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  1. AR/VR headset shipments worldwide 2022-2027, by segment

    • statista.com
    Updated Jul 10, 2023
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    AR/VR headset shipments worldwide 2022-2027, by segment [Dataset]. https://www.statista.com/statistics/1396559/ar-vr-headset-shipments-by-segment/
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    Dataset updated
    Jul 10, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    In 2022, 8.83 million augmented reality (AR) and virtual reality (VR) headset shipments were recorded. In 2023, AR/VR headset shipments are expected to reach 10.06 million units, of which VR devices will account for 9.59 million.

  2. Z

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

    • zionmarketresearch.com
    pdf
    Updated Mar 17, 2025
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    Zion Market Research (2025). Virtual Reality Headset Market 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, 2024-2032 [Dataset]. https://www.zionmarketresearch.com/report/virtual-reality-vr-headset-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 17, 2025
    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

    Global Virtual Reality Headset Market size is set to expand from $ 14.18 Billion in 2023 to $ 104.28 Billion by 2032, a CAGR of 24.82% from 2024 to 2032.

  3. m

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

    • market.us
    csv, pdf
    Updated Jan 21, 2025
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    Market.us (2025). 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
    Jan 21, 2025
    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

    Virtual Reality Headset Market is estimated to reach USD 121.9 billion by 2032, Riding on a Strong 29.1% CAGR throughout the forecast period.

  4. v

    Global Virtual Reality Headset Market Size By Type, By End User, By...

    • verifiedmarketresearch.com
    Updated Mar 10, 2024
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    VERIFIED MARKET RESEARCH (2024). Global Virtual Reality Headset Market Size By Type, By End User, By Application, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/virtual-reality-headset-market/
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    Dataset updated
    Mar 10, 2024
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2030
    Area covered
    Global
    Description

    Virtual Reality Headset Market size was valued at USD 19.1 Billion in 2023 and is projected to reach USD 118.92 Billion by 2030, growing at a CAGR of 30.36% during the forecast period 2024-2030.

    Global Virtual Reality Headset Market Drivers
    The market drivers for the Virtual Reality Headset Market can be influenced by various factors. These may include:

    Developments in VR Technology: The capabilities and immersive experiences provided by VR headsets are being improved by ongoing developments in VR hardware and software. Consumer interest in virtual reality (VR) is being driven by innovations including broader field of vision, better ergonomics, enhanced tracking accuracy, and higher display resolutions.

    Growth of VR Content and Applications: Demand for VR headsets is being driven by the availability of a wide variety of VR content and applications across a number of industries, including gaming, entertainment, education, healthcare, and enterprise. Customers are using virtual reality (VR) more and more for training, education, entertainment, and other purposes as developers continue to produce engaging VR experiences.

    Growing Adoption in Entertainment and Gaming: VR gaming experiences are getting increasingly immersive and captivating, and gaming is still a big factor in VR gear sales. The demand for VR headsets among gamers and entertainment customers is being driven by the success of VR games as well as VR-enhanced movies, concerts, and other entertainment content.

  5. 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
    Explore at:
    pptx, pdf, csvAvailable 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

  6. AR/VR headset shipments worldwide 2020-2023

    • statista.com
    Updated Jul 3, 2023
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    Statista (2023). AR/VR headset shipments worldwide 2020-2023 [Dataset]. https://www.statista.com/statistics/653390/worldwide-virtual-and-augmented-reality-headset-shipments/
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    Dataset updated
    Jul 3, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    In 2022, the number of augmented reality (AR) and virtual reality (VR) devices shipped worldwide reached 9.11 million units, with forecasts suggesting that this is set to fall to 7.45 million units in 2023.

    AR/VR market

    AR, VR, and mixed reality (MR) are the cornerstones of the extended reality (XR) field. XR technologies extend the reality we experience by either merging the virtual and the “real” worlds, or by creating a fully immersive experience. AR/VR headset vendors include Meta, Sony, and HTC who offer VR devices, while Microsoft, Magic Leap, Vuzix, and Apple offer AR headsets and glasses.

    Metaverse

    Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using VR headsets, AR glasses, smartphone apps, or other devices. The potential metaverse market opportunity ranges from 3.75 trillion U.S. dollars to 12.46 trillion U.S. dollars, depending on the share of the digital economy that shifts to the metaverse and market expansion. Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together.

  7. C

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

    • coolest-gadgets.com
    Updated Jan 2, 2025
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    Coolest Gadgets (2025). 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
    Jan 2, 2025
    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.

  8. V

    Virtual Reality Headsets Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 20, 2025
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    Pro Market Reports (2025). Virtual Reality Headsets Market Report [Dataset]. https://www.promarketreports.com/reports/virtual-reality-headsets-market-10578
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 20, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the Virtual Reality Headsets Market was valued at USD 0.107 Billion in 2024 and is projected to reach USD 0.62 Billion by 2033, with an expected CAGR of 28.50% during the forecast period. The Virtual Reality (VR) Headsets Market is growing rapidly due to advances in immersive technology and increasing adoption across various sectors. VR headsets are wearable devices that track head movements and display virtual content to provide a simulated three-dimensional environment for users. These headsets feature high-resolution displays, motion-tracking sensors, and spatial audio capabilities, thereby enhancing the user experience. Applications of VR headsets range across gaming, health, education, training and simulation, and industrial design. In the market, they are further categorized into different types based on technology, that is, tethered, standalone, and mobile headsets, providing differing degrees of performance and portability. It profoundly impacts its usage, thus revolutionizing entertainment, improving the effectiveness of medical training, and offering immersive experiences for learning. Its benefits mainly involve user engagement, remote collaboration, and lower costs in training solutions. The main driving force in the market is the growing need for VR in gaming and entertainment, which is triggered by enhancements in content creation and user interest in immersive experiences. As technology improves, the market for VR headsets will continue expanding further with drives in affordability, comfort, and accessibility of content spreading into various industries. Recent developments include: During 4Q23, the global augmented reality and virtual reality (AR/VR) headset market expanded by 130.4% YoY with the easing macro strains and launching new products; this was established by International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. For all of 2023, shipments of AR/VR headsets declined by 23.5% from last year’s levels, as per the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. Macroeconomic uncertainties suppressed demand in the first half of the year while most companies relied on legacy products that were already available for at least one year, thereby experiencing two-digit decreases., On January 19th, Apple announced that its Vision Pro headset would be available in the US starting February 2nd for $3499, with preorders beginning January 19th. In a statement made, CEO Tim Cook said, “This is the most advanced piece of consumer electronics anyone has ever made,” which came just months after unveiling mixed-reality glasses back in October. The hardware features dual ultra-high-resolution screens that offer more pixels than a 4K TV, according to Apple, and can switch between augmented reality and virtual reality through a dial on its side., Meta Platforms CEO Mark Zuckerberg announced Quest Three, Facebook’s latest virtual reality gaming system set for release later this year during summer time; also, he spoke about Metas plans post-release, such as lowering price points on existing Quest two models while beefing up performance specs through use newer chipsets like Qualcomm-which would provide double graphics power compared predecessor model(s). In June of next year, after much speculation surrounding what exactly it might look like as well when specifically we could expect an announcement or even launch date(s), Facebook finally put rumors to rest, revealing their newest addition to the Oculus lineup dubbed simply Ques-those same people who brought us rift-s which took VR gaming industry storm back in 2016 now are ready show off next big thing realize people's dreams regarding truly immersive experiences beyond imagination this world.April 2022 Shenzhen MetaVision Tech Co, a Chinese virtual reality (VR) solutions provider, has presented designs and specifications for its Particle All-in-One VR headset. Particle, at just 250 grams, is slated to become the world's lightest VR device, coupled with many significant advances that will revolutionize the extended worldwide reality (XR) business., February 2022 Sony Corporation unveiled the PlayStation VR2 next-generation system and the PlayStation VR2 Feel controller. The device provides gamers with a wider range of sensations by merging cutting-edge technologies into the hardware. Two 2000x2040 OLED panels produce stunning 4K HDR graphics at up to 120fps1, providing four times the resolution of the original PlayStation VR.. Notable trends are: Rapid digitization of the healthcare sector to boost the market growth.

  9. VR headset sales volume in the U.S. 2019-2029

    • statista.com
    Updated Sep 6, 2024
    + more versions
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    Statista (2024). VR headset sales volume in the U.S. 2019-2029 [Dataset]. https://www.statista.com/forecasts/1331903/vr-headset-sales-volume-united-states
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    Dataset updated
    Sep 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The volume in the 'VR Headsets' segment of the consumer electronics market in the United States was forecast to decrease between 2024 and 2029 by in total 0.1 million pieces (-2.33 percent). This overall decrease does not happen continuously, notably not in 2026. According to this forecast, in 2029, the indicator will have decreased for the third consecutive year to 4.25 million pieces. Find further information concerning the revenue in the consumer electronics market in Europe and the volume in the consumer electronics market in Italy. The Statista Market Insights cover a broad range of additional markets.

  10. M

    Virtual Reality Headset Market to Achieve USD 121.9 bn by 2032

    • scoop.market.us
    Updated Jan 21, 2025
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    Market.us Scoop (2025). Virtual Reality Headset Market to Achieve USD 121.9 bn by 2032 [Dataset]. https://scoop.market.us/virtual-reality-headset-market-news/
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    Dataset updated
    Jan 21, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Report Overview

    The global virtual reality (VR) headset market is set to experience significant growth, with its value projected to reach USD 121.9 billion by 2032, up from USD 13 billion in 2023. This remarkable expansion represents a compound annual growth rate (CAGR) of 29.1% during the forecast period from 2023 to 2032. In 2022, North America dominated the market, holding a substantial 42.3% share, which translated to revenue of USD 4.2 billion. This strong performance highlights the region's early adoption of advanced technologies and increasing investment in VR applications across industries.

    The market for virtual reality headsets has expanded significantly due to increasing consumer interest in immersive experiences for gaming, education, and professional training. Major companies like Oculus, Sony, and HTC have developed advanced VR systems that do not require external sensors or additional hardware, pushing the boundaries of accessibility and user-friendliness. The industry is poised for further growth as technological advancements continue to improve the quality and decrease the costs of VR headsets.

    The virtual reality headset market is driven by the growing demand for enhanced gaming experiences and professional simulation training across various sectors, including military, education, and healthcare. Technological advancements such as higher display resolutions, better motion tracking, and wireless capabilities are also significant drivers. Furthermore, as virtual reality becomes more mainstream, content development for VR is expanding, creating a larger ecosystem of applications and experiences that attract a broader audience.

    https://market.us/wp-content/uploads/2023/09/Virtual-Reality-Headset-Market-1024x616.jpg" alt="Virtual Reality Headset Market" class="wp-image-106131">

    Recent technological advancements in VR headsets include improvements in display technology, reducing the screen-door effect (where users can see grid-like lines on the display) and enhancing visual clarity. Additionally, innovations like eye-tracking and foveated rendering focus processing power on where the user is looking, which increases efficiency and improves overall performance. The integration of AI for natural interaction within virtual environments is also an emerging trend.

    For businesses, virtual reality headsets offer significant benefits, particularly in training and development, by providing realistic simulations and environments where employees can hone skills and rehearse scenarios without the physical risks or costs associated with real-world training. VR can also facilitate remote assistance and virtual meetings, reducing travel costs and improving collaboration across global teams.

  11. D

    Virtual Reality Headsets Market Research Report 2032

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Virtual Reality Headsets Market Research Report 2032 [Dataset]. https://dataintelo.com/report/global-virtual-reality-headsets-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Jan 7, 2025
    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 Headsets Market Outlook



    The global market size of Virtual Reality (VR) headsets was valued at approximately USD 9 billion in 2023 and is expected to reach around USD 65 billion by 2032, growing at a compounded annual growth rate (CAGR) of 24.1%. This robust growth is primarily driven by increased adoption across various sectors such as gaming, healthcare, and education, along with advancements in VR technology.



    The rapid penetration of VR technology into consumer electronics significantly contributes to market growth. The gaming industry, which has always been at the forefront of adopting cutting-edge technologies, is one of the primary growth drivers for VR headsets. Gamers are continually seeking more immersive and interactive experiences, compelling companies to innovate and improve VR headset functionalities. Furthermore, the rising popularity of e-sports and online gaming platforms provides an additional impetus to the VR headsets market.



    Another critical growth factor is the expanding application of VR technology in the healthcare sector. Virtual reality is increasingly being used for medical training, surgical simulations, and patient treatment plans, providing a safe and controlled environment for both practitioners and patients. The ability of VR to offer realistic simulations without any physical risk is making it an invaluable tool in medical education and patient rehabilitation, thus driving its adoption in the healthcare industry.



    Moreover, the education sector is also playing a crucial role in the proliferation of VR headsets. Institutions are incorporating VR to offer immersive learning experiences, making complex subjects more understandable and engaging for students. This trend is not only limited to higher education but is also being adopted in K-12 education. The potential to revolutionize traditional learning methodologies with interactive and immersive content makes VR a highly attractive tool in modern educational frameworks.



    The rise in Smart VR Glasses Sales is another noteworthy trend contributing to the overall growth of the VR headsets market. These smart glasses are gaining traction due to their ability to blend augmented reality (AR) and virtual reality (VR) features, offering users a seamless and interactive experience. As consumers become more tech-savvy, the demand for smart VR glasses that provide enhanced functionalities, such as real-time data overlays and hands-free interaction, is on the rise. This trend is particularly evident in sectors like retail and healthcare, where smart VR glasses are being used for interactive shopping experiences and medical consultations. The increasing sales of these devices highlight the growing consumer interest in versatile and portable VR solutions, further driving market expansion.



    Regionally, North America holds the largest share of the VR headsets market, driven by high disposable incomes and the presence of major technology companies. However, the Asia Pacific region is anticipated to witness the highest growth rate due to increasing investments in VR technology and a burgeoning consumer electronics market. Countries like China, Japan, and South Korea are emerging as significant markets for VR headsets owing to their technological advancements and consumer demand.



    Product Type Analysis



    The product type segment of the VR headsets market can be categorized into Standalone VR Headsets, Tethered VR Headsets, and Smartphone VR Headsets. Standalone VR headsets are gaining prominence due to their ease of use and improved user experience. These devices do not require a connection to external devices like PCs or smartphones, making them highly portable and convenient for users. Companies like Oculus and HTC are at the forefront of developing high-performance standalone VR headsets, which are expected to drive significant growth in this segment.



    Tethered VR headsets, on the other hand, offer superior performance and graphics quality compared to standalone headsets. These devices are connected to external PCs or gaming consoles, providing a more powerful and immersive experience. The tethered VR headsets segment is particularly popular among hardcore gamers and professional users who require high-end graphics and processing capabilities for an optimal VR experience. The continuous advancements in PC and console technologies further augment the growth of tethered VR headsets.



    Sm

  12. VR headset sales volume in Asia 2019-2029

    • statista.com
    Updated Sep 6, 2024
    + more versions
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    Statista (2024). VR headset sales volume in Asia 2019-2029 [Dataset]. https://www.statista.com/forecasts/1338471/vr-headset-sales-volume-asia
    Explore at:
    Dataset updated
    Sep 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Asia
    Description

    The volume in the 'VR Headsets' segment of the consumer electronics market in Asia was forecast to continuously increase between 2024 and 2029 by in total 1.1 million pieces (+9.13 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 13.12 million pieces and therefore a new peak in 2029. Notably, the volume 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 penetration rate in the 'consumer electronics' segment of the e-commerce market in Vietnam. The Statista Market Insights cover a broad range of additional markets.

  13. N

    AR and VR Headset Market Size and Share Analysis - 2030

    • nextmsc.com
    csv, pdf
    Updated Mar 2025
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    Next Move Strategy Consulting (2025). AR and VR Headset Market Size and Share Analysis - 2030 [Dataset]. https://www.nextmsc.com/report/augmented-reality-virtual-reality-headset-market
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Mar 2025
    Dataset authored and provided by
    Next Move Strategy Consulting
    License

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

    Time period covered
    2021 - 2030
    Area covered
    Global
    Description

    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.

  14. V

    VR Headset Equipment Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Pro Market Reports (2025). VR Headset Equipment Report [Dataset]. https://www.promarketreports.com/reports/vr-headset-equipment-38930
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global VR Headset Equipment market is experiencing robust growth, driven by increasing adoption across entertainment, education, and industrial sectors. The market size in 2025 is estimated at $20 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This significant expansion is fueled by several key factors. Technological advancements leading to more immersive and affordable VR headsets are a primary driver. The rising popularity of virtual reality gaming, coupled with the expanding use of VR in training simulations for various industries (from healthcare to manufacturing), fuels market demand. Furthermore, the increasing accessibility of high-speed internet and improved mobile processing power broadens the potential user base for VR headsets. While challenges remain, such as the need for more compelling content and potential health concerns related to prolonged VR use, the overall market trajectory remains overwhelmingly positive. The market segmentation reveals strong growth across various applications. Entertainment and leisure remain a dominant sector, with gaming and immersive experiences driving sales. However, education and training are experiencing rapid growth as institutions increasingly adopt VR for interactive learning and skill development. The industrial production segment is also witnessing significant adoption, leveraging VR for design, maintenance, and training purposes. In terms of headset types, Mobile Headsets are currently gaining traction due to increased smartphone integration and portability. However, External Headsets (PC Headsets) remain a crucial segment, providing higher performance and visual fidelity for more demanding applications. The competitive landscape is dynamic, with major technology companies like Meta (formerly Facebook), Sony, and HTC alongside several promising smaller players. Geographic analysis shows strong market penetration in North America and Europe, but significant growth potential exists in the Asia-Pacific region driven by increasing smartphone penetration and rising disposable incomes. The forecast period suggests continued expansion, with market size exceeding $50 billion by 2033. This in-depth report provides a comprehensive overview of the burgeoning virtual reality (VR) headset market, projecting a market value exceeding $50 billion by 2030. We analyze market dynamics, key players, technological advancements, and regional variations to provide a clear understanding of this rapidly evolving landscape. The report includes detailed analysis of market segmentation by application, device type, and geographic location, offering invaluable insights for investors, manufacturers, and industry stakeholders.

  15. Virtual Reality (VR) Headset Market Segmentation Analysis: Detailed...

    • emergenresearch.com
    pdf
    Updated Oct 8, 2024
    + more versions
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    Emergen Research (2024). Virtual Reality (VR) Headset Market Segmentation Analysis: Detailed Breakdown and Opportunities (2024-2033) [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-headset-market/market-analysis
    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 detailed segmentation analysis of the Virtual Reality (VR) Headset market. Understand detailed breakdown for each segment and uncover market opportunities.

  16. Virtual Reality VR Headset Market Analysis North America, APAC, Europe,...

    • technavio.com
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    Technavio, Virtual Reality VR Headset Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, China, UK, Japan, Canada, India, Germany, France, Italy, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/virtual-reality-vr-headset-market-industry-analysis
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    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    United Kingdom, United States, Global
    Description

    Snapshot img

    Virtual Reality VR Headset Market Size 2025-2029

    The virtual reality VR headset market size is forecast to increase by USD 43.64 billion at a CAGR of 51.1% between 2024 and 2029.

    The market is experiencing significant growth, driven by the growth of gaming and the increasing integration of augmented reality (AR) and virtual reality (VR) technologies by companies. The rising interest and growth in the gaming sector are fueling the demand for VR experiences, leading to increased market opportunities. Moreover, the integration of AR and VR technologies is enabling new applications in various industries, including healthcare, education, and entertainment.
    However, user comfort and health concerns remain challenges for the market. As the use of VR headsets for extended periods can lead to discomfort and health issues, companies are focusing on improving the design and ergonomics of their products to address these concerns. Overall, the market is expected to grow steadily, driven by these trends and the continuous innovation in VR technology.
    

    What will be the Size of the Virtual Reality VR Headset Market During the Forecast Period?

    To learn more about the market report, Request Free Sample

    Virtual Reality (VR) headsets have revolutionized the way we experience better technology. These devices offer unique experiences, enhancing consumer entertainment and industrial applications. VR technology's adoption extends beyond the consumer sector, reaching healthcare and military training. In healthcare, VR headsets enable surgeons to practice complex procedures in a risk-free environment, improving patient safety. The military utilizes VR for training soldiers in realistic combat simulations.
    The virtual reality (VR) headset market is experiencing rapid growth, driven by advancements in virtual reality technology and increasing consumer interest. Top brands like Oculus, HTC, and Sony offer high-end VR headsets with powerful processors, ensuring great experiences. Retail sectors are embracing VR technology for training, marketing, and customer engagement, making it an exciting and dynamic market to watch. With continuous innovation and improvements, VR headsets are set to revolutionize various industries and become a mainstream technology.
    Sensors and processors are essential components of VR headsets, ensuring high-quality visuals and interactive experiences. The competition among manufacturers continues to drive innovation, with advancements in resolution, field of view, and processing power. The retail sector also benefits from VR technology, offering customers product demonstrations and virtual showrooms. As VR adoption grows, industries continue to discover new applications, expanding the potential for this transformative technology.
    

    How is this market segmented and which is the largest segment?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Application
    
      Commercial
      Individual
    
    
    Type
    
      Mid-range device
      Low-end device
      High-end device
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        India
        Japan
    
    
      Europe
    
        Germany
        UK
        France
        Italy
    
    
      Middle East and Africa
    
    
    
      South America
    
        Brazil
    

    By Application Insights

    The commercial segment is estimated to witness significant growth during the forecast period.
    

    The Virtual Reality (VR) headset market encompasses a significant commercial application segment. This category showcases the versatility of immersive VR technology in enhancing training, experiences, and productivity for various industries. Applications span from education and entertainment to enterprise solutions. In the corporate sector, VR headsets facilitate risk-free training through virtual simulations, thereby improving employee performance and reducing conventional training costs. Additionally, VR technology is utilized in healthcare provisions for patient care systems, medical training, and planned surgeries. Outside of healthcare, VR headsets are also employed in live virtual entertainment, as exemplified by Meta's virtual stage for artists such as Foo Fighters.

    The VR headset market is rapidly expanding with innovative devices from major tech companies. Google Cardboard offers an affordable entry into virtual reality, while others boast a high-end headset integrated with gaming consoles. Microsoft's Hololens 3 blends VR and AR, providing an immersive experience. Meta Quest and Meta Quest Pro offer advanced processors and wireless freedom, setting new standards in VR technology. These headsets cater to various budgets and preferences, ensuring an engaging and interactive virtual reality journey for users.

    Get a glance at the market report of share of various segments.

  17. Virtual Reality Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Aug 26, 2024
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    Roots Analysis (2024). Virtual Reality Market Size & Share Report, 2035 [Dataset]. https://www.rootsanalysis.com/virtual-reality-market
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    Dataset updated
    Aug 26, 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. t

    United States Virtual Reality Headset Market Demand, Size and Competitive...

    • techsciresearch.com
    Updated Oct 22, 2023
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    TechSci Research (2023). United States Virtual Reality Headset Market Demand, Size and Competitive Analysis | TechSci Research [Dataset]. https://www.techsciresearch.com/report/united-states-virtual-reality-headset-market/3115.html
    Explore at:
    Dataset updated
    Oct 22, 2023
    Dataset authored and provided by
    TechSci Research
    License

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

    Area covered
    United States
    Description

    United States virtual reality headset market is anticipated to exhibit a high CAGR in the forecast period, 2024-2028.

    Pages85
    Market Size
    Forecast Market Size
    CAGR
    Fastest Growing Segment
    Largest Market
    Key Players

  19. E

    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.

  20. c

    Global Virtual Reality Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, Global Virtual Reality Market Report 2025 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 authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    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.

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Statista (2023). AR/VR headset shipments worldwide 2020-2023 [Dataset]. https://www.statista.com/statistics/653390/worldwide-virtual-and-augmented-reality-headset-shipments/
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AR/VR headset shipments worldwide 2020-2023

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36 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jul 3, 2023
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
World
Description

In 2022, the number of augmented reality (AR) and virtual reality (VR) devices shipped worldwide reached 9.11 million units, with forecasts suggesting that this is set to fall to 7.45 million units in 2023.

AR/VR market

AR, VR, and mixed reality (MR) are the cornerstones of the extended reality (XR) field. XR technologies extend the reality we experience by either merging the virtual and the “real” worlds, or by creating a fully immersive experience. AR/VR headset vendors include Meta, Sony, and HTC who offer VR devices, while Microsoft, Magic Leap, Vuzix, and Apple offer AR headsets and glasses.

Metaverse

Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using VR headsets, AR glasses, smartphone apps, or other devices. The potential metaverse market opportunity ranges from 3.75 trillion U.S. dollars to 12.46 trillion U.S. dollars, depending on the share of the digital economy that shifts to the metaverse and market expansion. Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together.