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Global VR Headsets Market Research Report 2021

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1 VR Headsets Market Overview

  • 1.1 Product Overview and Scope of VR Headsets
  • 1.2 VR Headsets Segment
    • 1.2.1 Global VR Headsets Sales Growth Rate Comparison (2021-2027)
    • 1.2.2 PC VR Headsets
    • 1.2.3 All-in-one VR Headsets
  • 1.3 VR Headsets Segment
    • 1.3.1 VR Headsets Sales Comparison : (2021-2027)
    • 1.3.2 Entertainment
    • 1.3.3 Marketing
    • 1.3.4 Education
    • 1.3.5 Others
  • 1.4 Global VR Headsets Market Size Estimates and Forecasts
    • 1.4.1 Global VR Headsets Revenue 2016-2027
    • 1.4.2 Global VR Headsets Sales 2016-2027
    • 1.4.3 VR Headsets Market Size by Region: 2016 Versus 2021 Versus 2027

2 VR Headsets Market Competition by Manufacturers

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

3 VR Headsets Retrospective Market Scenario by Region

  • 3.1 Global VR Headsets Retrospective Market Scenario in Revenue by Region: 2016-2021
  • 3.2 Global VR Headsets Retrospective Market Scenario in Sales by Region: 2016-2021
  • 3.3 North America VR Headsets Market Facts & Figures by Country
    • 3.3.1 North America VR Headsets Sales by Country
    • 3.3.2 North America VR Headsets Revenue by Country
    • 3.3.3 United States
    • 3.3.4 Canada
    • 3.3.3 Mexico
  • 3.4 Europe VR Headsets Market Facts & Figures by Country
    • 3.4.1 Europe VR Headsets Sales by Country
    • 3.4.2 Europe VR Headsets Revenue by Country
    • 3.4.3 Germany
    • 3.4.4 France
    • 3.4.5 UK
    • 3.4.6 Italy
    • 3.4.7 Russia
  • 3.5 Asia Pacific VR Headsets Market Facts & Figures by Region
    • 3.5.1 Asia Pacific VR Headsets Sales by Region
    • 3.5.2 Asia Pacific VR Headsets 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 Indonesia
    • 3.5.9 Thailand
    • 3.5.10 Malaysia
    • 3.5.11 Philippines
    • 3.5.12 Vietnam
  • 3.6 Latin America VR Headsets Market Facts & Figures by Country
    • 3.6.1 Latin America VR Headsets Sales by Country
    • 3.6.2 Latin America VR Headsets Revenue by Country
    • 3.6.3 Brazil
  • 3.7 Middle East and Africa VR Headsets Market Facts & Figures by Country
    • 3.7.1 Middle East and Africa VR Headsets Sales by Country
    • 3.7.2 Middle East and Africa VR Headsets Revenue by Country
    • 3.7.3 Turkey
    • 3.7.4 GCC Countries
    • 3.7.5 Egypt
    • 3.7.6 South Africa

4 Global VR Headsets Historic Market Analysis

  • 4.1 Global VR Headsets Sales Market Share (2016-2021)
  • 4.2 Global VR Headsets Revenue Market Share (2016-2021)
  • 4.3 Global VR Headsets Price (2016-2021)

5 Global VR Headsets Historic Market Analysis

  • 5.1 Global VR Headsets Sales Market Share (2016-2021)
  • 5.2 Global VR Headsets Revenue Market Share (2016-2021)
  • 5.3 Global VR Headsets Price (2016-2021)

6 Key Companies Profiled

  • 6.1 Samsung
    • 6.1.1 Samsung Corporation Information
    • 6.1.2 Samsung Description and Business Overview
    • 6.1.3 Samsung VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.1.4 Samsung Product Portfolio
    • 6.1.5 Samsung Recent Developments/Updates
  • 6.2 Oculus
    • 6.2.1 Oculus Corporation Information
    • 6.2.2 Oculus Description and Business Overview
    • 6.2.3 Oculus VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.2.4 Oculus Product Portfolio
    • 6.2.5 Oculus Recent Developments/Updates
  • 6.3 Nintendo
    • 6.3.1 Nintendo Corporation Information
    • 6.3.2 Nintendo Description and Business Overview
    • 6.3.3 Nintendo VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.3.4 Nintendo Product Portfolio
    • 6.3.5 Nintendo Recent Developments/Updates
  • 6.4 HTC
    • 6.4.1 HTC Corporation Information
    • 6.4.2 HTC Description and Business Overview
    • 6.4.3 HTC VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 HTC Product Portfolio
    • 6.4.5 HTC Recent Developments/Updates
  • 6.5 Google
    • 6.5.1 Google Corporation Information
    • 6.5.2 Google Description and Business Overview
    • 6.5.3 Google VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.5.4 Google Product Portfolio
    • 6.5.5 Google Recent Developments/Updates
  • 6.6 SONY
    • 6.6.1 SONY Corporation Information
    • 6.6.2 SONY Description and Business Overview
    • 6.6.3 SONY VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.6.4 SONY Product Portfolio
    • 6.6.5 SONY Recent Developments/Updates
  • 6.7 Fujitsu
    • 6.6.1 Fujitsu Corporation Information
    • 6.6.2 Fujitsu Description and Business Overview
    • 6.6.3 Fujitsu VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 Fujitsu Product Portfolio
    • 6.7.5 Fujitsu Recent Developments/Updates
  • 6.8 MI
    • 6.8.1 MI Corporation Information
    • 6.8.2 MI Description and Business Overview
    • 6.8.3 MI VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.8.4 MI Product Portfolio
    • 6.8.5 MI Recent Developments/Updates
  • 6.9 HUAWEI
    • 6.9.1 HUAWEI Corporation Information
    • 6.9.2 HUAWEI Description and Business Overview
    • 6.9.3 HUAWEI VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.9.4 HUAWEI Product Portfolio
    • 6.9.5 HUAWEI Recent Developments/Updates
  • 6.10 PiMAX
    • 6.10.1 PiMAX Corporation Information
    • 6.10.2 PiMAX Description and Business Overview
    • 6.10.3 PiMAX VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.10.4 PiMAX Product Portfolio
    • 6.10.5 PiMAX Recent Developments/Updates
  • 6.11 Royole
    • 6.11.1 Royole Corporation Information
    • 6.11.2 Royole VR Headsets Description and Business Overview
    • 6.11.3 Royole VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.11.4 Royole Product Portfolio
    • 6.11.5 Royole Recent Developments/Updates
  • 6.12 ANTVR
    • 6.12.1 ANTVR Corporation Information
    • 6.12.2 ANTVR VR Headsets Description and Business Overview
    • 6.12.3 ANTVR VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.12.4 ANTVR Product Portfolio
    • 6.12.5 ANTVR Recent Developments/Updates
  • 6.13 Homido
    • 6.13.1 Homido Corporation Information
    • 6.13.2 Homido VR Headsets Description and Business Overview
    • 6.13.3 Homido VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.13.4 Homido Product Portfolio
    • 6.13.5 Homido Recent Developments/Updates
  • 6.14 Exit Reality
    • 6.14.1 Exit Reality Corporation Information
    • 6.14.2 Exit Reality VR Headsets Description and Business Overview
    • 6.14.3 Exit Reality VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.14.4 Exit Reality Product Portfolio
    • 6.14.5 Exit Reality Recent Developments/Updates
  • 6.15 Springboard VR
    • 6.15.1 Springboard VR Corporation Information
    • 6.15.2 Springboard VR VR Headsets Description and Business Overview
    • 6.15.3 Springboard VR VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.15.4 Springboard VR Product Portfolio
    • 6.15.5 Springboard VR Recent Developments/Updates
  • 6.16 The Void
    • 6.16.1 The Void Corporation Information
    • 6.16.2 The Void VR Headsets Description and Business Overview
    • 6.16.3 The Void VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.16.4 The Void Product Portfolio
    • 6.16.5 The Void Recent Developments/Updates
  • 6.17 VRstudios
    • 6.17.1 VRstudios Corporation Information
    • 6.17.2 VRstudios VR Headsets Description and Business Overview
    • 6.17.3 VRstudios VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.17.4 VRstudios Product Portfolio
    • 6.17.5 VRstudios Recent Developments/Updates
  • 6.18 Hologate
    • 6.18.1 Hologate Corporation Information
    • 6.18.2 Hologate VR Headsets Description and Business Overview
    • 6.18.3 Hologate VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.18.4 Hologate Product Portfolio
    • 6.18.5 Hologate Recent Developments/Updates
  • 6.19 Sandbox VR
    • 6.19.1 Sandbox VR Corporation Information
    • 6.19.2 Sandbox VR VR Headsets Description and Business Overview
    • 6.19.3 Sandbox VR VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.19.4 Sandbox VR Product Portfolio
    • 6.19.5 Sandbox VR Recent Developments/Updates
  • 6.20 Zero Latency
    • 6.20.1 Zero Latency Corporation Information
    • 6.20.2 Zero Latency VR Headsets Description and Business Overview
    • 6.20.3 Zero Latency VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.20.4 Zero Latency Product Portfolio
    • 6.20.5 Zero Latency Recent Developments/Updates
  • 6.21 Dreamscape
    • 6.21.1 Dreamscape Corporation Information
    • 6.21.2 Dreamscape VR Headsets Description and Business Overview
    • 6.21.3 Dreamscape VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.21.4 Dreamscape Product Portfolio
    • 6.21.5 Dreamscape Recent Developments/Updates
  • 6.22 Spaces
    • 6.22.1 Spaces Corporation Information
    • 6.22.2 Spaces VR Headsets Description and Business Overview
    • 6.22.3 Spaces VR Headsets Sales, Revenue and Gross Margin (2016-2021)
    • 6.22.4 Spaces Product Portfolio
    • 6.22.5 Spaces Recent Developments/Updates

7 VR Headsets Manufacturing Cost Analysis

  • 7.1 VR Headsets 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 VR Headsets
  • 7.4 VR Headsets Industrial Chain Analysis

8 Marketing Channel, Distributors and Customers

  • 8.1 Marketing Channel
  • 8.2 VR Headsets Distributors List
  • 8.3 VR Headsets Customers

9 VR Headsets Market Dynamics

  • 9.1 VR Headsets Industry Trends
  • 9.2 VR Headsets Growth Drivers
  • 9.3 VR Headsets Market Challenges
  • 9.4 VR Headsets Market Restraints

10 Global Market Forecast

  • 10.1 VR Headsets Market Estimates and Projections
    • 10.1.1 Global Forecasted Sales of VR Headsets (2022-2027)
    • 10.1.2 Global Forecasted Revenue of VR Headsets (2022-2027)
  • 10.2 VR Headsets Market Estimates and Projections
    • 10.2.1 Global Forecasted Sales of VR Headsets (2022-2027)
    • 10.2.2 Global Forecasted Revenue of VR Headsets (2022-2027)
  • 10.3 VR Headsets Market Estimates and Projections by Region
    • 10.3.1 Global Forecasted Sales of VR Headsets by Region (2022-2027)
    • 10.3.2 Global Forecasted Revenue of VR Headsets 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
    PC VR Headsets
    All-in-one VR Headsets

    Segment
    Entertainment
    Marketing
    Education
    Others

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

    By Company
    Samsung
    Oculus
    Nintendo
    HTC
    Google
    SONY
    Fujitsu
    MI
    HUAWEI
    PiMAX
    Royole
    ANTVR
    Homido
    Exit Reality
    Springboard VR
    The Void
    VRstudios
    Hologate
    Sandbox VR
    Zero Latency
    Dreamscape
    Spaces

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