100+ datasets found
  1. Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 20, 2025
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    Mordor Intelligence (2025). Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 20, 2025
    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

    Virtual Reality (VR) Market is Segmented by Offering (Hardware, Software, and Services), Device Form Factor (Tethered HMD, Stand-Alone HMD, and More), Immersion Level (Non-Immersive, Semi-Immersive, Fully-Immersive), End-User Industry (Gaming, Healthcare, and More), and by Geography. The Market Forecasts are Provided in Terms of Value (USD).

  2. Virtual Reality Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Apr 10, 2025
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    Roots Analysis (2025). Virtual Reality Market Size & Share Report, 2035 [Dataset]. https://www.rootsanalysis.com/virtual-reality-market
    Explore at:
    Dataset updated
    Apr 10, 2025
    Dataset provided by
    Authors
    Roots Analysis
    License

    https://www.rootsanalysis.com/privacy.htmlhttps://www.rootsanalysis.com/privacy.html

    Description

    The virtual reality market size is estimated to rise from $33.72 billion in 2024 to $488.49 billion by 2035, growing at a CAGR of 27.511% from 2024 to 2035.

  3. VR market revenue worldwide 2023-2028

    • statista.com
    Updated Aug 21, 2025
    + more versions
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    Statista (2025). VR market revenue worldwide 2023-2028 [Dataset]. https://www.statista.com/statistics/1221522/virtual-reality-market-size-worldwide/
    Explore at:
    Dataset updated
    Aug 21, 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.

  4. Virtual Reality (VR) Market Analysis | 2024-2030

    • nextmsc.com
    csv, pdf
    Updated Apr 2025
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    Supradip Baul (2025). Virtual Reality (VR) Market Analysis | 2024-2030 [Dataset]. https://www.nextmsc.com/report/virtual-reality-market
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Apr 2025
    Dataset provided by
    Next Move Strategy Consulting
    Authors
    Supradip Baul
    License

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

    Time period covered
    2023 - 2030
    Area covered
    Global
    Description

    In 2023, the Virtual Reality (VR) Market reached a value of USD 28.78 billion, and it is projected to surge to USD 192.99 billion by 2030.

  5. Virtual Reality Market Growth Analysis - Forecast Trends and Outlook...

    • expertmarketresearch.com
    Updated Jan 28, 2021
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    Claight Corporation (Expert Market Research) (2021). Virtual Reality Market Growth Analysis - Forecast Trends and Outlook (2025-2034) [Dataset]. https://www.expertmarketresearch.com/reports/virtual-reality-market
    Explore at:
    pdf, excel, csv, pptAvailable download formats
    Dataset updated
    Jan 28, 2021
    Dataset provided by
    Claight Corporation - Expert Market Research
    Authors
    Claight Corporation (Expert Market Research)
    License

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

    Time period covered
    2025 - 2034
    Area covered
    Global
    Variables measured
    CAGR, Forecast Market Value, Historical Market Value
    Measurement technique
    Secondary market research, data modeling, expert interviews
    Dataset funded by
    Claight Corporation - Expert Market Research
    Description

    The global virtual reality market size attained a value of nearly USD 53.53 Billion in 2024. The market is further expected to grow at a CAGR of 26.40% during the forecast period of 2025-2034 to reach a value of USD 557.27 Billion by 2034.

  6. Virtual Reality (VR) Market Analysis, Size, and Forecast 2025-2029: North...

    • technavio.com
    pdf
    Updated Dec 19, 2024
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    Technavio (2024). Virtual Reality (VR) Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), Middle East and Africa (Egypt, KSA, Oman, and UAE), APAC (China, India, and Japan), South America (Argentina and Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/virtual-reality-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Dec 19, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    Virtual Reality (VR) Market Size 2025-2029

    The virtual reality (VR) market size is valued to increase USD 133.17 billion, at a CAGR of 38% from 2024 to 2029. Recent developments in virtual reality technologies will drive the virtual reality (VR) market.

    Major Market Trends & Insights

    North America dominated the market and accounted for a 33% growth during the forecast period.
    By End-user - Enterprise segment was valued at USD 6.37 billion in 2023
    By Component - Hardware segment accounted for the largest market revenue share in 2023
    

    Market Size & Forecast

    Market Opportunities: USD 1.00 million
    Market Future Opportunities: USD 133174.20 million
    CAGR from 2024 to 2029: 38%
    

    Market Summary

    The market represents a dynamic and rapidly evolving industry, driven by advancements in core technologies and applications. Key technologies, such as 6DoF tracking, haptic feedback, and eye-tracking, are revolutionizing user experiences. Applications span across various sectors, including gaming, healthcare, education, and manufacturing, with the industrial segment expected to account for a significant market share due to its potential to enhance productivity and training. Integration of Artificial Intelligence (AI) and Machine Learning (ML) with VR technology is a major trend, enabling personalized content and enhancing user experiences. However, the high cost of immersive hardware remains a significant challenge, limiting widespread adoption.
    Regulatory frameworks, such as the European Union's Medical Devices Regulation, are shaping the market landscape. According to recent reports, the global VR market is projected to reach a 30% adoption rate by 2025, underscoring its growing importance in various industries. Recent developments include advancements in wireless VR technology and the introduction of standalone headsets, which are expected to further fuel market growth.
    

    What will be the Size of the Virtual Reality (VR) Market during the forecast period?

    Get Key Insights on Market Forecast (PDF) Request Free Sample

    How is the Virtual Reality (VR) Market Segmented?

    The virtual reality (VR) industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    End-user
    
      Enterprise
      Consumer
    
    
    Component
    
      Hardware
      Software
    
    
    Device
    
      Head-mounted display
      Gesture-tracking device
      Projectors & display wall
    
    
    Technology
    
      Semi & fully immersive
      Non-immersive
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      Middle East and Africa
    
        Egypt
        KSA
        Oman
        UAE
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
        Argentina
        Brazil
    
    
      Rest of World (ROW)
    

    By End-user Insights

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

    Virtual reality (VR) is an immersive technology that creates artificial environments using software, presented to users through devices like headsets. The market for VR experiences has seen significant growth, with remote collaboration tools and immersive experiences driving adoption in various sectors. For instance, depth perception, real-time rendering, and simulation platforms are increasingly utilized in industries such as gaming, entertainment, retail, sports, and travel. Photogrammetry techniques and data visualization tools are essential for creating realistic virtual environments, while human-computer interaction, motion tracking systems, and user interface design ensure seamless user experiences. Advancements in technologies like graphics processing units (GPUs), field of view, and 360-degree cameras have led to improvements in visual fidelity and user comfort.

    Virtual prototyping, avatar creation, and latency issues are critical aspects of the VR market, with telepresence systems and head-mounted displays enabling more interactive and engaging experiences. Spatial audio rendering, environmental simulation, and sensory feedback systems further enhance the realism of virtual environments. Interaction design, motion capture technology, and haptic feedback devices are essential for creating immersive and engaging VR applications. The VR market is expected to expand further, with the number of users for virtual reality content projected to grow significantly. The healthcare industry is expected to be a major contributor to this growth, as virtual reality technology is increasingly used for training simulations, object recognition, texture mapping, and other applications.

    The adoption of VR technology in education, engineering, and architecture is also expected to increase, as it offers cost-effective and efficient solutions for creating realistic simulations and models. Th

  7. c

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

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jul 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
    Jul 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...

  8. Virtual, Augmented and Mixed Reality (VR/AR) Market Size & Industry Report...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 23, 2025
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    Mordor Intelligence (2025). Virtual, Augmented and Mixed Reality (VR/AR) Market Size & Industry Report 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-augmented-and-mixed-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 23, 2025
    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

    Virtual, Augmented and Mixed Reality (VR/AR) Market Report is Segmented by Reality Type (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR)), Component (Hardware, Software, Services), Device Form Factor (Consumer Headsets, Enterprise/Industrial Headsets, and More), End User (Gaming and E-Sports, Media and Entertainment, and More), and by Geography. The Market Forecasts are Provided in Terms of Value (USD).

  9. Augmented Reality And Virtual Reality Market Analysis North America, APAC,...

    • technavio.com
    pdf
    Updated Feb 14, 2025
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    Technavio (2025). Augmented Reality And Virtual Reality Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, UK, China, Japan, Canada, Germany, India, France, Italy, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/augmented-reality-and-virtual-reality-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Feb 14, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    Augmented Reality And Virtual Reality Market Size 2025-2029

    The augmented reality and virtual reality market size is forecast to increase by USD 641.25 billion, at a CAGR of 51.8% between 2024 and 2029.

    The Augmented Reality (AR) and Virtual Reality (VR) market is experiencing significant growth, fueled by increasing demand for immersive technologies in various industries. This demand is driven by the potential of AR and VR to revolutionize sectors such as gaming, education, healthcare, and retail, offering enhanced user experiences and improved productivity. Meanwhile, the investment landscape is favorable, with growing funding for startups specializing in AR and VR technologies. This financial support is enabling innovation and the development of new applications, further expanding the market's potential. However, the market's growth is not without challenges. High development costs associated with creating AR and VR applications pose a significant hurdle for companies looking to enter the market. These costs, which include hardware, software, and human resources, can act as a barrier to entry for smaller players and require strategic planning and substantial investment to overcome. Companies seeking to capitalize on the opportunities presented by the AR and VR market must navigate these challenges effectively to remain competitive and succeed in this dynamic and innovative landscape.

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

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free SampleThe Extended Reality (XR) market continues to evolve, with new technologies and applications emerging at an unprecedented rate. XR encompasses Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), each offering unique immersive experiences. Key components of XR include user comfort, interaction fidelity, and cybersecurity measures. High-performance computing, network infrastructure, and high-resolution displays are essential for delivering seamless experiences. Voice recognition and motion tracking sensors enable natural interaction, while 360-degree cameras and 3D scanning provide realistic environments. AR applications span various sectors, from training simulations and data analytics to computer vision and education. VR headsets offer immersive experiences in gaming, entertainment, and virtual tourism. MR combines the best of both worlds, enabling interactive simulations and virtual environments. Price point remains a critical factor, with cloud-based platforms and AI-powered personalization driving cost savings. Haptic feedback devices and spatial audio add depth to the user experience. 3D modeling software and rendering techniques are essential for creating engaging content. Market adoption is on the rise, with applications in healthcare, military, and e-commerce. Digital twin technology and virtual reality systems are revolutionizing industries, from manufacturing to construction. SLAM technology and object recognition enable advanced AR applications. Network infrastructure, data privacy, and cybersecurity measures are becoming increasingly important as XR becomes more prevalent. High frame rates and depth sensing are essential for delivering realistic experiences. The future of XR is bright, with endless possibilities for innovation and growth.

    How is this Augmented Reality And Virtual Reality Industry segmented?

    The augmented reality and virtual reality industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments. TechnologyARVRApplicationConsumerEnterpriseComponentHardwareSoftwareEnd-userAerospace and defenseConsumerCommercialEnterpriseOthersGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth AmericaBrazilRest of World (ROW)

    By Technology Insights

    The ar segment is estimated to witness significant growth during the forecast period.The Extended Reality (XR) market, encompassing Augmented Reality (AR) and Virtual Reality (VR), is experiencing significant growth due to several key factors. New product launches, both in hardware and software, are driving innovation in the sector. The expanding adoption of XR in various industries, including retail and consumer goods, healthcare, education, and military applications, is increasing demand. AR, in particular, is gaining traction due to its ability to provide immersive experiences by overlaying digital information onto the real world. This technology is being used in training simulations, data analytics, computer vision, and 3D modeling, among other applications. VR, on the other hand, offers fully immersive environments for gaming, ed

  10. a

    Enterprise Augmented Reality and Virtual Reality Market Report

    • astuteanalytica.com
    Updated Jul 14, 2022
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    Astute Analytica (2022). Enterprise Augmented Reality and Virtual Reality Market Report [Dataset]. https://www.astuteanalytica.com/industry-report/enterprise-augmented-reality-virtual-reality-market
    Explore at:
    Dataset updated
    Jul 14, 2022
    Dataset authored and provided by
    Astute Analytica
    License

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

    Area covered
    Worldwide
    Description

    Enterprise Augmented Reality and Virtual Reality Market is projected to reach USD 364.9 Billion by 2030.

  11. e

    Augmented Reality and Virtual Reality Market Trend | AR & VR Industry...

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jun 22, 2022
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    Emergen Research (2022). Augmented Reality and Virtual Reality Market Trend | AR & VR Industry Forecast by 2030 [Dataset]. https://www.emergenresearch.com/industry-report/augmented-reality-and-virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 22, 2022
    Dataset authored and provided by
    Emergen Research
    License

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

    Area covered
    Global
    Variables measured
    Base Year, No. of Pages, Growth Drivers, Forecast Period, Segments covered, Historical Data for, Pitfalls Challenges, 2028 Value Projection, Tables, Charts, and Figures, Forecast Period 2021 - 2028 CAGR, and 1 more
    Description

    The global Augmented Reality (AR) and Virtual Reality (VR) market size reached USD 21.40 Billion in 2021 and is expected to reach USD 237.80 Billion in 2030 registering a CAGR of 35%. Augmented Reality and Virtual Reality industry report classifies global market by share, trend, growth and based on...

  12. Z

    Virtual Reality Market By Application (Enterprise, Consumer, Healthcare,...

    • zionmarketresearch.com
    pdf
    Updated Sep 18, 2025
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    Zion Market Research (2025). Virtual Reality Market By Application (Enterprise, Consumer, Healthcare, Aerospace & Defense, Commercial, and Others), By Component (Software and Hardware), By Device (Projectors & Display Wall (PDW), Gesture-Tracking Device (GTD), and Head-Mounted Display (HMD), By Technology (Non-Immersive and Semi & Fully Immersive), and By Region - Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, and Forecasts 2024 - 2032 [Dataset]. https://www.zionmarketresearch.com/report/virtual-reality-market-size
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Sep 18, 2025
    Dataset authored and provided by
    Zion Market Research
    License

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

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    The Global Virtual Reality Market Size Was Worth USD 1,216.79 Million in 2023 and Is Expected To Reach USD 1,986.96 Million by 2032, CAGR of 5.60%.

  13. XR market revenue 2023-2028

    • statista.com
    Updated Aug 21, 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/
    Explore at:
    Dataset updated
    Aug 21, 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.

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

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Aug 29, 2025
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    Mordor Intelligence (2025). 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
    Aug 29, 2025
    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 Virtual Reality (VR) Market in Education Report is Segmented by Component (Hardware, Software, and Services), End User (Academic Institutions, and Corporate Training), Device Type (Standalone Headsets, Tethered PC-VR Headsets, and More), Application Area (STEM and Technical Education, Medical and Healthcare Training, and More), and Geography (North America, and More). The Market Forecasts are Provided in Terms of Value (USD).

  15. e

    Virtual Reality Market Overview | VR Market Trend, Size and Forecast by 2028...

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Apr 19, 2021
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    Emergen Research (2021). Virtual Reality Market Overview | VR Market Trend, Size and Forecast by 2028 [Dataset]. https://www.emergenresearch.com/industry-report/virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 19, 2021
    Dataset authored and provided by
    Emergen Research
    License

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

    Area covered
    Global
    Variables measured
    Base Year, No. of Pages, Growth Drivers, Forecast Period, Segments covered, Historical Data for, Pitfalls Challenges, 2028 Value Projection, Tables, Charts, and Figures, Forecast Period 2021 - 2028 CAGR, and 1 more
    Description

    The global virtual reality market size was USD 6.14 Billion in 2020 and is expected to reach USD 43.01 Billion in 2028 and register a CAGR of 27.5%. VR industry report classifies global market by share, trend, and on the basis of offering, technology, device type, application, and region | Virtual R...

  16. R

    5G Virtual Reality Market Size & Share, Growth Forecast 2037

    • researchnester.com
    Updated Jun 2, 2025
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    Research Nester (2025). 5G Virtual Reality Market Size & Share, Growth Forecast 2037 [Dataset]. https://www.researchnester.com/reports/5g-in-vr-market/3441
    Explore at:
    Dataset updated
    Jun 2, 2025
    Dataset authored and provided by
    Research Nester
    License

    https://www.researchnester.comhttps://www.researchnester.com

    Description

    The 5G virtual reality market size was valued at USD 4.7 billion in 2024 and is poised to exceed USD 294.8 billion by 2037, expanding at a 38% CAGR during the forecast period, i.e., between 2025–2037. North America is poised to hold a leading revenue share of 35.7% by the end of 2037 due to the rising consumer demand for immersive experiences in entertainment.

  17. v

    Global Augmented Reality And Virtual Reality Market Size By Offering...

    • verifiedmarketresearch.com
    Updated Sep 21, 2025
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    VERIFIED MARKET RESEARCH (2025). Global Augmented Reality And Virtual Reality Market Size By Offering (Hardware, Software), By Device Type (AR Technology, VR Technology), By End User Industry (Aerospace And Defense, Consumer), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/augmented-reality-and-virtual-reality-market/
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    Dataset updated
    Sep 21, 2025
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

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

    Time period covered
    2026 - 2032
    Area covered
    Global
    Description

    Augmented Reality And Virtual Reality Market size was valued at USD 25.42 Billion in 2024 and is projected to reach USD 174.16 Billion by 2032, growing at a CAGR of 30% from 2026 to 2032.Rising Adoption of Immersive Technologies in Gaming and Entertainment Enhancing User Experiences: The gaming and entertainment industries have long been pioneers in embracing cutting edge technology, and AR/VR are no exception.Increasing Use of AR and VR in Education and Training for Interactive and Practical Learning Solutions: Beyond entertainment, the transformative power of AR and VR is revolutionizing education and professional training. Traditional learning methods are increasingly being augmented by interactive and practical immersive solutions that offer unparalleled engagement and knowledge retention.

  18. Projected size of global augmented and VR market segments 2020-2025

    • statista.com
    Updated Jun 29, 2016
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    Statista (2016). Projected size of global augmented and VR market segments 2020-2025 [Dataset]. https://www.statista.com/statistics/610112/worldwide-forecast-augmented-and-mixed-reality-software-market-by-segment/
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    Dataset updated
    Jun 29, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2016
    Area covered
    Worldwide
    Description

    Forecasts suggest that by the year 2020 the largest segment within the virtual and augmented reality industry will be video games. Video game segment revenues are expected to reach nearly seven billion U.S. dollars by 2020 and continue growing to around 11.5 billion by 2025. The healthcare and engineering segments are also expected to experience high levels of growth in the coming years, further exhibiting the wide range of possible uses for the technology.

    Augmented reality

    While augmented and virtual reality are often grouped together due to their obvious similarities, augmented reality tends to place more emphasis on enhancing existing environments rather than immersing the user in entirely new ones. Forecasts expect the AR market to skyrocket in the coming years, with projected revenues increasing from around six billion U.S. dollars in 2018 to nearly 200 billion dollars by 2025.

    Virtual reality

    Virtual reality technology lends itself particularly well to uses within video games and simulation. Major tech industry firms such as Sony, Facebook, and Microsoft have seen the potential of VR technology and quickly developed products of their own to compete in the budding market. Mostly through the success of its PlayStation VR product, Sony has established itself as the clear leader in the VR headset market.

  19. t

    Augmented Reality and Virtual Reality Market Demand, Size and Competitive...

    • techsciresearch.com
    Updated Jan 18, 2023
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    TechSci Research (2023). Augmented Reality and Virtual Reality Market Demand, Size and Competitive Analysis | TechSci Research [Dataset]. https://www.techsciresearch.com/report/augmented-reality-and-virtual-reality-market/7959.html
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    Dataset updated
    Jan 18, 2023
    Dataset authored and provided by
    TechSci Research
    License

    https://www.techsciresearch.com/privacy-policy.aspxhttps://www.techsciresearch.com/privacy-policy.aspx

    Description

    Augmented Reality (AR) and Virtual Reality (VR) Market By Size, Share, Trends, Opportunity, and Forecast 2018-2028, Segmented By Product Type, By Organization Size, By Offering, By Application, By End User, By Region, Competition Forecast and Opportunities

    Pages110
    Market Size
    Forecast Market Size
    CAGR
    Fastest Growing Segment
    Largest Market
    Key Players

  20. c

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

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jul 15, 2025
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    Cognitive Market Research (2025). 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 updated
    Jul 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

    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.

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Close
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Mordor Intelligence (2025). Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
Organization logo

Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030

Explore at:
28 scholarly articles cite this dataset (View in Google Scholar)
pdf,excel,csv,pptAvailable download formats
Dataset updated
Jun 20, 2025
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

Virtual Reality (VR) Market is Segmented by Offering (Hardware, Software, and Services), Device Form Factor (Tethered HMD, Stand-Alone HMD, and More), Immersion Level (Non-Immersive, Semi-Immersive, Fully-Immersive), End-User Industry (Gaming, Healthcare, and More), and by Geography. The Market Forecasts are Provided in Terms of Value (USD).

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