The global [FURL=https://www.reportsanddata.com/report-detail/virtual-reality-headsets-market]Virtual Reality (VR) Headsets Market[/FURL] is expected to reach USD 56.97 billion by 2026, according to a new report by Reports and Data. Virtual Reality (VR) Headsets are basically a kind of digital technology which allows users to enjoy 3D view of the contents developed for virtual reality experience. Virtual Reality (VR) Headsets aims to fully engulf users in a simulated environment to have a more engaging experience. The demand for Virtual Reality (VR) Headsets is stimulated by the growing demand from the gaming enthusiasts all-round the globe to have a better gaming experience in a fully immersive 3D space. Moreover, a rise application for virtual reality heads in the in the entertainment industry would also push the market growth.Get sample copy of the report @ [FURL]https://www.reportsanddata.com/sample-enquiry-form/1355[/FURL]
Key participants include Sony Corporation, Google, Samsung Electronics, HTC Corporation, Facebook, Microsoft, Vuzix, Leapmotion, Eon Reality, and LG Electronics Inc.
Further key findings from the report suggest
The tethered Virtual Reality (VR) Headsets with more than 90% of the market share leads the market in the year 2018 and is expected to maintain its dominance throughout the forecast period.
• Standalone headsets are projected to have the highest growth rate throughout the forecast period.
The market for Virtual Reality (VR) Headsets in North America is expected to grow at a CAGR of 22.5% during the forecast period.
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Type Outlook (Revenue, USD Billion; 2018-2026)
• Handheld
• Standalone
• Tethered
Component Outlook (Revenue, USD Billion; 2018-2026)
• Head Mounted Display
• Stereo sound System
• Head Motion Tracking Sensor
• Others
Application Outlook (Revenue, USD Billion; 2018-2026)
• Gaming and Entertainment
• Consumer Electronics
• Medical Service
• Automobile
• Military, Aerospace and Defense
• Education
• Others
Regional Outlook (Revenue, USD Billion; 2018-2026)
• North America
o U.S.
• Europe
o Germany
o UK
• Asia Pacific
o China
o India
• Latin America
o Brazil
• MEA
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Objective of Studies:
• To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the global Virtual Reality (VR) Headsets market.
• To provide insights about factors affecting the market growth. To analyze the Virtual Reality (VR) Headsets market based on various factors- price analysis, supply chain analysis, Porte five force analysis etc.
• To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, Latin America and Rest of the World.
• To provide country level analysis of the market with respect to the current market size and future prospective.
• To provide country level analysis of the market for segment by application, product type and sub-segments.
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