Virtual Reality Headsets Market Research Report- Forecast to 2027

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 2027

ID: MRFR/SEM/1182-HCR | February, 2021 | Region : Global

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 (2020 & 2027) (%)

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 (2020 & 2027) (%)

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 (2020 & 2027) (%)

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 (2020 & 2027) (%)

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

FIGURE 16 ROW VIRTUAL REALITY HEADSETS MARKET SHARE BY COUNTRY (2020 & 2027) (%)

Virtual Reality Headsets Market