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Global VR Glasses Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 VR Glasses Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global VR Glasses Market Size Growth Rate by Product
      • 1.4.2 Less than $99
      • 1.4.3 $100 - $400
      • 1.4.4 Over 400$
    • 1.5 Market by End User
      • 1.5.1 Global VR Glasses Market Size Growth Rate by End User
      • 1.5.2 For gaming
      • 1.5.3 For mobile use
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global VR Glasses Market Size
      • 2.1.1 Global VR Glasses Revenue 2014-2025
      • 2.1.2 Global VR Glasses Sales 2014-2025
    • 2.2 VR Glasses Growth Rate by Regions
      • 2.2.1 Global VR Glasses Sales by Regions
      • 2.2.2 Global VR Glasses Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 VR Glasses Sales by Manufacturers
      • 3.1.1 VR Glasses Sales by Manufacturers
      • 3.1.2 VR Glasses Sales Market Share by Manufacturers
      • 3.1.3 Global VR Glasses Market Concentration Ratio (CR5 and HHI)
    • 3.2 VR Glasses Revenue by Manufacturers
      • 3.2.1 VR Glasses Revenue by Manufacturers (2014-2019)
      • 3.2.2 VR Glasses Revenue Share by Manufacturers (2014-2019)
    • 3.3 VR Glasses Price by Manufacturers
    • 3.4 VR Glasses Manufacturing Base Distribution, Product Types
      • 3.4.1 VR Glasses Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers VR Glasses Product Type
      • 3.4.3 Date of International Manufacturers Enter into VR Glasses Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global VR Glasses Sales by Product
    • 4.2 Global VR Glasses Revenue by Product
    • 4.3 VR Glasses Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global VR Glasses Breakdown Data by End User

    6 North America

    • 6.1 North America VR Glasses by Countries
      • 6.1.1 North America VR Glasses Sales by Countries
      • 6.1.2 North America VR Glasses Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America VR Glasses by Product
    • 6.3 North America VR Glasses by End User

    7 Europe

    • 7.1 Europe VR Glasses by Countries
      • 7.1.1 Europe VR Glasses Sales by Countries
      • 7.1.2 Europe VR Glasses Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe VR Glasses by Product
    • 7.3 Europe VR Glasses by End User

    8 Asia Pacific

    • 8.1 Asia Pacific VR Glasses by Countries
      • 8.1.1 Asia Pacific VR Glasses Sales by Countries
      • 8.1.2 Asia Pacific VR Glasses Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific VR Glasses by Product
    • 8.3 Asia Pacific VR Glasses by End User

    9 Central & South America

    • 9.1 Central & South America VR Glasses by Countries
      • 9.1.1 Central & South America VR Glasses Sales by Countries
      • 9.1.2 Central & South America VR Glasses Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America VR Glasses by Product
    • 9.3 Central & South America VR Glasses by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa VR Glasses by Countries
      • 10.1.1 Middle East and Africa VR Glasses Sales by Countries
      • 10.1.2 Middle East and Africa VR Glasses Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa VR Glasses by Product
    • 10.3 Middle East and Africa VR Glasses by End User

    11 Company Profiles

    • 11.1 Oculus Rift
      • 11.1.1 Oculus Rift Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 Oculus Rift VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 Oculus Rift VR Glasses Products Offered
      • 11.1.5 Oculus Rift Recent Development
    • 11.2 Sony PlayStation VR
      • 11.2.1 Sony PlayStation VR Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 Sony PlayStation VR VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 Sony PlayStation VR VR Glasses Products Offered
      • 11.2.5 Sony PlayStation VR Recent Development
    • 11.3 HTC Vive
      • 11.3.1 HTC Vive Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 HTC Vive VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 HTC Vive VR Glasses Products Offered
      • 11.3.5 HTC Vive Recent Development
    • 11.4 Samsung Gear VR
      • 11.4.1 Samsung Gear VR Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 Samsung Gear VR VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 Samsung Gear VR VR Glasses Products Offered
      • 11.4.5 Samsung Gear VR Recent Development
    • 11.5 Microsoft HoloLens
      • 11.5.1 Microsoft HoloLens Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 Microsoft HoloLens VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 Microsoft HoloLens VR Glasses Products Offered
      • 11.5.5 Microsoft HoloLens Recent Development
    • 11.6 FOVE VR
      • 11.6.1 FOVE VR Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 FOVE VR VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 FOVE VR VR Glasses Products Offered
      • 11.6.5 FOVE VR Recent Development
    • 11.7 Zeiss VR One
      • 11.7.1 Zeiss VR One Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Zeiss VR One VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Zeiss VR One VR Glasses Products Offered
      • 11.7.5 Zeiss VR One Recent Development
    • 11.8 Avegant Glyph
      • 11.8.1 Avegant Glyph Company Details
      • 11.8.2 Company Business Overview
      • 11.8.3 Avegant Glyph VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.8.4 Avegant Glyph VR Glasses Products Offered
      • 11.8.5 Avegant Glyph Recent Development
    • 11.9 Razer OSVR
      • 11.9.1 Razer OSVR Company Details
      • 11.9.2 Company Business Overview
      • 11.9.3 Razer OSVR VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.9.4 Razer OSVR VR Glasses Products Offered
      • 11.9.5 Razer OSVR Recent Development
    • 11.10 Google Cardboard
      • 11.10.1 Google Cardboard Company Details
      • 11.10.2 Company Business Overview
      • 11.10.3 Google Cardboard VR Glasses Sales, Revenue and Gross Margin (2014-2019)
      • 11.10.4 Google Cardboard VR Glasses Products Offered
      • 11.10.5 Google Cardboard Recent Development

    12 Future Forecast

    • 12.1 VR Glasses Market Forecast by Regions
      • 12.1.1 Global VR Glasses Sales Forecast by Regions 2019-2025
      • 12.1.2 Global VR Glasses Revenue Forecast by Regions 2019-2025
    • 12.2 VR Glasses Market Forecast by Product
      • 12.2.1 Global VR Glasses Sales Forecast by Product 2019-2025
      • 12.2.2 Global VR Glasses Revenue Forecast by Product 2019-2025
    • 12.3 VR Glasses Market Forecast by End User
    • 12.4 North America VR Glasses Forecast
    • 12.5 Europe VR Glasses Forecast
    • 12.6 Asia Pacific VR Glasses Forecast
    • 12.7 Central & South America VR Glasses Forecast
    • 12.8 Middle East and Africa VR Glasses Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 VR Glasses Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      The global VR Glasses market is valued at million US$ in 2018 and will reach million US$ by the end of 2025, growing at a CAGR of during 2019-2025. The objectives of this study are to define, segment, and project the size of the VR Glasses market based on company, product type, end user and key regions.

      This report studies the global market size of VR Glasses in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of VR Glasses in these regions.
      This research report categorizes the global VR Glasses market by top players/brands, region, type and end user. This report also studies the global VR Glasses market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

      The following manufacturers are covered in this report, with sales, revenue, market share for each company:
      Oculus Rift
      Sony PlayStation VR
      HTC Vive
      Samsung Gear VR
      Microsoft HoloLens
      FOVE VR
      Zeiss VR One
      Avegant Glyph
      Razer OSVR
      Google Cardboard

      Market size by Product
      Less than $99
      $100 - $400
      Over 400$
      Market size by End User
      For gaming
      For mobile use

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

      The study objectives of this report are:
      To study and analyze the global VR Glasses market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
      To understand the structure of VR Glasses market by identifying its various subsegments.
      To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
      Focuses on the key global VR Glasses companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
      To project the value and sales volume of VR Glasses submarkets, with respect to key 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 Glasses are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

      This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of VR Glasses 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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