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Virtual Reality (VR) Headset Market to Grow by USD 25.2 Billion (2024-2028), Gaming Industry Expansion Fuels Demand, Report on How AI Drives Transformation - Technavio

Global Virtual Reality VR headset Market 2024-2028

News provided by

Technavio

Nov 15, 2024, 17:34 ET

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NEW YORK, Nov. 15, 2024 /PRNewswire/ -- Report with the AI impact on market trends - The global virtual reality vr headset market size is estimated to grow by USD 25.2 billion from 2024-2028, according to Technavio. The market is estimated to grow at a CAGR of 45.95% during the forecast period. Rising interest and growth in gaming industry is driving market growth, with a trend towards growing ar/vr integration introduced by vendors. However, rising health concerns and problems related to user comfort poses a challenge.Key market players include Alphabet Inc., Apple Inc., ASUSTeK Computer Inc., ByteDance Ltd., FOVE Inc., Goertek Inc., HP Inc., HTC Corp., LG Electronics Inc., Meta Platforms Inc., Microsoft Corp., NOLO Co. Ltd., Pimax Inc., Samsung Electronics Co. Ltd., Seiko Epson Corp., Sony Group Corp., Valve Corp., Varjo Technologies Oy, WorldViz Inc., and Xiaomi Communications Co. Ltd..

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Technavio has announced its latest market research report titled Global Virtual Reality VR headset Market 2024-2028
Technavio has announced its latest market research report titled Global Virtual Reality VR headset Market 2024-2028

Key insights into market evolution with AI-powered analysis. Explore trends, segmentation, and growth drivers- View Free Sample PDF

Virtual Reality VR Headset Market Scope

Report Coverage

Details

Base year

2023

Historic period

2018 - 2022

Forecast period

2024-2028

Growth momentum & CAGR

Accelerate at a CAGR of 45.95%

Market growth 2024-2028

USD 25199.01 million

Market structure

Fragmented

YoY growth 2022-2023 (%)

41.74

Regional analysis

North America, APAC, Europe, Middle East and Africa, and South America

Performing market contribution

North America at 34%

Key countries

US, China, Japan, Germany, and UK

Key companies profiled

Alphabet Inc., Apple Inc., ASUSTeK Computer Inc., ByteDance Ltd., FOVE Inc., Goertek Inc., HP Inc., HTC Corp., LG Electronics Inc., Meta Platforms Inc., Microsoft Corp., NOLO Co. Ltd., Pimax Inc., Samsung Electronics Co. Ltd., Seiko Epson Corp., Sony Group Corp., Valve Corp., Varjo Technologies Oy, WorldViz Inc., and Xiaomi Communications Co. Ltd.

Market Driver

The Virtual Reality market is experiencing significant growth with various companies leading the way. Google Cardboard and Move Motion Controller offer affordable, non-immersive VR experiences. PlayStation Headset, Quest, Microsoft HoloLens, and others provide semi- to fully immersive experiences. Virtual training and designing applications are trending in commercial industries, healthcare, and military sectors. Virtual Reality headsets, also known as Head-Mounted Displays (HMD), include devices from Oculus Rift, PlayStation VR, HTC Vive, and new entrants like Pico and Meta. Health concerns such as dizziness, lethargy, and eyesight/hearing issues are being addressed through advancements in software, hardware, and content. VR simulators and glasses are transforming industries like healthcare, with applications in medical training, patient care systems, and planned surgeries using companies like VirtaMed. The Virtual Reality market also caters to entertainment, with live events like Foo Fighters' Meta virtual stage, and devices like Oculus Rift and PlayStation VR. The market is driven by large technology companies and start-ups, offering a range of devices from compact, high-resolution HMDs to head-up displays and VR projectors. The adoption of VR is expanding beyond gaming into retail sectors, military training, and even commercial real estate. With advancements in sensors, processors, and AR devices, the future of Virtual Reality is promising. 

The Virtual Reality (VR) and Augmented Reality (AR) markets are experiencing significant growth due to the integration of these technologies. AR overlays digital content onto the physical world, enhancing user experiences. In the gaming industry, major players like Microsoft with HoloLens 2, are combining AR and VR for holographic games. Outside of gaming, businesses use AR/VR for training, simulations, and collaboration. Companies such as Oculus and HTC produce VR headsets with AR capabilities for enterprise applications. This technology revolution is transforming industries by providing interactive and engaging solutions. 

Request Sample of our comprehensive report now to stay ahead in the AI-driven market evolution!

Market Challenges

  • The Virtual Reality (VR) headset market is experiencing significant growth with major players like Google Cardboard, Move Motion Controller, PlayStation Headset, Oculus Quest, Microsoft HoloLens, and others leading the way. Virtual training and designing are key industries adopting VR technology for assistance and simulation events. Commercial industries, healthcare, and military are also exploring VR for patient care systems, medical training with companies like VirtaMed, and planned surgeries. Challenges include health concerns such as dizziness, lethargy, and eyesight or hearing issues. Hardware and software development, content creation, and VR simulators are crucial for VR headsets like Pico, Meta, and VR glasses (Head Mounted Displays). The VR market includes devices like Oculus Rift, PlayStation VR, and HTC Vive, as well as non-immersive and semi-immersive devices. Large technology companies and start-ups are investing in VR devices, head-up displays, VR projectors, and compact devices with high-resolution displays. VR adoption is expanding in sectors like retail, gaming, computer hardware, and live virtual entertainment, with events featuring artists like Foo Fighters on Meta's virtual stage. However, challenges remain in addressing VR sickness, neck pain, and low resolution.
  • Virtual Reality (VR) headsets offer an experience, but their long-term use comes with health risks. One such risk is motion sickness or virtual reality sickness, which occurs when there's a discrepancy between the user's perceived motion and actual motion. This can lead to symptoms like nausea, vertigo, and pain, making VR technology less accessible. Additionally, prolonged usage can cause visual fatigue and eye strain due to the intense focus required in virtual environments. Manufacturers are working to address these issues by creating more comfortable headsets and reducing motion sickness symptoms to expand the user base.

Discover how AI is revolutionizing market trends- Get your access now!

Segment Overview

This virtual reality vr headset market report extensively covers market segmentation by

  1. Application
    • 1.1 Commercial
    • 1.2 Individual
  2. Type
    • 2.1 Mid-range device
    • 2.2 Low-end device
    • 2.3 High-end device
  3. Geography
    • 3.1 North America
    • 3.2 APAC
    • 3.3 Europe
    • 3.4 Middle East and Africa
    • 3.5 South America

1.1 Commercial- The commercial segment holds a substantial share in the global virtual reality (VR) headset market. Businesses utilize VR technology in various ways to enhance training, experiences, and productivity. Applications span across industries, including education, entertainment, and enterprise solutions. VR headsets are increasingly adopted for corporate training and simulation, enabling staff to practice skills in a risk-free virtual environment, thereby reducing training costs. Architectural and design firms also leverage VR for three-dimensional concept visualization and collaboration, fostering creativity and teamwork. Leading VR market players, like HTC Vive, Pico Interactive, and Meta-owned Oculus, cater to commercial needs with customized solutions. The demand for corporate VR headsets is projected to expand significantly, transforming collaboration and training methods in numerous industries. In addition, VR has revolutionized entertainment, with applications extending from gaming to virtual tourism to live events. Gaming experiences have fueled commercial VR adoption, attracting a dedicated user base. VR extends the reach of live events by providing spectators a front-row seat from home, such as concerts and sports. These factors contribute to the growth of the global VR headset market in the forecast period.

Download a Sample of our comprehensive report today to discover how AI-driven innovations are reshaping competitive dynamics

Research Analysis

Virtual Reality (VR) headsets have revolutionized the way we experience technology. These devices transport users into a 3D world, providing an unparalleled level of engagement. Notable VR headsets include Google Cardboard, PlayStation Headset, Quest, HoloLens, Pico, and Meta Quest. The VR market is expanding rapidly, with healthcare, military, and consumer sectors leading the adoption. In healthcare, VR is used for surgeon training, while the military employs it for simulation-based training. Retail sectors also leverage VR for virtual try-ons. Sensors and processors are crucial components, enhancing the user experience. Virtual reality technology continues to evolve, with companies investing heavily to push the boundaries of this exciting technology. The Apple Vision Pro and Meta Quest Pro are upcoming releases that promise to further advance the VR experience.

Market Research Overview

The Virtual Reality (VR) market is experiencing rapid growth with various types of VR headsets available, including Google Cardboard, Move Motion Controller, and standalone devices like Quest. VR technology is revolutionizing industries, from healthcare to commercial sectors, with applications in virtual training, designing, assistance, simulation events, and more. In healthcare, VR is used for planning surgeries, healthcare provisions, patient care systems, and medical training through companies like VirtaMed. The VR market also caters to live virtual entertainment, with events featuring artists like Foo Fighters and Meta virtual stages. VR headsets, also known as Head Mounted Displays (HMDs), come in various forms, from non-immersive to fully immersive, and include devices from Oculus Rift, PlayStation VR, HTC Vive, and Pico. The market also includes compact devices, high-resolution displays, and sensors, processors, and software for VR simulators and glasses. However, health concerns such as dizziness, lethargy, eyesight issues, and hearing issues are potential challenges. The VR market is not limited to large technology companies but also includes start-ups and innovations in AR devices, head-up displays, and VR projectors. The consumer market, retail sectors, military, and gaming industries are also adopting VR technology.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

  • Application
    • Commercial
    • Individual
  • Type
    • Mid-range Device
    • Low-end Device
    • High-end Device
  • Geography
    • North America
    • APAC
    • Europe
    • Middle East And Africa
    • South America

7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/

SOURCE Technavio

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