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The global virtual reality headset industry is growing at a rate of nearly 52%, with Facebook taking the lead.

The global virtual reality headset industry is growing at a rate of nearly 52%, with Facebook taking the lead.

The global virtual reality headset industry is growing at a rate of nearly 52%, with Facebook taking the lead. According to another IDC study, global sales of augmented reality (VR) headsets increased by 52.4 percent. Year over year in the first quarter of 2021, with Facebook being the main force behind the increase.

Separate headsets, such as the Oculus Quest 2 or the HTC Vive Focus. Accounted for a significant portion of sales during the period, accounting for 82.7 percent of total transactions. An increase from 50.5 percent in the first quarter of 2020.

According to IDC, the growing popularity of gaming and fitness has contributed to increasing public familiarity with virtual reality. While companies such as Facebook have made the technology more widely accessible.

According to Jitesh Ubrani, research supervisor for IDC’s Mobile and Consumer Device Trackers. “Oculus was the lone driver of market growth during the quarter. Comprising about 66 percent of global augmented experience headset sales.”

The association is now the market leader in the buyer area, but it confronts a test in the business locality. And its non-participation from China provides an opportunity for brands and business-centered organizations to close, according to the president.

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In addition to Oculus, Chinese companies DPVR and Pico had strong quarters, finishing as the second and third-placed organizations, respectively, with year-over-year growth rates of 108.6 and 44.7 percent, according to the company.

HTC and Sony were able to maintain a balance among the top five manufacturers of computer-generated reality headsets.

In 2021, IDC predicts that sales of virtual reality headsets would grow by 28.9 percent year on year (YoY).

Despite the fact that long-term prospects are bright, global sales are expected to reach 28.6 million by 2025, representing a 41.4 percent compound annual growth rate (CAGR) over the next five years.

IDC’s Tom Mainelli, group VP, Device and Consumer Research, stated, “As associations prepare for a future in which people who are very close and far away from work coexist, we expect that extended reality will play an increasingly important role in enabling cutting-edge created effort, preparing for, and advanced occasions.”

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Written by Ankur J Kakoti

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