United States virtual reality (VR) headset market is projected to grow at a CAGR of 28% by 2023. Growth in the market is expected to be driven by surging popularity of VR content, rising demand for VR games, such as Raw Data and Resident Evil 7, growing investment by leading technology companies like Sony, Google, etc., in the development of VR headsets, and increasing number of VR headsets including Google Daydream View, Oculus Go and Samsung Gear VR in the country. Moreover, declining prices of VR headsets, with Sony, HTC and Oculus reducing the prices of their VR headsets is expected to further boost demand for VR headsets in the country during the forecast period.

Years considered for this report:

Historical Years: 2016

Base Year: 2017

Estimated Year: 2018

Forecast Period: 2019-2023

Objective of the Study:

  • To analyze and forecast the United States virtual reality headset market size.
  • To define, classify and forecast the United States virtual reality headset market on the basis of platform, type, end user, sales channel and region.
  • To assess the detailed market segmentation and forecast the market size, in terms of value, by segmenting the United States virtual reality headset market into regions, namely – Mid-west, North-East, South and West.
  • To identify the tailwinds and headwinds for the United States virtual reality headset market.
  • To identify trends in the United States virtual reality headset market.
  • To evaluate pricing for virtual reality headsets in the United States.
  • To strategically profile leading players in the market which are driving innovation and technological advancements in the United States virtual reality headset market. 


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Some of the major companies operating in the United States virtual reality headset market are Sony Corporation of America, Samsung Electronics America, Inc., HTC Vive Tech Corporation, Oculus VR, LLC., Google LLC, Lenovo (United States) Inc., Microsoft Corporation, TCT Mobile (US) Inc., Merge Labs Inc., and Razer Inc., among others.

TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of VR headset companies across the United States Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research was able to include the providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the VR headset offerings, distribution channels, and presence of all major VR headset companies in the United States.

TechSci Research calculated the United States VR headset market size using a bottom-up approach, where data for headset types (circumscribed VR headset & standalone VR headset) were recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these for getting an appropriate, overall market size and volume. Various secondary sources such as company websites, annual reports, press releases, World Bank, International Monetary Fund (IMF), Bureau of Economic Analysis, Organisation for Economic Co-operation and Development, etc., were also studied by TechSci Research


Key Target Audience:

  • VR headset OEMs, suppliers and other stakeholders
  • VR content developers & providers
  • Associations, organizations, forums and alliances related to virtual reality market
  • Government bodies such as regulating authorities and policy makers
  • Market research and consulting firms

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as VR headset OEMs, technology partners and VR content developers, etc. The study would also help them to target the growing segments over the coming years, thereby aiding the stakeholders in taking investment decisions and facilitating their expansion.

Report Scope:

In this report, the United States virtual reality headset market has been segmented into the following categories in addition to the industry trends which have also been detailed below:

  • Market, by Platform:
    • Circumscribed
      • Mobile
      • Personal Computer
      • Console
    • Standalone
  • Market, by Type:
    • Wired
    • Wireless
  •          Market, by End User:
    • Gaming
    • Entertainment
    • Healthcare
    • Others
  • Market, by Sales Chanel:
    • E-commerce Retailers
    • Offline Retailers
  • Market, by Geography:
    • Mid-West
    • North-East
    • South
    • West

Competitive Landscape

Competitive Benchmarking: Benchmarking of the leading players on the basis of platform offered by them.

Company Profiles: Detailed analysis of the major companies present in the United States virtual reality headset market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company’s specific needs. The following customization options are available for the report:

Company Information

  •          Detailed analysis and profiling of additional market players (up to five).

 

In case you can’t find what you are looking for, then please get in touch with our custom research team at sales@techsciresearch.com

In case you don’t find what you are looking for, please get in touch with our custom research team at sales@techsciresearch.com

1.       Product Overview

2.       Research Methodology

3.       Analyst View

4.       Voice of Customer

4.1.    Virtual Reality Headset Awareness

4.2.    Virtual Reality Headset, Product Awareness

4.3.    Virtual Reality Headset, By Platform

4.4.    Virtual Reality Headset, By Application

4.5.    Factors Influencing User Experience

4.6.    Virtual Reality Headset, By Challenges

5.       Global Virtual Reality Headset Market Overview

6.       United States Virtual Reality Headset Market Landscape

7.       United States Virtual Reality Headset Market Outlook

7.1.    Market Size & Forecast

7.1.1.By Value & Volume

7.2.    Market Share & Forecast

7.2.1.By Platform (Circumscribed and Standalone)

7.2.2.By Type (Wired and Wireless)

7.2.3.By End User (Gaming, Healthcare, Entertainment and Others)

7.2.4.By Sales Channel (E-commerce Retailers and Offline Retailers)

7.2.5.By Region (Mid-West, North-East, South and West)

7.2.6.By Company

8.       United States Virtual Reality Headset Market Attractiveness Index

8.1.    By Platform

8.2.    By Type

8.3.    By End User

8.4.    By Region

9.       United States Circumscribed Virtual Reality Headset Market Outlook

9.1.    Market Size & Forecast

9.1.1.By Value & Volume

9.2.    Market Share & Forecast

9.2.1.By Type 

9.2.2.By End User 

9.2.3.By Sales Channel 

9.2.4.By Region

9.3.    Pricing Analysis

9.4.    Product Benchmarking

10.   United States Standalone Virtual Reality Headset Market Outlook

10.1.  Market Size & Forecast

10.1.1.    By Value & Volume

10.2.  Market Share & Forecast

10.2.1.    By End User 

10.2.2.    By Sales Channel 

10.2.3.    By Region

10.3.  Pricing Analysis

10.4.  Product Benchmarking

11.   Market Dynamics

11.1.  Impact Analysis

11.2.  Drivers

11.3.  Challenges

12.   Market Trends & Developments

13.   Policy & Regulatory Landscape

14.   United States Economic Profile

15.   Competitive Landscape

15.1.  Competitive Benchmarking

15.2.  Company Profiles

15.2.1.    Sony Corporation of America

15.2.2.    Samsung Electronics America, Inc.

15.2.3.    HTC Vive Tech Corporation

15.2.4.    Oculus VR, LLC

15.2.5.    Google LLC

15.2.6.    Microsoft Corporation

15.2.7.    Lenovo (United States) Inc.

15.2.8.    TCT Mobile (US) Inc.

15.2.9.    Merge Labs, Inc.

15.2.10.    Razer Inc.

16.   Strategic Recommendations

In case you don’t find what you are looking for, please get in touch with our custom research team at sales@techsciresearch.com
  • List of Figures

     

    Figure 1: United States Virtual Reality Headset Awareness, 2018 (N=75)

    Figure 2: United States Virtual Reality Headset, By VR Headset Product Awareness, 2018 (N=50)

    Figure 3: United States Virtual Reality Headset, By Platform, 2018 (N=50)

    Figure 4: United States Virtual Reality Headset, By Application, 2018 (N=50)

    Figure 5: United States Virtual Reality Headset, By Factors Influencing User Experience, 2018 (N=50) (1- Least Influential, 3- Moderately Influential and 5- Most Influential)

    Figure 6: United States Virtual Reality Headset, By Challenges, 2018 (N=50) (1- Least Challenging, 3- Moderately Challenging and 5- Most Challenging)

    Figure 7: United States Virtual Reality Headset Market Size, By Value, 2016-2023F (USD Million)

    Figure 8: United States Virtual Reality Headset Market Size, By Volume, 2016-2023F (Million Unit)

    Figure 9: United States Virtual Reality Headset Market Share, By Platform, By Value, 2016-2023F

    Figure 10: United States Virtual Reality Headset Market Share, By Type, By Value, 2016-2023F

    Figure 11: United States Virtual Reality Headset Market Share, By End User, By Value, 2016–2023F

    Figure 12: United States Virtual Reality Headset Market Share, By Sales Channel, By Value, 2016-2023F

    Figure 13: United States Virtual Reality Headset Market Share, By Region, By Value, 2016–2023F

    Figure 14: United States Virtual Reality Headset Market Share, By Company, By Value, 2017 & 2023F

    Figure 15: United States Virtual Reality Headset Market Attractiveness Index, By Platform, By Value,

    2018E-2023F

    Figure 16: United States Virtual Reality Headset Market Attractiveness Index, By Type, By Value,

    2018E-2023F

    Figure 17: United States Virtual Reality Headset Market Attractiveness Index, By End User, By Value, 2018E-2023F

    Figure 18: United States Virtual Reality Headset Market Attractiveness Index, By Region, By Value,

    2018E-2023F

    Figure 19: United States Circumscribed Virtual Reality Headset Market Size, By Value, 2016–2023F

    (USD Million)

    Figure 20: United States Circumscribed Virtual Reality Headset Market Size, By Volume, 2016-2023F

    (Million Unit) 

    Figure 21: United States Circumscribed Virtual Reality Headset Market Share, By Type, By Value, 2016-2023F

    Figure 22: United States Circumscribed Virtual Reality Headset Market Share, By End User, By Value, 2016-2023F

    Figure 23: United States Circumscribed Virtual Reality Headset Market Share, By Sales Channel, By Value, 2016-2023F

    Figure 24: United States Circumscribed Virtual Reality Headset Market Share, By Region, By Value,

    2016–2023F

    Figure 25: United States Circumscribed Virtual Reality Headset Market, Average Selling Price, 2016-2023

    Figure 26: United States Standalone Virtual Reality Headset Market Size, By Value, 2018E–2023F

    (USD Million)

    Figure 27: United States Standalone Virtual Reality Headset Market Size, By Volume, 2018E-2023F

    (Million Unit) 

    Figure 28: United States Standalone Virtual Reality Headset Market Share, By End User, By Value, 2018E–2023F

    Figure 29: United States Standalone Virtual Reality Headset Market Share, By Sales Channel, By Value, 2018E–2023F

    Figure 30: United States Standalone Virtual Reality Headset Market Share, By Region, By Value,

    2018E–2023F

    Figure 31: United States Standalone Virtual Reality Headset Market, Average Selling Price, 2018E–2023F

     

    List of Tables

     

    Table 1: Virtual Reality Games, By Name, By Platform, By VR Headset, As of 2018

    Table 2: United States Fixed Broadband Penetration Rate, 2013-2017

    Table 3: United States Gross Domestic Product (GDP) Per Capita Current Price, 2015-2023F (USD)

    Table 4: United States Annual Spending on Video Game Content, 2013-2017 (USD Billion)

    Table 5: Top Grossing Virtual Reality Games on STEAM, By Name, By Company, 2017