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Consumer Virtual Reality (VR) Headsets Market, Global Outlook and Forecast 2024-2030

The Global Consumer Virtual Reality (VR) Headsets Market was valued at US$ 4.60 Million in 2024 and is predicted to reach US$ 14.58 Million by 2030, exhibiting a Compound Annual Growth Rate (CAGR) of 21.2% during the forecast period (2024-2030)​ The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

Consumer Virtual Reality (VR) Headsets are wearable devices designed for immersive virtual experiences, allowing users to interact with 3D environments and content. These headsets use advanced displays, motion sensors, and sometimes external controllers to track head movements and provide a 360-degree visual experience. Consumer VR headsets are primarily used for gaming, entertainment, education, and virtual meetings, offering users a sense of presence and interaction within virtual worlds.

The global key manufacturers of Consumer Virtual Reality (VR) Headsets include Oculus (Meta), Sony, Pico Interactive, HTC Corporation, DPVR, NoLo VR and iQIYI, etc. in 2024, the global top five players have a share approximately % in terms of revenue.
This report aims to provide a comprehensive presentation of the global market for Consumer Virtual Reality (VR) Headsets, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Consumer Virtual Reality (VR) Headsets. This report contains market size and forecasts of Consumer Virtual Reality (VR) Headsets in global, including the following market information:

  • Global Consumer Virtual Reality (VR) Headsets Market Revenue, 2019-2024, 2025-2030, ($ millions)
  • Global Consumer Virtual Reality (VR) Headsets Market Sales, 2019-2024, 2025-2030, (K Units)
  • Global top five Consumer Virtual Reality (VR) Headsets companies in 2024 (%)

Consumer Virtual Reality (VR) headsets are immersive technology devices designed for personal use, enabling users to experience and interact with 3D virtual environments. These headsets typically consist of a display screen or screens, lenses, motion tracking sensors, and often include controllers for interaction.

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User Demographics

  • Age Groups: The majority of VR headset users fall within the 18-34 age range, accounting for nearly 60% of the market. Users aged 35-54 make up about 25%, while those 55 and older constitute the remaining 15%.
  • Gender: Males dominate the VR headset user base, representing approximately 62% of the market, while females account for 38%.
  • Geographical Distribution: North America leads with about 40% of the market share, followed by Europe at 30%, and Asia-Pacific at 25%. The remaining 5% is distributed across other regions.

Usage Patterns

  • Frequency of Use: Around 45% of VR headset owners use their devices at least once a week, while 30% use them monthly. The remaining 25% are infrequent users, accessing VR content only a few times a year.
  • Content Preferences:
    • Gaming: Gaming remains the most popular use for VR headsets, with 72% of users engaging in VR gaming experiences.
    • Entertainment: Approximately 35% of users watch immersive videos and virtual cinema.
    • Social Interaction: Virtual social platforms and experiences attract about 25% of users.
    • Fitness and Wellness: VR fitness applications are gaining traction, used by 20% of VR headset owners.
    • Education and Training: Educational content and professional training applications are used by 15% of the market.

Purchase Motivation

  • Technological Enthusiasm: Around 40% of consumers purchase VR headsets out of an interest in cutting-edge technology.
  • Gaming: Approximately 35% are motivated by the desire to enhance their gaming experience.
  • Entertainment: For 20% of buyers, the appeal lies in immersive entertainment options.
  • Fitness: About 5% are driven by the unique fitness applications available on VR platforms.

Device Preferences

  • Standalone VR Headsets: These are the most popular, chosen by 55% of users for their convenience and ease of use.
  • PC-Connected VR Headsets: Preferred by 30% of users, especially those seeking high-end gaming experiences.
  • Console-Connected VR Headsets: Used by 15% of consumers, often integrated with their existing gaming consoles.

Consumer Satisfaction and Challenges

  • Satisfaction Levels: Around 70% of VR headset owners report being satisfied or very satisfied with their devices, citing immersive experiences and innovative content.

Consumer VR headsets are used for various applications including gaming, entertainment, education, training, and virtual social interactions. They are designed to be user-friendly, relatively affordable, and compatible with personal computers, gaming consoles, or standalone systems.

Examples of popular consumer VR headsets include the Oculus Rift, HTC Vive, PlayStation VR, and Oculus Quest.

The consumer VR headset market is rapidly evolving, driven by advancements in technology and a growing interest in immersive experiences. While gaming continues to be the primary use case, applications in entertainment, fitness, and education are expanding the market. 

We has surveyed the Consumer Virtual Reality (VR) Headsets manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:
By Type:

  • PC VR Headset
  • PS VR Headset
  • Integrated VR Headset

By Application:

  • Films
  • Game
  • Others

By Region and Country:

  • North America (United States, Canada, Mexico)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, South Korea, Australia, Rest of APAC)
  • The Middle East and Africa (Middle East, Africa)
  • South and Central America (Brazil, Argentina, Rest of SCA)

Competitor Analysis
The report also provides analysis of leading market participants including:

  • Key companies Consumer Virtual Reality (VR) Headsets revenues in global market, 2019-2024 (Estimated), ($ millions)
  • Key companies Consumer Virtual Reality (VR) Headsets revenues share in global market, 2024 (%)
  • Key companies Consumer Virtual Reality (VR) Headsets sales in global market, 2019-2024 (Estimated), (K Units)
  • Key companies Consumer Virtual Reality (VR) Headsets sales share in global market, 2024 (%)

Key Players Include:

  • Oculus (Meta)
  • Sony
  • Pico Interactive
  • HTC Corporation
  • DPVR
  • NoLo VR
  • iQIYI

Outline of Major Chapters:
Chapter 1: Introduces the definition of Consumer Virtual Reality (VR) Headsets, market overview.
Chapter 2: Global Consumer Virtual Reality (VR) Headsets market size in revenue and volume.
Chapter 3: Detailed analysis of Consumer Virtual Reality (VR) Headsets manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Consumer Virtual Reality (VR) Headsets in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Consumer Virtual Reality (VR) Headsets capacity by region & country.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.