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VR Headsets Market Size- By End-device, By Product, By Application - Regional Outlook, Competitive Strategies and Segment Forecast to 2034

Published Aug 08, 2025
Length 250 Pages
SKU # SPER20438749

Description

VR Headsets Market Introduction and Overview

According to SPER market research, ‘Global VR Headsets Market Size- By End-device, By Product, By Application – Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global VR Headsets Market is predicted to reach 195.93 billion by 2034 with a CAGR of 30.86%.

VR headsets are wearable gadgets that show 3D simulations of environments to produce an immersive virtual reality experience. To improve interaction, they frequently have built-in controllers, motion sensors, and headphones in addition to covering the eyes. In order to change the visual perspective in real time and give users the impression that they are in a virtual environment, virtual reality headsets track the motions of the user’s head and body.

Restraints: The VR headset business is facing a number of obstacles despite its explosive expansion. Premium VR devices are expensive up front, which discourages broad consumer adoption, particularly in regions where consumers are price conscious. The length and allure of VR sessions are further limited by the fact that many users get motion sickness or discomfort while using them for extended periods of time.

Scope of the report:

Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034

Segments covered

By End-device, By Product, By Application
Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa

Companies Covered

Carl Zeiss AG, Facebook Technologies, LLC (Oculus), FOVE, Inc., Google LLC, HP Inc., HTC Corporation, LG Electronics, Inc., Microsoft Corporation, Razer Inc., Valve Corporation

Global VR Headsets Market Segmentation:

By End-device: Based on the End-device, Global VR Headsets Market is segmented as; Low-end device, Mid-range device, High-end device.

By Product: Based on the Product, Global VR Headsets Market is segmented as; Standalone, Smartphone-enabled, Standalone PC-connected.

By Application: Based on the Application, Global VR Headsets Market is segmented as; Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications, Others.

By Region: This research also includes data for North America, Latin America, Asia-Pacific, Europe, Middle East & Africa.

Table of Contents

250 Pages
1. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology>
2.1. Research data source
2.1.1. Secondary Data
2.1.2. Primary Data
2.1.3. SPERs internal database
2.1.4. Premium insight from KOLs
2.2. Market size estimation
2.2.1. Top-down and Bottom-up approach
2.3. Data triangulation
3. Executive Summary>
4. Market Dynamics>
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
5. Market variable and outlook>
5.1. SWOT Analysis
5.1.1. Strengths
5.1.2. Weaknesses
5.1.3. Opportunities
5.1.4. Threats
5.2. PESTEL Analysis
5.2.1. Political Landscape
5.2.2. Economic Landscape
5.2.3. Social Landscape
5.2.4. Technological Landscape
5.2.5. Environmental Landscape
5.2.6. Legal Landscape
5.3. PORTERs Five Forces
5.3.1. Bargaining power of suppliers
5.3.2. Bargaining power of buyers
5.3.3. Threat of Substitute
5.3.4. Threat of new entrant
5.3.5. Competitive rivalry
5.4. Heat Map Analysis
6. Competitive Landscape>
6.1. Global VR Headsets Market Manufacturing Base Distribution, Sales Area, Product Type
6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global VR Headsets Market
7. Global VR Headsets Market, By End-device (USD Million) 2021-2034>
7.1. Low-end device
7.2. Mid-range device
7.3. High-end device
8. Global VR Headsets Market, By Product (USD Million) 2021-2034>
8.1. Standalone
8.2. Smartphone-enabled
8.3. Standalone PC-connected
9. Global VR Headsets Market, By Application (USD Million) 2021-2034>
9.1. Gaming
9.2. Healthcare
9.3. Media & Entertainment
9.4. Manufacturing
9.5. Retail
9.6. Education
9.7. Telecommunications
9.8. Others
10. Global VR Headsets Market (USD Million) 2021-2034>
10.1. Global VR Headsets Market Size and Market Share
11. Global VR Headsets Market, By Region, (USD Million) 2021-2034>
11.1. Asia-Pacific
11.1.1. Australia
11.1.2. China
11.1.3. India
11.1.4. Japan
11.1.5. South Korea
11.1.6. Rest of Asia-Pacific
11.2. Europe
11.2.1. France
11.2.2. Germany
11.2.3. Italy
11.2.4. Spain
11.2.5. United Kingdom
11.2.6. Rest of Europe
11.3. Middle East and Africa
11.3.1. Kingdom of Saudi Arabia
11.3.2. United Arab Emirates
11.3.3. Qatar
11.3.4. South Africa
11.3.5. Egypt
11.3.6. Morocco
11.3.7. Nigeria
11.3.8. Rest of Middle-East and Africa
11.4. North America
11.4.1. Canada
11.4.2. Mexico
11.4.3. United States
11.5. Latin America
11.5.1. Argentina
11.5.2. Brazil
11.5.3. Rest of Latin America
12. Company Profile>
12.1. Carl Zeiss AG
12.1.1. Company details
12.1.2. Financial outlook
12.1.3. Product summary
12.1.4. Recent developments
12.2. Facebook Technologies, LLC (Oculus)
12.2.1. Company details
12.2.2. Financial outlook
12.2.3. Product summary
12.2.4. Recent developments
12.3. FOVE, Inc.
12.3.1. Company details
12.3.2. Financial outlook
12.3.3. Product summary
12.3.4. Recent developments
12.4. Google LLC
12.4.1. Company details
12.4.2. Financial outlook
12.4.3. Product summary
12.4.4. Recent developments
12.5. HP Inc.
12.5.1. Company details
12.5.2. Financial outlook
12.5.3. Product summary
12.5.4. Recent developments
12.6. HTC Corporation
12.6.1. Company details
12.6.2. Financial outlook
12.6.3. Product summary
12.6.4. Recent developments
12.7. LG Electronics, Inc.
12.7.1. Company details
12.7.2. Financial outlook
12.7.3. Product summary
12.7.4. Recent developments
12.8. Microsoft Corporation
12.8.1. Company details
12.8.2. Financial outlook
12.8.3. Product summary
12.8.4. Recent developments
12.9. Razer Inc.
12.9.1. Company details
12.9.2. Financial outlook
12.9.3. Product summary
12.9.4. Recent developments
12.10. Valve Corporation
12.10.1. Company details
12.10.2. Financial outlook
12.10.3. Product summary
12.10.4. Recent developments
12.11. Others
13. Conclusion>
14. List of Abbreviations>
15. Reference Links>
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