Uploaded on Apr 7, 2020
VR Market Share
VR Market Share
Market Highlights
Virtual reality headset is an equipment which offers 3D experience when the user is listening to
music, watching movies, and playing games. Virtual reality headsets have been glorified by several
businesses including software and hardware providers and other IT firms. Although, the primary
focus area of VR headsets lies with games since it offers 3D environment to the players and
develops it into a more realistic experience. Market Research Future (MRFR) has studied the virtual
reality headset market thoroughly and published a report on the same. The report affirms that the
global market for virtual reality headsets market is projected to expand at a CAGR of more than
35% during the forecast period 2016 to 2022. The broad application range of VR headsets in
different verticals is propelling the worldwide virtual reality headsets market.
The virtual reality is an evolving technology which is being industrialized to meet the rising
demand for high-quality videos and images. The surging espousal of virtual reality headsets for
application in training procedures within the defense and military sector is propelling the
development of the worldwide VR headsets market. The progression in technology is giving rise to
the addition of updated attributes like motion tracking and eye tracking, which in turn is
influencing the development of the global virtual reality headsets market positively. The
incorporation of virtual reality headset technology in entertainment sector, advertisements,
automotive industries, gaming platforms, and others is encouraging the demand for high-quality
virtual reality headsets globally.
The rapid growth in 3D technology and the rising permeation of smartphones throughout the world
are assisting the propagation of growth opportunities for the worldwide virtual reality headsets
market. The application of virtual reality technology within the operations of NASA for interactive
mental and behavioral health training to develop the mental health of astronauts for long-standing
space missions is considerably accelerating the growth of the worldwide virtual reality headsets
market. However, the intensifying defect in display quality owing to the widening of single display
throughout a broad field of view along with surged expenses and time consumed for developing VR
headsets are expected act as limiting factors for the development of the worldwide virtual reality
headsets market over the estimation period.
Segmentation:
The global VR market share is segmented based on component, application, and type. Based on
component, the virtual reality headsets are segmented into stereo sound system, head-mounted
display, controllers, display screen, head motion tracking sensor, and others. Based on application,
the market is segmented into healthcare, consumer electronics, automobile, games and
entertainment, education, and others. Based on type, the market is segmented into PC-connected,
smartphone-enabled, handheld, and others.
Regional Analysis
The worldwide market for virtual reality headsets is segmented into four key areas such as Asia-
Pacific (APAC), Europe, North America, and The Middle East and Africa. North America market
represents the largest share of the global virtual reality headsets demand. The growth is owing to
the surge in expenditure for technological progressions and growing demand for upgraded virtual
experiences in different facets, leading to the rapid integration of virtual reality technology in the
North America market. The expanding integration of smart devices in several verticals is propelling
the virtual reality headsets demand in the Europe market. However, the Asia-Pacific market is likely
to predict rapid development in the demand for virtual reality headsets owing to the swift
technological progressions and large-scale implementation of virtual reality headsets in the market.
Key Players
Global virtual reality headset market is dominated by key players such as Samsung Electronics Ltd.
(South Korea), Sony Corporation (Japan), Facebook (U.S.), HTC Corporation (Taiwan), Microsoft
Corporation (U.S.), Google (U.S.), Oculus VR, LLC (U.S.), Fove, Inc. (U.S.), Avegant Corporation (U.S.),
and LG Electronics, Inc. (South Korea).
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