Press Release

United States Virtual Reality Headset Market to be Driven by Growing Adoption of VR Technology in Gaming Sector by 2028

Increasing demand for immersive and high-quality visual experiences is driving the United States Virtual Reality Headset Market in the forecast period 2024-2028

 

According to TechSci Research report,United States Virtual Reality Headset Market - By Region, Competition Forecast & Opportunities, 2018-2028F,” the United States virtual reality headset market is expected to register robust growth during the forecast period 2024-2028. This is owing to the increasing adoption of virtual reality across virtual events to connect with people from all over the world. Additionally, businesses are consistently launching cutting-edge gadgets that offer immersive entertainment experiences and an unparalleled level of realism in VR gaming. In addition, with the advancement of virtual reality technology in the enterprises, many enterprises are enabling such devices in the healthcare and education sectors. This has led to an expansion of the market as organizations and consumers increasingly invest in this technology. Moreover, as technology advances, high-end virtual reality headsets have become more accessible to consumers, resulting in increased demand and market expansion. Therefore, more and more people are increasingly becoming aware of the benefits of adopting virtual reality headsets to improve their operation experience. This has attributed to the growth of virtual reality headset in the United States market.

 

Browse over XX market data Figures spread through XX Pages and an in-depth TOC on the "United States Virtual Reality Headset Market.”

 

The United States virtual reality headset market is segmented into product type, end device, material, end-user, region, and competitive landscape. Based on product type, the market is segmented into tethered, standalone pc-connected, smartphone-based. Based on end device, the market is divided into low-end device, mid-range device, high-end device. Based on material, the market is separated into plastic, paper, and others. Based on end-user, the market is divided into gaming, healthcare, entertainment & media, education & training, retail, telecommunications, and others. Based on region, the market is segmented into West Region, North-East Region, Mid-West Region, and South Region.

Based on product type, the standalone pc-connected segment accounted for highest share of the virtual reality headset market in the United States, and it is expected to register a very high CAGR between 2024-2028. This is due to the increasing popularity of portable devices, as this product type doesn’t require any smartphone to operate which has attracted many users to adopt the standalone pc connected headsets. In addition, standalone devices offer excellent user experience at a reasonable cost, therefore many young generations are increasingly integrating such standalone pc-connected products into their gaming systems to improve their gaming experience. As the prices of these products continue to decrease, standalone pc-connected is expected to fuel market expansion throughout the projection period.

Based on end device, the market is divided into low-end device, mid-range device, high-end device. The high-end device segment accounted for higher market share of virtual reality headset market in the United States. High-end VR headsets offer several advantages over their lower-end counterparts, as these headsets typically have faster refresh rates, higher resolution display and more accurate tracking allowing customers for more precise movements in the virtual world. Due to this the potential customers for adopting virtual reality headsets are increasing enormously. Moreover, high-end virtual reality headsets can be used for simulation, allowing users to experience realistic environment during surgery or other procedures. Therefore, the higher demand for high-end devices is increasing the popularity of virtual reality headset and is likely to continue in the years to come.

Based on end-user, the market is separated into gaming, healthcare, entertainment & media, education & training, retail, telecommunications, and others. Gaming segment accounted for higher market share of the virtual reality headset market in the United States. Virtual reality gaming is becoming increasingly popular, as more and more people are experiencing the immersive and realistic experiences that VR headsets can offer, that makes it more accessible to a wider range of people. In addition, games such as Beat Saber, Half-Life and many more are attracting users to adopt and integrate virtual reality systems which includes headsets and controllers. Moreover, gamers tend to spend more money on upgrading their gaming consoles or desktops compared to non-gamers are driving the expansion of the virtual reality headsets in the gaming segment throughout the forecast period.

 

Key market players in the United States Virtual Reality Headset Market include:

  • Meta Platforms (Quest VR)
  • HTC Vive Tech Corporation
  • Sony Corporation of America
  • Valve Corporation
  • Samsung Electronics America, Inc.
  • Magic Leap, Inc.
  • HP Development Company, L.P.
  • Goertek Electronics Inc.
  • Lenovo United States, Inc.
  • Pimax Inc.

 

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“California in the west region is dominating the United States virtual reality headset market. This is due to the presence of various well-established enterprises such as Meta Platforms (Quest VR), HTC Vive Tech Corporation, Valve Corporation, etc. In addition, the region is home to several VR developers and enthusiasts that are creating new content and applications for the users. In addition, these enterprises are rapidly investing in research and development which are enabling the growth of virtual reality headset in the region. Furthermore, high levels of disposable income and declining costs of VR headsets with displays and processors is witnessing the growth of virtual reality headset market in the region.” said Mr. Karan Chechi, Research Director with TechSci Research, a research based global management consulting firm.

“United States Virtual Reality Headset Market By Product Type (Tethered, Standalone PC-connected, Smartphone-based), By End Device (Low-end Device, Mid-range Device, High-end Device), By Material (Plastic, Paper, Others), By End-User (Gaming, Healthcare, Entertainment & Media, Education & Training, Retail, Telecommunications, and Others), By Region, Competition Forecast & Opportunities, 2028,” has assessed the United States virtual reality headset market's future development potential and provides data and information on market size, structure, and projected market growth. The report's goal is to give current market knowledge and assist decision makers in making informed investment decisions. Furthermore, the study identifies and analyzes emerging trends, as well as key drivers, constraints, and opportunities in the United States virtual reality headset market.

 

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