
AR is called Augmented Reality, while VR is called Virtual Reality. VR is a full virtual world, putting the real you into a virtual environment; AR is a semi-virtual semi-real world, putting virtual things into a real environment.
The global Virtual Reality (VR) and Augmented Reality (AR) Headsets market was valued at US$ 3792 million in 2023 and is anticipated to reach US$ 33060 million by 2030, witnessing a CAGR of 42.1% during the forecast period 2024-2030.
The increasing penetration of smartphones and tablet computers is providing a substantial platform for AR and VR technologies to reach the masses through different platforms. With the rapid increase in smartphone ownership across the world, these devices are being considered potential hardware interfaces for AR and VR applications. Thus, companies operating in the Augmented Reality And Virtual Reality Market are increasingly tapping the resourcefulness of these media to launch their products through different mobile application stores. This will foster the Augmented Reality And Virtual Reality Market.
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) and Augmented Reality (AR) Headsets, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR) and Augmented Reality (AR) Headsets.
Report Scope
The Virtual Reality (VR) and Augmented Reality (AR) Headsets market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Virtual Reality (VR) and Augmented Reality (AR) Headsets market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Reality (VR) and Augmented Reality (AR) Headsets manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Segment by Type
VR Headsets
AR Headsets
Segment by Application
Entertainment
Heathcare
Industrial
Education
Others
Production by Region
North America
Europe
China
Japan
South Korea
Taiwan
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Mexico
Brazil
Turkey
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Virtual Reality (VR) and Augmented Reality (AR) Headsets manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of Virtual Reality (VR) and Augmented Reality (AR) Headsets by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of Virtual Reality (VR) and Augmented Reality (AR) Headsets in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 5: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: The main points and conclusions of the report.
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1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Overview
1.1 Product Definition
1.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Segment by Type
1.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Value Growth Rate Analysis by Type 2023 VS 2030
1.2.2 VR Headsets
1.2.3 AR Headsets
1.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Segment by Application
1.3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Value Growth Rate Analysis by Application: 2023 VS 2030
1.3.2 Entertainment
1.3.3 Heathcare
1.3.4 Industrial
1.3.5 Education
1.3.6 Others
1.4 Global Market Growth Prospects
1.4.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
1.4.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Capacity Estimates and Forecasts (2019-2030)
1.4.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Estimates and Forecasts (2019-2030)
1.4.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Average Price Estimates and Forecasts (2019-2030)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Market Share by Manufacturers (2019-2024)
2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Market Share by Manufacturers (2019-2024)
2.3 Global Key Players of Virtual Reality (VR) and Augmented Reality (AR) Headsets, Industry Ranking, 2022 VS 2023 VS 2024
2.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.5 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Average Price by Manufacturers (2019-2024)
2.6 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Headsets, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Headsets, Product Offered and Application
2.8 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Headsets, Date of Enter into This Industry
2.9 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Competitive Situation and Trends
2.9.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Concentration Rate
2.9.2 Global 5 and 10 Largest Virtual Reality (VR) and Augmented Reality (AR) Headsets Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Region
3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Region (2019-2030)
3.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Market Share by Region (2019-2024)
3.2.2 Global Forecasted Production Value of Virtual Reality (VR) and Augmented Reality (AR) Headsets by Region (2025-2030)
3.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
3.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Region (2019-2030)
3.4.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Market Share by Region (2019-2024)
3.4.2 Global Forecasted Production of Virtual Reality (VR) and Augmented Reality (AR) Headsets by Region (2025-2030)
3.5 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Price Analysis by Region (2019-2024)
3.6 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production and Value, Year-over-Year Growth
3.6.1 North America Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.2 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.3 China Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.4 Japan Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.5 South Korea Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
3.6.6 Taiwan Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Estimates and Forecasts (2019-2030)
4 Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Region
4.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption Estimates and Forecasts by Region: 2019 VS 2023 VS 2030
4.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Region (2019-2030)
4.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Region (2019-2024)
4.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Forecasted Consumption by Region (2025-2030)
4.3 North America
4.3.1 North America Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.3.2 North America Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Country (2019-2030)
4.3.3 United States
4.3.4 Canada
4.4 Europe
4.4.1 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.4.2 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Country (2019-2030)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption Growth Rate by Region: 2019 VS 2023 VS 2030
4.5.2 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Region (2019-2030)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption Growth Rate by Country: 2019 VS 2023 VS 2030
4.6.2 Latin America, Middle East & Africa Virtual Reality (VR) and Augmented Reality (AR) Headsets Consumption by Country (2019-2030)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
5 Segment by Type
5.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Type (2019-2030)
5.1.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Type (2019-2024)
5.1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Type (2025-2030)
5.1.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Market Share by Type (2019-2030)
5.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Type (2019-2030)
5.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Type (2019-2024)
5.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Type (2025-2030)
5.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Market Share by Type (2019-2030)
5.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Price by Type (2019-2030)
6 Segment by Application
6.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Application (2019-2030)
6.1.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Application (2019-2024)
6.1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production by Application (2025-2030)
6.1.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Market Share by Application (2019-2030)
6.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Application (2019-2030)
6.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Application (2019-2024)
6.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value by Application (2025-2030)
6.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Value Market Share by Application (2019-2030)
6.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Price by Application (2019-2030)
7 Key Companies Profiled
7.1 Meta
7.1.1 Meta Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.1.2 Meta Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.1.3 Meta Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.1.4 Meta Main Business and Markets Served
7.1.5 Meta Recent Developments/Updates
7.2 Microsoft
7.2.1 Microsoft Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.2.2 Microsoft Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.2.3 Microsoft Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.2.4 Microsoft Main Business and Markets Served
7.2.5 Microsoft Recent Developments/Updates
7.3 Sony
7.3.1 Sony Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.3.2 Sony Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.3.3 Sony Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.3.4 Sony Main Business and Markets Served
7.3.5 Sony Recent Developments/Updates
7.4 DPVR
7.4.1 DPVR Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.4.2 DPVR Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.4.3 DPVR Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.4.4 DPVR Main Business and Markets Served
7.4.5 DPVR Recent Developments/Updates
7.5 Pico Interactive
7.5.1 Pico Interactive Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.5.2 Pico Interactive Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.5.3 Pico Interactive Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.5.4 Pico Interactive Main Business and Markets Served
7.5.5 Pico Interactive Recent Developments/Updates
7.6 Google
7.6.1 Google Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.6.2 Google Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.6.3 Google Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.6.4 Google Main Business and Markets Served
7.6.5 Google Recent Developments/Updates
7.7 HTC
7.7.1 HTC Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.7.2 HTC Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.7.3 HTC Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.7.4 HTC Main Business and Markets Served
7.7.5 HTC Recent Developments/Updates
7.8 Pimax
7.8.1 Pimax Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.8.2 Pimax Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.8.3 Pimax Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.8.4 Pimax Main Business and Markets Served
7.7.5 Pimax Recent Developments/Updates
7.9 Vuzix Corporation
7.9.1 Vuzix Corporation Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.9.2 Vuzix Corporation Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.9.3 Vuzix Corporation Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.9.4 Vuzix Corporation Main Business and Markets Served
7.9.5 Vuzix Corporation Recent Developments/Updates
7.10 Lenovo
7.10.1 Lenovo Virtual Reality (VR) and Augmented Reality (AR) Headsets Corporation Information
7.10.2 Lenovo Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Portfolio
7.10.3 Lenovo Virtual Reality (VR) and Augmented Reality (AR) Headsets Production, Value, Price and Gross Margin (2019-2024)
7.10.4 Lenovo Main Business and Markets Served
7.10.5 Lenovo Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Industry Chain Analysis
8.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Key Raw Materials
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Production Mode & Process
8.4 Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales and Marketing
8.4.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Channels
8.4.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Distributors
8.5 Virtual Reality (VR) and Augmented Reality (AR) Headsets Customers
9 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Dynamics
9.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Industry Trends
9.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Drivers
9.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Challenges
9.4 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Restraints
10 Research Finding and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
Ìý
Ìý
*If Applicable.
