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市场调查报告书
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1644257

全球虚拟实境耳机市场

Virtual Reality Headsets

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 148 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球虚拟实境耳机市场规模将达到 683 亿美元

2024 年全球虚拟实境耳机市场规模估计为 143 亿美元,预计到 2030 年将达到 683 亿美元,2024-2030 年分析期间的复合年增长率为 29.8%。独立VR头戴装置是该报告分析的细分市场之一,预计到分析期结束时复合年增长率将达到 29.5%,达到 325 亿美元。在分析期内,智慧型手机VR头戴装置市场的复合年增长率预计为 33.8%。

美国市场规模估计为 38 亿美元,中国市场预期复合年增长率为 28.2%

预计 2024 年美国虚拟实境耳机市场价值将达到 38 亿美元。中国是世界第二大经济体,预计到 2030 年市场规模将达到 103 亿美元,2024-2030 年分析期间的复合年增长率为 28.2%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为 27.1% 和 25.8%。在欧洲,德国的复合年增长率预计为 20.7%。

全球虚拟实境耳机市场 - 主要趋势与驱动因素摘要

什么是虚拟实境耳机?

虚拟实境耳机是一种身临其境型设备,它结合了先进的显示技术、运动追踪和空间音频,将使用者带入模拟环境。这些耳机正在改变各个行业,支持游戏、娱乐、教育、医疗保健和企业培训等应用。这些耳机允许用户与 3D 环境进行交互,从而弥合数位世界和物理世界之间的差距。 VR头戴装置能够创造高度沉浸式的体验,因此不再局限于游戏,也被应用于各种专业领域。

VR头戴装置之所以越来越受欢迎,是因为它能够提供无与伦比的参与度和真实感。在游戏中, VR头戴装置可以增强玩家的沉浸感,而在企业环境中,它们则被用来提供逼真的训练模拟。治疗和外科手术培训等医疗保健应用也正得到越来越广泛的应用,其中VR头戴装置有助于提高准确性和理解力。此外, VR头戴装置作为通往元宇宙元宇宙的门户,其流行也大大促进了需求的成长。设备在实现丰富、互动和可自订的体验方面发挥作用,正在塑造各个行业的扩张。

科技如何增强VR头戴装置的功能?

显示技术、运算能力和连接性的进步推动了VR头戴装置的演变。 OLED 和 AMOLED 面板等高解析度显示器透过提供更清晰的视觉效果并减少运动模糊,解决了 VR 应用的主要障碍之一。宽视野 (FoV) 镜头和高更新率可最大限度地减少视觉疲劳和延迟,进一步提高使用者的舒适度和沈浸感。这些功能与图形处理单元 (GPU) 的进步相结合,可实现流畅、逼真的模拟,让更广泛的受众能够享受 VR。

运动追踪和空间音讯对于创造真正身临其境的体验至关重要。由内而外的追踪系统使用内藏相机来绘製周围环境,不需要外部感测器,从而简化了设定并提高了便携性。空间音讯可根据您的位置和运动动态调整声音,从而增加沉浸感。此外,Wi-Fi 6 和 5G 等无线连线的进步将实现不受束缚的 VR 体验,为使用者提供更大的活动自由。云端处理和边缘渲染也正在成为关键推动因素,将处理任务卸载到远端伺服器,在保持高效能的同时降低耳机的重量和成本。

哪些趋势正在塑造虚拟实境耳机市场?

随着身临其境型技术日益被接受和创新,有几种趋势正在推动虚拟实境(VR头戴装置市场的快速发展。一个大趋势是独立VR头戴装置的普及率不断提高。由于不需要连接外部电脑或主机,这些设备由于易于使用和便宜而变得流行。内建处理器和储存的独立型号使 VR 更加容易获得,尤其是对于普通用户和初学者而言。另一个趋势是将人工智慧(AI)融入VR系统,透过语音辨识、手势追踪和个人化内容建议来增强用户互动。

元宇宙的出现或许是最具变革性的趋势,将VR头戴装置定位为存取这新数位前沿的主要介面。随着企业投资建立互联虚拟世界,对高品质 VR 硬体的需求正在飙升。此外,人们对健身和健康的兴趣日益浓厚,这也影响了VR头戴装置市场,将虚拟环境与身体活动相结合的应用程式(如 VR健身游戏)越来越受欢迎。在企业中,采用 VR 进行远端协作、虚拟会议和设计原型製作正在重新定义职场动态,进一步推动市场成长。

哪些因素将推动VR头戴装置市场的成长?

VR头戴装置市场的成长受到多种因素的推动,包括硬体的进步、应用程式的扩展和消费者偏好的改变。其中一个主要驱动因素是 VR 技术的价格越来越便宜。随着製造流程变得更加高效以及规模经济发挥作用, VR头戴装置的成本正在下降,从而让更多的人能够使用它们。此外,无线技术与独立功能的整合消除了先前与设定复杂性相关的限制,进一步推动了其采用。

VR头戴装置在各行业的使用案例不断扩大也是一个主要的成长动力。在教育领域,VR 被用于创造身临其境型学习体验;在医疗保健领域,它有助于患者治疗和医疗培训。人们对远距工作和虚拟协作的兴趣日益浓厚,也推动了需求, VR头戴装置可以实现逼真且引人入胜的虚拟会议。元宇宙的兴起严重依赖虚拟实境 (VR) 进行存取和互动,这导致此类设备的需求激增。此外,内容创作工具的进步以及硬体製造商和内容开发人员之间的合作正在加强生态系统并确保高品质应用程式的稳定供应。综合起来,这些因素凸显了VR头戴装置的变革潜力及其在塑造数位互动未来方面日益增强的作用。

部分

产品类型(独立VR头戴装置、支援智慧型手机的VR头戴装置、独立 PC 连接VR头戴装置)、应用程式(游戏应用程式、媒体和娱乐应用程式、医疗保健应用、零售应用、教育应用、其他应用)

受访公司范例(总合42家公司)

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章 市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP33297

Global Virtual Reality Headsets Market to Reach US$68.3 Billion by 2030

The global market for Virtual Reality Headsets estimated at US$14.3 Billion in the year 2024, is expected to reach US$68.3 Billion by 2030, growing at a CAGR of 29.8% over the analysis period 2024-2030. Standalone VR Headset, one of the segments analyzed in the report, is expected to record a 29.5% CAGR and reach US$32.5 Billion by the end of the analysis period. Growth in the Smartphone-Enabled VR Headset segment is estimated at 33.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.8 Billion While China is Forecast to Grow at 28.2% CAGR

The Virtual Reality Headsets market in the U.S. is estimated at US$3.8 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$10.3 Billion by the year 2030 trailing a CAGR of 28.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 27.1% and 25.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 20.7% CAGR.

Global Virtual Reality Headsets Market - Key Trends & Drivers Summarized

What Are Virtual Reality Headsets, and Why Are They Revolutionizing Digital Experiences?

Virtual Reality headsets are immersive devices that transport users into simulated environments by combining advanced display technologies, motion tracking, and spatial audio. These headsets are transforming industries by enabling applications in gaming, entertainment, education, healthcare, and enterprise training. They allow users to interact with 3D environments, bridging the gap between digital and physical worlds. With their ability to create highly immersive experiences, VR headsets are no longer limited to gaming but are increasingly being adopted across various professional domains.

The rising adoption of VR headsets is driven by their ability to deliver unparalleled levels of engagement and realism. In gaming, VR headsets are elevating player immersion, while in enterprise settings, they are being used to provide realistic training simulations. Healthcare applications, such as therapy and surgical training, are also seeing increased adoption, with VR headsets proving instrumental in enhancing precision and understanding. Furthermore, the popularity of metaverse platforms, where VR headsets act as gateways, has significantly contributed to their growing demand. The device’s role in enabling rich, interactive, and customizable experiences is shaping its expansion across industries.

How Are Technologies Enhancing the Capabilities of VR Headsets?

The evolution of VR headsets is underpinned by advancements in display technologies, computing power, and connectivity. High-resolution displays, such as OLED and AMOLED panels, are providing sharper visuals and reducing motion blur, addressing one of the major barriers to VR adoption. Wide field-of-view (FoV) lenses and high refresh rates are further enhancing user comfort and immersion by minimizing visual fatigue and latency. Coupled with advancements in graphics processing units (GPUs), these features allow for smooth, lifelike simulations, making VR more accessible to a wider audience.

Motion tracking and spatial audio are pivotal in creating truly immersive experiences. Inside-out tracking systems, which use built-in cameras to map surroundings, eliminate the need for external sensors, simplifying setup and improving portability. Spatial audio enhances the sense of realism by dynamically adjusting sound based on the user’s position and movements. Additionally, advancements in wireless connectivity, such as Wi-Fi 6 and 5G, are enabling untethered VR experiences, allowing users greater freedom of movement. Cloud computing and edge rendering are also emerging as key enablers, offloading processing tasks to remote servers and reducing the weight and cost of headsets while maintaining high performance.

What Trends Are Shaping the Virtual Reality Headset Market?

Several trends are driving the rapid evolution of the VR headset market, reflecting the growing acceptance and innovation in immersive technologies. One major trend is the rising adoption of standalone VR headsets. These devices, which do not require connection to external PCs or consoles, are gaining traction due to their ease of use and affordability. Standalone models equipped with built-in processors and storage are making VR more accessible, especially to casual users and newcomers. Another trend is the integration of artificial intelligence (AI) into VR systems, enhancing user interactions through voice recognition, gesture tracking, and personalized content recommendations.

The emergence of the metaverse is perhaps the most transformative trend, positioning VR headsets as the primary interface for accessing this new digital frontier. As companies invest in building interconnected virtual worlds, the demand for high-quality VR hardware is skyrocketing. Additionally, the growing focus on fitness and wellness is shaping the VR headset market, with applications that combine virtual environments and physical activity, such as VR fitness games, gaining popularity. In enterprise applications, the adoption of VR for remote collaboration, virtual meetings, and design prototyping is redefining workplace dynamics, further fueling market growth.

What Factors Are Driving the Growth of the VR Headset Market?

The growth in the VR headset market is driven by several factors, including advancements in hardware, expanding applications, and shifting consumer preferences. One of the primary drivers is the increasing affordability of VR technology. As manufacturing processes become more efficient and economies of scale take effect, the cost of VR headsets is decreasing, making them accessible to a broader audience. Additionally, the integration of wireless technologies and standalone functionalities is addressing previous limitations related to setup complexity, further boosting adoption.

The expanding use cases of VR headsets across industries are also a significant growth driver. In education, VR is being used for immersive learning experiences, while in healthcare, it aids in patient therapy and medical training. The growing interest in remote work and virtual collaboration is another factor driving demand, with VR headsets enabling realistic and engaging virtual meetings. The rise of the metaverse, which relies heavily on VR for access and interaction, is creating a surge in demand for these devices. Furthermore, advancements in content creation tools and partnerships between hardware manufacturers and content developers are enhancing the ecosystem, ensuring a steady supply of high-quality applications. Collectively, these factors underscore the transformative potential of VR headsets and their growing role in shaping the future of digital interaction.

SCOPE OF STUDY:

The report analyzes the Virtual Reality Headsets market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Product Type (Standalone VR Headset, Smartphone-Enabled VR Headset, Standalone PC-Connected VR Headset); Application (Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 42 Featured) -

  • Goertek Inc.
  • Google LLC
  • HP Inc.
  • HTC Corporation
  • Meta Platforms Technologies, LLC
  • Microsoft Corporation
  • Pimax, Inc.
  • Valve Corporation
  • Varjo Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Virtual Reality Headsets - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Immersive Entertainment Fuels Growth in Virtual Reality Headsets
    • Advancements in Display Technology Propel Innovation in VR Headset Design
    • Focus on Gaming Drives High Adoption of VR Headsets in Consumer Markets
    • Increased Use in Training and Simulation Expands Applications for VR Headsets
    • Growth in Education Highlights Opportunities for VR Headsets in Virtual Classrooms
    • Focus on Lightweight and Ergonomic Designs Boosts User Comfort in VR Headsets
    • Advancements in Wireless Connectivity Expand Mobility in VR Headset Solutions
    • Integration with AI Enhances Realism and Interactivity in VR Experiences
    • Rising Awareness of Health and Wellness Applications Fuels Adoption of VR Headsets
    • Emergence of VR in Professional Sports Training Creates New Use Cases
    • Focus on Enterprise Applications Expands Demand for VR Headsets in Workforce Training
    • Advancements in VR Content Ecosystems Enhance User Adoption
    • Emergence of 5G Networks Fuels Growth in High-Performance VR Headset Applications
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality Headsets Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Standalone VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Standalone VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Smartphone-Enabled VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Smartphone-Enabled VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Standalone PC-Connected VR Headset by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Standalone PC-Connected VR Headset by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Media & Entertainment Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Media & Entertainment Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Healthcare Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Retail Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Retail Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Education Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Education Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • CHINA
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Virtual Reality Headsets by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality Headsets Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Product Type - Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Virtual Reality Headsets by Product Type - Percentage Breakdown of Value Sales for Standalone VR Headset, Smartphone-Enabled VR Headset and Standalone PC-Connected VR Headset for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Reality Headsets by Application - Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Virtual Reality Headsets by Application - Percentage Breakdown of Value Sales for Gaming Application, Media & Entertainment Application, Healthcare Application, Retail Application, Education Application and Other Applications for the Years 2025 & 2030

IV. COMPETITION