100+ datasets found
  1. 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/
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    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.

  2. m

    Virtual Reality Statistics and Facts

    • market.biz
    Updated Sep 18, 2025
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    Market.biz (2025). Virtual Reality Statistics and Facts [Dataset]. https://market.biz/virtual-reality-statistics/
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    Dataset updated
    Sep 18, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    North America, Australia, ASIA, Europe, Africa, South America
    Description

    Introduction

    Virtual Reality Statistics: Virtual Reality (VR) has become a game-changing technology, transforming industries such as entertainment, healthcare, education, and beyond. Ongoing advancements in both hardware and software are enabling more immersive and interactive experiences. VR is transforming the way businesses connect with consumers, the way medical training is conducted, and the way educational materials are presented.

    As the technology becomes increasingly accessible, its applications are expanding, with industries leveraging VR for purposes ranging from gaming and virtual tourism to therapy and remote collaboration. This shift is driven by the growing demand for innovative solutions that enhance user engagement, streamline processes, and deliver improved results across various fields.

  3. Number of virtual reality users forecast worldwide 2014-2018

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Number of virtual reality users forecast worldwide 2014-2018 [Dataset]. https://www.statista.com/statistics/426469/active-virtual-reality-users-worldwide/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2014
    Area covered
    Worldwide
    Description

    The total number of active virtual reality (VR) users worldwide is forecast to be around *** million as of 2018, around ** million of these considering themselves to be hardcore gamers. Virtual reality technology is often used with some sort of optical headset device, with major VR hardware developers such as Sony, HTC, and Oculus combining to ship millions of these devices each year.

    What is virtual reality?

    Virtual reality is a type of technology that uses devices such as headsets, earphones, and handsets to immerse users in a completely simulated digital environment. The characteristic of complete immersion means that VR devices can be used as tools for education, tourism, entertainment, and even professional tasks such as architecture design.

    Augmented reality

    Augmented reality (AR) is a technology closely related to VR that uses devices to change the visual environment of users. Rather than completely immerse the user in a simulated environment like VR, AR superimposes computer generated elements on top of the user’s real-world environment, allowing for applications such as head-up displays and first-person GPS navigation. Forecasts suggest that the AR market alone could reach revenues in the hundreds of billions of U.S. dollars by 2025.

  4. 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
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    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

  5. 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).

  6. S

    Virtual Reality Statistics By Market, Users, Age Group, Region And Facts...

    • sci-tech-today.com
    Updated Jul 23, 2025
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    Sci-Tech Today (2025). Virtual Reality Statistics By Market, Users, Age Group, Region And Facts (2025) [Dataset]. https://www.sci-tech-today.com/stats/virtual-reality-statistics/
    Explore at:
    Dataset updated
    Jul 23, 2025
    Dataset authored and provided by
    Sci-Tech Today
    License

    https://www.sci-tech-today.com/privacy-policyhttps://www.sci-tech-today.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Virtual Reality Statistics: Virtual Reality (VR) is a technology that lets people step into a computer-generated world that feels real to the user. It uses special 3D screens, headsets, sensors, and motion tracking to make people feel like they are actually inside the virtual space.

    In recent years, VR has been used in many areas, such as gaming, education, healthcare, real estate, military training, virtual meetings, and therapy. As the technology is becoming more advanced and affordable, VR is slowly changing the way we learn, work, and connect with the world.

    This article includes several statistical analyses that will guide you in understanding the article better as it covers the overall VR market, revenue, advertising, industries used in, user bases and many other factors.

  7. Virtual reality and augmented reality users U.S. 2017-2023

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Virtual reality and augmented reality users U.S. 2017-2023 [Dataset]. https://www.statista.com/statistics/1017008/united-states-vr-ar-users/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The statistic shows the number of virtual reality (VR) and augmented reality (AR) users in the United States from 2017 to 2023. In 2020, **** million people used AR at least once per month in the United States. The corresponding figure for 2023 was forecast to reach over *** million users.

  8. 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

  9. D

    VR Learning and Behavior Dataset

    • dataverse.nl
    csv, pdf, txt, xlsx
    Updated Oct 11, 2023
    + more versions
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    Mohammad Ali Mousavi; Mohammad Ali Mousavi; Wendy Powell; Wendy Powell; Max M. Louwerse; Max M. Louwerse; Andrew T. Hendrickson; Andrew T. Hendrickson (2023). VR Learning and Behavior Dataset [Dataset]. http://doi.org/10.34894/T1VAKP
    Explore at:
    csv(9794), pdf(163301), txt(4895), csv(4571), xlsx(19947), xlsx(13377)Available download formats
    Dataset updated
    Oct 11, 2023
    Dataset provided by
    DataverseNL
    Authors
    Mohammad Ali Mousavi; Mohammad Ali Mousavi; Wendy Powell; Wendy Powell; Max M. Louwerse; Max M. Louwerse; Andrew T. Hendrickson; Andrew T. Hendrickson
    License

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

    Description

    This package contains datasets derived from experimental data from two studies. Both studies employed a mixed-methods approach with university participants using an industrial VR application for training in electrical maintenance tasks. The first dataset corresponds to a study that used an experimental design with 60 participants divided into two groups: the interactive VR group (labeled as 'VR') and the passive monitor viewing group (labeled as 'Monitor'). This data was used to perform various analytical methods to examine learning outcomes and self-efficacy. The second dataset comes from a study that increased the number of participants in the VR group by 27, bringing the total to 57 participants. This study used a quantitative research design and the data was used to implement a Structural Equation Modelling (SEM) approach. This analysis was conducted to investigate the different factors affecting learning in VR. The experimental design and data management plan received approval from the Tilburg University ethics committee (REDC # 20201035).

  10. Level of interest in VR in the U.S. 2024, by age

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Level of interest in VR in the U.S. 2024, by age [Dataset]. https://www.statista.com/statistics/456810/virtual-reality-interest-in-the-united-states/
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    In the United States, a survey showed that as of March 2024, around ** percent of respondents were not at all interested in virtual reality (VR). Just ** percent of respondents stated that they were very interested in VR. This contrasts with ** percent of respondents aged 35 to 54 years who said they were very interested.

  11. f

    VR/AR/XR Visualization of Geospatial Data from NASA GES-DISC

    • esip.figshare.com
    pdf
    Updated Jul 16, 2023
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    Zachariah Abueg; Allison Alcott; Armin Mehrabian (2023). VR/AR/XR Visualization of Geospatial Data from NASA GES-DISC [Dataset]. http://doi.org/10.6084/m9.figshare.23691930.v1
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jul 16, 2023
    Dataset provided by
    ESIP
    Authors
    Zachariah Abueg; Allison Alcott; Armin Mehrabian
    License

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

    Description

    The Goddard Earth Sciences Data and Information Services Center (GES-DISC) at NASA is responsible for safeguarding and distributing invaluable Earth science data. Recognizing the critical role of satellite data visualization in immersive environments, we have embarked on a venture that explores the utilization of existing tools and technologies such as virtual reality (VR), augmented reality (AR), and extended reality (XR).

    The intention of this project is not merely to experiment, but to potentially redefine how we interact with our large data inventory. Our objective is to deepen our comprehension of data and create engaging, interactive experiences.

  12. Virtual Reality (VR) Market In Gaming Analysis APAC, North America, Europe,...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Virtual Reality (VR) Market In Gaming Analysis APAC, North America, Europe, Middle East and Africa, South America - US, China, Germany, Japan, UK - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/vr-in-gaming-market-industry-analysis
    Explore at:
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

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

    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Virtual Reality (VR) Market In Gaming Size 2025-2029

    The virtual reality (vr) market in gaming size is forecast to increase by USD 34.94 billion, at a CAGR of 32.5% between 2024 and 2029.

    The Virtual Reality market in gaming is experiencing significant growth, driven by the increasing adoption of VR technology in the interactive home entertainment industry. This trend is fueled by advancements in hardware and software, enabling more immersive gaming experiences. However, the market faces challenges, most notably privacy concerns over gamers' information. As VR technology collects and processes vast amounts of user data, ensuring data security and privacy becomes a critical issue. Companies must prioritize robust data protection measures to mitigate these concerns and maintain user trust. The popularity of 360-degree content, which provides a more immersive gaming experience, further underscores the potential of the VR gaming market. To capitalize on this opportunity, companies must invest in developing innovative VR content and addressing privacy concerns effectively. By focusing on these areas, players in the VR gaming market can navigate challenges and seize opportunities for growth.

    What will be the Size of the Virtual Reality (VR) Market In Gaming 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 market continues to evolve, driven by advancements in technology and expanding applications across various sectors. VR therapy is revolutionizing healthcare, offering immersive experiences for patients in areas such as pain management and mental health. Market penetration is on the rise, with user interface (UI) innovations making VR more accessible to a wider audience. VR arcades and advertising platforms are transforming entertainment and marketing industries, respectively. Growth potential is significant, fueled by software development and the creation of virtual worlds. VR headsets, with their high-resolution displays and advanced haptic feedback, provide immersive experiences. Mixed reality (MR) and extended reality (XR) technologies, including game development tools and game engines, are pushing boundaries in content creation. VR simulators offer realistic training environments for industries like aviation and military. VR retail is revolutionizing shopping experiences, while VR education is transforming classrooms. VR tourism is providing unique experiences for travelers. Market dynamics are continuously unfolding, with investment opportunities arising from the adoption rate of VR technology. Multiplayer gaming is driving social interaction in virtual worlds. Refresh rates and tracking accuracy are critical factors in delivering optimal user experiences. Despite challenges like cyber sickness, VR continues to advance, offering endless possibilities for innovation. VR training and avatar customization are just a few examples of how this technology is changing the way we live, work, and play.

    How is this Virtual Reality (VR) In Gaming Industry segmented?

    The virtual reality (vr) in gaming 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. ApplicationPCsConsolesMobile devicesComponentHardwareSoftwareGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaRest of World (ROW).

    By Application Insights

    The pcs segment is estimated to witness significant growth during the forecast period.The market continues to evolve, driven by advancements in technology and content creation. Haptic feedback and immersive experiences are becoming increasingly important, with game developers utilizing game engines and VR simulators to create engaging, harmonious experiences. Head-mounted displays (HMDs) with improved refresh rates and tracking accuracy are gaining popularity, as are VR social platforms for multiplayer gaming. Motion tracking and avatar customization are also key features, enabling users to interact in virtual worlds. Mixed reality (MR) and augmented reality (AR) are expanding the market, offering new opportunities for user interface (UI) design and VR advertising. VR therapy and training are also gaining traction, with VR headsets being used for education and therapeutic purposes. The cost of entry for VR technology is decreasing, making it more accessible to consumers. The growth potential for VR in gaming is significant, with investment opportunities in software development, VR arcades, and VR retail. However, challenges such as cyber sickness and user experience (UX) remain areas of focus for developers. The adoption rate for VR is increasing, with VR tourism and immersive experiences becomi

  13. 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).

  14. m

    Data from: Virtual Reality Immersion Dataset

    • data.mendeley.com
    Updated Feb 22, 2022
    + more versions
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    Matias Selzer (2022). Virtual Reality Immersion Dataset [Dataset]. http://doi.org/10.17632/kj79vpcsc5.2
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    Dataset updated
    Feb 22, 2022
    Authors
    Matias Selzer
    License

    Attribution-NonCommercial 3.0 (CC BY-NC 3.0)https://creativecommons.org/licenses/by-nc/3.0/
    License information was derived automatically

    Description

    The present dataset consists of 401 samples obtained from a scientific user study regarding the relationship between the hardware and software characteristics of the Virtual Reality system and the level of immersion perceived by the user.

    This dataset consists of a CSV file containing 23 columns related to the independent variables of the VR system, and one last column corresponding to the immersion level related to those variables values.

    The independent variables are:

    Trial Variables: – Duration Time: from 120 to 1200 seconds (2 to 20 minutes).

    Visual Configuration: – Screen Resolution (Width and Height): from 0.1 to 1.0 multiplied by the device max resolution (2160x1200 for the Oculus Rift CV1). – Field-of-View (FOV): from 0.3 (30%) to 1 (100%) of the device max FOV. – Frame Rate (FPS): from 8 to 60 FPS. – Stereopsis: Enabled (1) or Disabled (0). – Antialiasing (MSAA): Enabled (1) or Disabled (0). – Textures: Enabled (1) or Disabled (0). – Illumination: Ambient Light with No Shading (0), or Point Lights with Realistic Shading (1). – Saturation: from -1.0 (no saturation at all) to 1.0 (extremely saturated image). – Brightness: from -0.8 to 0.8. Higher or lower values create completely dark or white scenes. – Contrast: from -0.8 to 0.8. – Sharpness: from 0.0 to 1.0. – Shadows: Shadow Strength from 0.0 to 1.0. – Reflections: (Specular Coefficient of Materials) Enabled (1) or Disabled (0). – 3D Models Detail: Low-Poly Models (0) or High-Poly Models (1). – Depth-of-Field: Enabled (1) or Disabled (0). – Particles: Enabled (1) or Disabled (0).

    Audio Configuration: – Sound System: No Sound (0), Speakers (1), or Headphones (2). – Ambient Sound: Enabled (1) or Disabled (0). – Reverberation: Enabled (1) or Disabled (0). – 3D Spatial Sound: Enabled (1) or Disabled (0).

    Locomotion Configuration: – Locomotion Mode: Teleportation (1), Joystick Movement (2), or Walking-in-Place (3) (WIP).

    The dependent variable is: – Total Immersion: from 0 (no immerion) to 100 (complete immersion).

  15. m

    Virtual Reality in Workplace Training Statistics and Facts

    • market.biz
    Updated Aug 19, 2025
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    Market.biz (2025). Virtual Reality in Workplace Training Statistics and Facts [Dataset]. https://market.biz/virtual-reality-in-workplace-training-statistics/
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    Dataset updated
    Aug 19, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    North America, ASIA, South America, Africa, Europe, Australia
    Description

    Introduction

    Virtual Reality in Workplace Training Statistics: A new paradigm is opened up with Virtual Reality (VR) by making the training of the workforce immersive and cost-effective.

    In 2025, more than 53% of companies around the world would be using VR as a means of employee training, and an additional 77% are gearing towards more investment in this technology. As reported, training through the use of VR enhances retention rates of learned information by as much as 75% and it also cuts the time needed to train employees up to 60%.

    As the market is anticipating for global VR training to amount to $12.6 billion by 2026, organizations are adopting the technology mostly for increasing engagement and also reducing mistakes while working. Of particular interest is the impact of virtual reality in high-risk industries, such as healthcare, manufacturing and logistics that allow work done through simulation for safer performance.

  16. Virtual Reality VR Headset Market Analysis North America, APAC, Europe,...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Virtual Reality VR Headset Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, China, UK, Japan, Canada, India, Germany, France, Italy, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/virtual-reality-vr-headset-market-industry-analysis
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

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

    Time period covered
    2021 - 2025
    Area covered
    Canada, Brazil, United States, United Kingdom, Germany, France, Japan, Global
    Description

    Snapshot img

    Virtual Reality VR Headset Market Size 2025-2029

    The virtual reality vr headset market size is forecast to increase by USD 43.64 billion at a CAGR of 51.1% between 2024 and 2029.

    The Virtual Reality (VR) headset market is experiencing significant growth, driven primarily by the surging interest and investment In the gaming industry. This sector's expansion is fueled by advancements in technology, which offer increasingly experiences for users. Another key trend is the growing integration of Augmented Reality (AR) and VR technologies by companies, broadening the application scope of these devices beyond gaming. However, challenges persist, including rising health concerns and user comfort issues. As more consumers adopt VR headsets for extended periods, there is a growing awareness of potential eye strain, headaches, and motion sickness. Companies seeking to capitalize on this market's opportunities must focus on addressing these challenges through innovative design and ergonomic solutions. By staying abreast of these trends and addressing user needs, businesses can effectively navigate the strategic landscape of the VR headset market.

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

    Request Free SampleThe virtual reality (VR) headset market is experiencing significant growth, driven by advancements in VR technology and increasing demand across various sectors. According to market research, the global VR headset market size is projected to reach substantial revenue by 2026, growing at a steady compound annual growth rate. Consumers are increasingly adopting VR headsets for gaming experiences, while industries such as healthcare, military, training, and retail are exploring the technology for innovative applications. Notable sectors include Google Cardboard and other mobile VR solutions, console-connected headsets like PlayStation, and standalone devices such as Meta Quest and future offerings like Apple Vision Pro and Meta Quest Pro. VR technology continues to revolutionize industries, offering enhanced training simulations, improved patient care, and new retail experiences.

    How is this Virtual Reality VR Headset Industry segmented?

    The virtual reality vr headset 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. ApplicationCommercialIndividualTypeMid-range deviceLow-end deviceHigh-end deviceGeographyNorth AmericaUSCanadaAPACChinaIndiaJapanEuropeFranceGermanyItalyUKMiddle East and AfricaSouth AmericaBrazil

    By Application Insights

    The commercial segment is estimated to witness significant growth during the forecast period.The virtual reality (VR) headset market encompasses significant commercial applications, accounting for a substantial market share. Businesses leverage VR technology to enhance training, experiences, and productivity in various sectors, ranging from education and entertainment to enterprise solutions. Notably, VR headsets are extensively utilized in corporate training and simulation, enabling employees to practice skills in a risk-free virtual environment. This approach not only boosts worker performance but also reduces training costs compared to traditional methods. In addition to corporate applications, VR headsets find extensive use in healthcare, virtual training, simulation events, and live virtual entertainment. Companies like PlayStation, Microsoft, and start-ups offer innovative solutions such as the PlayStation Headset, Microsoft HoloLens, and VR simulators. VR devices, including head-mounted displays and gesture-tracking devices, are adopted by large technology companies and healthcare provisions for patient care systems, medical training, planned ries, and healthcare applications. The VR market continues to expand, with high-resolution displays, compact devices, and head-up displays gaining traction. Despite advancements, challenges such as VR sickness, neck pain, and low resolution persist. Nonetheless, the market's potential in commercial industries, real estate, and healthcare applications is vast, with AR devices and VR projectors also gaining popularity.

    Get a glance at the market report of share of various segments Request Free Sample

    The Commercial segment was valued at USD 961.40 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 34% to the growth of the global market during the forecast period.Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market size of various regions, Request Free Sample

    The North American virtual reality (VR) headset market has experienced substant

  17. Location-Based Virtual Reality (VR) Market Analysis, Size, and Forecast...

    • technavio.com
    pdf
    Updated Mar 27, 2025
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    Technavio (2025). Location-Based Virtual Reality (VR) Market Analysis, Size, and Forecast 2025-2029: APAC (China, India, Japan, South Korea), North America (US and Canada), Europe (France, Germany, Italy, UK), Middle East and Africa , and South America [Dataset]. https://www.technavio.com/report/location-based-virtual-reality-vr-market-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 27, 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
    Area covered
    Europe, North America, South Korea, India, Italy, Middle East, United States, United Kingdom, Germany, Japan
    Description

    Snapshot img

    Location-Based Virtual Reality (VR) Market Size 2025-2029

    The location-based virtual reality (vr) market size is forecast to increase by USD 14.58 billion, at a CAGR of 35.1% between 2024 and 2029.

    The Location-Based Virtual Reality (LBVR) market is experiencing significant growth, driven by the increasing penetration of head-mounted displays in the gaming and entertainment sector. This trend is transforming the way consumers engage with immersive experiences, offering new opportunities for businesses to explore. Another key driver is the adoption of inside-out tracking technology in VR headsets, enabling users to interact with their environment more naturally and enhancing the overall experience. However, the market faces challenges, including the requirement for high-speed Internet and substantial computation power to support seamless LBVR experiences. Addressing these challenges will be crucial for companies seeking to capitalize on the potential of this dynamic market and deliver innovative, engaging solutions to consumers. By focusing on advancing technology and addressing infrastructure needs, players in the LBVR space can navigate challenges and seize opportunities in this rapidly evolving landscape.

    What will be the Size of the Location-Based Virtual Reality (VR) 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 market continues to evolve, driven by advancements in technology and expanding applications across various sectors. Cloud computing plays a crucial role in delivering real-time rendering and processing power, enabling seamless VR experiences. Game engines and rendering engines power immersive virtual environments, while haptic feedback and physics engines add a new dimension to user interaction. Lighting effects and high-fidelity graphics enhance the user experience (UX), and real-time rendering ensures smooth performance. Field of view and data visualization tools offer new ways to explore and analyze complex data. VR software and head-mounted displays (HMDs) provide users with fully immersive experiences, while collaborative experiences and virtual reality headsets facilitate social interaction. Mixed reality (MR) technology merges virtual and real-world environments, expanding the possibilities for VR applications. Haptic feedback, hand tracking, and spatial audio add depth and realism to these experiences. VR adoption is on the rise, with industries such as training, tourism, and events embracing the technology for innovative use cases. Advancements in VR hardware, including high-resolution displays and frame rates, are driving improvements in user interface (UI) design and content management. 3D modeling, computer vision, and object recognition are essential tools for creating engaging virtual environments. Data analytics and image recognition enable personalized and interactive simulations. The VR market is constantly unfolding, with new technologies and applications emerging regularly. Positional tracking, environmental mapping, and VR development tools are just a few of the latest innovations shaping the future of this dynamic industry.

    How is this Location-Based Virtual Reality (VR) Industry segmented?

    The location-based 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. ApplicationVR arcadesVR cinemasVR theme parksTypeHardwareSoftwareDeploymentOn-premisesCloud-basedGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaRest of World (ROW)

    By Application Insights

    The vr arcades segment is estimated to witness significant growth during the forecast period.Location-Based Virtual Reality (VR) is rapidly gaining traction in the entertainment industry, transforming traditional gaming experiences into immersive, interactive adventures. VR arcades are at the forefront of this trend, offering users a realistic virtual environment that stimulates a physical presence. These arcades utilize voice recognition and gesture recognition technologies to enhance user experience, while edge computing and motion tracking ensure seamless gameplay. Virtual avatars and VR platforms enable social interaction, and GPS tracking adds a layer of location-based functionality. VR development continues to advance with innovative technologies such as eye tracking, interactive simulations, and high-resolution displays. 5G networks and cloud computing facilitate real-time rendering and data analytics, while haptic feedback and spatial audio heighten immersion. Collaborative experiences and virtual training applications are also gaining popularity. In 2021, Springboard VR's acquisition by Vertigo G

  18. 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%.

  19. f

    Data from: Where am I in virtual reality?

    • datasetcatalog.nlm.nih.gov
    Updated Oct 10, 2018
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    Mohler, Betty J.; Alsmith, Adrian J. T.; van der Veer, Albert H.; Longo, Matthew R.; Wong, Hong Yu (2018). Where am I in virtual reality? [Dataset]. https://datasetcatalog.nlm.nih.gov/dataset?q=0000693992
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    Dataset updated
    Oct 10, 2018
    Authors
    Mohler, Betty J.; Alsmith, Adrian J. T.; van der Veer, Albert H.; Longo, Matthew R.; Wong, Hong Yu
    Description

    It is currently not well understood whether people experience themselves to be located in one or more specific part(s) of their body. Virtual reality (VR) is increasingly used as a tool to study aspects of bodily perception and self-consciousness, due to its strong experimental control and ease in manipulating multi-sensory aspects of bodily experience. To investigate where people self-locate in their body within virtual reality, we asked participants to point directly at themselves with a virtual pointer, in a VR headset. In previous work employing a physical pointer, participants mainly located themselves in the upper face and upper torso. In this study, using a VR headset, participants mainly located themselves in the upper face. In an additional body template task where participants pointed at themselves on a picture of a simple body outline, participants pointed most often to the upper torso, followed by the (upper) face. These results raise the question as to whether head-mounted virtual reality might alter where people locate themselves making them more “head-centred”.

  20. Immersive Virtual Reality Market Size, Share & Growth Analysis Report, 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 1, 2025
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    Mordor Intelligence (2025). Immersive Virtual Reality Market Size, Share & Growth Analysis Report, 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/immersive-virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 1, 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 Immersive Virtual Reality Market Report is Segmented by Device (Head-Mounted Displays [HMDs], Gesture Tracking Devices, Haptic Feedback Devices, and VR Cameras), End-User Industry (Entertainment and Gaming, Aerospace and Defense, Healthcare, Education and Training, and More), Component (Hardware, Software, and Services), Immersion Type (Fully-Immersive, Semi-Immersive, and Non-Immersive), and Geography.

Share
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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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18 scholarly articles cite this dataset (View in Google Scholar)
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.

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