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市场调查报告书
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1775569

虚拟实境 (VR) 耳机市场:2025-2030 年预测

Virtual Reality (VR) Headsets Market - Forecasts from 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 144 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

虚拟实境 (VR) 头戴装置市场预计将从 2025 年的 71.5 亿美元成长到 2030 年的 286.06 亿美元,复合年增长率为 31.96%。

本研究报告对全球虚拟实境 (VR) 头戴装置市场进行了全面分析,为游戏、医疗保健和教育等行业的专业人士提供切实可行的见解。该研究探讨了VR头戴装置在提供身临其境型体验方面的变革性作用,并按类型、平台、功能、应用和地区进行了细分。透过揭示关键的市场驱动因素、限制因素和竞争态势,这份虚拟实境头戴装置市场发展研究为相关人员提供了在技术创新和用例不断扩展的驱动下快速发展的市场中寻求方向的宝贵知识。

调查概述

VR头戴装置报告对虚拟实境耳机市场进行了详细的分析,涵盖类型(例如独立式、系留式和基于智慧型手机的耳机);平台(例如 PC周边设备、智慧型手机耳机、基于主机和一体式系统);和功能(例如有线和无线)。它还分析了娱乐、游戏、医疗保健、教育、汽车、航太和国防、零售和其他领域的应用。它还强调了市场驱动因素和限制因素,例如对身临其境型游戏和培训解决方案的需求不断增长,以及高成本和使用者舒适度挑战。它还包括北美、南美、欧洲、中东和非洲以及亚太地区的区域细分,以及波特五力分析、产业价值链洞察和战略建议,强调美国和中国等主要市场的成长机会。

竞争格局与分析

虚拟实境头戴设备市场研究在竞争格局部分重点介绍了推动市场成长的主要企业的策略创新。主要企业的最新发展凸显了该行业对尖端技术和市场扩张的关注:

  • Meta Platforms, Inc.:2024 年,Meta 推出了 Quest 3S,这是一款独立VR头戴装置,具有改进的混合实境功能和 20% 轻量化的设计,可提高游戏和教育的舒适度。
  • 索尼集团公司:SONY将于2025年初推出PlayStation VR2 Sense控制器,该控制器具有先进的触觉回馈功能,可将主机游戏的沉浸感提升30%。这项创新,加上与主要游戏开发商的策略伙伴关係关係,将巩固SONY在主机VR市场(尤其是在亚太地区)的领导地位。

虚拟实境耳机市场研究还包括市场占有率分析和详细的合併、收购和合作伙伴关係,例如 HTC 公司与一家医疗技术公司合作,在 2024 年开发用于手术模拟的 VR 培训模组。竞争动态仪表板提供了这些动态的清晰视图,使行业专业人士能够评估他们的市场定位和策略趋势。

结论

《虚拟实境头戴式设备市场研究》是业界专业人士了解VR头戴装置市场竞争与技术格局的重要资源。该研究重点关注 Meta Platforms 和索尼集团等公司的关键发展动态,并提供全面的细分市场和区域洞察,帮助相关人员做出明智的策略决策。随着虚拟实境技术持续变革娱乐、教育和职业培训,《虚拟实境头戴式设备市场研究》将提供策略指南,帮助您掌握这充满活力且快速成长的市场机会。

本报告的主要优点

  • 深刻分析:获得深入的市场洞察,重点关注客户细分、政府政策和社会经济因素、消费者偏好、垂直行业和其他细分市场,涵盖主要地区和新兴地区。
  • 竞争格局:了解主要企业采用的策略策略,并了解正确策略的市场渗透潜力。
  • 市场趋势和驱动因素:探索动态因素和关键市场趋势以及它们将如何影响未来的市场发展。
  • 可行的建议:利用洞察力进行策略决策,在动态环境中开闢新的业务流和收益。
  • 受众广泛:对于新兴企业、研究机构、顾问、中小企业和大型企业来说,都是有益且具有成本效益的。

它有什么用途?

产业与市场考量、商业机会评估、产品需求预测、打入市场策略、地理扩张、资本支出决策、法律规范与影响、新产品开发、竞争影响

调查范围

  • 2022 年至 2024 年的实际数据和 2025 年至 2030 年的预测数据
  • 成长机会、挑战、供应链前景、法律规范与趋势分析
  • 竞争定位、策略和市场占有率分析
  • 收益成长和预测细分市场和区域分析(包括国家)
  • 公司概况(财务资讯、主要发展等)

虚拟实境(VR)耳机市场报告涵盖的各个细分市场包括:

按类型

  • 独立VR头戴装置
  • 有线VR头戴装置
  • 基于智慧型手机的VR头戴装置

按平台

  • PC週边周边设备
  • 智慧型手机耳机
  • 基于主机
  • 一体化系统

按功能

  • 有线
  • 无线的

按用途

  • 娱乐
  • 游戏
  • 卫生保健
  • 教育
  • 航太/国防
  • 零售
  • 其他的

按地区

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他的
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 西班牙
  • 其他的
  • 中东和非洲
  • 沙乌地阿拉伯
  • UAE
  • 以色列
  • 其他的
  • 亚太地区
  • 日本
  • 中国
  • 印度
  • 韩国
  • 印尼
  • 泰国
  • 其他的

目录

第一章执行摘要

第二章市场概述

  • 市场概览
  • 市场定义
  • 调查范围
  • 市场区隔

第三章 经营状况

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析
  • 产业价值链分析
  • 政策法规
  • 策略建议

第四章 技术展望

第五章:虚拟实境 (VR) 耳机市场(按类型)

  • 介绍
  • 独立VR头戴装置
  • 有线VR头戴装置
  • 基于智慧型手机的VR头戴装置

6. 虚拟实境(VR)头戴装置市场(按平台)

  • 介绍
  • PC週边周边设备
  • 智慧型手机耳机
  • 基于主机
  • 一体式

第七章虚拟实境(VR)耳机市场(按功能)

  • 介绍
  • 有线
  • 无线的

第 8 章:虚拟实境 (VR) 耳机市场(按应用)

  • 介绍
  • 娱乐
  • 游戏
  • 卫生保健
  • 教育
  • 航太和国防
  • 零售
  • 其他的

9. 虚拟实境(VR)耳机市场(按地区)

  • 介绍
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他的
  • 欧洲
    • 德国
    • 法国
    • 英国
    • 西班牙
    • 义大利
    • 其他的
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 其他的
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 台湾
    • 泰国
    • 其他的

第十章竞争格局及分析

  • 主要企业和策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作
  • 竞争对手仪表板

第十一章 公司简介

  • Meta Platforms, Inc.
  • Sony Group Corporation
  • HTC Corporation
  • Valve Corporation
  • Pico Interactive Inc.
  • HP Inc.
  • Lenovo Group Limited
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.

第十二章 附录

  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关人员的主要利益
  • 调查方法
  • 简称
简介目录
Product Code: KSI061610602

The Virtual Reality (VR) Headsets Market is expected to grow from USD 7.150 billion in 2025 to USD 28.606 billion in 2030, at a CAGR of 31.96%.

The Virtual Reality Headsets Market Study provides a comprehensive analysis of the global virtual reality (VR) headsets market, delivering actionable insights for industry experts in gaming, healthcare, education, and other sectors. This study explores the transformative role of VR headsets in delivering immersive experiences, segmented by type, platform, functionality, application, and geography. By highlighting key market drivers, restraints, and competitive developments, the Virtual Reality Headsets Market Study equips stakeholders with the knowledge to navigate this rapidly evolving market driven by technological innovation and expanding use cases.

Study Overview

The Virtual Reality Headsets Market Study offers an in-depth examination of the VR headsets market, covering types such as standalone, tethered, and smartphone-based headsets, platforms including PC peripherals, smartphone headsets, console-based, and all-in-one systems, and functionalities like wired and wireless. It analyzes applications across entertainment, gaming, healthcare, education, automotive, aerospace and defense, retail, and others, addressing market drivers such as the growing demand for immersive gaming and training solutions, alongside restraints like high costs and user comfort challenges. The study incorporates Porter's Five Forces Analysis, industry value chain insights, and strategic recommendations, with regional breakdowns across North America, South America, Europe, Middle East and Africa, and Asia Pacific, emphasizing growth opportunities in key markets like the USA and China.

Competitive Environment and Analysis

In the Virtual Reality Headsets Market Study, the competitive environment section highlights strategic innovations from key players driving market growth. Recent developments from leading companies underscore the industry's focus on advanced technology and market expansion:

  • Meta Platforms, Inc.: In 2024, Meta launched the Quest 3S, a standalone VR headset with improved mixed reality capabilities and a 20% lighter design, enhancing user comfort for gaming and educational applications. This development strengthens Meta's dominance in the standalone VR segment, particularly in North America and Europe.
  • Sony Group Corporation: In early 2025, Sony released the PlayStation VR2 Sense controller with advanced haptic feedback, improving immersion for console-based gaming by 30%. This innovation, paired with a strategic partnership with a leading game developer, reinforces Sony's leadership in the console-based VR market, especially in the Asia Pacific region.

The Virtual Reality Headsets Market Study also includes a market share analysis, detailing mergers, acquisitions, and collaborations, such as HTC Corporation's 2024 collaboration with a healthcare tech firm to develop VR training modules for surgical simulations. The competitive dashboard provides a clear view of these dynamics, enabling industry experts to assess market positioning and strategic trends.

Conclusion

The Virtual Reality Headsets Market Study is an essential resource for industry experts seeking to understand the competitive and technological landscape of the VR headsets market. By spotlighting key developments from players like Meta Platforms and Sony Group Corporation, alongside comprehensive segmentation and regional insights, this study empowers stakeholders to make informed strategic decisions. As VR technology continues to transform entertainment, education, and professional training, the Virtual Reality Headsets Market Study offers a strategic guide for capitalizing on opportunities in this dynamic and rapidly growing market.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2022 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others.

Different segments covered under the virtual reality (VR) headsets market report are as below:

By Type

  • Standalone VR Headsets
  • Tethered VR Headsets
  • Smartphone-Based VR Headsets

By Platform

  • PC Peripherals
  • Smartphone Headsets
  • Console-based
  • All-in-one

By Functionality

  • Wired
  • Wireless

By Application

  • Entertainment
  • Gaming
  • Healthcare
  • Education
  • Automotive
  • Aerospace and Defense
  • Retail
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • The Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. VIRTUAL REALITY (VR) HEADSETS MARKET BY TYPE

  • 5.1. Introduction
  • 5.2. Standalone VR Headsets
  • 5.3. Tethered VR Headsets
  • 5.4. Smartphone-Based VR Headsets

6. VIRTUAL REALITY (VR) HEADSETS MARKET BY PLATFORM

  • 6.1. Introduction
  • 6.2. PC Peripherals
  • 6.3. Smartphone Headsets
  • 6.4. Console-based
  • 6.5. All-in-one

7. VIRTUAL REALITY (VR) HEADSETS MARKET BY FUNCTIONALITY

  • 7.1. Introduction
  • 7.2. Wired
  • 7.3. Wireless

8. VIRTUAL REALITY (VR) HEADSETS MARKET BY APPLICATION

  • 8.1. Introduction
  • 8.2. Entertainment
  • 8.3. Gaming
  • 8.4. Healthcare
  • 8.5. Education
  • 8.6. Automotive
  • 8.7. Aerospace and Defense
  • 8.8. Retail
  • 8.9. Others

9. VIRTUAL REALITY (VR) HEADSETS MARKET BY GEOGRAPHY

  • 9.1. Introduction
  • 9.2. North America
    • 9.2.1. USA
    • 9.2.2. Canada
    • 9.2.3. Mexico
  • 9.3. South America
    • 9.3.1. Brazil
    • 9.3.2. Argentina
    • 9.3.3. Others
  • 9.4. Europe
    • 9.4.1. Germany
    • 9.4.2. France
    • 9.4.3. United Kingdom
    • 9.4.4. Spain
    • 9.4.5. Italy
    • 9.4.6. Others
  • 9.5. Middle East and Africa
    • 9.5.1. Saudi Arabia
    • 9.5.2. UAE
    • 9.5.3. Others
  • 9.6. Asia Pacific
    • 9.6.1. China
    • 9.6.2. India
    • 9.6.3. Japan
    • 9.6.4. Taiwan
    • 9.6.5. Thailand
    • 9.6.6. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 10.1. Major Players and Strategy Analysis
  • 10.2. Market Share Analysis
  • 10.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 10.4. Competitive Dashboard

11. COMPANY PROFILES

  • 11.1. Meta Platforms, Inc.
  • 11.2. Sony Group Corporation
  • 11.3. HTC Corporation
  • 11.4. Valve Corporation
  • 11.5. Pico Interactive Inc.
  • 11.6. HP Inc.
  • 11.7. Lenovo Group Limited
  • 11.8. Microsoft Corporation
  • 11.9. Samsung Electronics Co., Ltd.

12. APPENDIX

  • 12.1. Currency
  • 12.2. Assumptions
  • 12.3. Base and Forecast Years Timeline
  • 12.4. Key benefits for the stakeholders
  • 12.5. Research Methodology
  • 12.6. Abbreviations