Augmented Reality is simply defined as a system that includes three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. A virtual reality headset is a head-mounted device that offers virtual reality for the wearer. The global Augmented Reality (AR)and Virtual Reality (VR)Headset Market is projected to grow at a considerable rate in the next few years.
The wide-ranging application of virtual reality technology in the military and automotive sectors is mainly boosting the growth of the market. In addition, increasing demand for gaming consoles is another factor fuelling the growth of the market. Furthermore, VR technology is used in various applications, such as medical training, industrial prototyping, and education. As well, the rising investments in this technology by enterprises as well as consumers are anticipated to enlarge the product demand over the forecast period. All these factors remarkably contribute to the growth of the global Augmented Reality and Virtual Reality Headset Market. The emerging trends in VR technology create a positive impact on the expansions of the VR headset market, such as the introduction of convenient, attractive, and smooth VR headsets.
Moreover, AR headsets support users understand the real-time examples of objects around the surroundings using the camera. Thus, enterprises from industries, such as education, healthcare, entertainment, and retail are adopting AR technology to provide end-user with a real-life 3D immersive experience. This factor significantly propelling the growth of the global Augmented Reality and Virtual Reality Headset Market. The importance of augmented reality is growing with the rising awareness about the applications of smart wearables and Head-mounted Displays (HMD) in AR technology. This factor mainly supports enhancing the growth of the market.
Covid-19 Impact on Augmented Reality and Virtual Reality Headset Market
Like many other industries, COVID-19 badly knocked the electronic and semiconductor industries. This unprecedented event has impacted nearly 230 countries in just a few weeks, resulting in the forced shutdown of manufacturing and transportation activities within and across the countries. This has directly affected the overall sector's growth. It is estimated that COVID-19 to leave more than USD 30 billion impacts on the electronics and semiconductor industry. The sector is majorly affected due to transport restrictions on major electronics and semiconductor raw material providers. However, the emerging need for semiconductors in several industries will offer rapid market recovery over the future period.
Augmented Reality and Virtual Reality Headset Market Segment Overview
Based on End-device, the high-end device segment accounted for the largest share of the market in 2020 and is projected to hold its dominance in the estimated period. The advanced features of these devices, including high-quality visual effects, self-tracking, and elevated performance, are expected to boost segment growth. Furthermore, by Product Type, the Standalone Headsets segment has the maximum share of the market. A standalone device offers a high-quality experience at an affordable price. Its fundamental feature, the integration of various mechanisms, including processing control and hardware, is fuelling the growth of the segment. Additionally, the Smartphone-enabled Headsets segment is the fastest-growing segment in the market. The segment growth can be attributed to the rising penetration of advanced VR-enabled smartphones with the integration of 3D technology and AI.
Augmented Reality and Virtual Reality Headset Market, By End-device
· Low-end Device
· Mid-range Device
· High-end Device
Augmented Reality and Virtual Reality Headset Market, By Product Type
· Standalone Headsets
· Standalone PC-connected Headsets
· Smartphone-enabled Headsets
Augmented Reality and Virtual Reality Headset Market, By Application
· Gaming
· Healthcare
· Media & Entertainment
· Manufacturing
· Retail
· Education
· Telecommunications
· Others
Augmented Reality and Virtual Reality Headset Market Regional Overview
Region-wise, North America holds the largest share of the global Augmented Reality and Virtual Reality Headset market. A rise in AR spending by the enterprises coupled with a rise in AR startups is expected to fuel the regional market growth. Additionally, the high adoption of VR technology in the region due to high disposable income levels and declining prices of headsets with processors and screens is propelling the growth of the market in this region. Similarly, the Asia Pacific is anticipated to expand at the fastest CAGR over the forecasted period. This can be mainly attributed to the increased digitalization and VR technology developments, particularly in the gaming and entertainment sector. As well, the rising AR spending, increasing AR headset shipments, and the rising availability of AR apps further boosting the growth of the market in this region.
Augmented Reality and Virtual Reality Headset Market, By Geography
· North America (US & Canada)
· Europe (UK, Germany, France, Italy, Spain, Russia & Rest of Europe)
· Asia-Pacific (Japan, China, India, Australia, & South Korea, & Rest of Asia-Pacific)
· LAMEA (Brazil, Saudi Arabia, UAE & Rest of LAMEA)
Augmented Reality and Virtual Reality Headset Market Competitor overview
Some key developments and strategies adopted by manufacturers in Augmented Reality and Virtual Reality Headset are highlighted below.
· In July 2021, the U.S. Patent and Trademark Office officially granted Apple a patent that relates to a mixed reality headset with a Dynamic Focus 3D Display. While Conventional VR systems project left and right images onto screens that are viewed by a subject, Apple's new way uses a direct retinal projector system that scans the images, pixel by pixel, directly onto the subject's retinas.
Augmented Reality and Virtual Reality Headset Market, Key Players
· Carl Zeiss AG
· Facebook Technologies, LLC (Oculus)
· Google LLC
· HTC Corporation
· LG Electronics
· Microsoft
· Razer Inc.
· Samsung Electronics Co., Ltd.
· Magic Leap, Inc.
· VUZIX
· Seiko Epson Corporation
· RealWear, Inc.
· Kopin Corporation
· Sony Corporation
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Opportunities
4. Key Insights
- 4.1. Key Emerging Trends – For Major Countries
- 4.2. Latest Technological Advancement
- 4.3. Regulatory Landscape
- 4.4. Industry SWOT Analysis
- 4.5. Porters Five Forces Analysis
5. Global Augmented Reality and Virtual Reality Headset Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast – By End-device
- 5.2.1. Low-end Device
- 5.2.2. Mid-range Device
- 5.2.3. High-end Device
- 5.3. Market Analysis, Insights and Forecast – By Product Type
- 5.3.1. Standalone Headsets
- 5.3.2. Standalone PC-connected Headsets
- 5.3.3. Smartphone-enabled Headsets
- 5.4. Market Analysis, Insights and Forecast – By Application
- 5.4.1. Gaming
- 5.4.2. Healthcare
- 5.4.3. Media & Entertainment
- 5.4.4. Manufacturing
- 5.4.5. Retail
- 5.4.6. Education
- 5.4.7. Telecommunications
- 5.4.8. Others
- 5.5. Market Analysis, Insights and Forecast – By Region
- 5.5.1. North America
- 5.5.2. Europe
- 5.5.3. Asia Pacific
- 5.5.4. Latin America, Middle East and Africa
6. North America Augmented Reality and Virtual Reality Headset Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast – By End-device
- 6.2.1. Low-end Device
- 6.2.2. Mid-range Device
- 6.2.3. High-end Device
- 6.3. Market Analysis, Insights and Forecast – By Product Type
- 6.3.1. Standalone Headsets
- 6.3.2. Standalone PC-connected Headsets
- 6.3.3. Smartphone-enabled Headsets
- 6.4. Market Analysis, Insights and Forecast – By Application
- 6.4.1. Gaming
- 6.4.2. Healthcare
- 6.4.3. Media & Entertainment
- 6.4.4. Manufacturing
- 6.4.5. Retail
- 6.4.6. Education
- 6.4.7. Telecommunications
- 6.4.8. Others
- 6.5. Market Analysis, Insights and Forecast – By Country
- 6.5.1. U.S.
- 6.5.2. Canada
7. Europe Augmented Reality and Virtual Reality Headset Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast – By End-device
- 7.2.1. Low-end Device
- 7.2.2. Mid-range Device
- 7.2.3. High-end Device
- 7.3. Market Analysis, Insights and Forecast – By Product Type
- 7.3.1. Standalone Headsets
- 7.3.2. Standalone PC-connected Headsets
- 7.3.3. Smartphone-enabled Headsets
- 7.4. Market Analysis, Insights and Forecast – By Application
- 7.4.1. Gaming
- 7.4.2. Healthcare
- 7.4.3. Media & Entertainment
- 7.4.4. Manufacturing
- 7.4.5. Retail
- 7.4.6. Education
- 7.4.7. Telecommunications
- 7.4.8. Others
- 7.5. Market Analysis, Insights and Forecast – By Country
- 7.5.1. UK
- 7.5.2. Germany
- 7.5.3. France
- 7.5.4. Italy
- 7.5.5. Spain
- 7.5.6. Russia
- 7.5.7. Rest of Europe
8. Asia Pacific Augmented Reality and Virtual Reality Headset Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast – By End-device
- 8.2.1. Low-end Device
- 8.2.2. Mid-range Device
- 8.2.3. High-end Device
- 8.3. Market Analysis, Insights and Forecast – By Product Type
- 8.3.1. Standalone Headsets
- 8.3.2. Standalone PC-connected Headsets
- 8.3.3. Smartphone-enabled Headsets
- 8.4. Market Analysis, Insights and Forecast – By Application
- 8.4.1. Gaming
- 8.4.2. Healthcare
- 8.4.3. Media & Entertainment
- 8.4.4. Manufacturing
- 8.4.5. Retail
- 8.4.6. Education
- 8.4.7. Telecommunications
- 8.4.8. Others
- 8.5. Market Analysis, Insights and Forecast – By Country
- 8.5.1. China
- 8.5.2. India
- 8.5.3. Japan
- 8.5.4. Australia
- 8.5.5. South East Asia
- 8.5.6. Rest of Asia Pacific
9. Latin America, Middle East and Africa Augmented Reality and Virtual Reality Headset Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast – By End-device
- 9.2.1. Low-end Device
- 9.2.2. Mid-range Device
- 9.2.3. High-end Device
- 9.3. Market Analysis, Insights and Forecast – By Product Type
- 9.3.1. Standalone Headsets
- 9.3.2. Standalone PC-connected Headsets
- 9.3.3. Smartphone-enabled Headsets
- 9.4. Market Analysis, Insights and Forecast – By Application
- 9.4.1. Gaming
- 9.4.2. Healthcare
- 9.4.3. Media & Entertainment
- 9.4.4. Manufacturing
- 9.4.5. Retail
- 9.4.6. Education
- 9.4.7. Telecommunications
- 9.4.8. Others
- 9.5. Market Analysis, Insights and Forecast – By Country
- 9.5.1. Brazil
- 9.5.2. Saudi Arabia
- 9.5.3. UAE
- 9.5.4. Rest of LAMEA
10. Competitive Analysis
- 10.1. Company Market Share Analysis, 2018
- 10.2. Key Industry Developments
- 10.3. Company Profile
- 10.4. Carl Zeiss AG
- 10.4.1. Business Overview
- 10.4.2. Segment 1 & Service Offering
- 10.4.3. Overall Revenue
- 10.4.4. Geographic Presence
- 10.4.5. Recent Development
- 10.5. Facebook Technologies, LLC (Oculus)
- 10.6. Google LLC
- 10.7. HTC Corporation
- 10.8. LG Electronics
- 10.9. Microsoft
- 10.10. Razer Inc.
- 10.11. Samsung Electronics Co., Ltd.
- 10.12. Magic Leap, Inc.
- 10.13. VUZIX
- 10.14. Seiko Epson Corporation
- 10.15. RealWear, Inc.
- 10.16. Kopin Corporation
- 10.17. Sony Corporation
Data Library Research are conducted by industry experts who offer insight on industry structure, market segmentations technology assessment and competitive landscape (CL), and penetration, as well as on emerging trends. Their analysis is based on primary interviews (~ 80%) and secondary research (~ 20%) as well as years of professional expertise in their respective industries. Adding to this, by analysing historical trends and current market positions, our analysts predict where the market will be headed for the next five years. Furthermore, the varying trends of segment & categories geographically presented are also studied and the estimated based on the primary & secondary research.
In this particular report from the supply side Data Library Research has conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and SOFT) of the companies that active & prominent as well as the midsized organization
FIGURE 1: DLR RESEARH PROCESSPrimary Research
Extensive primary research was conducted to gain a deeper insight of the market and industry performance. The analysis is based on both primary and secondary research as well as years of professional expertise in the respective industries.
In addition to analysing current and historical trends, our analysts predict where the market is headed over the next five years.
It varies by segment for these categories geographically presented in the list of market tables. Speaking about this particular report we have conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and many more) of the major players active in the market.
Secondary ResearchSecondary research was mainly used to collect and identify information useful for the extensive, technical, market-oriented, and Friend’s study of the Global Extra Neutral Alcohol. It was also used to obtain key information about major players, market classification and segmentation according to the industry trends, geographical markets, and developments related to the market and technology perspectives. For this study, analysts have gathered information from various credible sources, such as annual reports, sec filings, journals, white papers, SOFT presentations, and company web sites.
Market Size EstimationBoth, top-down and bottom-up approaches were used to estimate and validate the size of the Global market and to estimate the size of various other dependent submarkets in the overall Extra Neutral Alcohol. The key players in the market were identified through secondary research and their market contributions in the respective geographies were determined through primary and secondary research.
Forecast Model