TOP CATEGORY: Chemicals & Materials | Life Sciences | Banking & Finance | ICT Media
United States Virtual Reality All-in-one Headset market size was valued at US$ 1.23 billion in 2024 and is projected to reach US$ 2.15 billion by 2030, at a CAGR of 9.7% during the forecast period 2024-2030.
Self-contained VR devices that integrate all necessary components (display, processors, sensors) into a single unit, requiring no external computer or smartphone to operate.
The U.S. Virtual Reality All-in-one Headset market is experiencing rapid growth, driven by increasing consumer interest in immersive experiences and the expanding applications of VR in gaming, education, and enterprise training. The U.S. virtual reality market, valued at $7.8 billion in 2023, sees standalone headsets as a key growth driver.
Key trends include the development of higher resolution displays for improved visual fidelity, integration of advanced hand tracking and gesture recognition technologies, and creation of social VR platforms for shared experiences. The market faces challenges from the need for compelling content to drive adoption and concerns about motion sickness in some users. Opportunities exist in developing industry-specific VR solutions for sectors like healthcare and real estate, and creating lightweight, comfortable designs for extended wear. With VR and AR headset shipments in the U.S. reaching 13.5 million units in 2023, there's growing mainstream adoption of immersive technologies. The market aligns with the broader trend of the metaverse, with major tech companies investing heavily in VR hardware and software development.
This report contains market size and forecasts of Virtual Reality All-in-one Headset in United States, including the following market information:
Report Includes
This report presents an overview of United States market for Virtual Reality All-in-one Headset , sales, revenue and price. Analyses of the United States market trends, with historic market revenue/sales data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report focuses on the Virtual Reality All-in-one Headset sales, revenue, market share and industry ranking of main manufacturers, data from 2019 to 2024. Identification of the major stakeholders in the United States Virtual Reality All-in-one Headset market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues.
This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type, and by Sales Channels, sales, revenue, and price, from 2019 to 2030. Evaluation and forecast the market size for Humidifier sales, projected growth trends, production technology, sales channels and end-user industry.
Key Companies covered in this report:
The report also provides analysis of leading market participants including:
Key Indicators Analysed
Key Benefits of This Market Research:
Key Reasons to Buy this Report:
We offer additional regional and global reports that are similar:
Customization of the Report: In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are meet.
1.1 Virtual Reality All-in-one Headset Product Introduction
1.2.1 United Statesn Virtual Reality All-in-one Headset Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Low-end Device
1.2.3 Mid-range Device
1.2.4 High-end Device
1.3.1 United States Virtual Reality All-in-one Headset Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Video Games
1.3.3 Healthcare
1.3.4 Media & Entertainment
1.3.5 Manufacturing
1.3.6 Retail
1.3.7 Education
1.3.8 Telecommunications
1.3.9 Others
1.4 United States Virtual Reality All-in-one Headset Sales Estimates and Forecasts 2019-2030
1.5 United States Virtual Reality All-in-one Headset Hydrocephalus Shunts Revenue Estimates and Forecasts 2019-2030
1.6 Study Objectives
1.7 Years Considered
2.1 United States Virtual Reality All-in-one Headset Sales by Manufacturers
2.1.1 United States Virtual Reality All-in-one Headset Sales by Manufacturers (2019-2024)
2.1.2 United States Virtual Reality All-in-one Headset Sales Market Share by Manufacturers (2019-2024)
2.1.3 Top Largest Manufacturers of Virtual Reality All-in-one Headset in 2023 in United States
2.2 United States Virtual Reality All-in-one Headset Revenue by Manufacturers
2.2.1 United States Virtual Reality All-in-one Headset Revenue by Manufacturers (2019-2024)
2.2.2 United States Virtual Reality All-in-one Headset Revenue Market Share by Manufacturers (2019-2024)
2.2.3 United States Top Companies by Virtual Reality All-in-one Headset Revenue in 2023
2.3 United States Virtual Reality All-in-one Headset Sales Price by Manufacturers (2019-2024)
2.4 Analysis of Competitive Landscape
2.4.1 Manufacturers Market Concentration Ratio (CR3 and HHI)
2.4.2 United States Virtual Reality All-in-one Headset by Company Type (Tier 1, Tier 2, and Tier 3)
2.4.3 United States Virtual Reality All-in-one Headset Manufacturers Geographical Distribution
2.5 Mergers & Acquisitions, Expansion Plans
3.1 Virtual Reality All-in-one Headset Market Size by Region: 2019-2030
3.1.1 United States Virtual Reality All-in-one Headset Sales by Region: 2019-2024
3.1.2 United States Virtual Reality All-in-one Headset Sales Forecast by Region (2025-2030)
3.1.3 United States Virtual Reality All-in-one Headset Revenue by Region: 2019-2024
3.1.4 United States Virtual Reality All-in-one Headset Revenue Forecast by Region (2025-2030)
4.1 United States Virtual Reality All-in-one Headset Sales by Type
4.1.1 United States Virtual Reality All-in-one Headset Historical Sales by Type (2019-2024)
4.1.2 United States Virtual Reality All-in-one Headset Forecasted Sales by Type (2025-2030)
4.1.3 United States Virtual Reality All-in-one Headset Sales Market Share by Type (2019-2030)
4.2 United States Virtual Reality All-in-one Headset Revenue by Type
4.2.1 United States Virtual Reality All-in-one Headset Historical Revenue by Type (2019-2024)
4.2.2 United States Virtual Reality All-in-one Headset Forecasted Revenue by Type (2025-2030)
4.2.3 United States Virtual Reality All-in-one Headset Revenue Market Share by Type (2019-2030)
4.3 United States Virtual Reality All-in-one Headset Price by Type
4.3.1 United States Virtual Reality All-in-one Headset Price by Type (2019-2024)
4.3.2 United States Virtual Reality All-in-one Headset Price Forecast by Type (2025-2030)
5.1 United States Virtual Reality All-in-one Headset Sales by Application
5.1.1 United States Virtual Reality All-in-one Headset Historical Sales by Application (2019-2024)
5.1.2 United States Virtual Reality All-in-one Headset Forecasted Sales by Application (2025-2030)
5.1.3 United States Virtual Reality All-in-one Headset Sales Market Share by Application (2019-2030)
5.2 United States Virtual Reality All-in-one Headset Revenue by Application
5.2.1 United States Virtual Reality All-in-one Headset Historical Revenue by Application (2019-2024)
5.2.2 United States Virtual Reality All-in-one Headset Forecasted Revenue by Application (2025-2030)
5.2.3 United States Virtual Reality All-in-one Headset Revenue Market Share by Application (2019-2030)
5.3 United States Virtual Reality All-in-one Headset Price by Application
5.3.1 United States Virtual Reality All-in-one Headset Price by Application (2019-2024)
5.3.2 United States Virtual Reality All-in-one Headset Price Forecast by Application (2025-2030)
6.1 Meta (formerly Oculus)
6.1.1 Meta (formerly Oculus) Corporation Information
6.1.2 Meta (formerly Oculus) Overview
6.1.3 Meta (formerly Oculus) in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.1.4 Meta (formerly Oculus) Virtual Reality All-in-one Headset Product Introduction
6.1.5 Meta (formerly Oculus) Recent Developments
6.2 HTC
6.2.1 HTC Corporation Information
6.2.2 HTC Overview
6.2.3 HTC in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.2.4 HTC Virtual Reality All-in-one Headset Product Introduction
6.2.5 HTC Recent Developments
6.3 Sony
6.3.1 Sony Corporation Information
6.3.2 Sony Overview
6.3.3 Sony in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.3.4 Sony Virtual Reality All-in-one Headset Product Introduction
6.3.5 Sony Recent Developments
6.4 Valve
6.4.1 Valve Corporation Information
6.4.2 Valve Overview
6.4.3 Valve in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.4.4 Valve Virtual Reality All-in-one Headset Product Introduction
6.4.5 Valve Recent Developments
6.5 HP
6.5.1 HP Corporation Information
6.5.2 HP Overview
6.5.3 HP in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.5.4 HP Virtual Reality All-in-one Headset Product Introduction
6.5.5 HP Recent Developments
6.6 Dell
6.6.1 Dell Corporation Information
6.6.2 Dell Overview
6.6.3 Dell in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.6.4 Dell Virtual Reality All-in-one Headset Product Introduction
6.6.5 Dell Recent Developments
6.7 Lenovo
6.7.1 Lenovo Corporation Information
6.7.2 Lenovo Overview
6.7.3 Lenovo in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.7.4 Lenovo Virtual Reality All-in-one Headset Product Introduction
6.7.5 Lenovo Recent Developments
6.8 Samsung
6.8.1 Samsung Corporation Information
6.8.2 Samsung Overview
6.8.3 Samsung in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.8.4 Samsung Virtual Reality All-in-one Headset Product Introduction
6.8.5 Samsung Recent Developments
6.9 Microsoft
6.9.1 Microsoft Corporation Information
6.9.2 Microsoft Overview
6.9.3 Microsoft in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.9.4Microsoft Virtual Reality All-in-one Headset Product Introduction
6.9.5 Microsoft Recent Developments
6.10 Pico Interactive
6.10.1 Pico Interactive Corporation Information
6.10.2 Pico Interactive Overview
6.10.3 Pico Interactive in United States: Virtual Reality All-in-one Headset Sales, Price, Revenue and Gross Margin (2019-2024)
6.10.4 Pico Interactive Virtual Reality All-in-one Headset Product Introduction
6.10.5 Pico Interactive Recent Developments
7.1 Virtual Reality All-in-one Headset Industry Chain Analysis
7.2 Virtual Reality All-in-one Headset Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Virtual Reality All-in-one Headset Production Mode & Process
7.4 Virtual Reality All-in-one Headset Sales and Marketing
7.4.1 Virtual Reality All-in-one Headset Sales Channels
7.4.2 Virtual Reality All-in-one Headset Distributors
7.5 Virtual Reality All-in-one Headset Customers
8.1.1 Virtual Reality All-in-one Headset Industry Trends
8.1.2 Virtual Reality All-in-one Headset Market Drivers
8.1.3 Virtual Reality All-in-one Headset Market Challenges
8.1.4 Virtual Reality All-in-one Headset Market Restraints
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Frequently Asked Questions ?