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.
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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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