Virtual Reality (VR) Headsets Market Size, Share, Opportunities, And Trends By Platform (PC peripherals, Smartphone headsets), By Functionality (Wired, Wireless), By Application (Movies, Games, Others), And By Geography - Forecasts From 2025 To 2030

  • Published : May 2025
  • Report Code : KSI061610602
  • Pages : 144
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Virtual Reality (VR) Headsets Market Size:

The Virtual Reality (VR) Headsets Market is expected to grow from USD 7.150 billion in 2025 to USD 28.606 billion in 2030, at a CAGR of 31.96%.

Virtual Reality (VR) Headsets Market Overview

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 that 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 2025 to 2030 is a comprehensive and latest report. It provides vital market information to executives and interested stakeholders to enable them to get the market. 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 are 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 of the platform of 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 360 ° view of the demand for virtual reality (VR) headset 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 Type
    • Standalone VR Headsets
    • Tethered VR Headsets
    • Smartphone-Based VR Headsets
  • By Platform
    • PC Peripherals
    • Smartphone Headsets
    • Console-based
    • All-in-one
  • By Functionality
    • Wired
    • Wireless
  • By Application
    • Entertainment
    • Gaming
    • Healthcare
    • Education
    • Automotive
    • Aerospace and Defense
    • Retail
    • 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
 

Frequently Asked Questions (FAQs)

The virtual reality (VR) headsets market is projected to reach a total market size of US$28.606 billion by 2030.

The global virtual reality headsets market is projected to expand at a CAGR of 31.96% during the forecast period.

Virtual Reality (VR) Headsets Market was valued at US$7.150 billion in 2025.

The virtual reality headsets market has been segmented by platform, functionality, application, and geography.

2025 has been taken as the base year in the virtual reality headsets market.

1. EXECUTIVE SUMMARY 

2. MARKET SNAPSHOT

2.1. Market Overview

2.2. Market Definition

2.3. Scope of the Study

2.4. Market Segmentation

3. BUSINESS LANDSCAPE 

3.1. Market Drivers

3.2. Market Restraints

3.3. Market Opportunities 

3.4. Porter’s Five Forces Analysis

3.5. Industry Value Chain Analysis

3.6. Policies and Regulations 

3.7. Strategic Recommendations 

4. TECHNOLOGICAL OUTLOOK

5. VIRTUAL REALITY (VR) HEADSETS MARKET BY TYPE

5.1. Introduction

5.2. Standalone VR Headsets 

5.3. Tethered VR Headsets 

5.4. Smartphone-Based VR Headsets 

6. VIRTUAL REALITY (VR) HEADSETS MARKET BY PLATFORM 

6.1. Introduction

6.2. PC Peripherals

6.3. Smartphone Headsets

6.4. Console-based

6.5. All-in-one

7. VIRTUAL REALITY (VR) HEADSETS MARKET BY FUNCTIONALITY

7.1. Introduction

7.2. Wired

7.3. Wireless

8. VIRTUAL REALITY (VR) HEADSETS MARKET BY APPLICATION 

8.1. Introduction

8.2. Entertainment

8.3. Gaming

8.4. Healthcare 

8.5. Education 

8.6. Automotive 

8.7. Aerospace and Defense 

8.8. Retail

8.9. Others

9. VIRTUAL REALITY (VR) HEADSETS MARKET BY GEOGRAPHY

9.1. Introduction

9.2. North America

9.2.1. USA

9.2.2. Canada

9.2.3. Mexico

9.3. South America

9.3.1. Brazil

9.3.2. Argentina

9.3.3. Others

9.4. Europe

9.4.1. Germany

9.4.2. France

9.4.3. United Kingdom

9.4.4. Spain

9.4.5. Italy

9.4.6. Others

9.5. Middle East and Africa

9.5.1. Saudi Arabia

9.5.2. UAE

9.5.3. Others

9.6. Asia Pacific

9.6.1. China

9.6.2. India

9.6.3. Japan

9.6.4. Taiwan

9.6.5. Thailand 

9.6.6. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

10.1. Major Players and Strategy Analysis

10.2. Market Share Analysis

10.3. Mergers, Acquisitions, Agreements, and Collaborations

10.4. Competitive Dashboard

11. COMPANY PROFILES

11.1. Meta Platforms, Inc. 

11.2. Sony Group Corporation 

11.3. HTC Corporation 

11.4. Valve Corporation 

11.5. Pico Interactive Inc. 

11.6. HP Inc. 

11.7. Lenovo Group Limited 

11.8. Microsoft Corporation 

11.9. Samsung Electronics Co., Ltd.

12. APPENDIX

12.1. Currency 

12.2. Assumptions

12.3. Base and Forecast Years Timeline

12.4. Key benefits for the stakeholders

12.5. Research Methodology 

12.6. Abbreviations 

Meta Platforms, Inc.

Sony Group Corporation

HTC Corporation

Valve Corporation

Pico Interactive Inc.

HP Inc.

Lenovo Group Limited

Microsoft Corporation

Samsung Electronics Co., Ltd.