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Global (United States, European Union and China) VR Helmet Market Research Report 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global VR Helmet Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Normal Version
      • 1.3.3 Customised Version
    • 1.4 Market Segment by Application
      • 1.4.1 Global VR Helmet Market Share by Application (2019-2025)
      • 1.4.2 Entertainment
      • 1.4.3 Simulation Training
      • 1.4.4 Game
      • 1.4.5 Other
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global VR Helmet Production Value 2014-2025
      • 2.1.2 Global VR Helmet Production 2014-2025
      • 2.1.3 Global VR Helmet Capacity 2014-2025
      • 2.1.4 Global VR Helmet Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global VR Helmet Market Size CAGR of Key Regions
      • 2.2.2 Global VR Helmet Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global VR Helmet Capacity by Manufacturers
      • 3.1.2 Global VR Helmet Production by Manufacturers
    • 3.2 Revenue by Manufacturers
      • 3.2.1 VR Helmet Revenue by Manufacturers (2014-2019)
      • 3.2.2 VR Helmet Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global VR Helmet Market Concentration Ratio (CR5 and HHI)
    • 3.3 VR Helmet Price by Manufacturers
    • 3.4 Key Manufacturers VR Helmet Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into VR Helmet Market
    • 3.6 Key Manufacturers VR Helmet Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Normal Version Production and Production Value (2014-2019)
      • 4.1.2 Customised Version Production and Production Value (2014-2019)
    • 4.2 Global VR Helmet Production Market Share by Type
    • 4.3 Global VR Helmet Production Value Market Share by Type
    • 4.4 VR Helmet Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global VR Helmet Consumption by Application

    6 Production by Regions

    • 6.1 Global VR Helmet Production (History Data) by Regions 2014-2019
    • 6.2 Global VR Helmet Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States VR Helmet Production Growth Rate 2014-2019
      • 6.3.2 United States VR Helmet Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States VR Helmet Import & Export
    • 6.4 European Union
      • 6.4.1 European Union VR Helmet Production Growth Rate 2014-2019
      • 6.4.2 European Union VR Helmet Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union VR Helmet Import & Export
    • 6.5 China
      • 6.5.1 China VR Helmet Production Growth Rate 2014-2019
      • 6.5.2 China VR Helmet Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China VR Helmet Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 VR Helmet Consumption by Regions

    • 7.1 Global VR Helmet Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States VR Helmet Consumption by Type
      • 7.2.2 United States VR Helmet Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union VR Helmet Consumption by Type
      • 7.3.2 European Union VR Helmet Consumption by Application
    • 7.4 China
      • 7.4.1 China VR Helmet Consumption by Type
      • 7.4.2 China VR Helmet Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World VR Helmet Consumption by Type
      • 7.5.2 Rest of World VR Helmet Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 Starbreeze
      • 8.1.1 Starbreeze Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of VR Helmet
      • 8.1.4 VR Helmet Product Introduction
      • 8.1.5 Starbreeze Recent Development
    • 8.2 Google
      • 8.2.1 Google Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of VR Helmet
      • 8.2.4 VR Helmet Product Introduction
      • 8.2.5 Google Recent Development
    • 8.3 Sony
      • 8.3.1 Sony Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of VR Helmet
      • 8.3.4 VR Helmet Product Introduction
      • 8.3.5 Sony Recent Development
    • 8.4 Microsoft
      • 8.4.1 Microsoft Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of VR Helmet
      • 8.4.4 VR Helmet Product Introduction
      • 8.4.5 Microsoft Recent Development
    • 8.5 Samsung
      • 8.5.1 Samsung Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of VR Helmet
      • 8.5.4 VR Helmet Product Introduction
      • 8.5.5 Samsung Recent Development
    • 8.6 Vive
      • 8.6.1 Vive Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of VR Helmet
      • 8.6.4 VR Helmet Product Introduction
      • 8.6.5 Vive Recent Development
    • 8.7 HTC
      • 8.7.1 HTC Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of VR Helmet
      • 8.7.4 VR Helmet Product Introduction
      • 8.7.5 HTC Recent Development
    • 8.8 Avegant
      • 8.8.1 Avegant Company Details
      • 8.8.2 Company Description and Business Overview
      • 8.8.3 Production and Revenue of VR Helmet
      • 8.8.4 VR Helmet Product Introduction
      • 8.8.5 Avegant Recent Development
    • 8.9 Razer
      • 8.9.1 Razer Company Details
      • 8.9.2 Company Description and Business Overview
      • 8.9.3 Production and Revenue of VR Helmet
      • 8.9.4 VR Helmet Product Introduction
      • 8.9.5 Razer Recent Development
    • 8.10 Zeiss
      • 8.10.1 Zeiss Company Details
      • 8.10.2 Company Description and Business Overview
      • 8.10.3 Production and Revenue of VR Helmet
      • 8.10.4 VR Helmet Product Introduction
      • 8.10.5 Zeiss Recent Development
    • 8.11 VisusVR
    • 8.12 OculusVR

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global VR Helmet Capacity, Production Forecast 2019-2025
      • 9.1.2 Global VR Helmet Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global VR Helmet Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global VR Helmet Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global VR Helmet Production Forecast by Type
      • 9.7.2 Global VR Helmet Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 VR Helmet Sales Channels
      • 10.2.2 VR Helmet Distributors
    • 10.3 VR Helmet Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      In 2019, the market size of VR Helmet is million US$ and it will reach million US$ in 2025, growing at a CAGR of from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
      In this report, 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 studies the global market size of VR Helmet, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
      This study presents the VR Helmet production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
      For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

      In global market, the following companies are covered:
      Starbreeze
      Google
      Sony
      Microsoft
      Samsung
      Vive
      HTC
      Avegant
      Razer
      Zeiss
      VisusVR
      OculusVR

      Market Segment by Product Type
      Normal Version
      Customised Version

      Market Segment by Application
      Entertainment
      Simulation Training
      Game
      Other

      Key Regions split in this report: breakdown data for each region.
      United States
      China
      European Union
      Rest of World (Japan, Korea, India and Southeast Asia)

      The study objectives are:
      To analyze and research the VR Helmet status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
      To present the key VR Helmet manufacturers, presenting the sales, revenue, market share, and recent development for key players.
      To split the breakdown data by regions, type, companies 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 are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

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