100+ datasets found
  1. VR market revenue worldwide 2023-2028

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). VR market revenue worldwide 2023-2028 [Dataset]. https://www.statista.com/statistics/1221522/virtual-reality-market-size-worldwide/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2024, virtual reality (VR) market revenue amounted to ***** billion U.S. dollars, up from the previous year. In 2025, VR revenue is expected to climb once more to ***** billion U.S. dollars.

  2. XR market revenue 2023-2028

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). XR market revenue 2023-2028 [Dataset]. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global extended reality (XR) market was valued at **** billion U.S. dollars in 2024, an industry that includes augmented reality (AR) and virtual reality (VR). Forecasts suggest that by 2028, the XR market could be worth **** billion U.S. dollars. Augmented reality (AR) AR technology integrates digital information with the physical environment, live and in real-time. Through the addition of graphics, sounds, haptic feedback, or even smell to the natural world as it exists, AR can combine real life with a super-imposed image or animation using the camera on a mobile device or AR headset. As part of the wider XR industry, the global AR market is expected to grow considerably in the coming years. 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 various settings. 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.

  3. Global Augmented Reality and Virtual Reality Market - Analysis & Forecast,...

    • bisresearch.com
    csv, pdf
    Updated Jul 27, 2025
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    Bisresearch (2025). Global Augmented Reality and Virtual Reality Market - Analysis & Forecast, 2016-2022 [Dataset]. https://bisresearch.com/industry-report/global-augmented-virtual-reality-market-report-forecast.html
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    csv, pdfAvailable download formats
    Dataset updated
    Jul 27, 2025
    Dataset authored and provided by
    Bisresearch
    License

    https://bisresearch.com/privacy-policy-cookie-restriction-modehttps://bisresearch.com/privacy-policy-cookie-restriction-mode

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    Augmented Reality and Virtual Reality Market report, market share, market size by application, AR and VR industry size and forecast 2022.

  4. c

    Virtual Reality Market will grow at a CAGR of 26.16% from 2023 to 2030!

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, Virtual Reality Market will grow at a CAGR of 26.16% from 2023 to 2030! [Dataset]. https://www.cognitivemarketresearch.com/virtual-reality-vr-market-report
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    pdf,excel,csv,pptAvailable download formats
    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

    Virtual Reality market was valued at USD 17.45 Billion in 2022 and is expected to grow at a CAGR of 26.16% during the forecast period of 2022-2030.

  5. V

    Virtual Reality Headsets Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 20, 2025
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    Pro Market Reports (2025). Virtual Reality Headsets Market Report [Dataset]. https://www.promarketreports.com/reports/virtual-reality-headsets-market-10578
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 20, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the Virtual Reality Headsets Market was valued at USD 0.107 Billion in 2024 and is projected to reach USD 0.62 Billion by 2033, with an expected CAGR of 28.50% during the forecast period. The Virtual Reality (VR) Headsets Market is growing rapidly due to advances in immersive technology and increasing adoption across various sectors. VR headsets are wearable devices that track head movements and display virtual content to provide a simulated three-dimensional environment for users. These headsets feature high-resolution displays, motion-tracking sensors, and spatial audio capabilities, thereby enhancing the user experience. Applications of VR headsets range across gaming, health, education, training and simulation, and industrial design. In the market, they are further categorized into different types based on technology, that is, tethered, standalone, and mobile headsets, providing differing degrees of performance and portability. It profoundly impacts its usage, thus revolutionizing entertainment, improving the effectiveness of medical training, and offering immersive experiences for learning. Its benefits mainly involve user engagement, remote collaboration, and lower costs in training solutions. The main driving force in the market is the growing need for VR in gaming and entertainment, which is triggered by enhancements in content creation and user interest in immersive experiences. As technology improves, the market for VR headsets will continue expanding further with drives in affordability, comfort, and accessibility of content spreading into various industries. Recent developments include: During 4Q23, the global augmented reality and virtual reality (AR/VR) headset market expanded by 130.4% YoY with the easing macro strains and launching new products; this was established by International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. For all of 2023, shipments of AR/VR headsets declined by 23.5% from last year’s levels, as per the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. Macroeconomic uncertainties suppressed demand in the first half of the year while most companies relied on legacy products that were already available for at least one year, thereby experiencing two-digit decreases., On January 19th, Apple announced that its Vision Pro headset would be available in the US starting February 2nd for $3499, with preorders beginning January 19th. In a statement made, CEO Tim Cook said, “This is the most advanced piece of consumer electronics anyone has ever made,” which came just months after unveiling mixed-reality glasses back in October. The hardware features dual ultra-high-resolution screens that offer more pixels than a 4K TV, according to Apple, and can switch between augmented reality and virtual reality through a dial on its side., Meta Platforms CEO Mark Zuckerberg announced Quest Three, Facebook’s latest virtual reality gaming system set for release later this year during summer time; also, he spoke about Metas plans post-release, such as lowering price points on existing Quest two models while beefing up performance specs through use newer chipsets like Qualcomm-which would provide double graphics power compared predecessor model(s). In June of next year, after much speculation surrounding what exactly it might look like as well when specifically we could expect an announcement or even launch date(s), Facebook finally put rumors to rest, revealing their newest addition to the Oculus lineup dubbed simply Ques-those same people who brought us rift-s which took VR gaming industry storm back in 2016 now are ready show off next big thing realize people's dreams regarding truly immersive experiences beyond imagination this world.April 2022 Shenzhen MetaVision Tech Co, a Chinese virtual reality (VR) solutions provider, has presented designs and specifications for its Particle All-in-One VR headset. Particle, at just 250 grams, is slated to become the world's lightest VR device, coupled with many significant advances that will revolutionize the extended worldwide reality (XR) business., February 2022 Sony Corporation unveiled the PlayStation VR2 next-generation system and the PlayStation VR2 Feel controller. The device provides gamers with a wider range of sensations by merging cutting-edge technologies into the hardware. Two 2000x2040 OLED panels produce stunning 4K HDR graphics at up to 120fps1, providing four times the resolution of the original PlayStation VR.. Notable trends are: Rapid digitization of the healthcare sector to boost the market growth.

  6. Virtual Reality Technologies: Global Markets

    • bccresearch.com
    html, pdf, xlsx
    Updated Oct 23, 2023
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    BCC Research (2023). Virtual Reality Technologies: Global Markets [Dataset]. https://www.bccresearch.com/market-research/information-technology/virtual-reality-technologies-global-market.html
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    xlsx, pdf, htmlAvailable download formats
    Dataset updated
    Oct 23, 2023
    Dataset authored and provided by
    BCC Research
    License

    https://www.bccresearch.com/aboutus/terms-conditionshttps://www.bccresearch.com/aboutus/terms-conditions

    Description

    BCC Research Market Report for Virtual Reality Market size, share, trends, and growth analysis report with projections for 2027.

  7. Consumer Virtual Reality Market Analysis APAC, North America, Europe, Middle...

    • technavio.com
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    Technavio, Consumer Virtual Reality Market Analysis APAC, North America, Europe, Middle East and Africa, South America - US, China, Japan, Spain, India, South Korea, Italy, France, Canada, UK - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/consumer-virtual-reality-market-industry-analysis
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    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Canada, United Kingdom, United States, Global
    Description

    Snapshot img

    Consumer Virtual Reality Market Size 2024-2028

    The consumer virtual reality market size is forecast to increase by USD 494.24 billion, at a CAGR of 137.7% between 2023 and 2028.

    The Consumer Virtual Reality (VR) market is experiencing significant growth, driven by the increasing demand for immersive shopping experiences. VR-aided home shopping websites are gaining popularity as consumers seek more engaging and convenient ways to make purchases. This trend is expected to continue as technology advances and becomes more accessible. However, the high development cost of consumer VR solutions poses a significant challenge for market growth. Companies must invest heavily in research and development to create affordable and user-friendly VR products. Additionally, addressing technical issues, such as resolution and latency, will be crucial in making VR technology appealing to a wider audience.
    To capitalize on market opportunities, companies should focus on creating innovative VR applications that cater to various industries, including VR in gaming, education, and healthcare. Effective collaboration between technology providers and industry experts will be essential in overcoming development costs and addressing technical challenges, ultimately driving the growth of the Consumer VR market.
    

    What will be the Size of the Consumer Virtual Reality Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2018-2022 and forecasts 2024-2028 - in the full report.
    Request Free Sample

    The market continues to evolve, with output devices and virtual environments shaping the immersive experiences in various sectors. Mixed reality (MR) and engineering simulations merge digital and physical worlds, revolutionizing industries. Virtual reality gaming, fueled by haptic feedback and advanced input devices, offers unprecedented user experiences. Computer vision and virtual tourism transport users to new destinations, while VR headsets with superior battery life and high refresh rates enhance the overall experience. Real estate visualization, architectural design, and education are among the many applications benefiting from this technology. Hand tracking and motion tracking enable more intuitive user interfaces (UIs), while avatar creation and social interaction add a new dimension to virtual environments.

    VR controllers and environmental sensing heighten immersion, and content creation tools empower users to explore their creativity. Augmented reality (AR) and extended reality (XR) expand the possibilities further. Handling motion sickness and cyber sickness remains a challenge, as processing power and wireless connectivity requirements continue to evolve. AI, machine learning (ML), and deep learning enhance the user experience, with applications in training simulations, medical treatments, and retail. Spatial audio and 3D audio add depth to the immersive experience, while peripheral devices and user interfaces cater to diverse user needs. Market dynamics remain in a state of flux, with ongoing advancements in technology and applications shaping the future of virtual reality.

    How is this Consumer Virtual Reality Industry segmented?

    The consumer virtual reality industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Component
    
      Hardware
      Software
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Italy
        Spain
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    By Component Insights

    The hardware segment is estimated to witness significant growth during the forecast period.

    The market is experiencing significant growth, with the hardware segment leading the way in 2023. Virtual reality technology offers immersive experiences that mimic real-life situations, and its adoption is on the rise in industries such as gaming, entertainment, retail, sports, and travel. The introduction of new devices, including Sony PlayStation VR, HTC VIVE, Samsung Gear VR, Google Cardboard, and Oculus Rift, has fueled this growth. These devices offer advanced features such as haptic feedback, hand tracking, and motion tracking, enhancing the user experience. Virtual reality is also being used in engineering simulations, education and learning, medical applications, and training simulations, among others.

    Virtual tourism and real estate visualization are other emerging applications. Artificial intelligence, computer vision, and machine learning are being integrated into virtual reality to create more realistic and interactive environments. Virtual reality headsets offer wireless connectivity, long battery life, and high refresh rates, making them increasingly popular. However

  8. i

    Augmented and Virtual Reality (AR VR) Market - Gloabl Sales Analysis

    • imrmarketreports.com
    Updated Feb 2023
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    Swati Kalagate; Akshay Patil; Vishal Kumbhar (2023). Augmented and Virtual Reality (AR VR) Market - Gloabl Sales Analysis [Dataset]. https://www.imrmarketreports.com/reports/augmented-and-virtual-reality-ar-vr-market
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    Dataset updated
    Feb 2023
    Dataset provided by
    IMR Market Reports
    Authors
    Swati Kalagate; Akshay Patil; Vishal Kumbhar
    License

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

    Description

    Global Augmented and Virtual Reality (AR VR) Market Report 2022 comes with the extensive industry analysis of development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2022-2028. The report may be the best of what is a geographic area which expands the competitive landscape and industry perspective of the market.

  9. U

    US Augmented Reality Virtual Reality Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 8, 2025
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    Pro Market Reports (2025). US Augmented Reality Virtual Reality Market Report [Dataset]. https://www.promarketreports.com/reports/us-augmented-reality-virtual-reality-market-8128
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Jan 8, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the US Augmented Reality Virtual Reality Market was valued at USD 19942.01 million in 2023 and is projected to reach USD 74857.87 million by 2032, with an expected CAGR of 20.80% during the forecast period. Augmented Reality (AR) and Virtual Reality (VR) are immersive technologies that alter the way we experience and interact with digital content. AR enhances the real world by overlaying digital information, such as graphics, sounds, or other sensory elements, onto physical surroundings. It uses devices like smartphones, tablets, or specialized AR glasses to display this information in real-time, allowing users to interact with both virtual and real-world elements simultaneously. Popular examples of AR include Pokémon Go and AR navigation apps, which blend digital content with real-world environments. In contrast, VR creates a completely immersive, computer-generated environment, fully replacing the physical world. By using devices such as VR headsets and motion controllers, users are transported into a simulated environment that can be visual, auditory, and even tactile. VR is widely used in gaming, education, training simulations, and entertainment, offering users an experience that feels entirely separate from the real world. Both AR and VR have numerous applications across various industries, including healthcare, retail, education, and architecture. While AR focuses on enhancing and integrating digital elements into real-life surroundings, VR offers an entirely virtual experience that isolates users from their physical environment. Both technologies hold immense potential to revolutionize how we interact with information, making learning, shopping, and entertainment more engaging and interactive. As both AR and VR technologies continue to evolve, their integration into daily life is expected to become more seamless, providing new ways to connect with the world around us. The market has witnessed consistent growth attributed to several factors such as the increasing adoption of augmented reality and virtual reality (AR/VR) technology across various industries and applications, rising demand for immersive and interactive experiences, and the growing popularity of AR/VR in gaming, entertainment, and consumer applications. Government initiatives to promote innovation and the use of AR/VR technology in various sectors, such as healthcare, education, and retail, have further fueled market growth. Moreover, ongoing technological advancements in AR/VR headsets, software, and content creation tools have led to improved user experiences and expanded application possibilities, contributing to the growth of the US market. Recent developments include: In January 2022, HTC introduced a wrist tracker for the Vive Focus 3. This wearable device aids in tracking by emitting infrared LEDs, which are detected optically by the device's camera sensors. Tracker movements and trajectories may be monitored using high-frequency IMU data and a sophisticated kinetic model, even when the tracker is obscured from view by the camera., In December 2021, Google announced and added a brand-new addition to its collection of augmented reality (AR) devices: AR smart glasses. These glasses provide users with access to more information, animation, videos, and more lifelike experiences by superimposing digital or computer-generated content over their actual surroundings.. Notable trends are: Increased capital infusion promotes market growth.

  10. Global Virtual Reality (VR) in Automotive Market Research Report: Forecast...

    • marknteladvisors.com
    Updated Nov 28, 2021
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    MarkNtel Advisors (2021). Global Virtual Reality (VR) in Automotive Market Research Report: Forecast (2022-2027) [Dataset]. https://www.marknteladvisors.com/research-library/virtual-reality-vr-in-automotive-industry.html
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    Dataset updated
    Nov 28, 2021
    Dataset provided by
    Authors
    MarkNtel Advisors
    License

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

    Area covered
    Global
    Description

    Virtual Reality in Automotive Industry is projected to witness around 41.32% CAGR during the forecast period, 2022-27 says MarkNtel Advisors.

  11. c

    Augmented Reality and Virtual Reality Software Market is estimated to be...

    • cognitivemarketresearch.com
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    Cognitive Market Research, Augmented Reality and Virtual Reality Software Market is estimated to be valued at USD 33.25 Billion in 2022 [Dataset]. https://www.cognitivemarketresearch.com/ar-and-vr-software-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    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 Augmented Reality and Virtual Reality Software Market is estimated to be valued at USD 33.25 Billion in 2022 and is projected to reach USD 242.02 Billion by 2030, registering a CAGR of 28.2% during the forecast period. Factors Impacting AR and VR Software market growth

    Virtual reality software, especially virtual reality headsets, is mostly used for gaming and e-sports. The excessive usage of VR headsets led to health problems like lethargy, low eyesight, dizziness, lack of concentration, and issues with hearing. Therefore, the excessive use of VR headsets causes health problems, which hinder the growth of the VR software market. AR-related health issues among gamers are becoming more prevalent with the introduction of new gaming devices and technology. AR market games are highly engaging and keep the player immersed in the game for excessive periods of time, generating difficulties such as lack of attention, weight, anxiety, and eye strain. The immersive nature of AR technology might cause anxiety or worry after using the AR headset for extended periods of time which drastically affects the health of people which is hindering the AR market growth. Aside from stress, AR devices expose consumers to potentially hazardous electromagnetic frequency radiation. The National Toxicology Program a federal inter-agency program within the National Health Institutes conducted experiments on mice. This study found that participants who were exposed to electromagnetic radiation were more likely to develop cancer.

    Increasing demand for Augmented Reality in E-commerce is fuelling the growth of the AR Software Market.
    

    The outbreak of COVID-19 has changed the preference of customers towards online shopping. During COVID-19 the replace and return policies were disabled on many websites, then the virtual try-on for make-up, and virtual dress fitting rooms helped the customers to buy and identify the products. Augmented Reality software simplifies customer satisfaction; therefore, the comfort of customers will increase the popularity of the sector, which contributes to the growth of the augmented reality market. Online shopping websites such as Amiksasa AR application allows one to design a dream house using furniture from real brands, and lens kart, a VR application helps customer identify the set of glasses good on them. Increasing customer preference for online shopping and VR application is boosting the growth of the augmented reality software market.

    Increasing demand for Virtual Reality in many industries is fuelling the growth of Virtual Reality Software Market
    

    Virtual Reality is used in numerous industries, like healthcare and automotive because of its operational benefits. Virtual reality allows engineers, designers, and marketers to experience car applications, features, and capabilities in a proper environment, helping to improve the quality and safety of vehicles. Furthermore, the introduction of VR exposure therapy is projected to accelerate the trend of adopting new technologies to treat persons suffering from mental illnesses. Additionally, travel businesses use virtual reality technology to allow potential tourists to take virtual tours of landmarks, renowned sites, parks, and other attractions. During the COVID-19 outbreak, numerous industries were briefly shut down and lockdowns were enacted to prevent the virus from spreading, affecting commercial operations across regions. What is meant by Augmented Reality and Virtual Reality Software?

    Augmented Reality software is an amplifying and interactive version of the real-world surrounding which is received through digital visual elements, and other sensory stimuli through holographic technology. Virtual Reality is a mesmeric experience that may need a headset to replace the users surrounding view completely with stimulated, mesmeric, and interactive virtual surroundings. AR users control their existence in the environment and VR users are dominated by the system. AR enhances both the real and virtual world while VR enhances only the fictional world. AR requires a headset device, and VR can be controlled by a smartphone. The growth in live virtual entertainment and increases demand for augmented reality in the e-commerce AR market are spiking the growth of the AR and VR Software Market.

  12. AR/VR headset shipments worldwide 2021-2026, by market

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). AR/VR headset shipments worldwide 2021-2026, by market [Dataset]. https://www.statista.com/statistics/1301629/ar-vr-headset-shipments-by-market/
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2021, **** million augmented reality (AR) and virtual reality (VR) headset shipments were recorded in the consumer market, while **** million were recorded in the commercial market. In 2022, consumer AR/VR headset shipments are expected to reach ***** million units.

  13. P

    Augmented Reality & Virtual Reality In Healthcare Market Size Report 2028

    • polarismarketresearch.com
    Updated Sep 9, 2021
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    Polaris Market Research (2021). Augmented Reality & Virtual Reality In Healthcare Market Size Report 2028 [Dataset]. https://www.polarismarketresearch.com/industry-analysis/augmented-reality-ar-virtual-reality-vr-in-healthcare-market
    Explore at:
    Dataset updated
    Sep 9, 2021
    Dataset authored and provided by
    Polaris Market Research
    License

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

    Description

    Global Augmented and Virtual Reality in Healthcare market size at $ 3.5 Bn in 2021 and $ 11.2 Bn by 2030 at CAGR 28.12% from 2022 to 2030.

  14. Virtual Reality Headset Market Size, Share & Growth Report 2030

    • gmiresearch.com
    pdf
    Updated May 10, 2021
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    GMI Research (2021). Virtual Reality Headset Market Size, Share & Growth Report 2030 [Dataset]. https://www.gmiresearch.com/report/virtual-reality-headset-market-analysis-industry-research/
    Explore at:
    pdfAvailable download formats
    Dataset updated
    May 10, 2021
    Dataset provided by
    Authors
    GMI Research
    License

    https://www.gmiresearch.com/terms-and-conditions/https://www.gmiresearch.com/terms-and-conditions/

    Description

    Virtual Reality Headset Market was valued at USD 12.9 billion in 2022 and is forecast to touch USD 97.9 billion in 2030, and the market is expected to grow at a CAGR of 28.8% from 2023-2030

  15. I

    Immersive Virtual Reality Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 21, 2025
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    Market Report Analytics (2025). Immersive Virtual Reality Market Report [Dataset]. https://www.marketreportanalytics.com/reports/immersive-virtual-reality-market-88511
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Apr 21, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The Immersive Virtual Reality (IVR) market is experiencing explosive growth, projected to reach a substantial size driven by advancements in technology and increasing adoption across diverse sectors. The 21.50% CAGR from 2019-2033 signifies a significant expansion, fueled primarily by the entertainment and gaming industry's consistent demand for immersive experiences. Head-mounted displays (HMDs) currently dominate the device segment, but gesture tracking devices are gaining traction, promising more intuitive and natural interactions. The healthcare sector is witnessing a surge in IVR adoption for training simulations and therapeutic applications. Aerospace and defense leverage IVR for pilot training and mission rehearsal, contributing to market expansion. Educational institutions are increasingly incorporating IVR for engaging and interactive learning experiences. While technological limitations and high initial investment costs pose some restraints, ongoing innovation in areas such as higher resolution displays, improved haptic feedback, and reduced latency are mitigating these challenges and further driving market growth. Competition is fierce, with established tech giants like Sony, Samsung, and Microsoft alongside specialized companies such as Magic Leap and Oculus vying for market share. The Asia-Pacific region is expected to witness the most significant growth owing to its expanding tech infrastructure and burgeoning gaming market. Despite the rapid growth, challenges remain. The cost of high-end HMDs and the need for powerful computing hardware can limit wider adoption. Addressing issues such as motion sickness and the development of more user-friendly interfaces are crucial for further market penetration. Furthermore, the creation of high-quality immersive content is essential for sustained growth. However, the ongoing technological advancements and the increasing acceptance of IVR across multiple industries are poised to propel the market to unprecedented heights over the forecast period. The strategic partnerships and collaborations between hardware and software providers will be critical for delivering seamless and compelling user experiences that further stimulate market growth. Recent developments include: October 2022: PokerStars VR, part of Flutter Entertainment, has announced that it will be a launch title for Meta's Quest Pro mixed reality headset. Players using Quest Pro would be able to adapt their surroundings to suit their playing habits. It would offer options including a fully immersive virtual reality experience and a partial immersion that brings objects or spaces from their physical world into the game through editable "passthrough windows.", August 2022: A new Oculus Quest and VR experience called "Artemis Ascending" would provide an immersive view of the launch pad when NASA's historic Artemis 1 mission lifts off for the moon.. Key drivers for this market are: Use of Virtual Reality in Aerospace & Defense for Training and Simulation, Penetration of HMDs in Gaming and Entertainment Sector. Potential restraints include: Use of Virtual Reality in Aerospace & Defense for Training and Simulation, Penetration of HMDs in Gaming and Entertainment Sector. Notable trends are: Head Mounted Displays is Expected to Have Significant Share.

  16. M

    Mixed Reality Industry Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 30, 2025
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    Market Report Analytics (2025). Mixed Reality Industry Report [Dataset]. https://www.marketreportanalytics.com/reports/mixed-reality-industry-90226
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Apr 30, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The mixed reality (MR) industry is experiencing explosive growth, projected to reach a market size of $4.04 billion in 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 45.34%. This significant expansion is driven by several key factors. The increasing adoption of MR technologies across diverse end-user verticals, such as education (immersive learning experiences), engineering (design and prototyping), entertainment (gaming and interactive experiences), and healthcare (surgical simulations and training), is a primary catalyst. Furthermore, continuous technological advancements, including improvements in display resolution, processing power, and user interface design, are enhancing the user experience and driving wider adoption. The development of more affordable and accessible MR headsets is also playing a crucial role in expanding the market reach. Major players like Microsoft, Meta, and others are heavily investing in research and development, further fueling innovation and competition within this rapidly evolving sector. The future of the MR market looks exceptionally promising. The forecast period (2025-2033) anticipates sustained high growth, fueled by the ongoing development of more sophisticated and user-friendly MR applications. North America currently holds a substantial market share, driven by strong technological advancements and early adoption. However, Asia Pacific is poised for significant growth, fueled by increasing consumer demand and government initiatives promoting technological innovation. While challenges remain, such as the relatively high cost of MR devices and the need for improved content development, the overall trajectory suggests considerable market expansion and the potential to disrupt various industries in the coming years. The continued refinement of MR technology and the emergence of innovative applications are expected to overcome these limitations and propel the market to even greater heights. Recent developments include: August 2022 - Siemens and TeamViewer are collaborating on augmented and mixed reality (AR/MR) solutions for product lifecycle management. The companies have established a "strategic relationship" to combine the advantages of Siemens Teamcenter product lifecycle management with TeamViewer's enterprise augmented reality platform, Frontline., May 2022 - In order to create intelligent Extended Reality (XR) solutions for business and engineering applications, Tata Elxsi and Lenovo have partnered. Through this agreement, the two businesses hope to provide clients using Lenovo's smart XR devices in both large and small office settings as well as industrial settings with end-to-end solutions and services. Augmented reality (AR), virtual reality (VR), mixed reality, and everything in between is all included under the umbrella term "XR.". Key drivers for this market are: High End-Electronic Consumer Market, Growing Adoption in Various Industries; Growing Awarness of Technology, along with Content Availability. Potential restraints include: High End-Electronic Consumer Market, Growing Adoption in Various Industries; Growing Awarness of Technology, along with Content Availability. Notable trends are: Education Sector will Hold a Significant Market Share.

  17. I

    Immersive Virtual Reality Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 4, 2025
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    Data Insights Market (2025). Immersive Virtual Reality Market Report [Dataset]. https://www.datainsightsmarket.com/reports/immersive-virtual-reality-market-14832
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    doc, pdf, pptAvailable download formats
    Dataset updated
    Mar 4, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The immersive virtual reality (IVR) market is experiencing robust growth, projected to reach a substantial size by 2033. A compound annual growth rate (CAGR) of 21.50% from 2019 to 2024 suggests a significant market expansion driven by several key factors. Technological advancements in head-mounted displays (HMDs) and gesture tracking devices are enhancing user experience and expanding applications across various sectors. The entertainment and gaming industry remains a major driver, but significant growth is also observed in aerospace & defense for training simulations, healthcare for surgical planning and therapeutic applications, and education for immersive learning experiences. The increasing affordability of VR hardware and software, coupled with the rising demand for interactive and engaging digital content, fuels this growth. While challenges remain, such as addressing potential motion sickness and the need for higher processing power, the overall market trajectory is positive. The regional distribution of the IVR market likely mirrors global technological adoption trends. North America and Europe are expected to hold significant market share due to early adoption and established technological infrastructure. However, the Asia-Pacific region is projected to exhibit the fastest growth rate, driven by increasing smartphone penetration and a burgeoning young population eager to embrace new technologies. Companies like Oculus (Facebook), Google, Microsoft, and Samsung are at the forefront of innovation, continuously striving to improve the quality and accessibility of VR technology. Competition is fierce, with new entrants and established players alike vying for market share. The future of the IVR market depends on continued technological advancements, strategic partnerships, and the successful integration of VR into diverse applications across various industries. This sustained innovation, combined with increasing affordability and wider application, points to a promising and expansive future for the IVR market. Recent developments include: October 2022: PokerStars VR, part of Flutter Entertainment, has announced that it will be a launch title for Meta's Quest Pro mixed reality headset. Players using Quest Pro would be able to adapt their surroundings to suit their playing habits. It would offer options including a fully immersive virtual reality experience and a partial immersion that brings objects or spaces from their physical world into the game through editable "passthrough windows.", August 2022: A new Oculus Quest and VR experience called "Artemis Ascending" would provide an immersive view of the launch pad when NASA's historic Artemis 1 mission lifts off for the moon.. Key drivers for this market are: Use of Virtual Reality in Aerospace & Defense for Training and Simulation, Penetration of HMDs in Gaming and Entertainment Sector. Potential restraints include: High Product Cost. Notable trends are: Head Mounted Displays is Expected to Have Significant Share.

  18. V

    Virtual Reality Consumer Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Feb 1, 2025
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    Pro Market Reports (2025). Virtual Reality Consumer Market Report [Dataset]. https://www.promarketreports.com/reports/virtual-reality-consumer-market-10311
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Feb 1, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global virtual reality (VR) consumer market was estimated to reach USD 1.547 billion in 2025, and it is also expected to increase at a compound annual growth rate of 16.53% from 2025 to 2033. Growth in the market is supported by growing acceptance of VR for gaming, availability of VR headsets for entertainment at home, and increasing VR adoption in health and education. The key trends include the development of high-resolution VR headsets, the introduction of AI and VR together, and increasing content that is VR-enabled. The market is categorized according to the type of component, such as hardware, software, solutions. The market has been further segmented based on technology, 3D audio, 3D depth sensors, 4K & 8K video, computer vision, stimulations hand tracking, optical tracking, and gesture control, companies, and regions. North America and Asia Pacific lead the share in the virtual reality consumer product market. These are also the home of giant companies such as Meta, Sony, and Samsung that are leading virtual reality consumer markets. Recent developments include: March 2022: HTC partnered with Holoride, a supplier of in-car VR entertainment, to expand its line-up of AR and VR hardware devices. Users will be able to experience in-car VR for the first time with the HTC Vive Flow glasses designed specifically for the backseats of Audi sedans and SUVs., January 2022: Sony says it designed the PSVR headset for a better virtual reality experience in PlayStation since it will be directly connected to the PlayStation 5 platform.. Key drivers for this market are: Technological advancements and improved user experiences Growing demand for immersive entertainment Expanding applications in various industries Government initiatives and investments in VR research. Potential restraints include: Motion sickness and discomfort for some users High cost of VR headsets and equipment Limited battery life of mobile VR devices Privacy and data security concerns. Notable trends are: Driven by advancements in hardware and software, leading to more affordable and user-friendly devices. Eliminating the need for external devices, making VR more accessible and portable. VR being used in industries such as healthcare, education, and training..

  19. r

    Virtual Reality in Healthcare Market Size 2023, Forecast By 2032

    • reportsanddata.com
    pdf,excel,csv,ppt
    Updated Apr 18, 2023
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    Reports and Data (2023). Virtual Reality in Healthcare Market Size 2023, Forecast By 2032 [Dataset]. https://www.reportsanddata.com/report-detail/virtual-reality-in-healthcare-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 18, 2023
    Dataset authored and provided by
    Reports and Data
    License

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

    Time period covered
    2024 - 2030
    Area covered
    Global
    Description

    Virtual Reality in Healthcare Market Size was USD 2.82 Billion in 2022 and is expected to reach USD 12.14 Billion in 2032, and register a revenue CAGR of 17.6% during the forecast period.

  20. i

    Virtual Reality (VR) Motion Capture System Market Report

    • imrmarketreports.com
    Updated Jun 2022
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    Swati Kalagate; Akshay Patil; Vishal Kumbhar (2022). Virtual Reality (VR) Motion Capture System Market Report [Dataset]. https://www.imrmarketreports.com/reports/virtual-reality-vr-motion-capture-system-market
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    Dataset updated
    Jun 2022
    Dataset provided by
    IMR Market Reports
    Authors
    Swati Kalagate; Akshay Patil; Vishal Kumbhar
    License

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

    Description

    Global Virtual Reality (VR) Motion Capture System Market Report 2022 comes with the extensive industry analysis of development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2022-2028. The report may be the best of what is a geographic area which expands the competitive landscape and industry perspective of the market.

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Statista (2025). VR market revenue worldwide 2023-2028 [Dataset]. https://www.statista.com/statistics/1221522/virtual-reality-market-size-worldwide/
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VR market revenue worldwide 2023-2028

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15 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 23, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

In 2024, virtual reality (VR) market revenue amounted to ***** billion U.S. dollars, up from the previous year. In 2025, VR revenue is expected to climb once more to ***** billion U.S. dollars.

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