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Global AR/VR Headset Market Research Report 2021

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1 AR/VR Headset Market Overview

  • 1.1 Product Overview and Scope of AR/VR Headset
  • 1.2 AR/VR Headset Segment by Type
    • 1.2.1 Global AR/VR Headset Sales Growth Rate Comparison by Type (2021-2027)
    • 1.2.2 All-in-one
    • 1.2.3 No Screen Equipment
    • 1.2.4 Mooring Equipment
    • 1.2.5 Other
  • 1.3 AR/VR Headset Segment by Application
    • 1.3.1 Global AR/VR Headset Sales Comparison by Application: (2021-2027)
    • 1.3.2 Game
    • 1.3.3 Education
    • 1.3.4 Live Broadcast
    • 1.3.5 Other
  • 1.4 Global AR/VR Headset Market Size Estimates and Forecasts
    • 1.4.1 Global AR/VR Headset Revenue 2016-2027
    • 1.4.2 Global AR/VR Headset Sales 2016-2027
    • 1.4.3 AR/VR Headset Market Size by Region: 2016 Versus 2021 Versus 2027

2 AR/VR Headset Market Competition by Manufacturers

  • 2.1 Global AR/VR Headset Sales Market Share by Manufacturers (2016-2021)
  • 2.2 Global AR/VR Headset Revenue Market Share by Manufacturers (2016-2021)
  • 2.3 Global AR/VR Headset Average Price by Manufacturers (2016-2021)
  • 2.4 Manufacturers AR/VR Headset Manufacturing Sites, Area Served, Product Type
  • 2.5 AR/VR Headset Market Competitive Situation and Trends
    • 2.5.1 AR/VR Headset Market Concentration Rate
    • 2.5.2 The Global Top 5 and Top 10 Largest AR/VR Headset Players Market Share by Revenue
    • 2.5.3 Global AR/VR Headset Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 2.6 Manufacturers Mergers & Acquisitions, Expansion Plans

3 AR/VR Headset Retrospective Market Scenario by Region

  • 3.1 Global AR/VR Headset Retrospective Market Scenario in Sales by Region: 2016-2021
  • 3.2 Global AR/VR Headset Retrospective Market Scenario in Revenue by Region: 2016-2021
  • 3.3 North America AR/VR Headset Market Facts & Figures by Country
    • 3.3.1 North America AR/VR Headset Sales by Country
    • 3.3.2 North America AR/VR Headset Revenue by Country
    • 3.3.3 United States
    • 3.3.4 Canada
  • 3.4 Europe AR/VR Headset Market Facts & Figures by Country
    • 3.4.1 Europe AR/VR Headset Sales by Country
    • 3.4.2 Europe AR/VR Headset Revenue by Country
    • 3.4.3 Germany
    • 3.4.4 France
    • 3.4.5 U.K.
    • 3.4.6 Italy
    • 3.4.7 Russia
  • 3.5 Asia Pacific AR/VR Headset Market Facts & Figures by Region
    • 3.5.1 Asia Pacific AR/VR Headset Sales by Region
    • 3.5.2 Asia Pacific AR/VR Headset Revenue by Region
    • 3.5.3 China
    • 3.5.4 Japan
    • 3.5.5 South Korea
    • 3.5.6 India
    • 3.5.7 Australia
    • 3.5.8 Taiwan
    • 3.5.9 Indonesia
    • 3.5.10 Thailand
    • 3.5.11 Malaysia
  • 3.6 Latin America AR/VR Headset Market Facts & Figures by Country
    • 3.6.1 Latin America AR/VR Headset Sales by Country
    • 3.6.2 Latin America AR/VR Headset Revenue by Country
    • 3.6.3 Mexico
    • 3.6.4 Brazil
    • 3.6.5 Argentina
    • 3.6.6 Colombia
  • 3.7 Middle East and Africa AR/VR Headset Market Facts & Figures by Country
    • 3.7.1 Middle East and Africa AR/VR Headset Sales by Country
    • 3.7.2 Middle East and Africa AR/VR Headset Revenue by Country
    • 3.7.3 Turkey
    • 3.7.4 Saudi Arabia
    • 3.7.5 UAE

4 Global AR/VR Headset Historic Market Analysis by Type

  • 4.1 Global AR/VR Headset Sales Market Share by Type (2016-2021)
  • 4.2 Global AR/VR Headset Revenue Market Share by Type (2016-2021)
  • 4.3 Global AR/VR Headset Price by Type (2016-2021)

5 Global AR/VR Headset Historic Market Analysis by Application

  • 5.1 Global AR/VR Headset Sales Market Share by Application (2016-2021)
  • 5.2 Global AR/VR Headset Revenue Market Share by Application (2016-2021)
  • 5.3 Global AR/VR Headset Price by Application (2016-2021)

6 Key Companies Profiled

  • 6.1 Oculus
    • 6.1.1 Oculus Corporation Information
    • 6.1.2 Oculus Description and Business Overview
    • 6.1.3 Oculus AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.1.4 Oculus AR/VR Headset Product Portfolio
    • 6.1.5 Oculus Recent Developments/Updates
  • 6.2 Microsoft
    • 6.2.1 Microsoft Corporation Information
    • 6.2.2 Microsoft Description and Business Overview
    • 6.2.3 Microsoft AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.2.4 Microsoft AR/VR Headset Product Portfolio
    • 6.2.5 Microsoft Recent Developments/Updates
  • 6.3 HTC
    • 6.3.1 HTC Corporation Information
    • 6.3.2 HTC Description and Business Overview
    • 6.3.3 HTC AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.3.4 HTC AR/VR Headset Product Portfolio
    • 6.3.5 HTC Recent Developments/Updates
  • 6.4 Sony
    • 6.4.1 Sony Corporation Information
    • 6.4.2 Sony Description and Business Overview
    • 6.4.3 Sony AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 Sony AR/VR Headset Product Portfolio
    • 6.4.5 Sony Recent Developments/Updates
  • 6.5 Pico
    • 6.5.1 Pico Corporation Information
    • 6.5.2 Pico Description and Business Overview
    • 6.5.3 Pico AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.5.4 Pico AR/VR Headset Product Portfolio
    • 6.5.5 Pico Recent Developments/Updates
  • 6.6 3Glasses
    • 6.6.1 3Glasses Corporation Information
    • 6.6.2 3Glasses Description and Business Overview
    • 6.6.3 3Glasses AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.6.4 3Glasses AR/VR Headset Product Portfolio
    • 6.6.5 3Glasses Recent Developments/Updates
  • 6.7 Huawei
    • 6.6.1 Huawei Corporation Information
    • 6.6.2 Huawei Description and Business Overview
    • 6.6.3 Huawei AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 Huawei AR/VR Headset Product Portfolio
    • 6.7.5 Huawei Recent Developments/Updates
  • 6.8 Valve Software
    • 6.8.1 Valve Software Corporation Information
    • 6.8.2 Valve Software Description and Business Overview
    • 6.8.3 Valve Software AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.8.4 Valve Software AR/VR Headset Product Portfolio
    • 6.8.5 Valve Software Recent Developments/Updates
  • 6.9 Apple
    • 6.9.1 Apple Corporation Information
    • 6.9.2 Apple Description and Business Overview
    • 6.9.3 Apple AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.9.4 Apple AR/VR Headset Product Portfolio
    • 6.9.5 Apple Recent Developments/Updates
  • 6.10 Samsung
    • 6.10.1 Samsung Corporation Information
    • 6.10.2 Samsung Description and Business Overview
    • 6.10.3 Samsung AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.10.4 Samsung AR/VR Headset Product Portfolio
    • 6.10.5 Samsung Recent Developments/Updates
  • 6.11 Google
    • 6.11.1 Google Corporation Information
    • 6.11.2 Google AR/VR Headset Description and Business Overview
    • 6.11.3 Google AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.11.4 Google AR/VR Headset Product Portfolio
    • 6.11.5 Google Recent Developments/Updates
  • 6.12 Qualcomm
    • 6.12.1 Qualcomm Corporation Information
    • 6.12.2 Qualcomm AR/VR Headset Description and Business Overview
    • 6.12.3 Qualcomm AR/VR Headset Sales, Revenue and Gross Margin (2016-2021)
    • 6.12.4 Qualcomm AR/VR Headset Product Portfolio
    • 6.12.5 Qualcomm Recent Developments/Updates

7 AR/VR Headset Manufacturing Cost Analysis

  • 7.1 AR/VR Headset Key Raw Materials Analysis
    • 7.1.1 Key Raw Materials
    • 7.1.2 Key Suppliers of Raw Materials
  • 7.2 Proportion of Manufacturing Cost Structure
  • 7.3 Manufacturing Process Analysis of AR/VR Headset
  • 7.4 AR/VR Headset Industrial Chain Analysis

8 Marketing Channel, Distributors and Customers

  • 8.1 Marketing Channel
  • 8.2 AR/VR Headset Distributors List
  • 8.3 AR/VR Headset Customers

9 AR/VR Headset Market Dynamics

  • 9.1 AR/VR Headset Industry Trends
  • 9.2 AR/VR Headset Growth Drivers
  • 9.3 AR/VR Headset Market Challenges
  • 9.4 AR/VR Headset Market Restraints

10 Global Market Forecast

  • 10.1 AR/VR Headset Market Estimates and Projections by Type
    • 10.1.1 Global Forecasted Sales of AR/VR Headset by Type (2022-2027)
    • 10.1.2 Global Forecasted Revenue of AR/VR Headset by Type (2022-2027)
  • 10.2 AR/VR Headset Market Estimates and Projections by Application
    • 10.2.1 Global Forecasted Sales of AR/VR Headset by Application (2022-2027)
    • 10.2.2 Global Forecasted Revenue of AR/VR Headset by Application (2022-2027)
  • 10.3 AR/VR Headset Market Estimates and Projections by Region
    • 10.3.1 Global Forecasted Sales of AR/VR Headset by Region (2022-2027)
    • 10.3.2 Global Forecasted Revenue of AR/VR Headset by Region (2022-2027)

11 Research Finding and Conclusion

    12 Methodology and Data Source

    • 12.1 Methodology/Research Approach
      • 12.1.1 Research Programs/Design
      • 12.1.2 Market Size Estimation
      • 12.1.3 Market Breakdown and Data Triangulation
    • 12.2 Data Source
      • 12.2.1 Secondary Sources
      • 12.2.2 Primary Sources
    • 12.3 Author List

    The research report includes specific segments by region (country), by company, by Type and by Application. This study provides information about the sales and revenue during the historic and forecasted period of 2016 to 2027. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

    Segment by Type
    All-in-one
    No Screen Equipment
    Mooring Equipment
    Other

    Segment by Application
    Game
    Education
    Live Broadcast
    Other

    By Region
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Asia-Pacific
    China
    Japan
    South Korea
    India
    Australia
    Taiwan
    Indonesia
    Thailand
    Malaysia
    Latin America
    Mexico
    Brazil
    Argentina
    Colombia
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE

    By Company
    Oculus
    Microsoft
    HTC
    Sony
    Pico
    3Glasses
    Huawei
    Valve Software
    Apple
    Samsung
    Google
    Qualcomm

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