Region:North America
Author(s):Sanjna Verma
Product Code:KROD881
By Component: By Component, USA virtual reality market is segmented into hardware, software & services. In 2023, Hardware segment dominated the market. It is due to the high demand for VR headsets and controllers. Innovations and decreasing costs are driving consumer adoption. This drives consumer demand for the latest VR headsets and accessories, keeping the hardware segment at the forefront.
By End-User: By End-User, the market is segmented into gaming & entertainment, healthcare, education, retail & e-commerce. In 2023, Gaming & Entertainment segment dominates the market. This segment is dominant due to the immersive experience VR provides, high consumer engagement, and substantial investment from major gaming companies.
By Application: The market is segmented into consumer, commercial & enterprise. In 2023, the consumer segment dominates the market. The US boasts a massive and enthusiastic gaming community. VR gaming has been a major driver of VR adoption, with consumers eager to experience immersive games. This creates a large and active consumer base for VR hardware.
Company Name |
Establishment Year |
Headquarters |
Oculus VR (Facebook Technologies) |
2012 |
Menlo Park, California |
HTC Corporation |
1997 |
Taoyuan City, Taiwan |
Sony Interactive Entertainment |
1993 |
San Mateo, California |
Microsoft Corporation |
1975 |
Redmond, Washington |
Google LLC |
1998 |
Mountain View, California |
The USA VR market is expected to continue its robust growth, driven by technological advancements, increased investment in VR content, and expanding applications across various industries.
By Component |
Hardware Software Services |
By End-User |
Gaming & Entertainment Healthcare Education Retail E-commerce |
By Application |
Consumer Commercial Enterprise  |
1.1 USA Virtual Reality Market Taxonomy
3.1 USA Virtual Reality Market Growth Drivers
3.2 USA Virtual Reality Market Challenges and Issues
3.3 USA Virtual Reality Market Trends and Development
3.4 USA Virtual Reality Market Government Regulation
3.5 USA Virtual Reality Market SWOT Analysis
3.6 USA Virtual Reality Market Stake Ecosystem
3.7 USA Virtual Reality Market Competition Ecosystem
4.1 USA Virtual Reality Market Segmentation by Component, By Value (In %), 2023
4.2 USA Virtual Reality Market Segmentation by End-User, By Value (In %), 2023
4.3 USA Virtual Reality Market Segmentation by Application, By Value (In %), 2023
5.1 USA Virtual Reality Market t Cross-Comparison (no. of employees, company overview, business strategy, USP, recent development, operational parameters, financial parameters and advanced analytics)
7.1 USA Virtual Reality Market Segmentation by Component, By Value (In %), 2028
7.2 USA Virtual Reality Market Segmentation by End-User, By Value (In %), 2028
7.3 USA Virtual Reality Market Segmentation by Application, By Value (In %), 2028
8.1 USA Virtual Reality Market TAM/SAM/SOM Analysis
8.2 USA Virtual Reality Market Customer Cohort Analysis
8.3 USA Virtual Reality Market Marketing Initiatives
8.4 USA Virtual Reality Market White Space Opportunity Analysis
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Ecosystem creation for all the major entities and referring to multiple secondary and proprietary databases to perform desk research around market to collate industry level information.Â
Collating statistics on USA virtual reality market over the years, penetration of marketplaces and service providers ratio to compute revenue generated for USA virtual reality market. We will also review service quality statistics to understand revenue generated which can ensure accuracy behind the data points shared.Â
Building market hypothesis and conducting CATIs with industry experts belonging to different companies to validate statistics and seek operational and financial information from company representatives.Â
Our team will approach multiple virtual reality companies and understand nature of product segments and sales, consumer preference and other parameters, which will support us validate statistics derived through bottom to top approach from virtual reality companies.Â
The current market size is $3 billion in 2023, driven by increasing adoption of VR in various sectors such as gaming, healthcare, education, and real estate.
Major players include Meta, HTC Corporation, Sony Corporation, Google LLC, and Microsoft Corporation.
Key growth drivers include technological advancements, rising consumer demand, enterprise adoption, healthcare integration and educational applications.
Major challenges include high costs, technical limitations, limited content availability, user acceptance and regulatory hurdles.
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