The global market for Mobile VR Glasses was valued at US$ 10330 million in the year 2024 and is projected to reach a revised size of US$ 27460 million by 2031, growing at a CAGR of 15.2% during the forecast period.
The VR glasses use a technology called head-tracking, which changes the field of vision as a person turns their head. The technology may not be perfect, as there is latency if the head moves too fast. Still, it does offer an immersive experience.
North American market for Mobile VR Glasses is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Mobile VR Glasses is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global manufacturers of Mobile VR Glasses include Oculus, SONY, SAMSUNG, Valve Index, Antvr, 3Glasses, DeePoon, Avegant Glyph, HP, Google, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Mobile VR Glasses, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Mobile VR Glasses.
The Mobile VR Glasses market size, estimations, and forecasts are provided in terms of output/shipments (Tons) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Mobile VR Glasses market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Mobile VR Glasses manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
麻豆原创 Segmentation
By Company
Oculus
SONY
SAMSUNG
Valve Index
Antvr
3Glasses
DeePoon
Avegant Glyph
HP
Google
by Type
Integrated VR Glasses
PC External VR Glasses
by Application
Game
Education
Military
Others
Production by Region
North America
Europe
China
Japan
Consumption by Region
North America
U.S.
Canada
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Europe
Germany
France
U.K.
Italy
Russia
Rest of Europe
Latin America, Middle East & Africa
Mexico
Brazil
Turkey
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Mobile VR Glasses manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Production/output, value of Mobile VR Glasses by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 4: Consumption of Mobile VR Glasses in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 5: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Mobile VR Glasses 麻豆原创 Overview
1.1 Product Definition
1.2 Mobile VR Glasses by Type
1.2.1 Global Mobile VR Glasses 麻豆原创 Value Growth Rate Analysis by Type: 2024 VS 2031
1.2.2 Integrated VR Glasses
1.2.3 PC External VR Glasses
1.3 Mobile VR Glasses by Application
1.3.1 Global Mobile VR Glasses 麻豆原创 Value Growth Rate Analysis by Application: 2024 VS 2031
1.3.2 Game
1.3.3 Education
1.3.4 Military
1.3.5 Others
1.4 Global 麻豆原创 Growth Prospects
1.4.1 Global Mobile VR Glasses Production Value Estimates and Forecasts (2020-2031)
1.4.2 Global Mobile VR Glasses Production Capacity Estimates and Forecasts (2020-2031)
1.4.3 Global Mobile VR Glasses Production Estimates and Forecasts (2020-2031)
1.4.4 Global Mobile VR Glasses 麻豆原创 Average Price Estimates and Forecasts (2020-2031)
1.5 Assumptions and Limitations
2 麻豆原创 Competition by Manufacturers
2.1 Global Mobile VR Glasses Production 麻豆原创 Share by Manufacturers (2020-2025)
2.2 Global Mobile VR Glasses Production Value 麻豆原创 Share by Manufacturers (2020-2025)
2.3 Global Key Players of Mobile VR Glasses, Industry Ranking, 2023 VS 2024
2.4 Global Mobile VR Glasses 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.5 Global Mobile VR Glasses Average Price by Manufacturers (2020-2025)
2.6 Global Key Manufacturers of Mobile VR Glasses, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Mobile VR Glasses, Product Offered and Application
2.8 Global Key Manufacturers of Mobile VR Glasses, Date of Enter into This Industry
2.9 Mobile VR Glasses 麻豆原创 Competitive Situation and Trends
2.9.1 Mobile VR Glasses 麻豆原创 Concentration Rate
2.9.2 Global 5 and 10 Largest Mobile VR Glasses Players 麻豆原创 Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Mobile VR Glasses Production by Region
3.1 Global Mobile VR Glasses Production Value Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.2 Global Mobile VR Glasses Production Value by Region (2020-2031)
3.2.1 Global Mobile VR Glasses Production Value by Region (2020-2025)
3.2.2 Global Forecasted Production Value of Mobile VR Glasses by Region (2026-2031)
3.3 Global Mobile VR Glasses Production Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.4 Global Mobile VR Glasses Production Volume by Region (2020-2031)
3.4.1 Global Mobile VR Glasses Production by Region (2020-2025)
3.4.2 Global Forecasted Production of Mobile VR Glasses by Region (2026-2031)
3.5 Global Mobile VR Glasses 麻豆原创 Price Analysis by Region (2020-2025)
3.6 Global Mobile VR Glasses Production and Value, Year-over-Year Growth
3.6.1 North America Mobile VR Glasses Production Value Estimates and Forecasts (2020-2031)
3.6.2 Europe Mobile VR Glasses Production Value Estimates and Forecasts (2020-2031)
3.6.3 China Mobile VR Glasses Production Value Estimates and Forecasts (2020-2031)
3.6.4 Japan Mobile VR Glasses Production Value Estimates and Forecasts (2020-2031)
4 Mobile VR Glasses Consumption by Region
4.1 Global Mobile VR Glasses Consumption Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
4.2 Global Mobile VR Glasses Consumption by Region (2020-2031)
4.2.1 Global Mobile VR Glasses Consumption by Region (2020-2025)
4.2.2 Global Mobile VR Glasses Forecasted Consumption by Region (2026-2031)
4.3 North America
4.3.1 North America Mobile VR Glasses Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.3.2 North America Mobile VR Glasses Consumption by Country (2020-2031)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe Mobile VR Glasses Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.4.2 Europe Mobile VR Glasses Consumption by Country (2020-2031)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific Mobile VR Glasses Consumption Growth Rate by Region: 2020 VS 2024 VS 2031
4.5.2 Asia Pacific Mobile VR Glasses Consumption by Region (2020-2031)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Mobile VR Glasses Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.6.2 Latin America, Middle East & Africa Mobile VR Glasses Consumption by Country (2020-2031)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
4.6.6 GCC Countries
5 Segment by Type
5.1 Global Mobile VR Glasses Production by Type (2020-2031)
5.1.1 Global Mobile VR Glasses Production by Type (2020-2025)
5.1.2 Global Mobile VR Glasses Production by Type (2026-2031)
5.1.3 Global Mobile VR Glasses Production 麻豆原创 Share by Type (2020-2031)
5.2 Global Mobile VR Glasses Production Value by Type (2020-2031)
5.2.1 Global Mobile VR Glasses Production Value by Type (2020-2025)
5.2.2 Global Mobile VR Glasses Production Value by Type (2026-2031)
5.2.3 Global Mobile VR Glasses Production Value 麻豆原创 Share by Type (2020-2031)
5.3 Global Mobile VR Glasses Price by Type (2020-2031)
6 Segment by Application
6.1 Global Mobile VR Glasses Production by Application (2020-2031)
6.1.1 Global Mobile VR Glasses Production by Application (2020-2025)
6.1.2 Global Mobile VR Glasses Production by Application (2026-2031)
6.1.3 Global Mobile VR Glasses Production 麻豆原创 Share by Application (2020-2031)
6.2 Global Mobile VR Glasses Production Value by Application (2020-2031)
6.2.1 Global Mobile VR Glasses Production Value by Application (2020-2025)
6.2.2 Global Mobile VR Glasses Production Value by Application (2026-2031)
6.2.3 Global Mobile VR Glasses Production Value 麻豆原创 Share by Application (2020-2031)
6.3 Global Mobile VR Glasses Price by Application (2020-2031)
7 Key Companies Profiled
7.1 Oculus
7.1.1 Oculus Mobile VR Glasses Company Information
7.1.2 Oculus Mobile VR Glasses Product Portfolio
7.1.3 Oculus Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.1.4 Oculus Main Business and 麻豆原创s Served
7.1.5 Oculus Recent Developments/Updates
7.2 SONY
7.2.1 SONY Mobile VR Glasses Company Information
7.2.2 SONY Mobile VR Glasses Product Portfolio
7.2.3 SONY Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.2.4 SONY Main Business and 麻豆原创s Served
7.2.5 SONY Recent Developments/Updates
7.3 SAMSUNG
7.3.1 SAMSUNG Mobile VR Glasses Company Information
7.3.2 SAMSUNG Mobile VR Glasses Product Portfolio
7.3.3 SAMSUNG Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.3.4 SAMSUNG Main Business and 麻豆原创s Served
7.3.5 SAMSUNG Recent Developments/Updates
7.4 Valve Index
7.4.1 Valve Index Mobile VR Glasses Company Information
7.4.2 Valve Index Mobile VR Glasses Product Portfolio
7.4.3 Valve Index Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.4.4 Valve Index Main Business and 麻豆原创s Served
7.4.5 Valve Index Recent Developments/Updates
7.5 Antvr
7.5.1 Antvr Mobile VR Glasses Company Information
7.5.2 Antvr Mobile VR Glasses Product Portfolio
7.5.3 Antvr Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.5.4 Antvr Main Business and 麻豆原创s Served
7.5.5 Antvr Recent Developments/Updates
7.6 3Glasses
7.6.1 3Glasses Mobile VR Glasses Company Information
7.6.2 3Glasses Mobile VR Glasses Product Portfolio
7.6.3 3Glasses Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.6.4 3Glasses Main Business and 麻豆原创s Served
7.6.5 3Glasses Recent Developments/Updates
7.7 DeePoon
7.7.1 DeePoon Mobile VR Glasses Company Information
7.7.2 DeePoon Mobile VR Glasses Product Portfolio
7.7.3 DeePoon Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.7.4 DeePoon Main Business and 麻豆原创s Served
7.7.5 DeePoon Recent Developments/Updates
7.8 Avegant Glyph
7.8.1 Avegant Glyph Mobile VR Glasses Company Information
7.8.2 Avegant Glyph Mobile VR Glasses Product Portfolio
7.8.3 Avegant Glyph Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.8.4 Avegant Glyph Main Business and 麻豆原创s Served
7.8.5 Avegant Glyph Recent Developments/Updates
7.9 HP
7.9.1 HP Mobile VR Glasses Company Information
7.9.2 HP Mobile VR Glasses Product Portfolio
7.9.3 HP Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.9.4 HP Main Business and 麻豆原创s Served
7.9.5 HP Recent Developments/Updates
7.10 Google
7.10.1 Google Mobile VR Glasses Company Information
7.10.2 Google Mobile VR Glasses Product Portfolio
7.10.3 Google Mobile VR Glasses Production, Value, Price and Gross Margin (2020-2025)
7.10.4 Google Main Business and 麻豆原创s Served
7.10.5 Google Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Mobile VR Glasses Industry Chain Analysis
8.2 Mobile VR Glasses Raw Material Supply Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Mobile VR Glasses Production Mode & Process Analysis
8.4 Mobile VR Glasses Sales and 麻豆原创ing
8.4.1 Mobile VR Glasses Sales Channels
8.4.2 Mobile VR Glasses Distributors
8.5 Mobile VR Glasses Customer Analysis
9 Mobile VR Glasses 麻豆原创 Dynamics
9.1 Mobile VR Glasses Industry Trends
9.2 Mobile VR Glasses 麻豆原创 Drivers
9.3 Mobile VR Glasses 麻豆原创 Challenges
9.4 Mobile VR Glasses 麻豆原创 Restraints
10 Research Findings and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 麻豆原创 Size Estimation
11.1.3 麻豆原创 Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
Oculus
SONY
SAMSUNG
Valve Index
Antvr
3Glasses
DeePoon
Avegant Glyph
HP
Google
听
听
*If Applicable.