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VR Headsets Market Size By Type (Tethered, Standalone, Smartphone enabled), By Component, By Operating System, By Connectivity Technology, By Application, By Distribution Channel, Forecast 2024 – 2032

  • Report ID: GMI11403
  • Published Date: Sep 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast parameters

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2018 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.1.1    Factors affecting the value chain

3.1.2    Profit margin analysis

3.1.3    Disruptions

3.1.4    Future outlook

3.1.5    Manufacturers

3.1.6    Distributors

3.1.7    Retailers

3.2    Impact forces

3.2.1    Growth drivers

3.2.1.1    Advancements in immersive technology

3.2.1.2    Growing Adoption in Diverse Sectors

3.2.1.3    Expanding 5G network expansion

3.2.1.4    Increasing disposable income

3.2.2    Industry pitfalls & challenges

3.2.2.1    High initial investment

3.2.2.2    Health and Safety Concerns

3.3    Technology & innovation landscape

3.4    Consumer buying behavior analysis

3.4.1    Demographic trends

3.4.2    Factors affecting buying decision

3.4.3    Consumer product adoption

3.4.4    Preferred distribution channel

3.5    Growth potential analysis

3.6    Regulatory landscape

3.7    Pricing analysis

3.8    Porter’s analysis

3.9    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Type, 2021 – 2032, (USD Billion) (Million Units)

5.1    Key trends

5.2    Tethered

5.3    Standalone

5.4    Smartphone enabled

Chapter 6   Market Estimates & Forecast, By Component, 2021 – 2032, (USD Billion) (Million Units)

6.1    Key trends

6.2    Hardware

6.3    Software

Chapter 7   Market Estimates & Forecast, By Operating System, 2021 – 2032, (USD Billion) (Million Units)

7.1    Key trends

7.2    Windows

7.3    iOS

7.4    Android

Chapter 8   Market Estimates & Forecast, By Connectivity Technology, 2021 – 2032, (USD Billion) (Million Units)

8.1    Key trends

8.2    Bluetooth

8.3    HDMI

8.4    Wi-Fi

8.5    Others (NFC, etc.)

Chapter 9   Market Estimates & Forecast, By Application, 2021 – 2032, (USD Billion) (Million Units)

9.1    Key trends

9.2    Gaming & entertainment

9.3    Education

9.4    Healthcare

9.5    Retail & E-commerce

9.6    Military & defense

9.7    Engineering & design

9.8    Others

Chapter 10   Market Estimates & Forecast, By Distribution Channel, 2021 – 2032, (USD Billion) (Million Units)

10.1    Key trends

10.2    Online

10.2.1   Ecommerce

10.2.2   Company owned website

10.3    Offline

10.3.1   Supermarkets & department stores

10.3.2   Specialty stores

10.3.3   Gaming stores

10.3.4. Others (B2 B channels, subscription services, etc.)

Chapter 11   Market Estimates & Forecast, By Region, 2021 – 2032, (USD Billion) (Million Units)

11.1    Key trends

11.2    North America

11.2.1   U.S.

11.2.2   Canada

11.3    Europe

11.3.1   Germany

11.3.2   UK

11.3.3   France

11.3.4   Italy

11.3.5   Spain

11.4    Asia Pacific

11.4.1   China

11.4.2   India

11.4.3   Japan

11.4.4   South Korea

11.4.5   Australia

11.5    Latin America

11.5.1   Brazil

11.5.2   Mexico

11.5.3   Argentina

11.6    MEA

11.6.1   Saudi Arabia

11.6.2   UAE

11.6.3   South Africa

Chapter 12   Company Profiles (Business Overview, Financial Data, Product Landscape, Strategic Outlook, SWOT Analysis)

12.1    Google LLC

12.2    HP Inc.

12.3    HTC Corporation

12.4    Lenovo Group Limited

12.5    Magic Leap, Inc.

12.6    Meta Platforms, Inc.

12.7    Microsoft Corporation

12.8    Pico Interactive, Inc.

12.9    Pimax Technology (Shanghai) Co., Ltd.

12.10    Razer Inc.

12.11    Samsung Electronics Co., Ltd.

12.12    Shenzhen Baofeng Mojing Technology Co., Ltd.

12.13    Sony Group Corporation

12.14    Valve Corporation

12.15    Xiaomi Corporation
 

Authors: Avinash Singh , Sunita Singh

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 15
  • Tables & Figures: 49
  • Countries covered: 19
  • Pages: 210
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