Virtual Reality Headsets Market Research Report- Global Forecast to 2022

Virtual Reality Headsets Market Research Report- Global Forecast to 2022

ID: MRFR/ICT/1182-HCRR | December, 2017 | Region: Global | 110 pages | Half-Cooked Research Reports

Global Virtual Reality (VR) Headsets Market, by Type (Handheld, PC connection, Smartphone enabled), by Component (Controller, Head mounted display), by Application (Automobile, Healthcare, Consumer electronics, Gaming Industry) - Forecast 2022


 


Market Synopsis of Virtual Reality Headsets Market:


Market Scenario:


Virtual reality headset is a device which provides 3D experience while playing games, listening music and watching movies. Virtual reality headsets is been hyped by various organization including hardware and software providers and other IT companies. The major focus area of VR headsets is on games as it provides 3D environment to the players and make it more realistic experience than before.


The major factor that drives the growth of Virtual Reality Headsets market is growing adoption of VR headset in advertising, gaming, automotive industry, growing smartphone market, and increasing technical expertise among vendors and consumers. The Virtual Reality Headsets is being used by military as well as other scientific applications to improve mental and health training programs.


Globally the market for Virtual Reality Headsets market is expected to grow at the rate of more than ~35% from 2016 to 2022.


 


Global Virtual Reality Headsets Market (2016-2022):


            


 


Study Objective of Virtual Reality Headsets Market:



  • To provide detailed analysis of the market structure along with forecast for the next five years of the various segments and sub-segments of the global Virtual Reality Headsets Market.

  • To provide insights about factors affecting the market growth.

  • To analyze the Virtual Reality Headsets Market based on various factors- porters five force analysis, mega trend analysis, macroeconomic indicators etc.

  • To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, and Rest of the World (ROW).

  • To provide country level analysis of the market with respect to the current market size and future prospective.

  • To provide country level analysis of the market for segment by type, by component, by application and sub-segments.

  • To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market

  • To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global Virtual Reality Headsets Market.


 


Key Players for Virtual Reality Headsets Market:


Some of the major players in Global Virtual Reality Headsets Market include Sony Corporation (Japan), Samsung electronics ltd. (South Korea), HTC Corporation (Taiwan), Facebook (U.S.), Google (U.S.), Microsoft Corporation (U.S.), Fove, Inc. (U.S.), Oculus VR, LLC (U.S.), LG Electronics, Inc. (South Korea), and Avegant Corporation (U.S.) among others.


 


Segments for Virtual Reality Headsets Market:


Global Virtual Reality Headsets Market can be segmented as follows:


Segmentation by Types: Handheld, smartphone enabled, and PC-connected among others.


Segmentation by Component: Head-mounted display, stereo sound system, head motion tracking sensor, controllers, and display screen among others.


Segmentation by Application: consumer electronics, healthcare, games & entertainment, automobile, and education among others.


 


Regional Analysis of Virtual Reality Headsets Market:


North America is dominating the Global Virtual Reality Headsets Market with the largest market share in the region due to growing investment in technologies and high demand by films, education system and military to develop and improve visual experience and therefore is expected to grow with highest revenue by 2022.  Virtual Reality Headsets Market in Asia-Pacific market is expected to grow at with a highest CAGR due to growing technological advancement in the region.



Target Audience:



  • Virtual Reality Headsets vendors

  • Mobile application providers

  • Gaming industry

  • Education industry

  • Research and consulting firms

  • Resellers & Distributors

1. Report prologue

2.  Introduction


      2.1 Definition

      2.2 Scope of the study

            2.2.1 Research objective

            2.2.2 Assumptions

            2.2.3 Limitations

      2.3 Market structure

3. Research Methodology

      3.1 Research process

      3.2 Primary research

      3.3 Secondary research

      3.4 Market size estimation

      3.5 Forecast model

4. Market Dynamics

      4.1   Drivers

      4.2   Restraints

      4.3   Opportunities

      4.4 Challenges

      4.5 Macroeconomic Indicators

5. Market factor analysis

      5.1 Value chain analysis/Supply chain analysis

      5.2 Porters five forces

            5.2.1. Bargaining Power of suppliers

            5.2.2. Bargaining Power of Customer

            5.2.3. Intensity of Competitor’s

            5.2.4. Threat of New Entrants

            5.2.5 Threat of Substitutes

6. Global Virtual Reality Headsets Market: By Type

      6.1. Introduction

      6.2. Market Sub-segments

            6.2.1. Hand-held

            6.2.2. Smartphone enabled

            6.2.3. PC-connected

            6.2.4. Others

7. Global Virtual Reality Headsets Market, by Component

      7.1. Introduction

      7.2. Market Sub-segments

            7.2.1. Head-mounted display

            7.2.2. Stereo sound

            7.2.3. Head motion tracking sensor

            7.2.4. Controllers

            7.2.5. Display screen

            7.2.6. Others

8. Global Virtual Reality Headsets Market, by Application

      8.1. Introduction

      8.2. Market Sub-segments

            8.2.1. Consumer electronics

            8.2.2. Healthcare

            8.2.3. Games & entertainment

            8.2.4. Automobile

            8.2.5. Education

            8.2.6. Others

9. Global Virtual Reality Headsets Market, by Region

      9.1. Introduction

            9.1.1. North America

                9.1.1.1. U.S.

                9.1.1.2. Canada

            9.1.2. Europe

                9.1.2.1. Germany

                9.1.2.2. France

                9.1.2.3. UK

                9.1.2.4. Italy

                9.1.2.5. Spain

                9.1.2.6. Rest of Europe

            9.1.3. Asia-Pacific

                9.1.3.1. Japan

                9.1.3.2. China

                9.1.3.3. India

                9.1.3.4. South Korea

                9.1.3.5. Rest of Asia-Pacific

            9.1.4. Middle East & Africa

10.  Competitive landscape

      10.1. Introduction

            10.1.1. Mergers & Acquisitions

            10.1.2. Collaborations

            10.1.3. Releases/New Product launches

            10.1.4. Other (Expansion/ Updates/Partnerships)

11.  Company profile

      11.1 Sony Corporation (Japan)

            11.1.1. Company Overview

            11.1.2. Product/Business Segment Overview

            11.1.3. Financials

            11.1.4. Key Developments

      11.2 Samsung electronics ltd. (South Korea)

            11.2.1. Company Overview

            11.2.2. Product/Business Segment Overview

            11.2.3. Financials

            11.2.4. Key Developments

      11.3 HTC Corporation (Taiwan)

            11.3.1. Company Overview

            11.3.2. Product/Business Segment Overview

            11.3.3. Financials

            11.3.4. Key Developments

      11.4 Facebook (U.S.)

            11.4.1. Company Overview

            11.4.2. Product/Business Segment Overview

            11.4.3. Financials

            11.4.4. Key Developments

      11.5 Google (U.S.)

            11.5.1. Company Overview

            11.5.2. Product/Business Segment Overview

            11.5.3. Financials

            11.5.4. Key Developments

      11.6 Microsoft Corporation (U.S.)

            11.6.1. Company Overview

            11.6.2. Product/Business Segment Overview

            11.6.3. Financials

            11.6.4. Key Developments

      11.7 Fove, Inc. (U.S.)

            11.7.1. Company Overview

            11.7.2. Product/Business Segment Overview

            11.7.3. Financials

            11.7.4. Key Developments

      11.8 Oculus VR, LLC (U.S.)

            11.8.1. Company Overview

            11.8.2. Product/Business Segment Overview

            11.8.3. Financials

            11.8.4. Key Developments

      11.9 LG Electronics, Inc. (South Korea)

            11.9.1. Company Overview

            11.9.2. Product/Business Segment Overview

            11.9.3. Financials

            11.9.4. Key Developments

      11.10 Avegant Corporation (U.S.)

            11.10.1. Company Overview

            11.10.2. Product/Business Segment Overview

            11.10.3. Financials

            11.10.4. Key Developments

12. MRFR Conclusion

13. Appendix

 

 

List of Tables

TABLE 1                GLOBAL VIRTUAL REALITY HEADSETS MARKET (USD BILLION)

TABLE 2                GLOBAL VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 3                GLOBAL HANDHELD MARKETS, BY REGION

TABLE 4                GLOBAL SMARTPHONE ENABLED MARKET, BY REGION

TABLE 5                GLOBAL PC-CONNECTED MARKETS, BY REGION

TABLE 6                GLOBAL OTHERS MARKET, BY REGION

TABLE 7                GLOBAL VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 8            GLOBAL CONSUMER ELECTRONICS MARKET, BY REGION

TABLE 9             GLOBAL HEALTHCARE MARKET, BY REGION

TABLE 10             GLOBAL GAMES & ENTERTAINMENT MARKET, BY REGION

TABLE 11              GLOBAL AUTOMOBILE MARKET, BY REGION

TABLE 12             GLOBAL EDUCATION MARKET, BY REGION

TABLE 13             GLOBAL OTHERS MARKET, BY REGION

TABLE 14              GLOBAL VIRTUAL REALITY HEADSETS MARKET, BY REGION

TABLE 15              NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET, BY COUNTRY

TABLE 16              NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 17              NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 18              U.S.  VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 19              U.S.  VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 20              CANADA VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 21              CANADA VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 22            EUROPE VIRTUAL REALITY HEADSETS MARKET, BY COUNTRY

TABLE 23              EUROPE VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 24              EUROPE VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 25              GERMANY VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 26              GERMANY VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 27              FRANCE VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 28              FRANCE VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 29              U.K.  VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 30              U.K.  VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 31              REST OF EUROPE VIRTUAL REALITY HEADSETS MARKET, BY COUNTRY

TABLE 32              REST OF EUROPE VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 33              REST OF EUROPE VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

TABLE 34              ASIA-PACIFIC VIRTUAL REALITY HEADSETSMARKET, BY COUNTRY

TABLE 35              ASIA-PACIFIC VIRTUAL REALITY HEADSETSMARKET, BY TYPES

TABLE 36              ASIA-PACIFIC VIRTUAL REALITY HEADSETSMARKET, BY APPLICATION

TABLE 37              MIDDLE EAST & AFRICA VIRTUAL REALITY HEADSETS MARKET, BY COUNTRY

TABLE 38              MIDDLE EAST & AFRICA VIRTUAL REALITY HEADSETS MARKET, BY TYPES

TABLE 39              MIDDLE EAST & AFRICA VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION

 

List of Figures

FIGURE 1             RESEARCH PROCESS

FIGURE 2             DRIVERS OF GLOBAL VIRTUAL REALITY HEADSETS MARKET

FIGURE 3             GLOBAL VIRTUAL REALITY HEADSETS MARKET: BY TYPES (%)

FIGURE 4             GLOBAL VIRTUAL REALITY HEADSETS MARKET: BY APPLICATION (%)

FIGURE 5             GLOBAL VIRTUAL REALITY HEADSETS MARKET SHARE BY REGION (2016 & 2022) (%)

FIGURE 6             NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET, BY TYPES (%)

FIGURE 7          NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION (%)

FIGURE 8             NORTH AMERICA VIRTUAL REALITY HEADSETS MARKET SHARE BY COUNTRY (2016 & 2022) (%)

FIGURE 9             EUROPE VIRTUAL REALITY HEADSETS MARKET, BY TYPES (%)

FIGURE 10          EUROPE VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION (%)

FIGURE 11           EUROPE VIRTUAL REALITY HEADSETS MARKET SHARE BY COUNTRY (2016 & 2022) (%)

FIGURE 12           ASIA-PACIFIC VIRTUAL REALITY HEADSETS MARKET, BY TYPES (%)

FIGURE 13          ASIA-PACIFIC VIRTUAL REALITY HEADSETS MARKET, BY APPLICATION (%)

FIGURE 14           ASIA-PACIFIC VIRTUAL REALITY HEADSETS MARKET SHARE BY COUNTRY (2016 & 2022) (%)

FIGURE 15           ROW VIRTUAL REALITY HEADSETS MARKET, BY TYPES (USD BILLION)       

FIGURE 16           ROW VIRTUAL REALITY HEADSETS MARKET SHARE BY COUNTRY (2016 & 2022) (%)