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  • Meta Platforms Inc
  • Goertek Inc
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  • Samsung Electronics Co Ltd
  • NVIDIA Corp
  • Microsoft Corp
  • Spectra7 Microsystems Inc
  • Unity Technologies Inc
  • HTC Corp
  • Sunny Optical Technology Co Ltd
LSH 23.06.26

The virtual reality (VR) headsets market was valued at US$5.640 billion in 2021 and is projected to expand at a CAGR of 18.54% over the forecast period to reach US$18.545 billion by 2028.

This research study examines the virtual reality (VR) headsets market based on various segments: platform, functionality, application, and geography. First, a brief overview of the market details key driving factors and challenges. Next, Porter's five forces model analyzes the virtual reality (VR) headsets industry comprehensively. This is followed by industry value chain analysis which determines the companies which are part of the different processes and contributing to various sectors.

The study also presents in-depth information concerning the development, trends, and industry policies and regulations affecting the virtual reality (VR) headsets market. Moreover, the research study analyzes the overall regulatory framework of the virtual reality (VR) headsets sector, offering stakeholders a better understanding of the key factors influencing the overall market environment.

Virtual reality (VR) headsets market - Forecasts from 2023 to 2028 is a comprehensive and latest report. It provides vital market information to executives and interested stakeholders to enable them to get vital market information. The report also analyzes the competitive landscape and details strategies of key market players and also plots them on our vendor matrix in four quadrants: leader, follower, challenger, and niche.

The scope and coverage of the virtual reality (VR) headsets market report is as below:

  • Virtual reality (VR) headsets market data tables and charts
  • Market outlook with sections on drivers, restraints, Porter's, and industry value chain analysis
  • Market assessment by the platform into PC peripherals and smartphone headsets.
  • Detailed market trends, analysis, and graphical representation by functionality into wired and wireless.
  • In-depth analysis of the virtual reality (VR) headsets market by application into movies, games, and others.
  • A 360o view of the demand for virtual reality (VR) headsets solutions/services across different geographies (North America, South America, Europe, Middle East and Africa, and Asia Pacific) with further breakdown for key countries within those regions.

Different segments covered under the virtual reality (VR) headsets market report are as below:

By Platform

  • PC Peripherals
  • Smartphone Headsets.

By Functionality

  • Wired
  • Wireless

By Application

  • Movies
  • Games
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • The Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Assumptions

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Force Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. VIRTUAL REALITY (VR) HEADSETS MARKET, BY PLATFORM

  • 5.1. Introduction
  • 5.2. PC Peripherals
  • 5.3. Smartphone Headsets

6. VIRTUAL REALITY (VR) HEADSETS MARKET, BY FUNCTIONALITY

  • 6.1. Introduction
  • 6.2. Wired
  • 6.3. Wireless

7. VIRTUAL REALITY (VR) HEADSETS MARKET, BY APPLICATION

  • 7.1. Introduction
  • 7.2. Movies
  • 7.3. Games
  • 7.4. Others

8. VIRTUAL REALITY (VR) HEADSETS MARKET, BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. United States
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. United Kingdom
    • 8.4.2. Germany
    • 8.4.3. France
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. The Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Israel
    • 8.5.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. Japan
    • 8.6.2. China
    • 8.6.3. India
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Emerging Players and Market Lucrativeness
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Vendor Competitiveness Matrix

10. COMPANY PROFILES

  • 10.1. Meta Platforms Inc
  • 10.2. Goertek Inc
  • 10.3. Google LLC
  • 10.4. Samsung Electronics Co Ltd
  • 10.5. NVIDIA Corp
  • 10.6. Microsoft Corp
  • 10.7. Spectra7 Microsystems Inc
  • 10.8. Unity Technologies Inc
  • 10.9. HTC Corp
  • 10.10. Sunny Optical Technology Co Ltd
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