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Global VR Equipment Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 VR Equipment Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global VR Equipment Market Size Growth Rate by Type
      • 1.4.2 Head Mounted Displays
      • 1.4.3 Head Trackers
      • 1.4.4 Motion Trackers
      • 1.4.5 3D Controllers
      • 1.4.6 Data Gloves
      • 1.4.7 Haptic Devices
      • 1.4.8 Others
    • 1.5 Market by Application
      • 1.5.1 Global VR Equipment Market Size Growth Rate by Application
      • 1.5.2 Educational
      • 1.5.3 Industrial
      • 1.5.4 Medical
      • 1.5.5 Entertainment
      • 1.5.6 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global VR Equipment Market Size
      • 2.1.1 Global VR Equipment Revenue 2014-2025
      • 2.1.2 Global VR Equipment Production 2014-2025
    • 2.2 VR Equipment Growth Rate (CAGR) 2019-2025
    • 2.3 Analysis of Competitive Landscape
      • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
      • 2.3.2 Key VR Equipment Manufacturers
        • 2.3.2.1 VR Equipment Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers VR Equipment Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into VR Equipment Market
    • 2.4 Key Trends for VR Equipment Markets & Products

    3 Market Size by Manufacturers

    • 3.1 VR Equipment Production by Manufacturers
      • 3.1.1 VR Equipment Production by Manufacturers
      • 3.1.2 VR Equipment Production Market Share by Manufacturers
    • 3.2 VR Equipment Revenue by Manufacturers
      • 3.2.1 VR Equipment Revenue by Manufacturers (2014-2019)
      • 3.2.2 VR Equipment Revenue Share by Manufacturers (2014-2019)
    • 3.3 VR Equipment Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 VR Equipment Production by Regions

    • 4.1 Global VR Equipment Production by Regions
      • 4.1.1 Global VR Equipment Production Market Share by Regions
      • 4.1.2 Global VR Equipment Revenue Market Share by Regions
    • 4.2 United States
      • 4.2.1 United States VR Equipment Production
      • 4.2.2 United States VR Equipment Revenue
      • 4.2.3 Key Players in United States
      • 4.2.4 United States VR Equipment Import & Export
    • 4.3 Europe
      • 4.3.1 Europe VR Equipment Production
      • 4.3.2 Europe VR Equipment Revenue
      • 4.3.3 Key Players in Europe
      • 4.3.4 Europe VR Equipment Import & Export
    • 4.4 China
      • 4.4.1 China VR Equipment Production
      • 4.4.2 China VR Equipment Revenue
      • 4.4.3 Key Players in China
      • 4.4.4 China VR Equipment Import & Export
    • 4.5 Japan
      • 4.5.1 Japan VR Equipment Production
      • 4.5.2 Japan VR Equipment Revenue
      • 4.5.3 Key Players in Japan
      • 4.5.4 Japan VR Equipment Import & Export
    • 4.6 Other Regions
      • 4.6.1 South Korea
      • 4.6.2 India
      • 4.6.3 Southeast Asia

    5 VR Equipment Consumption by Regions

    • 5.1 Global VR Equipment Consumption by Regions
      • 5.1.1 Global VR Equipment Consumption by Regions
      • 5.1.2 Global VR Equipment Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America VR Equipment Consumption by Application
      • 5.2.2 North America VR Equipment Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe VR Equipment Consumption by Application
      • 5.3.2 Europe VR Equipment Consumption by Countries
      • 5.3.3 Germany
      • 5.3.4 France
      • 5.3.5 UK
      • 5.3.6 Italy
      • 5.3.7 Russia
    • 5.4 Asia Pacific
      • 5.4.1 Asia Pacific VR Equipment Consumption by Application
      • 5.4.2 Asia Pacific VR Equipment Consumption by Countries
      • 5.4.3 China
      • 5.4.4 Japan
      • 5.4.5 South Korea
      • 5.4.6 India
      • 5.4.7 Australia
      • 5.4.8 Indonesia
      • 5.4.9 Thailand
      • 5.4.10 Malaysia
      • 5.4.11 Philippines
      • 5.4.12 Vietnam
    • 5.5 Central & South America
      • 5.5.1 Central & South America VR Equipment Consumption by Application
      • 5.5.2 Central & South America VR Equipment Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa VR Equipment Consumption by Application
      • 5.6.2 Middle East and Africa VR Equipment Consumption by Countries
      • 5.6.3 GCC Countries
      • 5.6.4 Egypt
      • 5.6.5 South Africa

    6 Market Size by Type

    • 6.1 Global VR Equipment Production by Type
    • 6.2 Global VR Equipment Revenue by Type
    • 6.3 VR Equipment Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global VR Equipment Breakdown Dada by Application
      • 7.2.1 Global VR Equipment Consumption by Application
      • 7.2.2 Global VR Equipment Consumption Market Share by Application (2014-2019)

    8 Manufacturers Profiles

    • 8.1 Starbreeze
      • 8.1.1 Starbreeze Company Details
      • 8.1.2 Company Overview
      • 8.1.3 Starbreeze VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Starbreeze VR Equipment Product Description
      • 8.1.5 Starbreeze Recent Development
    • 8.2 Google
      • 8.2.1 Google Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Google VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Google VR Equipment Product Description
      • 8.2.5 Google Recent Development
    • 8.3 Vuzix
      • 8.3.1 Vuzix Company Details
      • 8.3.2 Company Overview
      • 8.3.3 Vuzix VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 Vuzix VR Equipment Product Description
      • 8.3.5 Vuzix Recent Development
    • 8.4 HTC
      • 8.4.1 HTC Company Details
      • 8.4.2 Company Overview
      • 8.4.3 HTC VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 HTC VR Equipment Product Description
      • 8.4.5 HTC Recent Development
    • 8.5 Sony
      • 8.5.1 Sony Company Details
      • 8.5.2 Company Overview
      • 8.5.3 Sony VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 Sony VR Equipment Product Description
      • 8.5.5 Sony Recent Development
    • 8.6 Microsoft
      • 8.6.1 Microsoft Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Microsoft VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Microsoft VR Equipment Product Description
      • 8.6.5 Microsoft Recent Development
    • 8.7 Meta
      • 8.7.1 Meta Company Details
      • 8.7.2 Company Overview
      • 8.7.3 Meta VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 Meta VR Equipment Product Description
      • 8.7.5 Meta Recent Development
    • 8.8 Freefly
      • 8.8.1 Freefly Company Details
      • 8.8.2 Company Overview
      • 8.8.3 Freefly VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 Freefly VR Equipment Product Description
      • 8.8.5 Freefly Recent Development
    • 8.9 Oculus
      • 8.9.1 Oculus Company Details
      • 8.9.2 Company Overview
      • 8.9.3 Oculus VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 Oculus VR Equipment Product Description
      • 8.9.5 Oculus Recent Development
    • 8.10 Samsung
      • 8.10.1 Samsung Company Details
      • 8.10.2 Company Overview
      • 8.10.3 Samsung VR Equipment Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 Samsung VR Equipment Product Description
      • 8.10.5 Samsung Recent Development
    • 8.11 Vive
    • 8.12 Avegant
    • 8.13 Razer
    • 8.14 Zeiss
    • 8.15 VisusVR
    • 8.16 FOVE

    9 Production Forecasts

    • 9.1 VR Equipment Production and Revenue Forecast
      • 9.1.1 Global VR Equipment Production Forecast 2019-2025
      • 9.1.2 Global VR Equipment Revenue Forecast 2019-2025
    • 9.2 VR Equipment Production and Revenue Forecast by Regions
      • 9.2.1 Global VR Equipment Revenue Forecast by Regions
      • 9.2.2 Global VR Equipment Production Forecast by Regions
    • 9.3 VR Equipment Key Producers Forecast
      • 9.3.1 United States
      • 9.3.2 Europe
      • 9.3.3 China
      • 9.3.4 Japan
    • 9.4 Forecast by Type
      • 9.4.1 Global VR Equipment Production Forecast by Type
      • 9.4.2 Global VR Equipment Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 VR Equipment Consumption Forecast by Application
    • 10.2 VR Equipment Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America VR Equipment Consumption Forecast by Regions 2019-2025
      • 10.3.2 United States
      • 10.3.3 Canada
      • 10.3.4 Mexico
    • 10.4 Europe Market Consumption Forecast
      • 10.4.1 Europe VR Equipment Consumption Forecast by Regions 2019-2025
      • 10.4.2 Germany
      • 10.4.3 France
      • 10.4.4 UK
      • 10.4.5 Italy
      • 10.4.6 Russia
    • 10.5 Asia Pacific Market Consumption Forecast
      • 10.5.1 Asia Pacific VR Equipment Consumption Forecast by Regions 2019-2025
      • 10.5.2 China
      • 10.5.3 Japan
      • 10.5.4 South Korea
      • 10.5.5 India
      • 10.5.6 Australia
      • 10.5.7 Indonesia
      • 10.5.8 Thailand
      • 10.5.9 Malaysia
      • 10.5.10 Philippines
      • 10.5.11 Vietnam
    • 10.6 Central & South America Market Consumption Forecast
      • 10.6.1 Central & South America VR Equipment Consumption Forecast by Regions 2019-2025
      • 10.6.2 Brazil
    • 10.7 Middle East and Africa Market Consumption Forecast
      • 10.7.1 Middle East and Africa VR Equipment Consumption Forecast by Regions 2019-2025
      • 10.7.2 GCC Countries
      • 10.7.3 Egypt
      • 10.7.4 South Africa

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 VR Equipment Sales Channels
      • 11.2.2 VR Equipment Distributors
    • 11.3 VR Equipment Customers

    12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

    • 12.1 Market Opportunities and Drivers
    • 12.2 Market Challenges
    • 12.3 Market Risks/Restraints

    13 Key Findings in the Global VR Equipment Study

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      The VR Equipment market was valued at Million US$ in 2018 and is projected to reach Million US$ by 2025, at a CAGR of during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for VR Equipment.

      This report presents the worldwide VR Equipment market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
      This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

      The following manufacturers are covered in this report:
      Starbreeze
      Google
      Vuzix
      HTC
      Sony
      Microsoft
      Meta
      Freefly
      Oculus
      Samsung
      Vive
      Avegant
      Razer
      Zeiss
      VisusVR
      FOVE

      VR Equipment Breakdown Data by Type
      Head Mounted Displays
      Head Trackers
      Motion Trackers
      3D Controllers
      Data Gloves
      Haptic Devices
      Others
      VR Equipment Breakdown Data by Application
      Educational
      Industrial
      Medical
      Entertainment
      Others

      VR Equipment Production by Region
      United States
      Europe
      China
      Japan
      Other Regions

      VR Equipment Consumption by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Rest of Europe
      Central & South America
      Brazil
      Rest of South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa
      Rest of Middle East & Africa

      The study objectives are:
      To analyze and research the global VR Equipment status and future forecast,involving, production, revenue, consumption, historical and forecast.
      To present the key VR Equipment manufacturers, production, revenue, market share, and recent development.
      To split the breakdown data by regions, type, manufacturers and applications.
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of VR Equipment :
      History Year: 2014 - 2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year: 2019 - 2025

      This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of VR Equipment market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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