Segment
    Largest Market
    Key Players

  20. E

    Virtual Reality (VR) Headset Market Top Companies: Profiles and Strategies...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Top Companies: Profiles and Strategies (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/top-companies
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Oct 8, 2024
    Dataset authored and provided by
    Emergen Research
    License

    https://www.emergenresearch.com/purpose-of-privacy-policyhttps://www.emergenresearch.com/purpose-of-privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Explore the top companies and key players in the Virtual Reality (VR) Headset Market with our detailed report. Get insights on key players, market strategies and learn about their market positions and contributions to the industry.

Share
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TwitterTwitter
Email
Click to copy link
Link copied
Close
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Thomas Alsop (2024). VR headset average price worldwide 2019-2029 [Dataset]. https://bobcaton.com/lander/bobcaton.com/?_=%2Ftopics%2F2584%2Fmeta-quest%2F%23fSt%2FoiuCuGCE7wk7q0o5ZInIRHy7W4A%3D
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VR headset average price worldwide 2019-2029

Explore at:
Dataset updated
Oct 1, 2024
Dataset provided by
Statistahttp://statista.com/
Authors
Thomas Alsop
Area covered
World
Description

The global price per unit in the 'VR Headsets' segment of the consumer electronics market was forecast to decrease between 2024 and 2029 by in total 1.5 U.S. dollars (-0.36 percent). This overall decrease does not happen continuously, notably not in 2027. The indicator is estimated to amount to 419.91 U.S. dollars in 2029. Find more key insights for the price per unit in countries and regions like the price per unit in the 'Tablets' segment of the consumer electronics market in Italy and the price per unit in the 'Feature Phones' segment of the consumer electronics market in the world. The Statista Market Insights cover a broad range of additional markets.

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