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
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 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
- North America
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. 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
Meta Platforms Inc
Goertek Inc
Google LLC
Samsung Electronics Co Ltd
NVIDIA Corp
Microsoft Corp
Unity Technologies Inc
HTC Corp
Sunny Optical Technology Co Ltd
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