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Global VR Helmet Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 VR Helmet Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global VR Helmet Market Size Growth Rate by Type
      • 1.4.2 Normal Version
      • 1.4.3 Customised Version
    • 1.5 Market by Application
      • 1.5.1 Global VR Helmet Market Size Growth Rate by Application
      • 1.5.2 Entertainment
      • 1.5.3 Simulation Training
      • 1.5.4 Game
      • 1.5.5 Other
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global VR Helmet Market Size
      • 2.1.1 Global VR Helmet Revenue 2014-2025
      • 2.1.2 Global VR Helmet Production 2014-2025
    • 2.2 VR Helmet 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 Helmet Manufacturers
        • 2.3.2.1 VR Helmet Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers VR Helmet Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into VR Helmet Market
    • 2.4 Key Trends for VR Helmet Markets & Products

    3 Market Size by Manufacturers

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

    4 VR Helmet Production by Regions

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

    5 VR Helmet Consumption by Regions

    • 5.1 Global VR Helmet Consumption by Regions
      • 5.1.1 Global VR Helmet Consumption by Regions
      • 5.1.2 Global VR Helmet Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America VR Helmet Consumption by Application
      • 5.2.2 North America VR Helmet Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe VR Helmet Consumption by Application
      • 5.3.2 Europe VR Helmet 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 Helmet Consumption by Application
      • 5.4.2 Asia Pacific VR Helmet 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 Helmet Consumption by Application
      • 5.5.2 Central & South America VR Helmet Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa VR Helmet Consumption by Application
      • 5.6.2 Middle East and Africa VR Helmet 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 Helmet Production by Type
    • 6.2 Global VR Helmet Revenue by Type
    • 6.3 VR Helmet Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global VR Helmet Breakdown Dada by Application
      • 7.2.1 Global VR Helmet Consumption by Application
      • 7.2.2 Global VR Helmet 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 Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Starbreeze VR Helmet 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 Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Google VR Helmet Product Description
      • 8.2.5 Google Recent Development
    • 8.3 Sony
      • 8.3.1 Sony Company Details
      • 8.3.2 Company Overview
      • 8.3.3 Sony VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 Sony VR Helmet Product Description
      • 8.3.5 Sony Recent Development
    • 8.4 Microsoft
      • 8.4.1 Microsoft Company Details
      • 8.4.2 Company Overview
      • 8.4.3 Microsoft VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 Microsoft VR Helmet Product Description
      • 8.4.5 Microsoft Recent Development
    • 8.5 Samsung
      • 8.5.1 Samsung Company Details
      • 8.5.2 Company Overview
      • 8.5.3 Samsung VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 Samsung VR Helmet Product Description
      • 8.5.5 Samsung Recent Development
    • 8.6 Vive
      • 8.6.1 Vive Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Vive VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Vive VR Helmet Product Description
      • 8.6.5 Vive Recent Development
    • 8.7 HTC
      • 8.7.1 HTC Company Details
      • 8.7.2 Company Overview
      • 8.7.3 HTC VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 HTC VR Helmet Product Description
      • 8.7.5 HTC Recent Development
    • 8.8 Avegant
      • 8.8.1 Avegant Company Details
      • 8.8.2 Company Overview
      • 8.8.3 Avegant VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 Avegant VR Helmet Product Description
      • 8.8.5 Avegant Recent Development
    • 8.9 Razer
      • 8.9.1 Razer Company Details
      • 8.9.2 Company Overview
      • 8.9.3 Razer VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 Razer VR Helmet Product Description
      • 8.9.5 Razer Recent Development
    • 8.10 Zeiss
      • 8.10.1 Zeiss Company Details
      • 8.10.2 Company Overview
      • 8.10.3 Zeiss VR Helmet Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 Zeiss VR Helmet Product Description
      • 8.10.5 Zeiss Recent Development
    • 8.11 VisusVR
    • 8.12 OculusVR

    9 Production Forecasts

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

    10 Consumption Forecast

    • 10.1 VR Helmet Consumption Forecast by Application
    • 10.2 VR Helmet Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America VR Helmet 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 Helmet 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 Helmet 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 Helmet 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 Helmet 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 Helmet Sales Channels
      • 11.2.2 VR Helmet Distributors
    • 11.3 VR Helmet 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 Helmet 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 Helmet 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 Helmet.

      This report presents the worldwide VR Helmet 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
      Sony
      Microsoft
      Samsung
      Vive
      HTC
      Avegant
      Razer
      Zeiss
      VisusVR
      OculusVR

      VR Helmet Breakdown Data by Type
      Normal Version
      Customised Version
      VR Helmet Breakdown Data by Application
      Entertainment
      Simulation Training
      Game
      Other

      VR Helmet Production by Region
      United States
      Europe
      China
      Japan
      South Korea
      Other Regions

      VR Helmet 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 Helmet status and future forecast,involving, production, revenue, consumption, historical and forecast.
      To present the key VR Helmet 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 Helmet :
      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 Helmet 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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