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According to IMARC Group’s latest report “Virtual Reality Headsets Market: Global Industry Trends, Size, Growth, Opportunities and Forecast 2022-2027”, the global Virtual Reality Headsets market size reached 7.8 billion. in 2021. Looking ahead, IMARC Group expects the market to reach US$26.8 billion by 2027 growing at a CAGR of 23.27% during the period 2022-2027 . This report can serve as an excellent guide for investors, researchers, consultants, marketing strategists, and anyone planning to enter the market in any form.

A virtual reality (VR) headset is a head-worn device that completely covers the eyes and allows users to interact with a simulated artificial three-dimensional (3D) experience. It includes stereoscopic head-mounted display, stereo sound, head movements, eye tracking sensors, gyroscopes, accelerometers, magnetometers and structured light systems. It provides an overview, creates a real world around the user and provides an operational experience. Apart from that, it generates a computer-generated artificial world to facilitate simulations of touch, sound and vision.

It also aids in experiential learning which enables students to grasp theoretical concepts faster and in greater depth and enhances the learning process by adding interactive and engaging content for experimentation and performance-based learning. Virtual reality finds many applications in consumer goods and electronics, healthcare, gaming and entertainment, automotive, education, real estate, security, and military. Currently, it is available in various forms, such as standalone computer, personal computer (PC), and console.

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Impact of Covid-19:

Note: We regularly track the direct effect of COVID-19 on the market, as well as the indirect influence of associated industries. These observations will be incorporated into the report.

Virtual Reality Headsets Market Trends:

One of the major factors positively influencing the market is the increasing penetration of smartphones and the emerging trend of virtual reality games. Moreover, the integration of advanced technologies, such as Artificial Intelligence (AI) and Internet of Things (IoT), to increase the efficiency of the headset is enhancing the growth of the market. For example, AI algorithms aid in the implementation of autonomous and scalable communication in mobile, bio-inspired and adaptive games, multi-user and distributed systems, context-aware networking, aggregation and data fusion and energy efficient monitoring in mobile VR technology. Moreover, the easy availability of VR headsets on various online and offline distribution channels coupled with free home delivery and secure payment gateways propels the growth of the market.

Apart from this, improving living standards and inflation in disposable income levels are driving the demand for VR headsets. Additionally, the growing demand for VR headsets in the healthcare sector to provide professionals with a safe ground to practice scenarios associated with anxiety disorders is providing impetus for the growth of the market. Additionally, the increasing application of virtual reality in design and manufacturing industries as an alternative to physical prototypes is positively influencing the market. For example, designers interact with a real-time representation of hard-to-reach elements and modify original computer-aided design (CAD) drawings. Additionally, the growing popularity of VR headsets among young people as a learning aid is bolstering the growth of the market. Additionally, increasing investment in research and development (R&D) to introduce more advanced and cost-effective product variants is driving the market.

Key Market Segmentation:

IMARC Group provides analysis of key trends in each sub-segment of the global Virtual Reality Headsets market report, along with growth forecasts at global and regional levels from 2022 to 2027. Our report has categorized the market based on product, material and end user.

Market breakdown by product:

PC based
Console-based
Smartphone-based
Autonomous

Market breakdown by material:

Plastic
Paper
Others

Breakdown of the market by end user:

Consumer electronics
Health care
Games and Entertainment
Car
Education
Immovable
Military

Market Breakdown by Region:

North America
Europe
Asia Pacific
Middle East and Africa
Latin America

Competitive Landscape:

Fove Inc., Google LLC (Alphabet Inc.)
HTC Company
LG Electronics Inc.
Merge Labs Inc.
Meta Platforms Inc.
Samsung Electronics Co.Ltd.
Sony Interactive Entertainment LLC (Sony Group Corporation).

Main highlights of the report:

Market Performance (2016-2021)
Market Outlook (2022-2027)
Market trends
Market drivers and success factors
Impact of COVID-19
Value chain analysis
Complete mapping of the competitive landscape

Ask the analyst for a customization and browse the full report with table of contents and list of figures: https://www.imarcgroup.com/virtual-reality-headset-market

As the novel coronavirus (COVID-19) crisis engulfs the world, we continuously monitor changes in markets, as well as industry consumer behaviors around the world and our estimates on the latest market trends and forecasts are made. after considering the impact of this pandemic.

If you want the latest primary and secondary data (2022-2027) with cost module, business strategy, distribution channel, etc. Click request a free sample report, the published report will be emailed to you in PDF format within 24-48 hours of receipt. full payment.

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The IMARC Group is a leading market research firm providing management strategies and market research worldwide. We partner with clients across all industries and geographies to identify their most important opportunities, address their most critical challenges and transform their businesses.

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