63 datasets found
  1. Revenue in the AR & VR market worldwide 2017-2029

    • statista.com
    Updated Dec 2, 2025
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    Statista (2025). Revenue in the AR & VR market worldwide 2017-2029 [Dataset]. https://www.statista.com/forecasts/1337169/vr-b2c-market-revenue-worldwide
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    Dataset updated
    Dec 2, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The revenue in the ar&vr market worldwide was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

  2. Virtual reality health care market value U.S. 2012 to 2017

    • statista.com
    Updated Jun 25, 2025
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    Statista (2025). Virtual reality health care market value U.S. 2012 to 2017 [Dataset]. https://www.statista.com/statistics/740367/virtual-reality-health-care-market-growth/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    United States
    Description

    The growth of the virtual reality (VR) health care market in the U.S. has increased dramatically from 2012. As of 2017, the virtual reality health care market value was 976 million U.S. dollars. Virtual reality can be used in many aspects of health care including training, patient education, mental health therapy and pain therapy, to name a few. Virtual reality is just one of many exciting new technologies that can be used in patient care.

    Health care emerging technologies

    Health care emerging technologies include new and unique types of technology that are useful in patient care or health care training. These technologies can include virtual and augmented reality, 3D printing, and the use of drones in health care. For example, health care apps provide useful kinds of augmented reality that aid in health promotion, while 3D printing is being used in dental implants and other implantable devices.

    Virtual reality public opinion

    It has been estimated that health care uses of virtual reality will be the second largest share of the VR market by 2022. Given the evidence for an expanding market and growth in the field of emerging technologies in health, it is also important to consider public opinion. In a recent survey of U.S. adults over half indicated that VR could be useful in training surgeons. Another survey among U.S. residents indicated that a higher percentage of younger, rather than older, participants thought virtual reality will likely be used in medicine and psychology.

  3. VR software B2C market revenue worldwide 2017-2028, by segment

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). VR software B2C market revenue worldwide 2017-2028, by segment [Dataset]. https://www.statista.com/forecasts/1337178/vr-software-b2c-market-revenue-worldwide-by-segment
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Over the last two observations, the indicator is forecast to significantly increase in all segments. This reflects the overall trend throughout the entire forecast period from 2017 to 2028. It is estimated that the indicator is continuously rising in all segments. In this regard, the VR Gaming segment achieves the highest value of ************ U.S. dollars in 2028. The Statista Market Insights cover a broad range of additional markets.

  4. Market share of AR/VR in Western Europe 2017, by industry

    • statista.com
    Updated Jul 8, 2025
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    Statista (2025). Market share of AR/VR in Western Europe 2017, by industry [Dataset]. https://www.statista.com/statistics/689120/market-share-of-ar-vr-in-western-europe-by-industry/
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    Dataset updated
    Jul 8, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2017
    Area covered
    Western Europe, Europe
    Description

    This statistic shows the market share of the industries involved in the augmented reality (AR) / virtual reality(VR) market in Western Europe in 2017. The consumer market share accounted for more than ** percent of spending in Western Europe in 2017.

  5. Global virtual reality headset shipments market share by geography 2017

    • statista.com
    Updated Oct 7, 2016
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    Statista (2016). Global virtual reality headset shipments market share by geography 2017 [Dataset]. https://www.statista.com/statistics/762941/virtual-reality-headset-market-share-worldwide-by-geography/
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    Dataset updated
    Oct 7, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    Japan, China, Worldwide, United States
    Description

    The statistic shows the virtual reality (VR) headset shipment market share by geography worldwide in the first quarter of 2017. The United States was the largest market for VR headset in terms of unit shipments with ** percent of the global market.

  6. Global AR/VR automotive spending 2017 and 2025

    • statista.com
    Updated Feb 15, 2019
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    Statista (2019). Global AR/VR automotive spending 2017 and 2025 [Dataset]. https://www.statista.com/statistics/828499/world-ar-vr-automotive-spending/
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    Dataset updated
    Feb 15, 2019
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    Worldwide
    Description

    The statistic shows automotive industry's spending on augmented and virtual reality (AR/VR) worldwide in 2017 and 2025. In 2025, the global automotive AR and VR market is forecast to reach about 673 billion U.S. dollars, with a CAGR of 175.7 percent from 2018 to 2025. Technological advancement in connectivity is a major reason that drive the fast growth of the market.

  7. U.S.: mixed reality usage in the mid market 2017

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). U.S.: mixed reality usage in the mid market 2017 [Dataset]. https://www.statista.com/statistics/785517/us-mixed-reality-mid-market-usage/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 14, 2017 - Jul 24, 2017
    Area covered
    United States
    Description

    This statistic presents the usage of mixed reality (augmented or virtual reality combined with the internet of things) among mid-market companies in the United States, as of July 2017. According to the findings, **** percent of mid-market companies were using AR/VR solutions for employee training, education and learning.

  8. Revenue of the VR hardware industry worldwide 2017-2029

    • statista.com
    Updated Aug 16, 2025
    + more versions
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    Statista (2025). Revenue of the VR hardware industry worldwide 2017-2029 [Dataset]. https://www.statista.com/forecasts/1337171/vr-hardware-b2c-market-revenue-worldwide
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    Dataset updated
    Aug 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The revenue in the 'VR Hardware' segment of the ar&vr market worldwide was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************ U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************ U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on VR Hardware.

  9. Virtual reality gaming market size in MENA 2017-2020

    • statista.com
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    Statista, Virtual reality gaming market size in MENA 2017-2020 [Dataset]. https://www.statista.com/statistics/958132/mena-virtual-reality-gaming-market-size/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    MENA
    Description

    The statistic depicts the market size of virtual reality gaming in the Middle East and North Africa in 2017 and 2020. According to projections, the virtual reality market in the MENA region will grow to *********** U.S. dollars by 2020.

  10. VR hardware B2C market revenue worldwide 2017-2028, by segment

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). VR hardware B2C market revenue worldwide 2017-2028, by segment [Dataset]. https://www.statista.com/forecasts/1337175/vr-hardware-b2c-market-revenue-worldwide-by-segment
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The indicator is forecast to experience significant growth in all segments in 2028. The trend observed from 2017 to 2028 remains consistent throughout the entire forecast period. There is a continuous increase in the indicator across all segments. Notably, the VR Standalone HMD segment achieves the highest value of ***** billion U.S. dollars at 2028. The Statista Market Insights cover a broad range of additional markets.

  11. Revenue in the AR & VR market in Europe 2017-2029

    • statista.com
    Updated Aug 15, 2025
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    Statista (2025). Revenue in the AR & VR market in Europe 2017-2029 [Dataset]. https://www.statista.com/forecasts/1340228/vr-b2c-market-revenue-europe
    Explore at:
    Dataset updated
    Aug 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    The revenue in the ar&vr market in Europe was modeled to be ************ U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************ U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************ U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

  12. Virtual reality headset shipments worldwide 2016-2017, by brand

    • statista.com
    Updated Nov 26, 2025
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    Statista (2025). Virtual reality headset shipments worldwide 2016-2017, by brand [Dataset]. https://www.statista.com/statistics/752110/global-vr-headset-sales-by-brand/
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    Dataset updated
    Nov 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Samsung Gear VR was projected to be the highest-selling virtual reality headset of 2017, with forecast shipments of **** million units in that year alone. Google is projected to produce two of the most popular devices in the market, with both Google Cardboard and Google Daydream View forecast to sell millions of units. VR devices VR devices have not yet achieved the level of widespread popularity attained by other consumer electronic devices such as smartphones or tablets, but the industry has experienced consistent growth in recent years, with forecasts projecting a continuation of this trend in the future. As of 2018, Sony had established itself as the clear leader in the VR device market, largely thanks to the success of its PlayStation VR product. Other major products in the industry are HTC’s Vive and the Facebook-owned Oculus Rift, both of which have also carved out significant market shares. The Virtual Reality Market In addition to the hardware segment, which encompasses the manufacture and sale of VR headset devices, the VR market also includes a growing software segment. Software companies from a wide variety of industries have recognized the potential of VR technology. Gaming companies are eager to incorporate VR technology into their range of offerings, while other organizations are exploring the possibilities of the use of VR in more professional settings, such as healthcare and engineering

  13. Distribution virtual reality headset market in the Netherlands 2017, by...

    • statista.com
    Updated Apr 10, 2018
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    Statista (2018). Distribution virtual reality headset market in the Netherlands 2017, by brand [Dataset]. https://www.statista.com/statistics/824938/distribution-virtual-reality-headset-market-in-the-netherlands-by-brand/
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    Dataset updated
    Apr 10, 2018
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    Netherlands
    Description

    This statistic displays the market shares of virtual reality headset producers in the Netherlands in 2017, by brand. In 2017, Samsung was the leading virtual reality headset provider in the Netherlands, with a market share of roughly ** percent. Its closest competitor in the Dutch market was VR Box, which had a market share of approximately ten percent that year.

  14. Revenue of the VR advertising industry worldwide 2017-2029

    • statista.com
    Updated Aug 16, 2025
    + more versions
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    Statista (2025). Revenue of the VR advertising industry worldwide 2017-2029 [Dataset]. https://www.statista.com/forecasts/1337179/vr-advertising-b2c-market-revenue-worldwide
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    Dataset updated
    Aug 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The ad spending in the 'VR Advertising' segment of the ar&vr market worldwide was modeled to stand at ************** U.S. dollars in 2024. Following a continuous upward trend, the ad spending has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the ad spending will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on VR Advertising.

  15. Revenue of the VR software industry in the United States 2017-2029

    • statista.com
    + more versions
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    Statista, Revenue of the VR software industry in the United States 2017-2029 [Dataset]. https://www.statista.com/forecasts/1339168/vr-software-b2c-market-revenue-us
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The revenue in the 'VR Software' segment of the ar&vr market in the United States was modeled to stand at ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************** U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************** U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on VR Software.

  16. Revenue in the AR & VR market in Peru 2017-2029

    • statista.com
    Updated Apr 27, 2024
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    Statista (2024). Revenue in the AR & VR market in Peru 2017-2029 [Dataset]. https://www.statista.com/statistics/1396871/revenue-ar-vr-market-peru/
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    Dataset updated
    Apr 27, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Peru
    Description

    The revenue in the ar&vr market in Peru was modeled to be ************ U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

  17. Revenue in the AR & VR market in Brazil 2017-2029

    • statista.com
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    Statista, Revenue in the AR & VR market in Brazil 2017-2029 [Dataset]. https://www.statista.com/statistics/1396875/revenue-ar-vr-market-brazil/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Brazil
    Description

    The revenue in the ar&vr market in Brazil was modeled to stand at ************ U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************** U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

  18. Revenue of the VR hardware industry in Europe 2017-2029

    • statista.com
    + more versions
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    Statista, Revenue of the VR hardware industry in Europe 2017-2029 [Dataset]. https://www.statista.com/forecasts/1340243/vr-hardware-b2c-market-revenue-europe
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    The revenue in the 'VR Hardware' segment of the ar&vr market in Europe was modeled to amount to *********** U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************ U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************ U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on VR Hardware.

  19. U.S.: mixed reality adoption level in mid-market enterprises July 2017

    • statista.com
    Updated Nov 15, 2017
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    Statista (2017). U.S.: mixed reality adoption level in mid-market enterprises July 2017 [Dataset]. https://www.statista.com/statistics/785480/us-mixed-reality-mid-market-mixed-reality-adoption-level/
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    Dataset updated
    Nov 15, 2017
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 14, 2017 - Jul 24, 2017
    Area covered
    United States
    Description

    This statistic presents the level of adoption of mixed reality technologies (augmented or virtual reality combined with the internet of things***) among mid-market companies in the United States, as of *********. According to the survey, **** percent of the mid-market respondents described their companies as being in the deployment phase of AR/VR solutions.

  20. Revenue in the AR & VR market in Colombia 2017-2029

    • statista.com
    Updated Apr 27, 2024
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    Statista (2024). Revenue in the AR & VR market in Colombia 2017-2029 [Dataset]. https://www.statista.com/statistics/1396869/revenue-ar-vr-market-colombia/
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    Dataset updated
    Apr 27, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Colombia
    Description

    The revenue in the ar&vr market in Colombia was modeled to stand at ************** U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

Share
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Email
Click to copy link
Link copied
Close
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Statista (2025). Revenue in the AR & VR market worldwide 2017-2029 [Dataset]. https://www.statista.com/forecasts/1337169/vr-b2c-market-revenue-worldwide
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Revenue in the AR & VR market worldwide 2017-2029

Explore at:
4 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Dec 2, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

The revenue in the ar&vr market worldwide was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on AR & VR.

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