DUBLIN– (BUSINESS WIRE) –The "Virtual Reality Headset Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024" report has been added to ResearchAndMarkets.com's offering.
The global virtual reality headset market reached a volume of US $ 8.5 Million Units in 2018. Looking forward, the market is projected to exhibit strong growth in the next five years.
The increasing penetration of smartphones is a major driving force for driving virtual reality headsets depending on a smartphone.
Moreover, virtual reality games are gaining popularity among millennials in both developed and developing economies which has led to an increase in demand for virtual reality applications.
In addition, virtual reality is extensively being used by the defense sector in various applications such as flight and battlefield simulations, medical training, vehicle simulation, and virtual boot camps.
Furthermore, rising utilization of digital entertainment and media is also projected to drive the demand for VR headsets. For instance, movie makers, professional sports leagues and associations, music industry, adult entertainment industry, etc. to drive their customer base.
NFC chips and Bluetooth connectivity in the assembled virtual reality headset kits.
In addition, the production of virtual reality heads for both consumers and consumers, is the manufacturing of these devices.
Key Questions Answered
- How has the global virtual reality headset performed and how will it perform in the coming years?
- What are the key markets in the global virtual reality headset industry?
- What is the breakup of the market based on the product type?
- What is the breakup of the market based on the end user?
- What are the various stages of the global virtual reality headset industry?
- What are key driving factors and challenges in the global virtual reality headset industry?
- What is the structure of the global virtual reality headset?
- What is the degree of competition in the global virtual reality headset industry?
- What are the margins profit in the global virtual reality headset industry?
2 Scope and Methodology
2.1 Objectives of the Study
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4.2 Key Industry Trends
5 Global Virtual Reality Headset Market
5.1 Market Overview
5.2 Market Performance
5.3 Market Breakup by Product
5.3 Market Breakup by Material
5.4 Market Breakup by End-User
5.5 Market Breakup by Region
5.6 Market Forecast
6 Market Breakup by Product
6.1 PC Based
6.2 Console Based
6.1 Smartphone Based
7 Market Breakup by Material
8 Market Breakup by End-User
8.1 Consumer Electronics
8.3 Games & Entertainment
8.6 Real Estate
9 Market Breakup by Region
9.2 North America
9.4 Middle East & Africa
9.5 Latin America
10 SWOT Analysis
11 Value Chain Analysis
12 Porter's Five Forces Analysis
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
For more information about this report visit https://www.researchandmarkets.com/r/ejl0qc
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Related Topics: Virtual and Augmented Reality