Report Detail

Electronics & Semiconductor Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Research Report 2020

  • RnM3940120
  • |
  • 26 March, 2020
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  • Global
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  • 93 Pages
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  • QYResearch
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  • Electronics & Semiconductor

Table of Contents

    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 Production Growth Rate Comparison by Type 2020 VS 2026
      • 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 Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Comparison by Application: 2020 VS 2026
      • 1.3.2 Video and Games
      • 1.3.3 Medical
      • 1.3.4 Industry
      • 1.3.5 Other
    • 1.4 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market by Region
      • 1.4.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Size Estimates and Forecasts by Region: 2020 VS 2026
      • 1.4.2 North America Estimates and Forecasts (2015-2026)
      • 1.4.3 Europe Estimates and Forecasts (2015-2026)
      • 1.4.4 China Estimates and Forecasts (2015-2026)
      • 1.4.5 Japan Estimates and Forecasts (2015-2026)
      • 1.4.6 South Korea Estimates and Forecasts (2015-2026)
      • 1.4.7 Taiwan Estimates and Forecasts (2015-2026)
    • 1.5 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Growth Prospects
      • 1.5.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Estimates and Forecasts (2015-2026)
      • 1.5.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity Estimates and Forecasts (2015-2026)
      • 1.5.3 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Estimates and Forecasts (2015-2026)

    2 Market Competition by Manufacturers

    • 2.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity Market Share by Manufacturers (2015-2020)
    • 2.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Share by Manufacturers (2015-2020)
    • 2.3 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 (2015-2020)
    • 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 Top 3 and Top 5 Players Market Share by Revenue
      • 2.6.3 Mergers & Acquisitions, Expansion

    3 Production Capacity by Region

    • 3.1 Global Production Capacity of Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Share by Regions (2015-2020)
    • 3.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Market Share by Regions (2015-2020)
    • 3.3 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.4.2 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.5.2 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.6.2 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.7.2 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.8.2 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
    • 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 (2015-2020)
      • 3.9.2 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)

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

    • 4.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption by Regions
      • 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 Countries
      • 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 Countries
      • 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 Countries
      • 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 (2015-2020)
    • 5.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Revenue Market Share by Type (2015-2020)
    • 5.3 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Price by Type (2015-2020)
    • 5.4 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End

    6 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Analysis by Application

    • 6.1 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Market Share by Application (2015-2020)
    • 6.2 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Consumption Growth Rate by Application (2015-2020)

    7 Company Profiles and Key Figures in Virtual Reality (VR) and Augmented Reality(AR) Headsets Business

    • 7.1 Microsoft
      • 7.1.1 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.1.2 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.1.3 Microsoft Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.1.4 Microsoft Main Business and Markets Served
    • 7.2 Pico
      • 7.2.1 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.2.2 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.2.3 Pico Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.2.4 Pico Main Business and Markets Served
    • 7.3 Nintendo
      • 7.3.1 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.3.2 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.3.3 Nintendo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.3.4 Nintendo Main Business and Markets Served
    • 7.4 Facebook(Oculus)
      • 7.4.1 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.4.2 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.4.3 Facebook(Oculus) Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.4.4 Facebook(Oculus) Main Business and Markets Served
    • 7.5 3Glasses
      • 7.5.1 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.5.2 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.5.3 3Glasses Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.5.4 3Glasses Main Business and Markets Served
    • 7.6 Google
      • 7.6.1 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.6.2 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.6.3 Google Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.6.4 Google Main Business and Markets Served
    • 7.7 Lenovo
      • 7.7.1 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.7.2 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.7.3 Lenovo Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.7.4 Lenovo Main Business and Markets Served
    • 7.8 Vive
      • 7.8.1 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.8.2 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.8.3 Vive Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.8.4 Vive Main Business and Markets Served
    • 7.9 Samsung
      • 7.9.1 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Sites and Area Served
      • 7.9.2 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Product Introduction, Application and Specification
      • 7.9.3 Samsung Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Capacity, Revenue, Price and Gross Margin (2015-2020)
      • 7.9.4 Samsung Main Business and Markets Served

    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 Market Trends
    • 10.2 Opportunities and Drivers
    • 10.3 Challenges
    • 10.4 Porter's Five Forces Analysis

    11 Production and Supply Forecast

    • 11.1 Global Forecasted Production of Virtual Reality (VR) and Augmented Reality(AR) Headsets (2021-2026)
    • 11.2 Global Forecasted Revenue of Virtual Reality (VR) and Augmented Reality(AR) Headsets (2021-2026)
    • 11.3 Global Forecasted Price of Virtual Reality (VR) and Augmented Reality(AR) Headsets (2021-2026)
    • 11.4 Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Production Forecast by Regions (2021-2026)
      • 11.4.1 North America Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)
      • 11.4.2 Europe Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)
      • 11.4.3 China Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)
      • 11.4.4 Japan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)
      • 11.4.5 South Korea Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)
      • 11.4.6 Taiwan Virtual Reality (VR) and Augmented Reality(AR) Headsets Production, Revenue Forecast (2021-2026)

    12 Consumption and Demand Forecast

    • 12.1 Global Forecasted and Consumption 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 Regions
    • 12.5 Latin America Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets

    13 Forecast by Type and by Application (2021-2026)

    • 13.1 Global Production, Revenue and Price Forecast by Type (2021-2026)
      • 13.1.1 Global Forecasted Production of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2021-2026)
      • 13.1.2 Global Forecasted Revenue of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2021-2026)
      • 13.1.2 Global Forecasted Price of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Type (2021-2026)
    • 13.2 Global Forecasted Consumption of Virtual Reality (VR) and Augmented Reality(AR) Headsets by Application (2021-2026)

    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

      Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market: Drivers and Restrains
      The research report has incorporated the analysis of different factors that augment the market’s growth. It constitutes trends, restraints, and drivers that transform the market in either a positive or negative manner. This section also provides the scope of different segments and applications that can potentially influence the market in the future. The detailed information is based on current trends and historic milestones. This section also provides an analysis of the volume of production about the global market and also about each type from 2015 to 2026. This section mentions the volume of production by region from 2015 to 2026. Pricing analysis is included in the report according to each type from the year 2015 to 2026, manufacturer from 2015 to 2020, region from 2015 to 2020, and global price from 2015 to 2026.
      A thorough evaluation of the restrains included in the report portrays the contrast to drivers and gives room for strategic planning. Factors that overshadow the market growth are pivotal as they can be understood to devise different bends for getting hold of the lucrative opportunities that are present in the ever-growing market. Additionally, insights into market expert’s opinions have been taken to understand the market better.
      Market Segment Analysis
      The research report includes specific segments by Type and by Application. Each type provides information about the production during the forecast period of 2015 to 2026. Application segment also provides consumption during the forecast period of 2015 to 2026. 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

      Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market: Regional Analysis
      The report offers in-depth assessment of the growth and other aspects of the Virtual Reality (VR) and Augmented Reality(AR) Headsets market in important regions, including the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc. Key regions covered in the report are North America, Europe, Asia-Pacific and Latin America.
      The report has been curated after observing and studying various factors that determine regional growth such as economic, environmental, social, technological, and political status of the particular region. Analysts have studied the data of revenue, production, and manufacturers of each region. This section analyses region-wise revenue and volume for the forecast period of 2015 to 2026. These analyses will help the reader to understand the potential worth of investment in a particular region.
      Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market: Competitive Landscape
      This section of the report identifies various key manufacturers of the market. It helps the reader understand the strategies and collaborations that players are focusing on combat competition in the market. The comprehensive report provides a significant microscopic look at the market. The reader can identify the footprints of the manufacturers by knowing about the global revenue of manufacturers, the global price of manufacturers, and production by manufacturers during the forecast period of 2015 to 2019.
      The major players in the market include Microsoft, Pico, Nintendo, Facebook(Oculus), 3Glasses, Google, Lenovo, Vive, Samsung, etc.


      Summary:
      Get latest Market Research Reports on Virtual Reality (VR) and Augmented Reality(AR) Headsets. Industry analysis & Market Report on Virtual Reality (VR) and Augmented Reality(AR) Headsets is a syndicated market report, published as Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Research Report 2020. It is complete Research Study and Industry Analysis of Virtual Reality (VR) and Augmented Reality(AR) Headsets market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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