100+ datasets found
  1. COVID-19: Impact on time spent using VR in the U.S. in 2020

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). COVID-19: Impact on time spent using VR in the U.S. in 2020 [Dataset]. https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    United States
    Description

    Virtual reality refers to the technology that simulates the physical presence of a user in an environment artificially generated by a software. This technology has recently been used in the video gaming industry to create an immersive gaming world for the user. Due to the COVID-19 pandemic that spread across the world in 2020, many people had to stay at home and find new forms of entertainment without leaving their living rooms. In a 2020 survey in the United States, ** percent of respondents stated that they spent more time using virtual reality during the COVID-19 pandemic.

  2. Impact of COVID-19 on the YoY growth rate of AR/VR headset shipments Q1 & Q2...

    • statista.com
    Updated Mar 18, 2020
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    Statista (2020). Impact of COVID-19 on the YoY growth rate of AR/VR headset shipments Q1 & Q2 2020 [Dataset]. https://www.statista.com/statistics/1104978/covid-19-impact-on-ar-vr-headset-shipment-growth-rate/
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    Dataset updated
    Mar 18, 2020
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 18, 2020
    Area covered
    Worldwide
    Description

    As per the latest data, in the first quarter of 2020, it is forecast that shipments of augmented reality (AR) and virtual reality (VR) headsets will experience a year-over-year (YoY) decline of **** percent, followed by a decline of **** percent in the second quarter of the year.

    Experts have suggested that this slump can be attributed to supply chain disruptions caused by the coronavirus (COVID-19) pandemic.

  3. Impact of COVID-19 on time spent VR gaming South Korea 2020

    • statista.com
    Updated Jul 7, 2025
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    Statista (2025). Impact of COVID-19 on time spent VR gaming South Korea 2020 [Dataset]. https://www.statista.com/statistics/1221161/south-korea-time-spent-vr-gaming-during-covid19/
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    Dataset updated
    Jul 7, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    May 27, 2020 - Jun 15, 2020
    Area covered
    South Korea
    Description

    According to a survey on South Korean gamers, around **** percent of the surveyed VR gamers answered that they spent more time on gaming during the COVID-19 pandemic. Those VR gamers were playing games by using their PC, smartphones, console, and VR devices.

  4. f

    Data_Sheet_1_Livestream Experiments: The Role of COVID-19, Agency, Presence,...

    • frontiersin.figshare.com
    docx
    Updated Jun 1, 2023
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    Kelsey E. Onderdijk; Dana Swarbrick; Bavo Van Kerrebroeck; Maximillian Mantei; Jonna K. Vuoskoski; Pieter-Jan Maes; Marc Leman (2023). Data_Sheet_1_Livestream Experiments: The Role of COVID-19, Agency, Presence, and Social Context in Facilitating Social Connectedness.docx [Dataset]. http://doi.org/10.3389/fpsyg.2021.647929.s001
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    docxAvailable download formats
    Dataset updated
    Jun 1, 2023
    Dataset provided by
    Frontiers
    Authors
    Kelsey E. Onderdijk; Dana Swarbrick; Bavo Van Kerrebroeck; Maximillian Mantei; Jonna K. Vuoskoski; Pieter-Jan Maes; Marc Leman
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Musical life became disrupted in 2020 due to the COVID-19 pandemic. Many musicians and venues turned to online alternatives, such as livestreaming. In this study, three livestreamed concerts were organized to examine separate, yet interconnected concepts—agency, presence, and social context—to ascertain which components of livestreamed concerts facilitate social connectedness. Hierarchical Bayesian modeling was conducted on 83 complete responses to examine the effects of the manipulations on feelings of social connectedness with the artist and the audience. Results showed that in concert 1, where half of the participants were allowed to vote for the final song to be played, this option did not result in the experience of more agency. Instead, if their preferred song was played (regardless of voting ability) participants experienced greater connectedness to the artist. In concert 2, participants who attended the concert with virtual reality headsets experienced greater feelings of physical presence, as well as greater feelings of connectedness with the artist, than those that viewed a normal YouTube livestream. In concert 3, attendance through Zoom led to greater experience of social presence, but predicted less connectedness with the artist, compared to a normal YouTube livestream. Crucially, a greater negative impact of COVID-19 (e.g., loneliness) predicted feelings of connectedness with the artist, possibly because participants fulfilled their social needs with this parasocial interaction. Examining data from all concerts suggested that physical presence was a predictor of connectedness with both the artist and the audience, while social presence only predicted connectedness with the audience. Correlational analyses revealed that reductions in loneliness and isolation were associated with feelings of shared agency, physical and social presence, and connectedness to the audience. Overall, the findings suggest that in order to reduce feelings of loneliness and increase connectedness, concert organizers and musicians could tune elements of their livestreams to facilitate feelings of physical and social presence.

  5. c

    Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 8, 2023
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    Cognitive Market Research (2023). Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/vr-headset-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 8, 2023
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global VR Headset market size is USD 7915.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 30.00% from 2024 to 2031.

    North America held the major market, accounting for more than 40% of global revenue. With a market size of USD 3166.08 million in 2024, it will grow at a compound annual growth rate (CAGR) of 28.2% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 2374.56 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 1820.50 million in 2024 and will grow at a compound annual growth rate (CAGR) of 32.0% from 2024 to 2031.
    The Latin America market will account for more than 5% of global revenue and have a market size of USD 395.76 million in 2024. It will grow at a compound annual growth rate (CAGR) of 29.4% from 2024 to 2031.
    The Middle East and Africa held the major markets, accounting for around 2% of the global revenue. The market was USD 158.30 million in 2024 and will grow at a compound annual growth rate (CAGR) of 29.7% from 2024 to 2031.
    The Low-end Device held the highest VR Headset market revenue share in 2024.
    

    Market Dynamics of VR Headset market

    Key Drivers for VR Headset market

    Gaming and Entertainment to Increase the Demand Globally

    Gaming and entertainment are poised to significantly increase the demand for V.R. headsets globally, driving growth and innovation within the industry. As gaming continues to evolve, V.R. technology offers immersive experiences that transport players into virtual worlds, enhancing gameplay and immersion. The ability to interact with virtual environments and characters in three dimensions creates a level of engagement and realism unmatched by traditional gaming platforms. Similarly, in the entertainment sector, V.R. enables users to experience immersive storytelling, live events, and virtual tours of museums, landmarks, and destinations from the comfort of their homes. The growing popularity of V.R. gaming and entertainment content, coupled with advancements in V.R. hardware and software, is expected to fuel consumer interest and drive adoption of V.R. headsets worldwide.

    Enterprise Adoption to Propel Market Growth

    Enterprise adoption is poised to be a significant driver of market growth within the V.R. headset industry. As businesses across various sectors recognize the potential of V.R. technology to revolutionize workflows, training, and customer engagement, the demand for V.R. headsets is expected to soar. In sectors such as healthcare, manufacturing, retail, and education, V.R. offers unique opportunities for immersive training simulations, virtual product demonstrations, remote collaboration, and experiential learning. By leveraging V.R. headsets, enterprises can enhance employee training programs, improve productivity, reduce costs associated with physical prototypes or travel, and provide innovative solutions to customers. Additionally, the COVID-19 pandemic has accelerated the adoption of remote work and virtual collaboration tools, further driving demand for V.R. headsets as businesses seek efficient ways to connect teams and conduct virtual meetings.

    Restraint Factor for the VR Headset market

    Health and Safety Concerns to Limit the Sales

    Health and safety concerns have the potential to limit sales within the V.R. headset market as consumers and businesses weigh the risks associated with prolonged headset usage. Issues such as motion sickness, eye strain, and discomfort experienced by some users may deter individuals from investing in V.R. technology. Moreover, concerns about the long-term effects of V.R. exposure on physical and mental health may lead to hesitancy among consumers, particularly in demographic groups more susceptible to these risks. Additionally, the use of V.R. headsets in public spaces or shared environments raises hygiene concerns, especially in light of infectious diseases such as COVID-19, further impacting consumer confidence and adoption. Addressing these health and safety concerns requires ongoing research and development efforts to improve V.R. hardware and software design, mitigate adverse effects, and ensure user comfort and well-being.

    Impact of Covid-19 on the VR Headset market

    The COVID-19 pandemic has had a mixed impact on the V.R. headset market. On the one hand, the pandemic has led to increased demand for V.R. headsets as...

  6. COVID-19: impact on weekly unit sales growth of UK gaming VR market 2020

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). COVID-19: impact on weekly unit sales growth of UK gaming VR market 2020 [Dataset]. https://www.statista.com/statistics/1123621/uk-gaming-vr-market-sales-growth-2020/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 16, 2020 - Mar 21, 2020
    Area covered
    United Kingdom
    Description

    In week ** of 2020 (15.03-21.03), the gaming virtual reality (VR) market in the United Kingdom had experienced ** percent year-on-year (YoY) unit growth as compared to the same week in 2019 (17.03-23.03). Week ** of 2020 saw the gaming VR market in the UK grow by *** percent when compared to week **, followed by ** percent unit growth in week **. As the source suggests, significant growth has been observed within the PC head-mounted display (HMD) market.

    More game time from staying at home   

    In line with the increases in VR gaming in the United Kingdom, consumers also reported increases in their consumption of gaming consoles and smart TV/media streaming services as a result of more time at home due to the coronavirus outbreak. On a global scale, total increases in the sales of video games is estimated to have increased by ** percent, suggesting that many people have turned to video gaming to keep them entertained through the crisis.

    Slow growth in global AR/VR shipments  

    Despite the increases in worldwide video gaming consumption, shipments of augmented reality (AR) and VR headsets are forecast to experience a year-over-year decline of **** percent in the first quarter of 2020, followed by a further decline in the second quarter. In line with this, the global wearables market is expected to grow by roughly **** percent in 2020, compared to the almost ** percent growth rate achieved in the previous year.

  7. Automotive Augmented Reality and Virtual Reality Market by Technology and...

    • technavio.com
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    Technavio, Automotive Augmented Reality and Virtual Reality Market by Technology and Geography - Forecast and Analysis 2021-2025 [Dataset]. https://www.technavio.com/report/automotive-augmented-reality-and-virtual-reality-market-industry-analysis
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    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    The automotive augmented reality and virtual reality market share is expected to increase by USD 5.10 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 32.00%.

    This automotive augmented reality and virtual reality market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers automotive augmented reality and virtual reality market segmentations by technology (AR and VR) and geography (Europe, APAC, North America, MEA, and South America). The automotive augmented reality and virtual reality market report also offers information on several market vendors, including Continental AG, DENSO Corp., Garmin Ltd., Hyundai Motor Co., JAGUAR LAND ROVER AUTOMOTIVE PLC, Microsoft Corp., Nippon Seiki Co. Ltd., NVIDIA Corp., Robert Bosch GmbH, and Volkswagen AG among others.

    What will the Automotive Augmented Reality and Virtual Reality Market Size be During the Forecast Period?

    Download the Free Report Sample to Unlock the Automotive Augmented Reality and Virtual Reality Market Size for the Forecast Period and Other Important Statistics

    Automotive Augmented Reality and Virtual Reality Market: Key Drivers and Challenges

    The emergence of virtual reality showrooms and events is notably driving the automotive AR and VR market growth, although factors such as slowdown in automotive industry may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the automotive augmented reality and virtual reality industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

    This automotive augmented reality and virtual reality market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

    Who are the Major Automotive Augmented Reality and Virtual Reality Market Vendors?

    The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

    Continental AG
    DENSO Corp.
    Garmin Ltd.
    Hyundai Motor Co.
    JAGUAR LAND ROVER AUTOMOTIVE PLC
    Microsoft Corp.
    Nippon Seiki Co. Ltd.
    NVIDIA Corp.
    Robert Bosch GmbH
    Volkswagen AG
    

    This statistical study of the automotive augmented reality and virtual reality market encompasses successful business strategies deployed by the key vendors. The automotive AR and VR market is concentrated and the vendors are deploying various organic and inorganic growth strategies to compete in the market.

    To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

    The automotive augmented reality and virtual reality market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

    Which are the Key Regions for Automotive Augmented Reality and Virtual Reality Market?

    For more insights on the market share of various regions Request for a FREE sample now!

    45% of the market’s growth will originate from Europe during the forecast period. Germany and UK are the key markets for automotive augmented reality and virtual reality in Europe. Market growth in this region will be faster than the growth of the market in MEA, North America, and South America.

    The increased demand for AR and VR technologies will facilitate the automotive augmented reality and virtual reality market growth in Europe over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

    What are the Revenue-generating Technology Segments in the Automotive Augmented Reality and Virtual Reality Market?

    To gain further insights on the market contribution of various segments Request for a FREE sample

    The automotive augmented reality and virtual reality market share growth by the AR segment will be significant during the forecast period. The AR technology in the automotive industry is in the research phase of the product lifecycle. The revenue of this segment will increase exponentially due to the introduction of AR-based HUDs in the ultra-luxury vehicle segment. Apart from AR-based HUDs, the need for AR in automotive mechanics (designing and repairing) will also generate revenue in the segment, but at a lowe

  8. c

    Global Virtual Reality Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated May 15, 2025
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    Cognitive Market Research (2025). Global Virtual Reality Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/virtual-reality-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    It has been observed that in year 2020, roughly 57.4 million of people owned a VR headset in the US. Moreover, reports indicate that roughly 78 percent of Americans are already familiar with VR technology.

    In terms of revenue, Fully immersive was the leading Type with 43.88% share of total Virtual Reality market in 2021

    In terms of revenue, Hardware was the leading Offering with 65.49% share of total Virtual Reality market in 2021

    In terms of revenue, Entertainment was the leading Application with 24.78% share of total Virtual Reality market in 2021

    North America was the dominated region with 36.56% of total revenue market share in 2021. Market Dynamics of Virtual Reality Market

    Key Drivers for Virtual Reality Market

    Increasing Demand for Immersive Entertainment Experiences: Virtual reality (VR) is transforming the realms of gaming, cinema, and live events by providing users with highly interactive and realistic virtual experiences, thereby enhancing adoption across various entertainment sectors.

    Growing Utilization in Training and Simulation: Industries such as healthcare, defense, aviation, and manufacturing are implementing VR for safe, cost-efficient, and realistic training programs.

    Broadened VR Applications in Education and E-Learning: VR facilitates experiential learning by immersing students in virtual laboratories, historical settings, or scientific simulations, which improves retention and engagement.

    Surge in Investment from Tech Giants and Startups: Corporations like Meta, Sony, and Apple are making substantial investments in VR hardware and ecosystems, which is propelling innovation and consumer interest on a global scale.

    Key Restraints for Virtual Reality Market

    High Expense of VR Devices and Infrastructure: High-end headsets and compatible hardware continue to be costly for the average consumer, hindering mass-market adoption, particularly in developing economies.

    Health and Safety Issues from Extended Use: Concerns such as motion sickness, eye strain, and disorientation impact user comfort and limit the duration and frequency of VR engagement.

    Scarcity of Content and Application Ecosystems: The absence of a wide range of high-quality VR content across various industries hampers adoption, especially in sectors that necessitate localized or specialized applications.

    Technical Challenges such as Bandwidth and Latency: Fast internet and low latency are crucial for seamless VR experiences, yet many users encounter limitations in connectivity and processing capabilities.

    Key Trends for Virtual Reality Market

    Expansion of Social VR and Virtual Collaboration Tools: VR platforms are developing into digital social environments and meeting spaces, facilitating remote collaboration, virtual conferences, and interactive networking.

    Integration of VR with Artificial Intelligence and Haptics: AI-enhanced environments and haptic feedback are improving realism in VR by allowing for personalized experiences and tactile interactions.

    Adoption of VR in Retail and Virtual Try-On Experiences: Retailers are using VR to let customers visualize products like furniture or fashion items in 3D before purchase, enhancing shopping satisfaction.

    Development of Lightweight and Wireless VR Headsets: Ongoing innovations are making VR headsets more comfortable, portable, and user-friendly, broadening appeal across consumer and professional segments. Virtual reality is a simulated 3D environment that enables users to explore and interact with a virtual surrounding by giving an immersive feel of a virtual world. In a current scenario, virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations. This effect is been created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. This sector of industry has still far way to go and it’s still in the growing phase. The usage and its significance vary from one to the next, depending on their purpose and the technology used. VR technology is associated with gaming, but it is used to support sales, facilitate learning, simulate travel, communicate, and more. COVID-19 pandemic has facilitated the usage of VR technolo...

  9. f

    Table_1_How does interactive virtual reality enhance learning outcomes via...

    • figshare.com
    docx
    Updated Jun 12, 2023
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    Hairu Yang; Minghan Cai; Yongfeng Diao; Rui Liu; Ling Liu; Qianchen Xiang (2023). Table_1_How does interactive virtual reality enhance learning outcomes via emotional experiences? A structural equation modeling approach.DOCX [Dataset]. http://doi.org/10.3389/fpsyg.2022.1081372.s001
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    docxAvailable download formats
    Dataset updated
    Jun 12, 2023
    Dataset provided by
    Frontiers
    Authors
    Hairu Yang; Minghan Cai; Yongfeng Diao; Rui Liu; Ling Liu; Qianchen Xiang
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features and learning experiences affect learning outcomes in terms of psychological and emotional value. Based on media technology models and the control value theory of achievement emotions (CVTAE), this study uses structural equation modeling (SEM) to investigate the correlations among the internal elements of IVR technology features, learning experiences, and learning outcomes. It also emphasizes the role played by emotional experience in this context.MethodsThe sample referenced by this study consisted of 480 college students (193 males) who were simultaneously engaged in guided inquiry and learning in an IVR-based COVID-19 pandemic science museum in groups of 10.ResultsThe findings suggest that presence and perceived enjoyment have a key mediating effect on the relationship between virtual reality (VR) features and perceived learning outcomes in an IVR-based learning simulation. In addition, the results indicate that presence is more strongly correlated with perceived learning effects, while enjoyment is more strongly correlated with learning satisfaction.DiscussionThese findings provide intellectual support and theoretical backing for VR-based instructional design and environmental development. Moreover, this study has practical value with regard to the future large-scale application of IVR to experiential teaching, group-led teaching, and the promotion of the digital transformation and intelligence upgrading in education.

  10. All In One Vr Gaming Headset Market Report | Global Forecast From 2025 To...

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 16, 2024
    + more versions
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    Dataintelo (2024). All In One Vr Gaming Headset Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/all-in-one-vr-gaming-headset-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Oct 16, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    All In One VR Gaming Headset Market Outlook



    The global market size for All In One VR Gaming Headsets was valued at approximately $4.5 billion in 2023 and is projected to reach around $22 billion by 2032, growing at a compound annual growth rate (CAGR) of 19.4%. This robust growth is driven by the increasing demand for immersive gaming experiences and advancements in virtual reality technology.



    The growth of the All In One VR Gaming Headset market can be largely attributed to the technological advancements in virtual reality (VR) hardware and software. The continuous development of high-resolution displays, improved motion tracking, and enhanced processing power in VR headsets are making these devices more appealing to both consumers and developers. These innovations have led to a more immersive and realistic gaming experience, which in turn drives the demand for VR gaming headsets. Additionally, the decreasing cost of VR technology due to mass production and improvements in manufacturing processes is making these devices more accessible to a broader audience.



    Another significant growth factor is the expansion of the gaming industry and the increasing popularity of eSports. As the gaming community continues to grow and diversify, the demand for more sophisticated and immersive gaming equipment, including VR headsets, is on the rise. The competitive nature of eSports has also fueled the need for high-performance gaming hardware, including VR headsets that offer superior graphics and seamless gameplay. Moreover, the integration of VR into popular gaming franchises and new game releases is attracting a larger audience to VR gaming.



    Furthermore, the COVID-19 pandemic has had a positive impact on the VR gaming headset market. With more people staying at home due to lockdowns and social distancing measures, there has been a surge in demand for home entertainment options, including VR gaming. The pandemic has accelerated the adoption of VR technology as people seek new ways to stay entertained and connected while remaining indoors. This shift in consumer behavior is expected to have a lasting impact on the market, even as the pandemic subsides.



    From a regional perspective, North America currently holds the largest share of the VR gaming headset market, driven by high consumer spending on gaming and entertainment, as well as the presence of major technology companies and gaming studios. The Asia Pacific region is expected to witness the highest growth rate during the forecast period, fueled by the increasing adoption of VR technology in countries like China, Japan, and South Korea. The growing middle-class population and rising disposable incomes in these countries are also contributing to the market's growth. Europe, Latin America, and the Middle East & Africa are also expected to see steady growth, driven by increasing awareness and adoption of VR technology.



    Product Type Analysis



    The All In One VR Gaming Headset market is segmented by product type into Standalone VR Headsets and Tethered VR Headsets. Standalone VR headsets are self-contained devices that do not require a connection to a gaming console or PC. These headsets have gained popularity due to their convenience and ease of use, as they eliminate the need for additional hardware and cables. With advancements in mobile technology, standalone headsets are now capable of delivering high-quality VR experiences, making them an attractive option for casual gamers and new entrants to the VR market.



    On the other hand, Tethered VR Headsets are connected to a gaming console or PC, offering superior performance and graphics quality compared to standalone headsets. These headsets are preferred by serious gamers and VR enthusiasts who prioritize performance and immersive experiences over convenience. Tethered headsets benefit from the processing power of external devices, allowing for richer and more detailed graphics, as well as more complex game environments. This segment continues to thrive due to the release of high-profile VR games and the development of VR-ready gaming PCs and consoles.



    The competition between standalone and tethered VR headsets is driving innovation in both segments, with manufacturers constantly improving their products to cater to different consumer preferences. Standalone headsets are becoming more powerful, with better displays and improved battery life, narrowing the performance gap with tethered headsets. Conversely, tethered headsets are being designed to be more user-friendly, with simplified setup processes and more comfortable designs, makin

  11. c

    Global E-Learning Virtual Reality Market Report 2025 Edition, Market Size,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 9, 2025
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    Cognitive Market Research (2025). Global E-Learning Virtual Reality Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/e-learning-virtual-reality-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 9, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The global E-Learning Virtual Reality Market was valued at USD XX Billion in 2022 and is projected to reach USD XX Billion by 2030, registering a CAGR of XX% for the forecast period 2023-2030. The rise of remote and online learning significantly drives the E-Learning Virtual Reality Market Growth.

    The global shift towards remote and online learning, especially due to factors like the COVID-19 pandemic, has accelerated the demand for innovative and engaging online educational solutions, such as E-Learning VR.

    Advancements in VR Technology anticipatedly boost the E-Learning Virtual Reality Market Growth.

    Technological advancements in VR hardware and software have made VR more accessible, affordable, and user-friendly. Higher-quality VR experiences with improved graphics, tracking, and motion sensing have contributed to the increased adoption of E-Learning VR.

    Restraining Factor:

    Technical challenges and learning curves may hamper the market growth.

    E-Learning VR requires a certain level of technical proficiency to set up and use the equipment. This can pose challenges for learners who are not familiar with VR technology or who may find it difficult to navigate and interact within virtual environments.

    Impact of the COVID-19 Pandemic on the E-Learning Virtual Reality Market:

    The COVID-19 pandemic has positively impacted the E-Learning Virtual Reality market, causing both challenges and opportunities. Increased demand with widespread lockdowns and restrictions on physical gatherings, educational institutions, and corporations turned to online learning solutions to continue education and training. This led to a surge in demand for E-Learning Virtual Reality platforms as they provided immersive and engaging experiences, making remote learning more effective. The pandemic accelerated the adoption of virtual reality in education and training. Institutions that were previously hesitant to explore VR quickly embraced it as a way to deliver engaging content remotely, enhance learner engagement, and bridge the gap caused by physical restrictions. The pandemic encouraged the development and enhancement of virtual reality technologies. Companies invested more in improving VR hardware, software, and content creation tools to cater to the growing demand for high-quality virtual learning experiences. What is E-Learning Virtual Reality?

    E-Learning Virtual Reality (VR) refers to the integration of virtual reality technology into the realm of online education and training. It combines the immersive and interactive capabilities of virtual reality with educational content and instructional methods, offering learners a dynamic and engaging learning experience. In E-Learning VR, learners use VR headsets or other immersive devices to enter a computer-generated three-dimensional environment that simulates real-world or fantastical scenarios. This environment can be designed to replicate various educational settings, such as classrooms, laboratories, historical sites, or simulations of complex processes.

  12. f

    Data_Sheet_1_Greater usage and positive mood change for users of a dynamic...

    • figshare.com
    • frontiersin.figshare.com
    docx
    Updated Feb 27, 2024
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    Jessica Housand; Allen Cornelius; Karen E. Shackleford (2024). Data_Sheet_1_Greater usage and positive mood change for users of a dynamic VR app before and after the COVID-19 pandemic onset.docx [Dataset]. http://doi.org/10.3389/fpsyg.2024.1278207.s001
    Explore at:
    docxAvailable download formats
    Dataset updated
    Feb 27, 2024
    Dataset provided by
    Frontiers
    Authors
    Jessica Housand; Allen Cornelius; Karen E. Shackleford
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Americans reported an increase in stress during the novel coronavirus disease 2019 (COVID-19). Virtual reality (VR) apps have been shown to distract users from stressors in the environment, but little is known about the efficacy of specific content features to reduce stress or improve mood for consumer users during a pandemic. The present study investigated secondary archival data to explore how mood and usage behavior changed before and after the onset of COVID-19 for consumer users of a VR app with dynamic, interactive content. Study findings indicate that the COVID-19 pandemic had significant effects on user behavior and mood. Users created more accounts and used app content more often during the pandemic, while reporting increased negative mood states. This suggests that users were motivated to use the content to cope with pandemic stressors. Users also experienced a greater positive mood change after using the content during the pandemic than before, which implies that elements related to the VR app content met users’ psychological needs. Passive content with less interactivity resulted in a greater positive mood state after the COVID-19 onset, likely related to its capacity to reduce stress, facilitate restoration, and improve persistent affective states in stressful environments. This study offers a vital window into how consumer users respond to psychosocial pandemic stressors outside of a controlled environment as well as the prospective for VR app content to serve as a valuable mental health intervention during similar stressful events.

  13. Augmented Reality (AR) and Virtual Reality (VR) in Consumer Goods - Thematic...

    • store.globaldata.com
    Updated Sep 30, 2020
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    GlobalData UK Ltd. (2020). Augmented Reality (AR) and Virtual Reality (VR) in Consumer Goods - Thematic Research [Dataset]. https://store.globaldata.com/report/augmented-reality-ar-and-virtual-reality-vr-in-consumer-goods-thematic-research/
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    Dataset updated
    Sep 30, 2020
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

    https://www.globaldata.com/privacy-policy/https://www.globaldata.com/privacy-policy/

    Time period covered
    2020 - 2024
    Area covered
    Global
    Description

    This thematic research report takes an in-depth look at VR and AR technologies in the FMCG space and it also touches the retail, foodservice and packaging sectors, and it presents related technology, consumer, macroeconomic, and regulatory trends. An industry analysis is also present, highlighting the market size and growth forecasts for VR and AR technologies, key use cases, the impact of VR and AR on FMCG, retail, and foodservice, the Covid-19 impact on the theme, and the mergers and acquisitions for this theme. The report also includes the VR and AR value chains. Lastly, a company’s section is then set, outlining the FMCG companies highly involved in the theme and the nature of their business. Read More

  14. m

    Replication Data for: The effects of virtual reality travel on satisfaction...

    • data.mendeley.com
    Updated Dec 20, 2023
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    RAKSMEY SANN (2023). Replication Data for: The effects of virtual reality travel on satisfaction and visiting intention utilizing an extended stimulus-organism-response theory: Perspectives from Thai tourists [Dataset]. http://doi.org/10.17632/rnncsh6rgt.1
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    Dataset updated
    Dec 20, 2023
    Authors
    RAKSMEY SANN
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Area covered
    Thailand
    Description

    This dataset includes replication data for the paper "Sann, R., Luecha, P. and Rueangchaithanakun, R. (2023), "The effects of virtual reality travel on satisfaction and visiting intention utilizing an extended stimulus-organism-response theory: perspectives from Thai tourists", Journal of Hospitality and Tourism Insights, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/JHTI-05-2023-0321".

  15. m

    Virtual Reality (VR) in Education Market Analysis | Industry Trends, Size &...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 21, 2023
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    Mordor Intelligence (2023). Virtual Reality (VR) in Education Market Analysis | Industry Trends, Size & Forecast Report [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-vr-market-in-education
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 21, 2023
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The VR In Education Market report segments the industry into Type (Hardware, Software, Services (Training and Consulting and Managed Services)), End User (Academic Institutions, Corporate Training), and Geography (North America, Europe, Asia Pacific, Rest of the World). Get five years of historical data alongside five-year market forecasts.

  16. VR Classroom Epidemiology Simulation Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Jul 5, 2025
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    Growth Market Reports (2025). VR Classroom Epidemiology Simulation Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/vr-classroom-epidemiology-simulation-market
    Explore at:
    csv, pdf, pptxAvailable download formats
    Dataset updated
    Jul 5, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    VR Classroom Epidemiology Simulation Market Outlook




    As per our latest research, the global VR Classroom Epidemiology Simulation market size reached USD 1.17 billion in 2024, driven by the increasing integration of immersive technologies in educational and healthcare training environments. The market is expected to grow at a robust CAGR of 18.9% from 2025 to 2033, reaching a forecasted value of USD 6.26 billion by 2033. This remarkable growth is fueled by the rising demand for interactive, real-time epidemiological training solutions, which are essential for preparing professionals and students to respond effectively to global health crises.




    The primary growth factor for the VR Classroom Epidemiology Simulation market is the escalating need for advanced training tools in medical and public health education. Traditional classroom methods have proven insufficient in replicating the complexities and unpredictability of real-world epidemiological scenarios. VR simulation bridges this gap by providing highly interactive, realistic, and repeatable experiences, enabling learners to visualize disease spread, intervention strategies, and outcomes dynamically. The COVID-19 pandemic has further underscored the importance of epidemiology education, prompting educational institutions and healthcare organizations to invest in robust simulation platforms that can adapt to evolving public health challenges. As a result, VR-based epidemiology education is rapidly becoming a standard component in curricula across the globe, especially in medical schools and public health programs.




    Another significant driver is the technological advancement in VR hardware and software, which has made immersive simulation experiences more accessible and cost-effective. The proliferation of affordable VR headsets, coupled with improvements in simulation software, has democratized access to high-fidelity epidemiological training tools. This technological evolution has enabled not only higher education and specialized medical training but also K-12 and public health awareness programs to leverage VR simulations. Additionally, the integration of artificial intelligence and data analytics into VR platforms allows for personalized learning experiences, real-time feedback, and performance assessment, further enhancing the effectiveness and appeal of VR classroom epidemiology simulations.




    The growing emphasis on interdisciplinary and collaborative learning environments is also propelling the adoption of VR epidemiology simulations. These platforms facilitate remote and in-person collaboration among students, educators, and healthcare professionals, fostering a deeper understanding of disease dynamics and public health interventions. The ability to simulate outbreak scenarios, test containment strategies, and analyze the impact of policy decisions in a risk-free digital environment encourages critical thinking and decision-making skills essential for future epidemiologists and healthcare workers. Moreover, government agencies and research institutes are increasingly utilizing VR simulations for workforce development, policy testing, and public health preparedness, further expanding the market’s reach and impact.




    Regionally, North America dominates the VR Classroom Epidemiology Simulation market, accounting for the largest share in 2024. This leadership is attributed to the presence of advanced educational infrastructure, significant investment in healthcare technology, and proactive government initiatives supporting digital learning. Europe follows closely, benefiting from strong healthcare systems and collaborative research efforts. The Asia Pacific region is witnessing the fastest growth, driven by increasing digitalization in education, government support for STEM initiatives, and a rising focus on public health preparedness. Latin America and the Middle East & Africa are emerging markets, gradually increasing adoption rates as awareness and infrastructure improve.





    Component Analysis




    The VR Clas

  17. Virtual Reality Technologies Market Report | Global Forecast From 2025 To...

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Virtual Reality Technologies Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-virtual-reality-technologies-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Virtual Reality Technologies Market Outlook



    The global Virtual Reality (VR) Technologies market size was valued at approximately USD 30 billion in 2023 and is projected to reach USD 150 billion by 2032, growing at an impressive CAGR of 20% during the forecast period. This extraordinary growth trajectory is primarily driven by technological advancements in VR hardware and software, alongside increasing demand across various industry applications such as gaming, healthcare, and education. The immersive nature of VR, coupled with its ability to simulate real-world scenarios, is fostering widespread adoption, making it an integral part of the digital transformation strategy for many businesses and consumers alike.



    One of the pivotal growth factors for the VR technologies market is the rapid evolution and reduced cost of VR hardware. Over the past decade, the production of more affordable and functionally sophisticated VR headsets has democratized access to this technology. Companies like Oculus, HTC, and Sony have introduced head-mounted displays that are not only economically viable but also offer high-definition visuals and improved user interfaces, boosting consumer adoption rates. Additionally, advancements in software development kits and the integration of artificial intelligence into VR platforms have paved the way for more engaging and interactive content, further fueling the market's expansion.



    Another significant growth driver is the increasing application of VR technologies beyond entertainment. Industries such as healthcare and education are leveraging VR for training and simulation purposes, leading to enhanced learning outcomes and skill acquisition. For instance, VR simulations in medical training allow for risk-free practice of surgical procedures, while educational institutions employ VR to provide immersive learning experiences that transcend traditional classroom limitations. Moreover, the retail and real estate sectors are utilizing VR to offer virtual tours and interactive product demonstrations, thereby enriching consumer experiences and optimizing sales processes.



    The COVID-19 pandemic has also acted as a catalyst for the VR market, accelerating digital transformation efforts across enterprises. As remote work and virtual collaboration became the norm, VR solutions emerged as crucial tools for maintaining business continuity. Companies adopted VR to facilitate virtual meetings, training sessions, and collaborative projects, minimizing the impact of geographical constraints. This shift towards virtual engagement is anticipated to persist, reinforcing the demand for VR technologies in the years to come as businesses continue to seek innovative ways to operate remotely and efficiently.



    As the demand for immersive experiences continues to rise, the role of Virtual Reality-Ready Computers becomes increasingly significant. These computers are specifically designed to handle the high processing power and graphical requirements of VR applications, ensuring smooth and realistic virtual experiences. Equipped with advanced GPUs and optimized for VR software, these systems are crucial for both developers and consumers who seek seamless interaction within virtual environments. The growing availability and affordability of VR-ready computers are democratizing access to VR technologies, enabling more users to explore the potential of VR across various sectors, from gaming to professional training.



    Regionally, North America is poised to lead the VR technologies market, driven by robust technological infrastructure and significant investments by tech giants in VR development. Meanwhile, the Asia Pacific region is expected to witness the fastest growth rate, attributed to the growing adoption of VR in countries like China, Japan, and South Korea, where digital innovation is a priority. Europe also presents substantial growth opportunities, supported by initiatives aimed at integrating VR into educational curricula and business processes. However, challenges such as data privacy concerns and regulatory frameworks could influence the market's trajectory in certain regions.



    Component Analysis



    The VR technologies market is segmented into hardware, software, and services, each playing a crucial role in the overall ecosystem. Hardware, comprising components like head-mounted displays (HMDs), sensors, and processors, is fundamental to delivering the immersive experiences VR promises. Over recent years, the hardware segment h

  18. Immersive Technologies Market - Market Analysis, Sustainable Growth Insights...

    • datamintelligence.com
    pdf,excel,csv,ppt
    Updated Dec 4, 2024
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    Mansi (2024). Immersive Technologies Market - Market Analysis, Sustainable Growth Insights 2024-2031 [Dataset]. https://www.datamintelligence.com/research-report/immersive-technologies-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Dec 4, 2024
    Dataset provided by
    Authors
    Mansi
    License

    https://www.datamintelligence.com/terms-conditionshttps://www.datamintelligence.com/terms-conditions

    Area covered
    Global
    Description

    The Global Immersive Technologies Market is expected to reach at a Significant CAGR during the forecast period 2024-2031. DataM Intelligence

  19. VR Gambling Market Growth, Size, Trends, Analysis Report by Type,...

    • technavio.com
    Updated Nov 15, 2021
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    Technavio (2021). VR Gambling Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025 [Dataset]. https://www.technavio.com/report/vr-gambling-market-industry-analysis
    Explore at:
    Dataset updated
    Nov 15, 2021
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img { margin: 10px !important; } The virtual reality (VR) gambling market share is expected to increase by USD 1.74 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 53.13%.

    This VR gambling market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers VR gambling market segmentation by type (casino, betting, and lottery) and geography (North America, Europe, APAC, MEA, and South America). The VR gambling market report also offers information on several market vendors, including 888 Holdings Plc, Caesars Entertainment Corp., DraftKings Inc., Evolution Gaming Group, Golden Nugget, GVC Holdings Plc, Kindred Group Plc, Mr Green, SlotsMillion, and William Hill Plc among others.

    What will the VR Gambling Market Size be During the Forecast Period?

    Download the Free Report Sample to Unlock the VR Gambling Market Size for the Forecast Period and Other Important Statistics

    VR Gambling Market: Key Drivers and Challenges

    The rise in popularity of online gambling is notably driving the virtual reality gambling market growth, although factors such as high cost of VR headsets may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the VR gambling industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

    Key VR Gambling Market Driver

    The increased adoption of online gaming platforms has boosted the VR gambling market. The advent of online casinos is one of the key factors that will drive the adoption of VR technology in the online gambling segment. The online gambling segment has undergone certain advances in the last decade, including 3D graphics, live dealer casinos, and mobile gaming. VR is the next milestone in the evolution of internet gambling. The current and rapid changes in technology have paved the way for virtual experiences in the gambling sector. Also, vendors have been significantly promoting online gambling by launching gambling apps. Thus, the growing popularity of online gambling will leverage the VR gambling market during the forecast period.

    Key VR Gambling Market Challenge

    The high cost of VR headsets is one of the key factors that will curb the growth of the VR gambling market. The global VR headset market for gaming applications has progressed to the growth stage of the product lifecycle. However, the initial high cost of the device hinders its adoption. The vendors in the global VR headset market offer their products at high prices. The high cost of VR headsets will result in their low adoption among consumers. Innovators and early adopters are likely to buy these products at the prices at which they are offered. However, the other consumers, including the early majority, the late majority, and laggards, are likely to adopt VR headsets only when the prices are reduced.

    This VR gambling market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

    Who are the Major VR Gambling Market Vendors?

    The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

    888 Holdings Plc
    Caesars Entertainment Corp.
    DraftKings Inc.
    Evolution Gaming Group
    Golden Nugget
    GVC Holdings Plc
    Kindred Group Plc
    Mr Green
    SlotsMillion
    William Hill Plc
    

    This statistical study of the VR gambling market encompasses successful business strategies deployed by the key vendors. The VR gambling market is fragmented and the vendors are delivering numerous gaming options to compete in the market.

    To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

    The VR gambling market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

    Which are the Key Regions for VR Gambling Market?

    For more insights on the market share of various regions Request for a FREE sample now!

    43% of the market’s growth will originate from North America during the forecast period. The US and Canada are the key markets for VR gambling in North America. Market growth in this region will be faster than the growth of the market in Europe and MEA.

    The ri

  20. Clinical Wearable Virtual Reality Market Report | Global Forecast From 2025...

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 12, 2024
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    Dataintelo (2024). Clinical Wearable Virtual Reality Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-clinical-wearable-virtual-reality-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Sep 12, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Clinical Wearable Virtual Reality Market Outlook



    The global clinical wearable virtual reality market size was valued at approximately USD 1.2 billion in 2023 and is expected to reach USD 4.5 billion by 2032, growing at a compound annual growth rate (CAGR) of 15.6% during the forecast period. The increasing adoption of advanced technologies in healthcare for improving patient outcomes, coupled with the rising demand for minimally invasive and non-invasive treatment options, are significant growth factors driving this market.



    One of the primary growth factors propelling the clinical wearable virtual reality market is the extensive application of VR technology in pain management. Clinical studies have shown that VR can significantly reduce pain levels for patients undergoing various medical procedures and those suffering from chronic pain. The immersive nature of VR helps in diverting patients’ attention away from pain and discomfort, offering an effective non-pharmacological pain management solution. This potential to alleviate pain without the side effects associated with medication is driving its adoption in hospitals, clinics, and rehabilitation centers.



    Another critical growth factor is the increasing use of VR for rehabilitation purposes. Rehabilitation centers are increasingly incorporating VR to assist in physical therapy for patients recovering from strokes, surgeries, and injuries. Virtual reality systems provide controlled environments where patients can perform exercises tailored to their recovery needs. The interactive nature of VR also enhances patient engagement and compliance with rehabilitation programs, leading to better outcomes. This is particularly beneficial in neurorehabilitation, where VR can simulate real-world tasks and aid in cognitive recovery.



    Moreover, the clinical wearable VR market is benefitting from advancements in surgical training. VR provides an immersive and risk-free environment for surgeons to practice complex procedures. This technology is proving invaluable in medical education, allowing trainees to gain hands-on experience without the need for cadavers or live patients. The ability to simulate surgeries and practice repeatedly until proficiency is achieved is revolutionizing surgical training, leading to better-prepared surgeons and improved patient safety. Additionally, the COVID-19 pandemic has accelerated the adoption of VR in medical training as it offers a remote and socially distanced learning option.



    From a regional perspective, North America currently dominates the clinical wearable virtual reality market due to the early adoption of advanced technologies and significant investments in healthcare innovation. The presence of major technology companies and healthcare institutions in the U.S. and Canada further supports this dominance. Meanwhile, the Asia Pacific region is expected to witness the highest growth rate during the forecast period, driven by increasing healthcare expenditures, growing awareness of VR applications in medicine, and supportive government initiatives to integrate advanced technologies into healthcare systems.



    Product Type Analysis



    The clinical wearable virtual reality market is segmented by product type into Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices, and Others. Head-Mounted Displays are currently the most prominent segment, accounting for a significant share of the market. HMDs offer immersive experiences by completely covering the user's field of vision, making them highly effective for applications such as surgical training and pain management. The advancements in HMD technology, such as improved resolution and reduced latency, are further enhancing their adoption in clinical settings.



    Smart Glasses, another key segment, are gaining traction for their ability to overlay digital information onto the physical world, providing augmented reality experiences. These devices are particularly useful in patient care management and rehabilitation, as they can display vital information, instructional videos, and real-time feedback to both patients and healthcare providers. The lightweight and portable nature of smart glasses make them a convenient option for both clinical use and home-based rehabilitation programs.



    Handheld Devices represent a smaller yet significant segment of the market. These devices include handheld VR controllers and other interactive tools that complement HMDs and smart glasses. They are essential for applications that require precise control and interaction within the virtual environment, such as surgical simula

Share
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Close
Cite
Statista (2025). COVID-19: Impact on time spent using VR in the U.S. in 2020 [Dataset]. https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
Organization logo

COVID-19: Impact on time spent using VR in the U.S. in 2020

Explore at:
4 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jul 10, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2020
Area covered
United States
Description

Virtual reality refers to the technology that simulates the physical presence of a user in an environment artificially generated by a software. This technology has recently been used in the video gaming industry to create an immersive gaming world for the user. Due to the COVID-19 pandemic that spread across the world in 2020, many people had to stay at home and find new forms of entertainment without leaving their living rooms. In a 2020 survey in the United States, ** percent of respondents stated that they spent more time using virtual reality during the COVID-19 pandemic.

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