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Virtual Reality Headset Market: Global Industry Trends, Size, Growth, Opportunity and Forecast 2023-2028

The global virtual reality headset market is projected to reach US$ 33.1 Billion by 2028, with a growth rate (CAGR) of 23.71% during 2023-2028. A virtual reality headset is a head-worn apparatus that enables users to interact with a simulated artificial three-dimensional (3D) experience. It includes a stereoscopic head-mounted display, stereo sound, head motion, eye-tracking sensors, gyroscopes, accelerometers, magnetometers, and structured light systems.

Virtual reality headsets have a wide range of applications in various sectors such as consumer goods and electronics, healthcare, games and entertainment, automobile, education, real estate, security, and military. They provide an immersive and interactive experience, facilitating experiential learning and enhancing the learning process. The rising penetration of smartphones and the emerging trend of virtual reality games are key factors driving market growth.

The integration of advanced technologies like artificial intelligence (AI) and the internet of things (IoT) to enhance the functionality of the headsets is also contributing to market growth. The availability of VR headsets through online and offline channels, along with convenient delivery and payment options, is further propelling market growth. The increasing standards of living and disposable income levels are driving the demand for VR headsets, and the healthcare sector is adopting VR technology for practicing scenarios associated with anxiety disorders.

Designers and manufacturers are using VR headsets as an alternative to physical prototypes, allowing them to interact with real-time representations of elements that are difficult to reach and modify in CAD drawings. The popularity of VR headsets among youngsters for learning purposes is also contributing to market growth. Additionally, increased investments in research and development (R&D) are driving the introduction of more advanced and cost-effective VR headsets.

The market is segmented by product (PC-based, console-based, smartphone-based, standalone), material (plastic, paper, others), end-user (consumer electronics, healthcare, games and entertainment, automobile, education, real estate, military), and region (North America, Europe, Asia Pacific, Middle East and Africa, Latin America). The report also provides a comprehensive analysis of the competitive landscape, market performance, trends, drivers, and the impact of COVID-19.

– IMARC Group