封面
市场调查报告书
商品编码
1722362

虚拟实境耳机市场规模、份额、成长分析(按产品类型、终端设备、应用和地区)—2025 年至 2032 年产业预测

Virtual Reality Headset Market Size, Share, and Growth Analysis, By Product Type (Standalone, Smartphone-enabled), By End-device (Low-end Device, Mid-range Device), By Application, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 193 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计 2023 年全球虚拟实境耳机市场规模将达到 121 亿美元,从 2024 年的 158.6 亿美元成长到 2032 年的 1384.2 亿美元,预测期内(2025-2032 年)的复合年增长率为 31.1%。

根据市场洞察,虚拟实境(VR)技术在零售业和製造业的广泛应用正在显着推动产业成长。游戏机需求的不断增长也助长了这一上升趋势。 VR 的多功能性不仅限于游戏;它还被应用于医疗培训、工业原型製作、教育等领域,显示出进一步扩展的潜力。预计未来几年消费者和企业对 VR 技术的投资将持续增加,进而推动产品需求。此外,VR领域的新兴趋势将影响全球VR头戴装置产业的发展,凸显出一个充满创新与机会的动态市场环境。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 案例研究
  • 技术分析

虚拟实境耳机市场规模(按产品类型和复合年增长率)(2025-2032)

  • 市场概览
  • 独立
  • 相容智慧型手机
  • 独立PC连接

虚拟实境耳机市场规模(依终端设备划分)及复合年增长率(2025-2032)

  • 市场概览
  • 低阶设备
  • 中阶设备
  • 高阶设备

虚拟实境耳机市场规模(按应用划分)及复合年增长率(2025-2032)

  • 市场概览
  • 游戏
  • 卫生保健
  • 媒体与娱乐
  • 製造业
  • 零售
  • 教育
  • 通讯
  • 其他的

虚拟实境耳机市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Meta(Oculus)(US)
  • Sony(Japan)
  • HTC(Taiwan)
  • Valve(US)
  • Apple(US)
  • Pimax(China)
  • Varjo(Finland)
  • Microsoft(HoloLens)(US)
  • Samsung(South Korea)
  • Lenovo(China)
  • Qualcomm(US)
  • Magic Leap(US)
  • DPVR(China)
  • HP Inc.(US)

结论和建议

简介目录
Product Code: SQMIG45H2092

Global Virtual Reality Headset Market size was valued at USD 12.1 billion in 2023 and is poised to grow from USD 15.86 billion in 2024 to USD 138.42 billion by 2032, growing at a CAGR of 31.1% during the forecast period (2025-2032).

Market insights indicate that the widespread adoption of virtual reality (VR) technology across retail and manufacturing sectors is significantly propelling growth in the industry. Additionally, the rising demand for gaming consoles contributes to this upward trend. The versatility of VR extends beyond gaming, finding applications in medical training, industrial prototyping, and education, suggesting vast potential for further expansion. Increasing investments from both consumers and enterprises in VR technology are anticipated to drive product demand in the upcoming years. Furthermore, emerging trends in the VR landscape are poised to influence advancements within the global VR headset industry, highlighting a dynamic market environment ripe for innovation and opportunities.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality Headset market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality Headset Market Segments Analysis

Global Virtual Reality Headset Market is segmented by Product Type, End-device, Application and region. Based on Product Type, the market is segmented into Standalone, Smartphone-enabled and Standalone PC-connected. Based on End-device, the market is segmented into Low-end Device, Mid-range Device and High-end Device. Based on Application, the market is segmented into Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Headset Market

The increasing integration of virtual and mixed reality (VR/MR) headsets across various sectors, including gaming, healthcare, education, and enterprise collaboration, significantly propels the growth of the global virtual reality headset market. Businesses are utilizing immersive simulations to improve training, innovate product design, and facilitate remote teamwork. In the healthcare sector, VR-based medical training and therapeutic applications are emerging as crucial resources for practitioners, while educational institutions are transforming traditional learning methods through virtual classrooms. The gaming industry continues to lead the charge, as the demand for highly interactive and realistic VR content drives the need for top-tier headsets.

Restraints in the Global Virtual Reality Headset Market

A significant obstacle impeding the expansion of the global virtual reality headset market is the elevated price associated with premium devices. Advanced headsets, which feature high-resolution displays, AI-enhanced tracking, and powerful processing capabilities, tend to be costly, thereby restricting their adoption, especially in markets sensitive to pricing. Although there are entry-level VR options available, these often fall short of delivering the immersive experience that more sophisticated models provide. This discrepancy creates a barrier for widespread acceptance among potential users, including individual consumers and small businesses, ultimately limiting the market's overall growth potential.

Market Trends of the Global Virtual Reality Headset Market

The Global Virtual Reality Headset market is experiencing significant trends driven by the integration of artificial intelligence (AI), which is transforming user engagement and device functionality. AI technologies, including eye tracking and gesture recognition, are making VR interactions more intuitive and immersive, allowing users to navigate virtual environments seamlessly. These advancements enhance realism and personalization, as AI algorithms analyze user behavior and preferences to tailor experiences across sectors such as gaming, education, healthcare, and enterprise training. As AI continues to advance, it is poised to redefine the VR landscape, driving market growth and increasing demand for sophisticated, AI-enhanced VR headsets that offer unparalleled user experiences.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Analysis

Global Virtual Reality Headset Market Size by Product Type & CAGR (2025-2032)

  • Market Overview
  • Standalone
  • Smartphone-enabled
  • Standalone PC-connected

Global Virtual Reality Headset Market Size by End-device & CAGR (2025-2032)

  • Market Overview
  • Low-end Device
  • Mid-range Device
  • High-end Device

Global Virtual Reality Headset Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

Global Virtual Reality Headset Market Size & CAGR (2025-2032)

  • North America (Product Type, End-device, Application)
    • US
    • Canada
  • Europe (Product Type, End-device, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Product Type, End-device, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Product Type, End-device, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Product Type, End-device, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta (Oculus) (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Apple (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pimax (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (HoloLens) (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lenovo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DPVR (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HP Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations