100+ datasets found
  1. VR headset market revenue in the U.S. 2019-2029

    • statista.com
    Updated Sep 6, 2024
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    Statista (2024). VR headset market revenue in the U.S. 2019-2029 [Dataset]. https://www.statista.com/forecasts/1331898/vr-headset-market-revenue-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 revenue 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 0.04 billion U.S. dollars (-2.17 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 1.8 billion U.S. dollars. Find further information concerning the volume in the consumer electronics market in Italy and the revenue in the 'consumer electronics' segment of the e-commerce market in the United States. The Statista Market Insights cover a broad range of additional markets.

  2. 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
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    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.

  3. D

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

    • bisresearch.com
    csv, pdf
    Updated Mar 27, 2025
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    The citation is currently not available for this dataset.
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Mar 27, 2025
    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

  4. Virtual Reality (VR) Market Analysis North America, APAC, Europe, Middle...

    • technavio.com
    Updated Dec 15, 2024
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    Technavio (2024). Virtual Reality (VR) Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, China, Germany, UK, Canada, Japan, France, South Korea, Saudi Arabia, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/virtual-reality-market-industry-analysis
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    Dataset updated
    Dec 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    United Kingdom, France, Canada, Brazil, Germany, United States, Global
    Description

    Snapshot img

    Virtual Reality Market Size 2025-2029

    The virtual reality market size is forecast to increase by USD 133.17 billion at a CAGR of 38% between 2024 and 2029.

    The market is experiencing significant growth, driven by recent advancements in VR technology. One key trend is the integration of artificial intelligence (AI) and machine learning (ML) with VR technology, enabling more enriching and interactive experiences. However, the high cost of enriching VR hardware remains a challenge for widespread adoption. Other growth factors include increasing demand for VR in various industries such as gaming, healthcare, education, and training. Additionally, the rising popularity of VR in events and entertainment is expected to boost the market growth. Overall, the VR market presents numerous opportunities for innovation and growth, particularly In the areas of content creation, hardware development, and application expansion.
    

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

    Request Free Sample

    The market is experiencing significant growth, driven by advancements in VR technology and increasing demand across various industries. The healthcare sector is leveraging VR for therapy and training, while defense personnel and technicians utilize it for simulation and instruction. In the gaming and entertainment industries, VR headsets, gloves, and bodysuits offer enriching experiences, with hardware segment revenues projected to grow.
    The software segment, including virtual platforms and AI applications, is also expanding, with real-time rendering and 3D virtual worlds becoming increasingly popular. The automotive industry is adopting VR for design and marketing, while AR and VR content creation tools enable the development of virtual tours, virtual classrooms, and VR arcades. The metaverse and virtual fitness markets are also gaining traction, offering new opportunities for businesses and consumers alike.
    The Virtual Reality (VR) market is experiencing rapid growth, driven by innovations in VR headsets and immersive VR gaming experiences. Virtual training solutions are revolutionizing industries, with VR in healthcare offering groundbreaking treatments and therapies. The integration of augmented reality and metaverse development is enhancing user interaction across various sectors, including VR in real estate and VR tourism experiences. Social VR platforms and VR collaboration tools are transforming communication and teamwork, while VR fitness experiences offer new ways to stay active. Cinematic VR content is gaining popularity, alongside VR for education, enterprise VR adoption, and advancements in haptic feedback technology, which enhances immersion. As VR continues to evolve, it promises to redefine the way we work, learn, and interact with the digital world.
    

    How is this Virtual Reality Industry segmented and which is the largest segment?

    The virtual reality (VR) industry 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.

    End-user
    
      Enterprise
      Consumer
    
    
    Component
    
      Hardware
      Software
    
    
    Device
    
      Head-mounted display
      Gesture-tracking device
      Projectors & display wall
    
    
    Technology
    
      Semi & fully enriching
      Non-enriching
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
    
    
      Middle East and Africa
    
    
    
      South America
    
        Brazil
    

    By End-user Insights

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

    Virtual reality (VR) refers to an artificially generated environment, experienced by users through specialized hardware, such as headsets. This technology creates enriching experiences that mimic real-life situations, popularly used in gaming, entertainment, retail, sports, travel, and healthcare industries. The increasing adoption of VR technology is driven by advancements in hardware, leading to heightened user experiences. The healthcare sector's utilization of VR is particularly noteworthy, with the potential for therapeutic applications and training simulations. The growing user base in various industries is expected to fuel the market expansion throughout the forecast period.

    Get a glance at the Virtual Reality (VR) Industry report of share of various segments. Request Free Sample

    The enterprise segment was valued at USD 6.37 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 33% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on t

  5. 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.

  6. Virtual Reality (VR) Market Size, Share, Growth & Trends

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Virtual Reality (VR) Market Size, Share, Growth & Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Virtual Reality (VR) Technology, A Computer-Simulated Reality Creating An Artificial Environment, is Increasingly Used in Sectors Like Education, Gaming, and AI Applications. This Immersive Multimedia Offers A 3D Virtual World, Enhancing Learning Experiences and Gaming Environments. AI Integration Further Enriches the Virtual Environment. The Development of the Metaverse, A Collective Shared Space Combining VR, Augmented Reality, Mixed Reality, and Brain-Computer Interface, Promises An Interactive Virtual Reality Experience. The VR Market, Segmented by Hardware, End-User, and Geography, is Dominated by the Gaming Sector, With North America Leading Due To Numerous Startups Focusing On Computer-Generated Reality Technologies.

  7. 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.

  8. T

    Tourists Virtual Reality Headsets Market Insights - Growth & Forecast 2025...

    • futuremarketinsights.com
    pdf
    Updated Mar 3, 2025
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    Future Market Insights (2025). Tourists Virtual Reality Headsets Market Insights - Growth & Forecast 2025 to 2035 [Dataset]. https://www.futuremarketinsights.com/reports/virtual-reality-headsets-for-tourists-perspectives-and-potential
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 3, 2025
    Dataset authored and provided by
    Future Market Insights
    License

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

    Time period covered
    2025 - 2035
    Area covered
    Worldwide
    Description

    The market will rise from USD 4.8 billion in 2025 to USD 14.5 billion in 2035 at a compound annual growth rate (CAGR) of 11.6% during these two years.

    MetricValue
    Industry Size (2025E)USD 4.8 billion
    Industry Value (2035F)USD 14.5 billion
    CAGR (2025 to 2035)11.6%

    Country-wise Outlook

    CountryCAGR (2025 to 2035)
    USA4.9%
    CountryCAGR (2025 to 2035)
    UK4.5%
    CountryCAGR (2025 to 2035)
    European Union (EU)4.7%
    CountryCAGR (2025 to 2035)
    Japan4.8%
    CountryCAGR (2025 to 2035)
    South Korea4.6%

    Competitive Outlook

    Company NameEstimated Market Share (%)
    Meta (Oculus VR)18-22%
    HTC Vive12-16%
    Sony PlayStation VR10-14%
    Pico Interactive (Byte Dance-owned)8-12%
    Varjo Technologies5-9%
    Other Companies (combined)35-45%
  9. Revenue of the VR headsets industry worldwide 2019-2029

    • statista.com
    Updated Jul 5, 2024
    + more versions
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    Statista (2024). Revenue of the VR headsets industry worldwide 2019-2029 [Dataset]. https://www.statista.com/forecasts/1329762/vr-headset-market-revenue-worldwide
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    Dataset updated
    Jul 5, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global revenue in the 'VR Headsets' segment of the consumer electronics market was forecast to continuously increase between 2024 and 2029 by in total 1.7 billion U.S. dollars (+17.09 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 11.63 billion 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 other key market indicators concerning the sales volume change and volume. The Statista Market Insights cover a broad range of additional markets.

  10. Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 8, 2023
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    Cognitive Market Research (2023). Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/vr-headset-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 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
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global VR Headset market size is USD 7915.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 30.00% from 2024 to 2031.

    North America held the major market, accounting for more than 40% of global revenue. With a market size of USD 3166.08 million in 2024, it will grow at a compound annual growth rate (CAGR) of 28.2% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 2374.56 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 1820.50 million in 2024 and will grow at a compound annual growth rate (CAGR) of 32.0% from 2024 to 2031.
    The Latin America market will account for more than 5% of global revenue and have a market size of USD 395.76 million in 2024. It will grow at a compound annual growth rate (CAGR) of 29.4% from 2024 to 2031.
    The Middle East and Africa held the major markets, accounting for around 2% of the global revenue. The market was USD 158.30 million in 2024 and will grow at a compound annual growth rate (CAGR) of 29.7% from 2024 to 2031.
    The Low-end Device held the highest VR Headset market revenue share in 2024.
    

    Market Dynamics of VR Headset market

    Key Drivers for VR Headset market

    Gaming and Entertainment to Increase the Demand Globally

    Gaming and entertainment are poised to significantly increase the demand for V.R. headsets globally, driving growth and innovation within the industry. As gaming continues to evolve, V.R. technology offers immersive experiences that transport players into virtual worlds, enhancing gameplay and immersion. The ability to interact with virtual environments and characters in three dimensions creates a level of engagement and realism unmatched by traditional gaming platforms. Similarly, in the entertainment sector, V.R. enables users to experience immersive storytelling, live events, and virtual tours of museums, landmarks, and destinations from the comfort of their homes. The growing popularity of V.R. gaming and entertainment content, coupled with advancements in V.R. hardware and software, is expected to fuel consumer interest and drive adoption of V.R. headsets worldwide.

    Enterprise Adoption to Propel Market Growth

    Enterprise adoption is poised to be a significant driver of market growth within the V.R. headset industry. As businesses across various sectors recognize the potential of V.R. technology to revolutionize workflows, training, and customer engagement, the demand for V.R. headsets is expected to soar. In sectors such as healthcare, manufacturing, retail, and education, V.R. offers unique opportunities for immersive training simulations, virtual product demonstrations, remote collaboration, and experiential learning. By leveraging V.R. headsets, enterprises can enhance employee training programs, improve productivity, reduce costs associated with physical prototypes or travel, and provide innovative solutions to customers. Additionally, the COVID-19 pandemic has accelerated the adoption of remote work and virtual collaboration tools, further driving demand for V.R. headsets as businesses seek efficient ways to connect teams and conduct virtual meetings.

    Restraint Factor for the VR Headset market

    Health and Safety Concerns to Limit the Sales

    Health and safety concerns have the potential to limit sales within the V.R. headset market as consumers and businesses weigh the risks associated with prolonged headset usage. Issues such as motion sickness, eye strain, and discomfort experienced by some users may deter individuals from investing in V.R. technology. Moreover, concerns about the long-term effects of V.R. exposure on physical and mental health may lead to hesitancy among consumers, particularly in demographic groups more susceptible to these risks. Additionally, the use of V.R. headsets in public spaces or shared environments raises hygiene concerns, especially in light of infectious diseases such as COVID-19, further impacting consumer confidence and adoption. Addressing these health and safety concerns requires ongoing research and development efforts to improve V.R. hardware and software design, mitigate adverse effects, and ensure user comfort and well-being.

    Impact of Covid-19 on the VR Headset market

    The COVID-19 pandemic has had a mixed impact on the V.R. headset market. On the one hand, the pandemic has led to increased demand for V.R. headsets as...

  11. Projected size of global augmented and VR market segments 2020-2025

    • statista.com
    Updated Jun 29, 2016
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    Statista (2016). Projected size of global augmented and VR market segments 2020-2025 [Dataset]. https://www.statista.com/statistics/610112/worldwide-forecast-augmented-and-mixed-reality-software-market-by-segment/
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    Dataset updated
    Jun 29, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2016
    Area covered
    Worldwide
    Description

    Forecasts suggest that by the year 2020 the largest segment within the virtual and augmented reality industry will be video games. Video game segment revenues are expected to reach nearly seven billion U.S. dollars by 2020 and continue growing to around 11.5 billion by 2025. The healthcare and engineering segments are also expected to experience high levels of growth in the coming years, further exhibiting the wide range of possible uses for the technology.

    Augmented reality

    While augmented and virtual reality are often grouped together due to their obvious similarities, augmented reality tends to place more emphasis on enhancing existing environments rather than immersing the user in entirely new ones. Forecasts expect the AR market to skyrocket in the coming years, with projected revenues increasing from around six billion U.S. dollars in 2018 to nearly 200 billion dollars by 2025.

    Virtual reality

    Virtual reality technology lends itself particularly well to uses within video games and simulation. Major tech industry firms such as Sony, Facebook, and Microsoft have seen the potential of VR technology and quickly developed products of their own to compete in the budding market. Mostly through the success of its PlayStation VR product, Sony has established itself as the clear leader in the VR headset market.

  12. V

    Virtual Reality Headset Market Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Dec 19, 2024
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    Archive Market Research (2024). Virtual Reality Headset Market Report [Dataset]. https://www.archivemarketresearch.com/reports/virtual-reality-headset-market-5826
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Dec 19, 2024
    Dataset authored and provided by
    Archive Market Research
    License

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

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

    The Virtual Reality Headset Market, valued at 9,201.6 billion, is poised for substantial growth with a CAGR of 30.6%. A virtual reality headset transports users into immersive digital worlds, blending cutting-edge technology with sensory engagement. Encasing the eyes and ears, it creates a panoramic illusion that feels tangible, leveraging high-definition screens and motion sensors to track head movements. Users can explore virtual environments, from serene landscapes to bustling cities, interacting through controllers that mimic hands. The experience is heightened by spatial audio, which positions sounds realistically. This growth is driven by factors such as:

  13. VR headset market revenue in Europe 2019-2029

    • statista.com
    Updated Sep 6, 2024
    + more versions
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    Statista (2024). VR headset market revenue in Europe 2019-2029 [Dataset]. https://www.statista.com/forecasts/1331904/vr-headset-market-revenue-europe
    Explore at:
    Dataset updated
    Sep 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    The revenue in the 'VR Headsets' segment of the consumer electronics market in Europe was forecast to continuously increase between 2024 and 2029 by in total 0.8 billion euro (+42.33 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 2.73 billion euro 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 revenue in the consumer electronics market in Europe and the revenue change in the consumer electronics market in Europe. The Statista Market Insights cover a broad range of additional markets.

  14. AR/VR headset shipments worldwide 2021-2026, by market

    • statista.com
    Updated Jan 17, 2024
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    Statista (2024). AR/VR headset shipments worldwide 2021-2026, by market [Dataset]. https://www.statista.com/statistics/1301629/ar-vr-headset-shipments-by-market/
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    Dataset updated
    Jan 17, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2021, 9.54 million augmented reality (AR) and virtual reality (VR) headset shipments were recorded in the consumer market, while 1.69 million were recorded in the commercial market. In 2022, consumer AR/VR headset shipments are expected to reach 13.24 million units.

  15. Revenue of virtual reality headset market in China 2016-2021

    • statista.com
    Updated Nov 24, 2020
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    Statista (2020). Revenue of virtual reality headset market in China 2016-2021 [Dataset]. https://www.statista.com/statistics/736602/virtual-reality-headset-market-size-in-china/
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    Dataset updated
    Nov 24, 2020
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2016
    Area covered
    China
    Description

    The statistic shows the revenue of the virtual reality headset market in China in 2016 with forecasts until 2021. In 2016, the VR headset market revenue amounted to around two billion yuan in China and was estimated to reach almost 30 billion yuan by 2021.

  16. 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.

  17. AR/VR headset companies shipment share worldwide 2023-2024, by quarter

    • statista.com
    • flwrdeptvarieties.store
    Updated Feb 3, 2025
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    AR/VR headset companies shipment share worldwide 2023-2024, by quarter [Dataset]. https://www.statista.com/statistics/1407105/ar-vr-headset-companies-shipment-share/
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    Dataset updated
    Feb 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the third quarter of 2024, Meta remained in the lead among augmented reality (AR) and virtual reality (VR) headset companies, accounting for around 70.8 percent of total shipments. Other notable AR/VR headset vendors include Apple, with the release of the Vision Pro helping the company to secure a spot in the rankings.

  18. m

    Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Size and...

    • marketresearchintellect.com
    Updated Mar 15, 2025
    + more versions
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    Market Research Intellect (2025). Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Size and Projections [Dataset]. https://www.marketresearchintellect.com/product/global-virtual-reality-vr-and-augmented-realityar-headsets-market-size-and-forecast/
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    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Market Research Intellect
    License

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

    Area covered
    Global
    Description

    The size and share of the market is categorized based on Application (Gaming, Entertainment, Education, Healthcare, Training & Simulation, Retail) and Product (Tethered VR Headsets, Standalone VR Headsets, Smartphone VR Headsets, AR Smart Glasses, Mixed Reality Headsets) and geographical regions (North America, Europe, Asia-Pacific, South America, and Middle-East and Africa).

  19. V

    Virtual Reality (VR) Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Mar 18, 2025
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    Market Report Analytics (2025). Virtual Reality (VR) Market Report [Dataset]. https://www.marketreportanalytics.com/reports/virtual-reality-vr-market-10135
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 18, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The global Virtual Reality (VR) market is experiencing explosive growth, projected to reach a market size of $33.25 billion in 2025 and maintain a Compound Annual Growth Rate (CAGR) of 38% from 2025 to 2033. This significant expansion is driven by several key factors. Firstly, advancements in hardware technology are leading to more affordable, higher-resolution headsets with improved ergonomics and processing power. Secondly, the increasing availability of engaging and immersive VR content, spanning gaming, entertainment, education, and training, fuels adoption across various end-user segments. Enterprise applications, particularly in sectors like healthcare, manufacturing, and engineering, are witnessing strong growth due to the demonstrable benefits of VR for training, design, and collaboration. Consumer adoption is also increasing, fueled by the growing popularity of VR gaming and immersive entertainment experiences. However, challenges remain, including potential motion sickness for some users, the relatively high cost of entry for certain VR setups, and the need for improved infrastructure to support widespread adoption of high-bandwidth VR applications. The market is segmented by end-user (Enterprise and Consumer) and component (Hardware and Software), offering diverse growth opportunities for companies such as Meta Platforms, HTC, and Sony, who are strategically focusing on innovation in hardware, software development, and content creation to solidify their market positions. The regional breakdown shows robust growth across North America, APAC, and Europe, with Asia-Pacific expected to be a key growth driver due to its large and rapidly expanding consumer base. The competitive landscape is dynamic, with established technology companies and specialized VR firms vying for market share. Successful strategies involve focusing on delivering high-quality hardware, creating compelling and diverse content libraries, and fostering robust ecosystem partnerships. The industry faces risks associated with technological disruption, competition from emerging technologies such as Augmented Reality (AR), and the need to address user concerns about safety and privacy. Nevertheless, the long-term growth trajectory for the VR market remains exceptionally positive, fueled by continued technological innovation and increasing consumer and enterprise demand for immersive experiences. The forecast period from 2025-2033 promises substantial expansion, making strategic investment and participation in this market highly attractive.

  20. I

    India Virtual Reality Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 6, 2025
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    Pro Market Reports (2025). India Virtual Reality Market Report [Dataset]. https://www.promarketreports.com/reports/india-virtual-reality-market-7967
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 6, 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
    India
    Variables measured
    Market Size
    Description

    The market segmentation includes:Device Type: Head Mounted Devices (HMD), VR Glasses, Treadmills & Haptic Gloves, VR Simulator, Controllers, Cardboard, etc.Industry: Gaming, Automotive, Entertainment, Retail, Education, Aerospace & Defense, Healthcare, Manufacturing, and Others (Real Estate, Travel & Tourism, etc.) Recent developments include: January 2023: HTC revealed the VIVE XR Elite, an all-in-one VR headset that combines interactive mixed reality (MR) components with the immersive qualities of virtual reality (VR). This adaptable gadget expands the possibilities for XR experiences and is suitable for a variety of uses, including productivity, gaming, and fitness., April 2022: In New Delhi, Pradhan Mantri Sangrahalay was inaugurated by India's Prime Minister, Mr. Narendra Modi. At an estimated cost of USD 40 million, Tagbin, an Indian startup, and other technological partners digitalized the museum by utilizing technologies like Augmented Reality (AR) and VR.. Notable trends are: Integration With CRM and ERPS.

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Statista (2024). VR headset market revenue in the U.S. 2019-2029 [Dataset]. https://www.statista.com/forecasts/1331898/vr-headset-market-revenue-united-states
Organization logo

VR headset market revenue in the U.S. 2019-2029

Explore at:
Dataset updated
Sep 6, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United States
Description

The revenue 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 0.04 billion U.S. dollars (-2.17 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 1.8 billion U.S. dollars. Find further information concerning the volume in the consumer electronics market in Italy and the revenue in the 'consumer electronics' segment of the e-commerce market in the United States. The Statista Market Insights cover a broad range of additional markets.

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