Virtual Reality Headsets See Explosive Growth

Virtual reality headsets grew more than 50% in the first quarter of 2021 compared with the same period last year, according to a new report. Facebook, which has owned Oculus since 2014, was one of the key driving factors.

According to information released by market research firm IDC, shipments of VR headsets grew 52.4% in Q1 2021. For the year, IDC is forecasting somewhat lower growth as a result of component shortages impacting all areas of technology. For the year, IDC predicted headset shipments of about 7.15 million, with compound annual growth through 2025 anticipated at 41.4%. Headset shipments are expected to hit 28.6 million units in 2025.

"Oculus has single-handedly driven growth in the market as the company managed to capture almost two thirds share of global VR headset shipments during the quarter," said Jitesh Ubrani, research manager for IDC's Mobile and Consumer Device Trackers, in a prepared statement. "While the company currently dominates the consumer segment it faces competition in the commercial segment and its lack of presence in China leaves an opportunity for local brands as well as brands that can cater to businesses."

According to IDC’s Worldwide Quarterly Augmented and Virtual Reality Headset Tracker: “Standalone headsets, which feature an all-encompassing design such as the Oculus Quest 2 or the HTC Vive Focus, accounted for the vast majority of shipments, capturing 82.7% share during the quarter, up from 50.5% in the first quarter of 2020. The growing popularity of gaming, as well as fitness, has helped spread consumer awareness of VR, while companies like Facebook have made the tech more accessible.”

Tom Mainelli, group vice president, Device & Consumer Research at IDC, said VR is playing an increasingly important role in “driving next-generation collaboration, training, and digital events."

Further details can be found on IDC’s Worldwide Quarterly Augmented and Virtual Reality Headset Tracker.

About the Author

David Nagel is the former editorial director of 1105 Media's Education Group and editor-in-chief of THE Journal, STEAM Universe, and Spaces4Learning. A 30-year publishing veteran, Nagel has led or contributed to dozens of technology, art, marketing, media, and business publications.

He can be reached at [email protected]. You can also connect with him on LinkedIn at https://www.linkedin.com/in/davidrnagel/ .


Featured

  • teacher and children working with a LEGO Education Science kit

    LEGO Education Debuts Science Kits for Hands-on Learning

    LEGO Education has announced a new learning solution to engage students in hands-on science learning. Available in three kits by grade band, LEGO Education Science provides 120-plus standards-aligned science lessons, teacher materials, and select LEGO bricks and hardware.

  • school building split in half, with one side collapsing into a dark hole

    Office of Educational Technology, National Center for Education Statistics Fall Victim to ED Cuts

    The U.S. Department of Education has announced cuts of nearly half of its staff, numbering more than 1,300 workers, according to AP reporting. While official details on the cuts are not available, early commentary on LinkedIn has revealed drastic cuts in the areas of educational technology and data.

  • Two digital hands made of interconnected lines and nodes shaking hands firmly against a minimal technological background

    IBM to Acquire AI and Data Solutions Provider DataStax

    IBM has announced the planned acquisition AI and data solutions provider DataStax, in a move aimed at enhancing its watsonx portfolio and advancing generative artificial intelligence (AI) capabilities for enterprises.

  • zSpace Imagine Learning Solution

    zSpace Debuts Headset-Free AR/VR System

    Immersive learning company zSpace has announced the zSpace Imagine Learning Solution, a headset-free AR/VR laptop system designed for elementary education. The all-in-one platform integrates hardware, software, and hands-on lessons to create dynamic learning experiences for young students.