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The valuation of Global Virtual Reality Headset Market is expected to surpass USD 121.9 billion by the year 2032 from USD 13 Billion in 2023, expanding steadily at the highest CAGR of 29.1%.
As the need for novel and captivating digital experiences grows, VR headsets have emerged as a perfect device to fulfill this demand. These technologically advanced devices transport users into digitally simulated environments, providing a profound sense of presence and engagement. The vibrant sector of technological innovation and market competition allows users to traverse the realms of imagination and practicality alike. As the boundaries of what is achievable within virtual environments continue to evolve, the Market is poised to further transform how individuals perceive, interact with, and derive value from the digital realm.
These sophisticated devices offer users simulated environments with heightened engagement. Industry leaders and agile startups compete to craft advanced, user-centric VR headsets, spanning tethered, standalone, and smartphone-linked types. VR’s fusion with augmented and mixed reality expands applications beyond entertainment by impacting education, healthcare, and remote collaboration.
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Note: Actual Numbers Might Vary In The Final Report
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The global virtual reality headset market size is projected to be worth around USD 117.92 billion by 2032 from USD 8.2 billion in 2022 with a CAGR of 30.60%.
In 2021, unit sales of virtual reality (VR) headsets worldwide are forecast to amount to 6.1 million units, bringing the total cumulative installed base to 16.44 million units. By 2024, the cumulative installed base of VR headsets is expected to surpass the 34 million mark.
VR headset brands
Oculus VR headsets are by far the most popular extended reality (XR) headsets on the market. The company’s newest product, the Oculus Quest 2, is also leading the way among Steam gamers. Continued improvements to VR hardware, such as introducing smaller and more fashionable devices, is likely to support the increased adoption of VR both in the consumer and industrial settings.
VR adoption in industry
Increased adoption of VR is expected across multiple industries: healthcare, education, workforce development, and manufacturing are expected to be among the sectors most disrupted by VR technology. In 2021, Emirates launched the first airline VR app, designed to allow customers to explore the cabin from the comfort of their home. Facebook also launched a VR remote work app, Horizon Workrooms, a VR experience specifically for people to work together in using the company’s Oculus headsets.
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United States virtual reality headset market is anticipated to exhibit a high CAGR in the forecast period, 2024-2028.
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Virtual Reality Headset Market size was valued at USD 19.1 Billion in 2023 and is projected to reach USD 118.92 Billion by 2030, growing at a CAGR of 30.36% during the forecast period 2024-2030.
Global Virtual Reality Headset Market Drivers
The market drivers for the Virtual Reality Headset Market can be influenced by various factors. These may include:
Developments in VR Technology: The capabilities and immersive experiences provided by VR headsets are being improved by ongoing developments in VR hardware and software. Consumer interest in virtual reality (VR) is being driven by innovations including broader field of vision, better ergonomics, enhanced tracking accuracy, and higher display resolutions.
Growth of VR Content and Applications: Demand for VR headsets is being driven by the availability of a wide variety of VR content and applications across a number of industries, including gaming, entertainment, education, healthcare, and enterprise. Customers are using virtual reality (VR) more and more for training, education, entertainment, and other purposes as developers continue to produce engaging VR experiences.
Growing Adoption in Entertainment and Gaming: VR gaming experiences are getting increasingly immersive and captivating, and gaming is still a big factor in VR gear sales. The demand for VR headsets among gamers and entertainment customers is being driven by the success of VR games as well as VR-enhanced movies, concerts, and other entertainment content.
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Virtual Reality (VR) Headset Market 2024-2028 :
The virtual reality (VR) headset market size is estimated to grow at a CAGR of 45.95% between 2023 and 2028. The market size is forecast to increase by USD 25,199.01 million. The growth of the market depends on several factors, including the rising interest and growth in the gaming industry, the decrease in hardware costs of VR headsets, and the advancements in cutting-edge technology. The use of computer modeling and simulation to create an artificial three-dimensional (3D) visual or other sensory world is known as virtual reality. VR apps use interactive devices, which can be worn as goggles, headsets, gloves, or body suits, to send and receive information and submerge the user in a computer-generated environment that mimics reality.
The report includes a comprehensive outlook on the Virtual Reality Headset Market, offering forecasts for the industry segmented by Application, which comprises commercial and individual. Additionally, it categorizes Type into mid-range device, low-end device, and high-end device, and covers Geography regions, including North America, APAC, Europe, Middle East and Africa, and South America. The report provides market size, historical data spanning from 2018 to 2022, and future projections, all presented in terms of value in USD billion for each of the mentioned segments.
What will be the size of the Virtual Reality VR Headset Market During the Forecast Period?
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Virtual Reality VR headset Market Overview
Driver
The rising interest and growth in the gaming industry is the key factor driving market growth. VR headset producers now have a rich market as a result of the convergence of cutting-edge technology and consumer demand for immersive experiences, which has driven virtual reality into the mainstream. The global virtual reality headset market has grown significantly owing to the massive expansion of the gaming sector during the COVID-19 pandemic in 2021.
Moreover, VR headsets provide a revolutionary solution to satisfy gamers' ongoing needs for experiences that are more realistic and immersive than ever before. Prominent gaming corporations, namely Oculus (a subsidiary of Meta Platforms), HTC, and Sony, have utilized this trend by creating superior virtual reality headsets, namely Oculus Rift, HTC Vive, and PlayStation VR. Thus, such factors involving the rising interest and growth in the gaming industry will propel the market's growth during the forecast period.
Trends
The growing AR/VR Integration introduced by vendors is the primary trend shaping market growth. The integration of AR/VR is gaining traction because of its ability to improve user experiences. This is especially true in the gaming industry, where major market layers are integrating AR elements into their VR games. For example, Microsoft's HoloLens 2 is an example of a technology that combines AR and VR. In the HoloLens 2, holographic images are superimposed on the users environment.
In addition to games, AR/VR is also being used in the enterprise sector for training, simulations, and collaboration. Market players such as Oculus and HTC have been creating VR headsets with augmented reality capabilities that are designed for business applications outside of gaming. The healthcare sector is also adopting AR/VR within VR headsets for medical education, patient training, and surgical design. Thus, such factors will drive the growth of the market during the forecast period.
Restrain
Rising health concerns and problems related to user comfort is a challenge that affects market growth. Motion sickness or virtual reality sickness phenomenon arises when there is a gap between the user's perception of the visual information and the actual motion they experience. Long-term usage of virtual environments can cause nausea, vertigo, and pain, which prevents VR technology from becoming widely used. As a result, market players are under pressure to create solutions that lessen these negative impacts and improve customer comfort.
In addition, prolonged VR headset usage leads to visual fatigue and eye strain. Because virtual reality is so immersive, users pay close attention, which causes eye strain and even long-term visual problems. Reducing eye strain technology such as higher display resolutions, refresh rates, and eye-tracking capabilities, are crucial to address these issues. Furthermore, it is critical to make sure the headset has enough ventilation and heat dissipation to avoid overheating, which can cause pain and even hurt the user's health. Thus, such factors may impede market growth during the forecast period.
Virtual Reality VR Headset Market Segmentation By Application
The market share growth by the commercial segment will be significant during the forecast period. Under the VR headset market, commercial applications c
The Global Virtual Reality Headset Market was valued at USD 7.8 Billion in 2022 and is projected to reach USD 72.45 Billion by 2031, expanding at a CAGR of 28.1% during the forecast period. The growth of the market is attributed to the high application of virtual reality (VR) in the automotive sectors and military.
Virtual reality headsets are a type of headgears that are attached with PCs, mobile phones, and gaming consoles to provides a real life virtual experience to the users. VR technology make utilize of near to eye display, which gets amalgamated with technical gadgets very easily. The VR has its application in various sectors apart from the gaming sector such as automotive and medical to provide superior consumer experience. The increasing product acceptance in the entertainment and gaming industries is propelling the preference for VR HMDs (Head-Mounted Devices). Several key manufacturers in the market are constantly launching innovative products that provide superior entertainment experiences and offer high quality in the VR gaming sector.
VR technology has significant impact on the retail industry as there is significant change in the preference of the customers for virtual shopping experience. The VR provides the consumers an option to purchase products from anywhere with an in-store virtual experience. The technology enhances the buyers’ convenience such as retail-accessibility, detailed product information, and fast as well as convenient digital shopping experience. A large number of people have learned to utilize the automated & innovative Pickup Tower vending units in proper controlled settings which were used in retail stores. The COVID-19 pandemic impacted the world business due to the movement restrictions and emergency lockdown. However, the VR devices market gained its momentum during the pandemic as several industries have increasingly used these technology for several activities such as online learning and teaching activities. For example, in the U.K., training of medical professionals for the use of medical techniques are primarily conducted using the VR headsets.
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VR Headset Statistics: The use of virtual reality (VR) technology is rapidly increasing worldwide. Most VR demands come from growing industries such as entertainment, education, medical, gaming, retail, life events, etc. VR headsets help create a wholly simulated virtual environment and enhance interactive and engaging user experiences, mainly in the gaming and entertainment industries. You are on the right track if you want a more detailed analysis of the VR headset market. This VR Headset Statistics includes several impactful insights that will guide you in understanding different segments of VR headsets worldwide.
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Market Definition:
The Augmented Reality and Virtual Reality Headset Market size was valued at USD 4.48 billion in 2021 and is predicted to reach USD 105.69 billion by 2030 at a CAGR of 35.3% from 2022 to 2030.
In terms of volume, Global XR headset shipments are expected to grow to 271 million units in 2030 from 11 million units in 2021. Augmented reality (AR) is a technology that offers a versatile digital experience in the real world and provides real-time experience to the consumer. In comparison, virtual reality (VR) is a technology developed with the help of 3D programs that create an artificial world, different from a user’s surroundings. Extended Reality (XR) gadgets, which include AR and VR headsets, have changed how people use screens by creating new & exciting interactive experiences. These headsets are used in various industries such as education & training, healthcare, construction, and real estate for different purposes on a large scale. In education, the XR headsets are used to attract students’ attention by displaying 3D objects in the classroom. In construction areas, they are used to visualize working models and also, to take virtual tours before construction begins.
Market Dynamics and Trends:
The use of AR and VR in the healthcare sector has significantly contributed to the growth of the market. Surgeons use AR to view intricate areas inside the human body while performing minimally invasive surgeries. In contrast, VR is used to treat post-traumatic stress disorder (PTSD) and anxiety by displaying pictures of beaches, mountains, or rainforests that relax the patient’s mind. Also, AR and VR are in high demand in the gaming industry to provide gamers with simulated gameplay scenarios, sound, and other haptic feedback.
For instance, in April 2022, Meta announced that several VR games, such as Ghostbusters VR, Resident Evil 4, and NFL Pro Era, will be included in Meta’s Quest platform througho
In 2022, the number of augmented reality (AR) and virtual reality (VR) devices shipped worldwide reached 9.11 million units, with forecasts suggesting that this is set to fall to 7.45 million units in 2023.
AR/VR market
AR, VR, and mixed reality (MR) are the cornerstones of the extended reality (XR) field. XR technologies extend the reality we experience by either merging the virtual and the “real” worlds, or by creating a fully immersive experience. AR/VR headset vendors include Meta, Sony, and HTC who offer VR devices, while Microsoft, Magic Leap, Vuzix, and Apple offer AR headsets and glasses.
Metaverse
Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using VR headsets, AR glasses, smartphone apps, or other devices. The potential metaverse market opportunity ranges from 3.75 trillion U.S. dollars to 12.46 trillion U.S. dollars, depending on the share of the digital economy that shifts to the metaverse and market expansion. Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together.
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The global Virtual Reality (VR) Headset market size earned $7.01 billion in 2019 and is expected to generate $56.1 billion by 2026, a CAGR of about 29%.
During the September 2023 survey, just over 41 percent of Steam users with a virtual reality (VR) headset stated that they had an Oculus Quest 2. Overall, just under two percent of all Steam users reported to have a VR headset.
VR headsets
VR systems often use VR headsets to generate a simulated experience. Typically, these devices consist of a head-mounted display (HMD), a wraparound headset which does not allow light or images from the real world to interfere with the virtual one. VR headset suppliers include Meta Quest (previously Oculus), Sony, HTC, and Valve, with interest in these vendors often rising in line with the timing of new product releases.
Metaverse
Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Development of the metaverse will require collaboration across companies, creators, and policymakers. In addition to this, continued investment in product innovation and tech talent will also be needed.
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Virtual Reality (VR) is a computer-made world that seems very real. It's made up of things and places that you can see and feel as if you were actually there. VR is split into three main types: fully-immersive, where you feel completely in the VR world; non-immersive, where you're partly in the real world and partly in VR; and semi-immersive, which is a mix of the two. Looking ahead, by the year 2030, it's expected that in the United States, about 2.32 million jobs will be using VR. Also, the whole world's market for VR is predicted to reach a value of $26.9 billion by 2027, growing at a rate of 19% every year. These statistics show us how quickly VR is becoming popular all over the world. Editor’s Choice VR Users in the U.S.: There are now 65.9 million people using VR (Virtual Reality) in the U.S., a 15% increase from 64 million in 2022. VR Gaming Market: The global VR gaming market was worth $12.13 billion in 2022. It's predicted to decrease to $5.44 billion by 2028. Cost Barrier in VR Adoption: 55% of people interested in VR think it's too expensive. VR Ownership in the U.S. (2023): 57% of VR users are male, and 43% are female. Among those planning to buy VR, 69% are male, and 31% are female. VR Gaming Revenue (U.S.): The revenue from VR gaming in the U.S. is expected to grow from $1.6 billion in 2022 to $1.9 billion in 2023, reaching $2.4 billion by the end of 2024. Global VR Spending (2024): The world's spending on VR technology might reach $72.8 billion by 2024. Global VR Users: There will be around 171 million VR users worldwide. VR Spending Breakdown (2024): Commercial spending on VR will be about $10.9 billion, while consumer spending will be higher at $17.6 billion. VR Users in the U.S. (2023): The U.S. has 70.8 million VR users, making up 21% of its population. VR in Education: By 2024, the VR in the education market is expected to reach approximately $13 billion. Enterprise VR Use: Enterprise use of VR for training and simulation is projected to grow significantly, potentially reaching a market size of $5.5 billion by 2023. Healthcare VR Market: The VR market in healthcare is forecasted to grow to $30.40 billion by 2026. VR in Retail: VR in retail is anticipated to see a compound annual growth rate (CAGR) of around 20% in the next few years. AR and VR Investment: Investments in AR (Augmented Reality) and VR startups have exceeded $2 billion, indicating growing interest and confidence in these technologies. You May Also Like To Read Metaverse Statistics Artificial Intelligence Statistics Facial Recognition Statistics Machine Learning Statistics Quantum Computing Statistics NFT Statistics
The price per unit in the 'VR Headsets' segment of the consumer electronics market in the United States was forecast to continuously decrease between 2024 and 2028 by in total 3.3 U.S. dollars. According to this forecast in 2028, the indicator will have decreased for the fifth consecutive year to 423.89 U.S. dollars. Find further information concerning the indicator 'revenue change by segment' in the consumer electronics market in Europe and the indicator 'volume by segment' in the consumer electronics market in Italy. The Statista Market Insights cover a broad range of additional markets.
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The global demand for Virtual Reality Headset Market is presumed to reach the market size of nearly USD 147.45 BN by 2030 from USD 13.6 BN in 2022 with a CAGR of 30.32% under the study period 2023 - 2030.
A virtual reality headset, a head-mounted gadget, immerses the user in a virtual environment. Virtual reality (VR) headsets are frequently used with video games but can have other uses, such as
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Market Definition
The global Virtual Reality (VR) Market size was valued at USD 28.78 billion in 2023 and is predicted to reach USD 192.99 billion by 2030 with a CAGR of 26.8% from 2024-2030. Virtual Reality (VR) is an immersive technology that simulates a three-dimensional, computer-generated environment, enabling users to interact with and explore a digital world. VR works by using specialized hardware, such as headsets and motion-tracking sensors, to create a computer-generated, three-dimensional environment.
When a user wears the VR headset, it tracks their head and body movements, rendering corresponding changes in the digital world, which is then displayed through the headset, providing a highly immersive experience that simulates a different reality.
Virtual Reality (VR) offers numerous advantages, including its ability to provide immersive, realistic simulations for training and education, enhancing learning and skill development. It also has vast potential in the fields of medicine, architecture, and entertainment, offering innovative ways to visualize complex concepts and provide engaging interactive experiences.
Market Dynamics and Trends
The increasing popularity of VR gaming along with VR tournaments that offer immersion and interactivity that traditional gaming cannot provide, is driving the VR market growth. VR tournaments offer a unique platform for social interaction, allowing participants to connect globally, which is further increasing its popularity among consumers. For instance, in June 2023, Tennis Canada announced an esports tournament called the Tennis Canada VR Tournament. The tournament was open to all interested players, who owned a VR headset and equipment with a prize pool of USD 10,926.
Moreover, the increasing use of VR by the military for training and simulation purposes, which results in cost savings and improved performance analysis of soldiers, is further propelling the growth of the market. For instanc
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The market size for tourist virtual reality headsets was valued at US$ 610.0 million in 2023, and it is anticipated to grow at 5.0% annually to reach US$ 994.4 million by 2033.
Attribute | Details |
---|---|
Tourists Virtual Reality Headsets Market Size (2023) | US$ 610.0 million |
Tourists Virtual Reality Headsets Market Projected Size (2033) | US$ 994.4 million |
Value CAGR (2023 to 2033) | 5.0% |
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Global augmented reality (AR) and virtual reality (VR) gear market overview
The global augmented reality (AR) and virtual reality (VR) gear market research predicts the market to grow rapidly and post a CAGR of more than 37% during the forecast period. The use of AR technology for effective advertising will be a major AR and VR gear market driver in the next four years. One of the major factors responsible for the increasing adoption of AR is its ability to create opportunities for users and brands to connect with the product on a real-time basis, which, in turn, drives the purchase rate. The AR allows the customers to find the best fit by providing necessary information about any product. Furthermore, the trend for mobile advertising is increasing with the growing dependence of consumers on smartphones and tablets to carry out numerous PC functions and reach a wider and larger audience.
In terms of geography, the Americas accounted for the maximum AR and VR gear market share during 2016 and will continue to dominate the market until the end of 2021. One of the major factors responsible for the market’s growth in the region is the increased spending by the US on the defense sector and in AR and VR to have a strong base of advanced warfare gadgets. Also, it has been observed that since consumers in the US are willing to try multiple products, the rate of technology adoption is increasing.
Competitive landscape and key vendors
The global augmented reality (AR) and virtual reality (VR) gear market is highly competitive and diversified due to the presence of a large number of regional and international vendors across the globe. These vendors are increasingly focusing on gaining the confidence of their customers. Also, they are emphasizing on the development of innovative products to expand their product portfolio and customer base.
The report offers a detailed analysis of several leading companies, including:
DAQRI
Microsoft
Atheer
Meta
BAE Systems
Samsung Electronics
Oculus
HTC
Google
Sony
Razer
VisusVR
FOVE
Starbreeze
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AR and VR gear market segmentation by end-user
Enterprises
Military and defense
Consumers
The consumer's segment accounted for the maximum market share during 2016 and will continue to dominate the market for the next few years. One of the major factors responsible for the market segment’s growth is the large share of VR cardboards and an increased adoption of VR cardboards since they are easily available and inexpensive.
AR and VR gear market segmentation by product
VR headsets
Smart glasses
HMDs
VR cardboards
The VR cardboards segment accounted for the maximum market share during 2016 because these gadgets do not require any separate material and can be made from sturdy cardboard. However, the revenue generated by VR cardboards is expected to decline significantly by the end of the forecast period.
Key highlights of the global AR and VR gear market for the forecast years 2017-2021:
CAGR of the market during the forecast period 2017-2021
Detailed information on factors that will accelerate the growth of the AR and VR gear market during the next five years
Precise estimation of the global AR and VR gear market size and its contribution to the parent market
Accurate predictions on upcoming trends and changes in consumer behaviour
Growth of the AR and VR gear industry across the Americas, APAC, and EMEA
A thorough analysis of the market’s competitive landscape and detailed information on several vendors
Comprehensive information about factors that will challenge the growth of AR and VR gear companies
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The global PC VR headsets market is projected to grow from USD 2.02 Billion in 2017 to USD XX.XX Billion by 2030, at a CAGR of 20.78% during the forecast period. The growth of the market can be attributed to the increasing demand for virtual reality (VR) content and the rising adoption of VR headsets by businesses for marketing and training purposes. Based on type, the global PC VR headsets market is segmented into 3DOF motion tracking type, 6DOF motion tracking type, and 9DOF motion tracking type. The 3DOF motion tracking type segment is projected to hold a major share of the global PC VR headsets market.
PC VR headsets are devices used to provide virtual reality experiences for users. They work by attaching a display device, such as a monitor or smartphone, to the front of the headset and then placing the headset on the user's head. This allows users to view 3D images and videos that create an Immersive Virtual Reality experience. PC VR headsets are important because they allow people to experience virtual reality without having to purchase expensive dedicated hardware systems.
3DOF Motion Tracking Type (3 Degrees of Freedom) in PC VR headsets is used to track the position and orientation of your head in the virtual environment. This type of tracking allows you to move your head and look around in the virtual world, but it does not allow you to move your body. 3DOF tracking is often used in budget-friendly PC VR headsets and is best suited for seated or stationary experiences.
6DOF motion tracking type is a new term in the PC VR headset industry. It stands for Six degrees of freedom motion tracking and it's used to track the head, hands, and body movements of users with high accuracy. The technology has been around for quite some time but was limited to expensive Gaming Chairs or treadmills that were priced above $1,000. This type of technology is now available in some PC VR headsets such as the HTC Vive and Oculus Rift.
9DOF Motion Tracking Type in PC VR Headsets is used to enable full 3D room-scale tracking within a user's physical space. This allows the user to move around and interact freely with the virtual environment. The 9DOF Motion Tracking Type is also used to detect and track the position, orientation, and velocity of the user's head and body in real time. This data is used to create an immersive and realistic experience for the user, allowing them to interact with the environment in a natural and intuitive way.
The entertainment segment dominated the global PC VR headsets market in 2019, accounting for over 60.0% share of the overall revenue. The increasing adoption of VR technology in video games and movies to provide an immersive experience is driving the demand for these devices among consumers. Furthermore, a large number of companies are investing significantly in R&D activities to develop new gaming applications and other non-gaming applications such as medical & dental surgeries.
North America dominated the global PC VR headsets market in terms of revenue share in 2020. The region is projected to continue its dominance over the forecast period owing to increasing investments by companies in developing high-quality content and the presence of a large number of headset manufacturers. HTC Corporation launched the Viveport store on the Steam platform which offers more than 200 VR games, apps, and experiences created especially for room-scale virtual reality.
The revenue change in the 'VR Headsets' segment of the consumer electronics market in the United States was forecast to increase between 2024 and 2028 by in total 0.5 percentage points. This overall increase does not happen continuously, notably not in 2027. The indicator is estimated to amount to -1.93 percent in 2028. The Statista Market Insights cover a broad range of additional markets.
In 2022, the number of augmented reality (AR) and virtual reality (VR) devices shipped worldwide reached 9.11 million units, with forecasts suggesting that this is set to fall to 7.45 million units in 2023.
AR/VR market
AR, VR, and mixed reality (MR) are the cornerstones of the extended reality (XR) field. XR technologies extend the reality we experience by either merging the virtual and the “real” worlds, or by creating a fully immersive experience. AR/VR headset vendors include Meta, Sony, and HTC who offer VR devices, while Microsoft, Magic Leap, Vuzix, and Apple offer AR headsets and glasses.
Metaverse
Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using VR headsets, AR glasses, smartphone apps, or other devices. The potential metaverse market opportunity ranges from 3.75 trillion U.S. dollars to 12.46 trillion U.S. dollars, depending on the share of the digital economy that shifts to the metaverse and market expansion. Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together.