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Product Code QY09141154892HI
Published Date 2024/7/16
English128 PagesGlobal

Virtual Reality (VR) and Augmented Reality (AR) Headsets - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030Telecom_Media_ICT_Digital Market


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Product Code QY09141154892HI◆The Jul 2025 edition is also likely available. We will check with the publisher immediately.
Published Date 2024/7/16
English 128 PagesGlobal

Virtual Reality (VR) and Augmented Reality (AR) Headsets - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030Telecom_Media_ICT_Digital Market



Abstract


Summary

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 market for Virtual Reality (VR) and Augmented Reality (AR) Headsets was estimated to be worth US$ 3792 million in 2023 and is forecast to a readjusted size of US$ 33060 million by 2030 with 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.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) and Augmented Reality (AR) Headsets, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Virtual Reality (VR) and Augmented Reality (AR) Headsets by region & country, by Type, and by Application.
The Virtual Reality (VR) and Augmented Reality (AR) Headsets market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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.
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
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
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (valve, volume and price). This chapter also provides 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 2: Detailed analysis of Virtual Reality (VR) and Augmented Reality (AR) Headsets manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: 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 5: Sales, revenue of Virtual Reality (VR) and Augmented Reality (AR) Headsets in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Virtual Reality (VR) and Augmented Reality (AR) Headsets in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.

Table of Contents

  • 1 Market Overview

    • 1.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Introduction
    • 1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Size Forecast
      • 1.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value (2019-2030)
      • 1.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume (2019-2030)
      • 1.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Price (2019-2030)
    • 1.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Trends & Drivers
      • 1.3.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Industry Trends
      • 1.3.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Drivers & Opportunity
      • 1.3.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Challenges
      • 1.3.4 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Restraints
    • 1.4 Assumptions and Limitations
    • 1.5 Study Objectives
    • 1.6 Years Considered
  • 2 Competitive Analysis by Company

    • 2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Players Revenue Ranking (2023)
    • 2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Revenue by Company (2019-2024)
    • 2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Players Sales Volume Ranking (2023)
    • 2.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Company Players (2019-2024)
    • 2.5 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Average Price by Company (2019-2024)
    • 2.6 Key Manufacturers Virtual Reality (VR) and Augmented Reality (AR) Headsets Manufacturing Base Distribution and Headquarters
    • 2.7 Key Manufacturers Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offered
    • 2.8 Key Manufacturers Time to Begin Mass Production of Virtual Reality (VR) and Augmented Reality (AR) Headsets
    • 2.9 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Competitive Analysis
      • 2.9.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Market Concentration Rate (2019-2024)
      • 2.9.2 Global 5 and 10 Largest Manufacturers by Virtual Reality (VR) and Augmented Reality (AR) Headsets Revenue in 2023
      • 2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) and Augmented Reality (AR) Headsets as of 2023)
    • 2.10 Mergers & Acquisitions, Expansion
  • 3 Segmentation by Type

    • 3.1 Introduction by Type
      • 3.1.1 VR Headsets
      • 3.1.2 AR Headsets
    • 3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type
      • 3.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (2019 VS 2023 VS 2030)
      • 3.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, by Type (2019-2030)
      • 3.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, by Type (%) (2019-2030)
    • 3.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Type
      • 3.3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Type (2019 VS 2023 VS 2030)
      • 3.3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume, by Type (2019-2030)
      • 3.3.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume, by Type (%) (2019-2030)
    • 3.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Average Price by Type (2019-2030)
  • 4 Segmentation by Application

    • 4.1 Introduction by Application
      • 4.1.1 Entertainment
      • 4.1.2 Heathcare
      • 4.1.3 Industrial
      • 4.1.4 Education
      • 4.1.5 Others
    • 4.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application
      • 4.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application (2019 VS 2023 VS 2030)
      • 4.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, by Application (2019-2030)
      • 4.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, by Application (%) (2019-2030)
    • 4.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Application
      • 4.3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Application (2019 VS 2023 VS 2030)
      • 4.3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume, by Application (2019-2030)
      • 4.3.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume, by Application (%) (2019-2030)
    • 4.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Average Price by Application (2019-2030)
  • 5 Segmentation by Region

    • 5.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Region
      • 5.1.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Region: 2019 VS 2023 VS 2030
      • 5.1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Region (2019-2024)
      • 5.1.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Region (2025-2030)
      • 5.1.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Region (%), (2019-2030)
    • 5.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Region
      • 5.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Region: 2019 VS 2023 VS 2030
      • 5.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Region (2019-2024)
      • 5.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Region (2025-2030)
      • 5.2.4 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume by Region (%), (2019-2030)
    • 5.3 Global Virtual Reality (VR) and Augmented Reality (AR) Headsets Average Price by Region (2019-2030)
    • 5.4 North America
      • 5.4.1 North America Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 5.4.2 North America Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Country (%), 2023 VS 2030
    • 5.5 Europe
      • 5.5.1 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 5.5.2 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Country (%), 2023 VS 2030
    • 5.6 Asia Pacific
      • 5.6.1 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 5.6.2 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Country (%), 2023 VS 2030
    • 5.7 South America
      • 5.7.1 South America Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 5.7.2 South America Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Country (%), 2023 VS 2030
    • 5.8 Middle East & Africa
      • 5.8.1 Middle East & Africa Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 5.8.2 Middle East & Africa Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Country (%), 2023 VS 2030
  • 6 Segmentation by Key Countries/Regions

    • 6.1 Key Countries/Regions Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value Growth Trends, 2019 VS 2023 VS 2030
    • 6.2 Key Countries/Regions Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value
      • 6.2.1 Key Countries/Regions Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.2.2 Key Countries/Regions Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Volume, 2019-2030
    • 6.3 United States
      • 6.3.1 United States Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.3.2 United States Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.3.3 United States Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.4 Europe
      • 6.4.1 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.4.2 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.4.3 Europe Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.5 China
      • 6.5.1 China Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.5.2 China Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.5.3 China Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.6 Japan
      • 6.6.1 Japan Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.6.2 Japan Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.6.3 Japan Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.7 South Korea
      • 6.7.1 South Korea Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.7.2 South Korea Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.7.3 South Korea Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.8 Southeast Asia
      • 6.8.1 Southeast Asia Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.8.2 Southeast Asia Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.8.3 Southeast Asia Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
    • 6.9 India
      • 6.9.1 India Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value, 2019-2030
      • 6.9.2 India Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Type (%), 2023 VS 2030
      • 6.9.3 India Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Value by Application, 2023 VS 2030
  • 7 Company Profiles

    • 7.1 Meta
      • 7.1.1 Meta Company Information
      • 7.1.2 Meta Introduction and Business Overview
      • 7.1.3 Meta Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.1.4 Meta Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.1.5 Meta Recent Development
    • 7.2 Microsoft
      • 7.2.1 Microsoft Company Information
      • 7.2.2 Microsoft Introduction and Business Overview
      • 7.2.3 Microsoft Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.2.4 Microsoft Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.2.5 Microsoft Recent Development
    • 7.3 Sony
      • 7.3.1 Sony Company Information
      • 7.3.2 Sony Introduction and Business Overview
      • 7.3.3 Sony Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.3.4 Sony Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.3.5 Sony Recent Development
    • 7.4 DPVR
      • 7.4.1 DPVR Company Information
      • 7.4.2 DPVR Introduction and Business Overview
      • 7.4.3 DPVR Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.4.4 DPVR Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.4.5 DPVR Recent Development
    • 7.5 Pico Interactive
      • 7.5.1 Pico Interactive Company Information
      • 7.5.2 Pico Interactive Introduction and Business Overview
      • 7.5.3 Pico Interactive Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.5.4 Pico Interactive Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.5.5 Pico Interactive Recent Development
    • 7.6 Google
      • 7.6.1 Google Company Information
      • 7.6.2 Google Introduction and Business Overview
      • 7.6.3 Google Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.6.4 Google Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.6.5 Google Recent Development
    • 7.7 HTC
      • 7.7.1 HTC Company Information
      • 7.7.2 HTC Introduction and Business Overview
      • 7.7.3 HTC Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.7.4 HTC Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.7.5 HTC Recent Development
    • 7.8 Pimax
      • 7.8.1 Pimax Company Information
      • 7.8.2 Pimax Introduction and Business Overview
      • 7.8.3 Pimax Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.8.4 Pimax Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.8.5 Pimax Recent Development
    • 7.9 Vuzix Corporation
      • 7.9.1 Vuzix Corporation Company Information
      • 7.9.2 Vuzix Corporation Introduction and Business Overview
      • 7.9.3 Vuzix Corporation Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.9.4 Vuzix Corporation Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.9.5 Vuzix Corporation Recent Development
    • 7.10 Lenovo
      • 7.10.1 Lenovo Company Information
      • 7.10.2 Lenovo Introduction and Business Overview
      • 7.10.3 Lenovo Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales, Revenue and Gross Margin (2019-2024)
      • 7.10.4 Lenovo Virtual Reality (VR) and Augmented Reality (AR) Headsets Product Offerings
      • 7.10.5 Lenovo Recent Development
  • 8 Industry Chain Analysis

    • 8.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Industrial Chain
    • 8.2 Virtual Reality (VR) and Augmented Reality (AR) Headsets Upstream Analysis
      • 8.2.1 Key Raw Materials
      • 8.2.2 Raw Materials Key Suppliers
      • 8.2.3 Manufacturing Cost Structure
    • 8.3 Midstream Analysis
    • 8.4 Downstream Analysis (Customers Analysis)
    • 8.5 Sales Model and Sales Channels
      • 8.5.1 Virtual Reality (VR) and Augmented Reality (AR) Headsets Sales Model
      • 8.5.2 Sales Channel
      • 8.5.3 Virtual Reality (VR) and Augmented Reality (AR) Headsets Distributors
  • 9 Research Findings and Conclusion

  • 10 Appendix

    • 10.1 Research Methodology
      • 10.1.1 Methodology/Research Approach
      • 10.1.2 Data Source
    • 10.2 Author Details
    • 10.3 Disclaimer
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