Copyright Reports & Markets. All rights reserved.

Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Research Report 2021

Buy now

1 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Overview

  • 1.1 Product Overview and Scope of Virtual Reality (VR) and Augmented Reality(AR) Headsets
  • 1.2 Virtual Reality (VR) and Augmented Reality(AR) Headsets Segment by Type
    • 1.2.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Size Growth Rate Analysis by Type 2021 VS 2027
    • 1.2.2 VR Headsets
    • 1.2.3 AR Headsets
  • 1.3 Virtual Reality (VR) and Augmented Reality(AR) Headsets Segment by Application
    • 1.3.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Comparison by Application: 2016 VS 2021 VS 2027
    • 1.3.2 Video and Games
    • 1.3.3 Medical
    • 1.3.4 Industry
    • 1.3.5 Other
  • 1.4 Global Market Growth Prospects
    • 1.4.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Estimates and Forecasts (2016-2027)
    • 1.4.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Estimates and Forecasts (2016-2027)
  • 1.5 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market by Region
    • 1.5.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Size Estimates and Forecasts by Region: 2016 VS 2021 VS 2027
    • 1.5.2 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)
    • 1.5.3 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)
    • 1.5.5 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)
    • 1.5.5 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)
    • 1.5.6 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)
    • 1.5.7 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Estimates and Forecasts (2016-2027)

2 Market Competition by Manufacturers

  • 2.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Market Share by Manufacturers (2016-2021)
  • 2.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Market Share by Manufacturers (2016-2021)
  • 2.3 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 2.4 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Average Price by Manufacturers (2016-2021)
  • 2.5 Manufacturers Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites, Area Served, Product Types
  • 2.6 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Competitive Situation and Trends
    • 2.6.1 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Concentration Rate
    • 2.6.2 Global 5 and 10 Largest Virtual Reality (VR) and Augmented Reality(AR) Headsets Players Market Share by Revenue
    • 2.6.3 Mergers & Acquisitions, Expansion

3 Production and Capacity by Region

  • 3.1 Global Production of Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Share by Region (2016-2021)
  • 3.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Market Share by Region (2016-2021)
  • 3.3 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.4 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.4.1 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.4.2 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.5 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.5.1 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.5.2 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.6 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.6.1 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.6.2 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.7 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.7.1 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.7.2 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.8 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.8.1 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.8.2 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
  • 3.9 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production
    • 3.9.1 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Growth Rate (2016-2021)
    • 3.9.2 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)

4 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Region

  • 4.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Region
    • 4.1.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Region
    • 4.1.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Market Share by Region
  • 4.2 North America
    • 4.2.1 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Country
    • 4.2.2 U.S.
    • 4.2.3 Canada
  • 4.3 Europe
    • 4.3.1 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Country
    • 4.3.2 Germany
    • 4.3.3 France
    • 4.3.4 U.K.
    • 4.3.5 Italy
    • 4.3.6 Russia
  • 4.4 Asia Pacific
    • 4.4.1 Asia Pacific Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Region
    • 4.4.2 China
    • 4.4.3 Japan
    • 4.4.4 South Korea
    • 4.4.5 Taiwan
    • 4.4.6 Southeast Asia
    • 4.4.7 India
    • 4.4.8 Australia
  • 4.5 Latin America
    • 4.5.1 Latin America Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Country
    • 4.5.2 Mexico
    • 4.5.3 Brazil

5 Production, Revenue, Price Trend by Type

  • 5.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Market Share by Type (2016-2021)
  • 5.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Market Share by Type (2016-2021)
  • 5.3 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Price by Type (2016-2021)

6 Consumption Analysis by Application

  • 6.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Market Share by Application (2016-2021)
  • 6.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Growth Rate by Application (2016-2021)

7 Key Companies Profiled

  • 7.1 Microsoft
    • 7.1.1 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.1.2 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.1.3 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.1.4 Microsoft Main Business and Markets Served
    • 7.1.5 Microsoft Recent Developments/Updates
  • 7.2 Pico
    • 7.2.1 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.2.2 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.2.3 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.2.4 Pico Main Business and Markets Served
    • 7.2.5 Pico Recent Developments/Updates
  • 7.3 Nintendo
    • 7.3.1 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.3.2 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.3.3 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.3.4 Nintendo Main Business and Markets Served
    • 7.3.5 Nintendo Recent Developments/Updates
  • 7.4 Facebook(Oculus)
    • 7.4.1 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.4.2 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.4.3 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.4.4 Facebook(Oculus) Main Business and Markets Served
    • 7.4.5 Facebook(Oculus) Recent Developments/Updates
  • 7.5 3Glasses
    • 7.5.1 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.5.2 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.5.3 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.5.4 3Glasses Main Business and Markets Served
    • 7.5.5 3Glasses Recent Developments/Updates
  • 7.6 Google
    • 7.6.1 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.6.2 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.6.3 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.6.4 Google Main Business and Markets Served
    • 7.6.5 Google Recent Developments/Updates
  • 7.7 Lenovo
    • 7.7.1 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.7.2 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.7.3 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.7.4 Lenovo Main Business and Markets Served
    • 7.7.5 Lenovo Recent Developments/Updates
  • 7.8 Vive
    • 7.8.1 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.8.2 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.8.3 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.8.4 Vive Main Business and Markets Served
    • 7.7.5 Vive Recent Developments/Updates
  • 7.9 Samsung
    • 7.9.1 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Corporation Information
    • 7.9.2 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Portfolio
    • 7.9.3 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue, Price and Gross Margin (2016-2021)
    • 7.9.4 Samsung Main Business and Markets Served
    • 7.9.5 Samsung Recent Developments/Updates

8 Virtual Reality (VR) and Augmented Reality(AR) Headsets Manufacturing Cost Analysis

  • 8.1 Virtual Reality (VR) and Augmented Reality(AR) Headsets Key Raw Materials Analysis
    • 8.1.1 Key Raw Materials
    • 8.1.2 Key Raw Materials Price Trend
    • 8.1.3 Key Suppliers of Raw Materials
  • 8.2 Proportion of Manufacturing Cost Structure
  • 8.3 Manufacturing Process Analysis of Virtual Reality (VR) and Augmented Reality(AR) Headsets
  • 8.4 Virtual Reality (VR) and Augmented Reality(AR) Headsets Industrial Chain Analysis

9 Marketing Channel, Distributors and Customers

  • 9.1 Marketing Channel
  • 9.2 Virtual Reality (VR) and Augmented Reality(AR) Headsets Distributors List
  • 9.3 Virtual Reality (VR) and Augmented Reality(AR) Headsets Customers

10 Market Dynamics

  • 10.1 Virtual Reality (VR) and Augmented Reality(AR) Headsets Industry Trends
  • 10.2 Virtual Reality (VR) and Augmented Reality(AR) Headsets Growth Drivers
  • 10.3 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Challenges
  • 10.4 Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Restraints

11 Production and Supply Forecast

  • 11.1 Global Forecasted Production of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Region (2022-2027)
  • 11.2 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)
  • 11.3 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)
  • 11.4 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)
  • 11.5 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)
  • 11.6 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)
  • 11.7 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2022-2027)

12 Consumption and Demand Forecast

  • 12.1 Global Forecasted Demand Analysis of Virtual Reality (VR) and Augmented Reality(AR) Headsets
  • 12.2 North America Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Country
  • 12.3 Europe Market Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Country
  • 12.4 Asia Pacific Market Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Region
  • 12.5 Latin America Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Country

13 Forecast by Type and by Application (2022-2027)

  • 13.1 Global Production, Revenue and Price Forecast by Type (2022-2027)
    • 13.1.1 Global Forecasted Production of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2022-2027)
    • 13.1.2 Global Forecasted Revenue of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2022-2027)
    • 13.1.3 Global Forecasted Price of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2022-2027)
  • 13.2 Global Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Application (2022-2027)

14 Research Finding and Conclusion

    15 Methodology and Data Source

    • 15.1 Methodology/Research Approach
      • 15.1.1 Research Programs/Design
      • 15.1.2 Market Size Estimation
      • 15.1.3 Market Breakdown and Data Triangulation
    • 15.2 Data Source
      • 15.2.1 Secondary Sources
      • 15.2.2 Primary Sources
    • 15.3 Author List

    The research report includes specific segments by region (country), by manufacturers, by Type and by Application. Each type provides information about the production during the forecast period of 2016 to 2027. by Application segment also provides consumption during the forecast period of 2016 to 2027. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

    Segment by Type
    VR Headsets
    AR Headsets

    Segment by Application
    Video and Games
    Medical
    Industry
    Other

    By Company
    Microsoft
    Pico
    Nintendo
    Facebook(Oculus)
    3Glasses
    Google
    Lenovo
    Vive
    Samsung

    Production by Region
    North America
    Europe
    China
    Japan
    South Korea
    Taiwan

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

    Buy now