Global AR and VR Headsets Competitive Landscape Professional Research Report 2024

Report Format: PDF   |   Report ID: 5673124   |   Published Date: July 2024   |   Pages:  170+  

Research Summary
AR stands for Augmented Reality, which overlays digital information onto the physical world through a device such as a headset or smartphone. VR, on the other hand, stands for Virtual Reality and immerses the user into a completely digital environment through a headset. Both AR and VR headsets use sensors and displays to create an interactive and immersive experience for the user.
According to DIResearch's in-depth investigation and research, the global AR and VR Headsets market size will reach XX US$ Million in 2024, and is expected to reach XX US$ Million in 2030, with a CAGR of XX% (2025-2030). Among them, the China market has changed rapidly in the past few years. The market size in 2024 will be XX US$ Million, accounting for approximately XX% of the world. It is expected to reach XX US$ Million in 2030, and the global share will reach XX%.
The major global manufacturers of AR and VR Headsets include Meta, Microsoft, Sony, DPVR, Pico Interactive, Google, HTC, Pimax, Vuzix Corporation, Lenovo etc. The global players competition landscape in this report is divided into three tiers. The first tiers is the global leading enterprise, which occupies a major market share, is in a leading position in the industry, has strong competitiveness and influence, and has a large revenue scale; the second tiers has a certain share and popularity in the market, actively follows the industry leaders in product, service or technological innovation, and has a medium revenue scale; the third tiers has a smaller share in the market, has a lower brand awareness, mainly focuses on the local market, and has a relatively small revenue scale.
This report studies the market size, price trends and future development prospects of AR and VR Headsets. Focus on analysing the market share, product portfolio, prices, sales volume, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global AR and VR Headsets market. The report data covers historical data from 2019 to 2023, based year in 2024 and forecast data from 2025 to 2030.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the AR and VR Headsets market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of AR and VR Headsets industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy. ?  ? 
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of AR and VR Headsets Include:
Meta
Microsoft
Sony
DPVR
Pico Interactive
Google
HTC
Pimax
Vuzix Corporation
Lenovo
AR and VR Headsets Product Segment Include:
VR Headsets
AR Headsets
AR and VR Headsets Product Application Include:
Entertainment
Heathcare
Industrial
Education
Others
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global AR and VR Headsets Industry PESTEL Analysis
Chapter 3: Global AR and VR Headsets Industry Porter's Five Forces Analysis
Chapter 4: Global AR and VR Headsets Major Regional Market Size (Revenue, Sales, Price) and Forecast Analysis
Chapter 5: Global AR and VR Headsets Market Size and Forecast by Type and Application Analysis
Chapter 6: North America AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa AR and VR Headsets Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global AR and VR Headsets Competitive Analysis of Key Manufacturers (Sales, Revenue, Market Share, Price, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Sales, Revenue, Price and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
Table of Contents

1 AR and VR Headsets Market Overview

1.1 Product Definition and Statistical Scope

1.2 AR and VR Headsets Product by Type

1.2.1 Global AR and VR Headsets Market Size by Type, 2023 VS 2024 VS 2030

1.2.2 VR Headsets

1.2.3 AR Headsets

1.3 AR and VR Headsets Product by Application

1.3.1 Global AR and VR Headsets Market Size by Application, 2023 VS 2024 VS 2030

1.3.2 Entertainment

1.3.3 Heathcare

1.3.4 Industrial

1.3.5 Education

1.3.6 Others

1.4 Global AR and VR Headsets Market Revenue and Sales Analysis

1.4.1 Global AR and VR Headsets Market Size Analysis (2019-2030)

1.4.2 Global AR and VR Headsets Market Sales Analysis (2019-2030)

1.4.3 Global AR and VR Headsets Market Sales Price Trend Analysis (2019-2030)

1.5 AR and VR Headsets Market Development Status and Trends

1.5.1 AR and VR Headsets Industry Development Status Analysis

1.5.2 AR and VR Headsets Industry Development Trends Analysis

2 AR and VR Headsets Market PESTEL Analysis

2.1 Political Factors Analysis

2.2 Economic Factors Analysis

2.3 Social Factors Analysis

2.4 Technological Factors Analysis

2.5 Environmental Factors Analysis

2.6 Legal Factors Analysis

3 AR and VR Headsets Market Porter's Five Forces Analysis

3.1 Competitive Rivalry

3.2 Threat of New Entrants

3.3 Bargaining Power of Suppliers

3.4 Bargaining Power of Buyers

3.5 Threat of Substitutes

4 Global AR and VR Headsets Market Analysis by Regions

4.1 AR and VR Headsets Overall Market: 2023 VS 2024 VS 2030

4.2 Global AR and VR Headsets Revenue and Forecast Analysis (2019-2030)

4.2.1 Global AR and VR Headsets Revenue and Market Share by Region (2019-2024)

4.2.2 Global AR and VR Headsets Revenue Forecast by Region (2025-2030)

4.3 Global AR and VR Headsets Sales and Forecast Analysis (2019-2030)

4.3.1 Global AR and VR Headsets Sales and Market Share by Region (2019-2024)

4.3.2 Global AR and VR Headsets Sales Forecast by Region (2025-2030)

4.4 Global AR and VR Headsets Sales Price Trend Analysis (2019-2030)

5 Global AR and VR Headsets Market Size by Type and Application

5.1 Global AR and VR Headsets Market Size by Type

5.1.1 Global AR and VR Headsets Revenue and Forecast Analysis by Type (2019-2030)

5.1.2 Global AR and VR Headsets Sales and Forecast Analysis by Type (2019-2030)

5.2 Global AR and VR Headsets Market Size by Application

5.2.1 Global AR and VR Headsets Revenue and Forecast Analysis by Application (2019-2030)

5.2.2 Global AR and VR Headsets Sales and Forecast Analysis by Application (2019-2030)

6 North America

6.1 North America AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

6.2 North America Key Manufacturers Analysis

6.3 North America AR and VR Headsets Market Size by Type

6.3.1 North America AR and VR Headsets Sales by Type (2019-2030)

6.3.2 North America AR and VR Headsets Revenue by Type (2019-2030)

6.4 North America AR and VR Headsets Market Size by Application

6.4.1 North America AR and VR Headsets Sales by Application (2019-2030)

6.4.2 North America AR and VR Headsets Revenue by Application (2019-2030)

6.5 North America AR and VR Headsets Market Size by Country

6.5.1 US

6.5.2 Canada

7 Europe

7.1 Europe AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

7.2 Europe Key Manufacturers Analysis

7.3 Europe AR and VR Headsets Market Size by Type

7.3.1 Europe AR and VR Headsets Sales by Type (2019-2030)

7.3.2 Europe AR and VR Headsets Revenue by Type (2019-2030)

7.4 Europe AR and VR Headsets Market Size by Application

7.4.1 Europe AR and VR Headsets Sales by Application (2019-2030)

7.4.2 ? Europe AR and VR Headsets Revenue by Application (2019-2030)

7.5 Europe AR and VR Headsets Market Size by Country

7.5.1 Germany

7.5.2 France

7.5.3 United Kingdom

7.5.4 Italy

7.5.5 Spain

7.5.6 Benelux

8 China

8.1 China AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

8.2 China Key Manufacturers Analysis

8.3 China AR and VR Headsets Market Size by Type

8.3.1 China AR and VR Headsets Sales by Type (2019-2030)

8.3.2 China AR and VR Headsets Revenue by Type (2019-2030)

8.4 China AR and VR Headsets Market Size by Application

8.4.1 China AR and VR Headsets Sales by Application (2019-2030)

8.4.2 China AR and VR Headsets Revenue by Application (2019-2030)

9 APAC (excl. China)

9.1 APAC (excl. China) AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

9.2 APAC (excl. China) Key Manufacturers Analysis

9.3 APAC (excl. China) AR and VR Headsets Market Size by Type

9.3.1 APAC (excl. China) AR and VR Headsets Sales by Type (2019-2030)

9.3.2 APAC (excl. China) AR and VR Headsets Revenue by Type (2019-2030)

9.4 APAC (excl. China) AR and VR Headsets Market Size by Application

9.4.1 APAC (excl. China) AR and VR Headsets Sales by Application (2019-2030)

9.4.2 APAC (excl. China) AR and VR Headsets Revenue by Application (2019-2030)

9.5 APAC (excl. China) AR and VR Headsets Market Size by Country

9.5.1 Japan

9.5.2 South Korea

9.5.3 India

9.5.4 Australia

9.5.5 Indonesia

9.5.6 Vietnam

9.5.7 Malaysia

9.5.8 Thailand

10 Latin America

10.1 Latin America AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

10.2 Latin America Key Manufacturers Analysis

10.3 Latin America AR and VR Headsets Market Size by Type

10.3.1 Latin America AR and VR Headsets Sales by Type (2019-2030)

10.3.2 Latin America AR and VR Headsets Revenue by Type (2019-2030)

10.4 Latin America AR and VR Headsets Market Size by Application

10.4.1 Latin America AR and VR Headsets Sales by Application (2019-2030)

10.4.2 Latin America AR and VR Headsets Revenue by Application (2019-2030)

10.5 Latin America AR and VR Headsets Market Size by Country

10.5.1 Mexico

10.5.2 Brazil

11 Middle East & Africa

11.1 Middle East & Africa AR and VR Headsets Market Size and Growth Rate Analysis (2019-2030)

11.2 Middle East & Africa Key Manufacturers Analysis

11.3 Middle East & Africa AR and VR Headsets Market Size by Type

11.3.1 Middle East & Africa AR and VR Headsets Sales by Type (2019-2030)

11.3.2 Middle East & Africa AR and VR Headsets Revenue by Type (2019-2030)

11.4 Middle East & Africa AR and VR Headsets Market Size by Application

11.4.1 Middle East & Africa AR and VR Headsets Sales by Application (2019-2030)

11.4.2 Middle East & Africa AR and VR Headsets Revenue by Application (2019-2030)

11.5 Middle East & Africa AR and VR Headsets Market Size by Country

11.5.1 Saudi Arabia

11.5.2 South Africa

12 Competition by Manufacturers

12.1 Global AR and VR Headsets Market Sales, Revenue and Price by Key Manufacturers (2020-2024)

12.1.1 Global AR and VR Headsets Market Sales by Key Manufacturers (2020-2024)

12.1.2 Global AR and VR Headsets Market Revenue by Key Manufacturers (2020-2024)

12.1.3 Global AR and VR Headsets Average Sales Price by Manufacturers (2020-2024)

12.2 AR and VR Headsets Competitive Landscape Analysis and Market Dynamic

12.2.1 AR and VR Headsets Competitive Landscape Analysis

12.2.2 Global Key Manufacturers Headquarter Location and Key Area Sales

12.2.3 Market Dynamic

13 Key Companies Analysis

13.1 Meta

13.1.1 Meta Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.1.2 Meta AR and VR Headsets Product Portfolio

13.1.3 Meta AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.2 Microsoft

13.2.1 Microsoft Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.2.2 Microsoft AR and VR Headsets Product Portfolio

13.2.3 Microsoft AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.3 Sony

13.3.1 Sony Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.3.2 Sony AR and VR Headsets Product Portfolio

13.3.3 Sony AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.4 DPVR

13.4.1 DPVR Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.4.2 DPVR AR and VR Headsets Product Portfolio

13.4.3 DPVR AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.5 Pico Interactive

13.5.1 Pico Interactive Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.5.2 Pico Interactive AR and VR Headsets Product Portfolio

13.5.3 Pico Interactive AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.6 Google

13.6.1 Google Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.6.2 Google AR and VR Headsets Product Portfolio

13.6.3 Google AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.7 HTC

13.7.1 HTC Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.7.2 HTC AR and VR Headsets Product Portfolio

13.7.3 HTC AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.8 Pimax

13.8.1 Pimax Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.8.2 Pimax AR and VR Headsets Product Portfolio

13.8.3 Pimax AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.9 Vuzix Corporation

13.9.1 Vuzix Corporation Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.9.2 Vuzix Corporation AR and VR Headsets Product Portfolio

13.9.3 Vuzix Corporation AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

13.10 Lenovo

13.10.1 Lenovo Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)

13.10.2 Lenovo AR and VR Headsets Product Portfolio

13.10.3 Lenovo AR and VR Headsets Market Data Analysis (Revenue, Sales, Price, Gross Margin and Market Share) (2020-2024)

14 Industry Chain Analysis

14.1 AR and VR Headsets Industry Chain Analysis

14.2 AR and VR Headsets Industry Upstream Supply Analysis

14.2.1 Upstream Key Raw Material Supply Analysis

14.2.2 Raw Material Suppliers and Contact Information

14.3 AR and VR Headsets Typical Downstream Customers

14.4 AR and VR Headsets Sales Channel Analysis

15 Research Findings and Conclusion

16 Methodology and Data Source

16.1 Methodology/Research Approach

16.2 Research Scope

16.3 Benchmarks and Assumptions

16.4 Date Source

16.4.1 Primary Sources

16.4.2 Secondary Sources

16.5 Data Cross Validation

16.6 Disclaimer


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