100+ datasets found
  1. Global users of selected virtual platforms 2021

    • statista.com
    Updated Dec 12, 2023
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    Statista (2023). Global users of selected virtual platforms 2021 [Dataset]. https://www.statista.com/statistics/1280597/global-total-users-virtual-platforms/
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    Dataset updated
    Dec 12, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 2021
    Area covered
    World
    Description

    Virtual platforms gained a surge of attention in October 2021, when Facebook Inc. rebranded and restructured itself as Meta, a virtual reality company, in a pivot towards the metaverse. As of that month, Facebook was the leading virtual platform with a total of almost three billion users worldwide. In contrast, Web 3.0 virtual worlds had a grand total of 50,000 users around the globe.

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

    • statista.com
    Updated Sep 26, 2024
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    Statista (2024). 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
    Sep 26, 2024
    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 171 million as of 2018, around 16 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.

  3. f

    Predicting Virtual World User Population Fluctuations with Deep Learning

    • figshare.com
    7z
    Updated Jun 1, 2023
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    Young Bin Kim; Nuri Park; Qimeng Zhang; Jun Gi Kim; Shin Jin Kang; Chang Hun Kim (2023). Predicting Virtual World User Population Fluctuations with Deep Learning [Dataset]. http://doi.org/10.1371/journal.pone.0167153
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    7zAvailable download formats
    Dataset updated
    Jun 1, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Young Bin Kim; Nuri Park; Qimeng Zhang; Jun Gi Kim; Shin Jin Kang; Chang Hun Kim
    License

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

    Area covered
    World
    Description

    This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds.

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

    • statista.com
    Updated Nov 6, 2023
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    Statista (2023). 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
    Nov 6, 2023
    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, 83.7 million people used AR at least once per month in the United States. The corresponding figure for 2023 was forecast to reach over 110 million users.

  5. c

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

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

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

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

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

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

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

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

    Key Drivers for Virtual Reality Market

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

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

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

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

    Key Restraints for Virtual Reality Market

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

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

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

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

    Key Trends for Virtual Reality Market

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

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

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

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

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

    • technavio.com
    Updated Dec 15, 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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    Dataset updated
    Dec 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States, Canada
    Description

    Snapshot img

    Virtual Reality (VR) Market Size 2025-2029

    The virtual reality (VR) market size is forecast to increase by USD 133.17 billion, at a CAGR of 38% between 2024 and 2029.

    The Virtual Reality market is experiencing significant growth, driven by the integration of Artificial Intelligence (AI) and Machine Learning (ML) technologies. This fusion enhances user experiences by enabling more realistic interactions and personalized content. However, the high cost of immersive hardware remains a substantial challenge, limiting widespread adoption. Companies must navigate this obstacle by exploring cost reduction strategies, such as developing more affordable hardware or offering flexible financing options. Additionally, collaborations between technology providers and content creators can help expand the available VR content library, addressing another key challenge.
    Overall, the Virtual Reality market presents a lucrative opportunity for businesses, with continued advancements in technology and increasing consumer interest. Companies that effectively address the challenges and capitalize on market trends will be well-positioned for success.
    

    What will be the Size of the 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 Sample

    The market continues to evolve, with dynamic innovations shaping its landscape. High-fidelity graphics, sensor fusion, and metaverse platforms are seamlessly integrated, creating immersive experiences for various sectors. Motion tracking and gesture recognition enable interaction design in education and training, engineering and design, and military simulation. Decentralized applications (dapps) and content creation tools fuel the growth of the industrial metaverse, while machine learning and artificial intelligence (AI) power object recognition and scene understanding. Haptic feedback and positional tracking output devices enhance the user experience, with VR controllers and biometric sensors ensuring user comfort. VR applications extend to healthcare, real estate visualization, and virtual museums, among others.

    The integration of blockchain technology and non-fungible tokens (NFTs) adds a new dimension to VR, enabling secure transactions and ownership. The ongoing development of VR technology is revolutionizing industries, with continuous advancements in spatial audio, eye tracking, and 360-degree cameras. The VR market's unfolding patterns reflect the convergence of VR, augmented reality (AR), and mixed reality (MR), with cloud computing and edge computing enabling the delivery of immersive experiences. The integration of VR with social interaction and remote collaboration is transforming the way we connect and work, creating a future where virtual environments are an integral part of our daily lives.

    How is this Virtual Reality (VR) Industry 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 in a manner that feels natural. VR experiences are typically accessed through head-mounted displays (HMDs), such as the Oculus Rift and HTC Vive. Haptic suits and input devices provide tactile feedback, enhancing the sense of immersion. Cloud computing enables the delivery of high-fidelity graphics and real-time rendering for VR applications. Virtual reality is gaining traction across various industries, including gaming, entertainment, retail, sports, and travel. In healthcare, VR is used for simulation training, digital twins, and patient care. Mixed reality (MR) blends virtual and real environments, while augmented reality (AR) overlays digital information onto the real world.

    Advancements in VR technology include high-fidelity graphics, sensor fusion, motion tracking, and scene understanding. Machine learning and artificial intelligence (AI) are used for gesture recognition, object recognition, and deep learning. Blockchain

  7. 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
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    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

  8. VR Gaming Dataset - Multi-user tests

    • zenodo.org
    • data.niaid.nih.gov
    Updated Feb 8, 2025
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    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta (2025). VR Gaming Dataset - Multi-user tests [Dataset]. http://doi.org/10.5281/zenodo.8169785
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    Dataset updated
    Feb 8, 2025
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta
    License

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

    Description

    This virtual reality (VR) gaming dataset includes Wireshark traces (.csv) and ALVR statistics (.json) for three users (Costas, Miguel, Daniele) playing at the same time in a Wi-Fi 6 network with one access point (AP). We used multiple bitrates (50 Mbps, 100 Mbps, 200 Mbps) and multiple configurations (DCF, DL OFDMA, DL/UL OFDMA, DL/UL OFDMA with MU-MIMO). Costas plays Half-Life: Alyx, while Miguel and Daniele play SteamVR Home. Each configuration includes single-user (SU) results as well, that can be used as a baseline for the multi-user (MU) ones.

  9. U

    US Augmented Reality Virtual Reality Market Report

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

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

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

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

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

    • technavio.com
    Updated Mar 15, 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:
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    India, China, South Korea, Europe, North America, Italy, Japan, United States, Germany, United Kingdom, Global
    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'

  11. Virtual Reality Headsets Market Report | Global Forecast From 2025 To 2033

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

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Virtual Reality Headsets Market Outlook



    The global market size of Virtual Reality (VR) headsets was valued at approximately USD 9 billion in 2023 and is expected to reach around USD 65 billion by 2032, growing at a compounded annual growth rate (CAGR) of 24.1%. This robust growth is primarily driven by increased adoption across various sectors such as gaming, healthcare, and education, along with advancements in VR technology.



    The rapid penetration of VR technology into consumer electronics significantly contributes to market growth. The gaming industry, which has always been at the forefront of adopting cutting-edge technologies, is one of the primary growth drivers for VR headsets. Gamers are continually seeking more immersive and interactive experiences, compelling companies to innovate and improve VR headset functionalities. Furthermore, the rising popularity of e-sports and online gaming platforms provides an additional impetus to the VR headsets market.



    Another critical growth factor is the expanding application of VR technology in the healthcare sector. Virtual reality is increasingly being used for medical training, surgical simulations, and patient treatment plans, providing a safe and controlled environment for both practitioners and patients. The ability of VR to offer realistic simulations without any physical risk is making it an invaluable tool in medical education and patient rehabilitation, thus driving its adoption in the healthcare industry.



    Moreover, the education sector is also playing a crucial role in the proliferation of VR headsets. Institutions are incorporating VR to offer immersive learning experiences, making complex subjects more understandable and engaging for students. This trend is not only limited to higher education but is also being adopted in K-12 education. The potential to revolutionize traditional learning methodologies with interactive and immersive content makes VR a highly attractive tool in modern educational frameworks.



    The rise in Smart VR Glasses Sales is another noteworthy trend contributing to the overall growth of the VR headsets market. These smart glasses are gaining traction due to their ability to blend augmented reality (AR) and virtual reality (VR) features, offering users a seamless and interactive experience. As consumers become more tech-savvy, the demand for smart VR glasses that provide enhanced functionalities, such as real-time data overlays and hands-free interaction, is on the rise. This trend is particularly evident in sectors like retail and healthcare, where smart VR glasses are being used for interactive shopping experiences and medical consultations. The increasing sales of these devices highlight the growing consumer interest in versatile and portable VR solutions, further driving market expansion.



    Regionally, North America holds the largest share of the VR headsets market, driven by high disposable incomes and the presence of major technology companies. However, the Asia Pacific region is anticipated to witness the highest growth rate due to increasing investments in VR technology and a burgeoning consumer electronics market. Countries like China, Japan, and South Korea are emerging as significant markets for VR headsets owing to their technological advancements and consumer demand.



    Product Type Analysis



    The product type segment of the VR headsets market can be categorized into Standalone VR Headsets, Tethered VR Headsets, and Smartphone VR Headsets. Standalone VR headsets are gaining prominence due to their ease of use and improved user experience. These devices do not require a connection to external devices like PCs or smartphones, making them highly portable and convenient for users. Companies like Oculus and HTC are at the forefront of developing high-performance standalone VR headsets, which are expected to drive significant growth in this segment.



    Tethered VR headsets, on the other hand, offer superior performance and graphics quality compared to standalone headsets. These devices are connected to external PCs or gaming consoles, providing a more powerful and immersive experience. The tethered VR headsets segment is particularly popular among hardcore gamers and professional users who require high-end graphics and processing capabilities for an optimal VR experience. The continuous advancements in PC and console technologies further augment the growth of tethered VR headsets.



    Sm

  12. Supposed likelihood of VR users to lose themselves in virtual worlds in the...

    • statista.com
    Updated Apr 3, 2025
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    Statista (2025). Supposed likelihood of VR users to lose themselves in virtual worlds in the U.S. 2017 [Dataset]. https://www.statista.com/forecasts/790468/supposed-likelihood-of-vr-users-to-lose-themselves-in-virtual-worlds-in-the-us
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    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 5, 2017 - Sep 6, 2017
    Area covered
    United States
    Description

    The displayed data shows the results of a survey conducted in the United States in 2017 on the likelihood of virtual reality headset users to lose themselves in virtual worlds. Some 10 percent of respondents stated that it is not at all likely that users of virtual reality headsets could lose themselves in virtual worlds.The Survey Data Table for the Statista survey Augmented and Virtual Reality in the United States 2017 contains the complete tables for the survey including various column headings.

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

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

    Snapshot img

    Consumer Virtual Reality Market Size 2024-2028

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

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

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

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

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

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

    How is this Consumer Virtual Reality Industry segmented?

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

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

    By Component Insights

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

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

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

  14. Data from: Virtual Reality Experiences

    • kaggle.com
    Updated May 18, 2023
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    Akash Joshi (2023). Virtual Reality Experiences [Dataset]. http://doi.org/10.34740/kaggle/dsv/5716193
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 18, 2023
    Dataset provided by
    Kaggle
    Authors
    Akash Joshi
    License

    https://cdla.io/sharing-1-0/https://cdla.io/sharing-1-0/

    Description

    The dataset consists of user experiences in virtual reality (VR) environments. It includes data related to physiological responses, such as heart rate and skin conductance, emotional states, and user preferences. The purpose of the dataset is to enhance VR technology by analyzing user experiences. This analysis aims to improve VR design, user comfort, and customization by understanding how users physiologically and emotionally respond to different VR environments. The dataset enables developers to optimize VR systems and create tailored experiences to enhance immersion and overall user satisfaction.

    1. User ID: This variable represents a unique identifier for each user participating in the VR experience. It assigns a distinct ID to each user to differentiate their data in the dataset.

    2. Age: This variable captures the age of the user who participated in the VR experience. It represents the user's age at the time of the VR experience and can be an integer value.

    3. Gender: This variable denotes the gender of the user. It can have categories such as 'Male', 'Female', or 'Other', representing the gender identity of the user.

    4. VR Headset Type: This variable specifies the type of VR headset used by the user during the VR experience. It can include options like 'Oculus Rift', 'HTC Vive', 'PlayStation VR', or other types of VR headsets.

    5. Duration: This variable represents the duration of the VR experience in minutes. It captures the length of time the user spent engaged in the virtual reality environment.

    6. Motion Sickness Rating: This variable indicates the user's self-reported rating of motion sickness experienced during the VR experience. It can be on a scale of 1 to 10, with higher values indicating a higher level of motion sickness.

    Dependent Variable:

    1. Immersion Level: This variable measures how immersed the user felt during the VR experience. It represents the subjective level of immersion reported by the user and can be measured on a scale of 1 to 5, with 5 indicating the highest level of immersion.
  15. D

    Virtual Reality (VR) in Gaming Market Report | Global Forecast From 2025 To...

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

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Virtual Reality (VR) in Gaming Market Outlook



    The Virtual Reality (VR) in Gaming market size is projected to reach USD 45 billion by 2032, growing at a CAGR of 25% from 2023's market size of USD 10 billion. This explosive growth is driven by advancements in immersive technology, increasing consumer demand for unique gaming experiences, and the proliferation of VR headsets. The market's rapid expansion is further fueled by the integration of AI and machine learning, enhancing the realism and interactivity of virtual environments. These technologies are expected to continuously evolve, facilitating more sophisticated and engaging gaming experiences that are set to captivate both current and new users.



    The burgeoning interest in VR technology primarily stems from its ability to transport users into digital realms that are both captivating and interactive. This allure is particularly potent within the gaming sector, where the demand for more realistic and immersive experiences is insatiable. The gaming industry has always been at the forefront of technological adoption, and VR is no exception. The ability of VR to simulate real-world environments and offer unparalleled levels of interaction and engagement makes it a perfect fit for gaming. This, coupled with continuous improvements in VR hardware such as headsets becoming more affordable and comfortable, has significantly contributed to the market's growth trajectory.



    Another crucial growth factor is the increasing investment by major tech companies and game developers in VR gaming. Companies are pouring resources into the development of VR content and platforms, recognizing the potential of VR to revolutionize the gaming experience. These investments are not just limited to game development but also include infrastructure and user support systems, which aim to create a seamless and compelling VR gaming environment. Moreover, the advent of social VR gaming platforms, where players can interact with each other in a shared virtual space, is expanding the social dimension of gaming and attracting a broader audience. This social connectivity aspect is a powerful driver for adoption, particularly in this digital age where remote interactions are becoming the norm.



    The COVID-19 pandemic has also indirectly accelerated the adoption of VR in gaming. During lockdowns, as people sought new forms of entertainment while confined to their homes, the demand for VR headsets and games surged. This period demonstrated the potential of VR gaming as a form of both entertainment and social interaction, leading to an increase in consumer awareness and acceptance. As a result, more developers are now exploring VR as a viable platform, further enriching the content available and enhancing the market's growth prospects.



    The development of a VR Game has become a focal point for many developers looking to capitalize on the immersive potential of virtual reality. These games are designed to offer players an experience that goes beyond traditional gaming, allowing them to step into a new world where they can interact with the environment and characters in a way that feels real. The appeal of VR games lies in their ability to create a sense of presence, where players feel as though they are truly part of the game world. This level of immersion is achieved through advanced graphics, spatial audio, and intuitive controls, which work together to create a seamless experience. As more developers explore the possibilities of VR, we can expect to see a wider variety of games that cater to different tastes and preferences, further driving the growth of the VR gaming market.



    Regionally, North America has been leading the charge in the adoption of VR gaming, largely due to its technological infrastructure and a high concentration of major gaming companies. However, the Asia Pacific region is emerging as a significant market due to its vast population of tech-savvy gamers and the increasing availability of VR technology. This region is expected to witness the highest growth in the coming years, driven by countries like China, Japan, and South Korea, which are investing heavily in VR technology. Europe also shows promising growth, fostered by a strong gaming culture and supportive government policies aimed at technological innovation. These regional dynamics contribute to the overall robust growth outlook for the VR in gaming market globally.



    Component Analysis



    The VR in Gaming market is segmented by component into hardware, software

  16. Mobile virtual reality users worldwide 2015-2020

    • statista.com
    Updated Sep 15, 2016
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    Statista (2016). Mobile virtual reality users worldwide 2015-2020 [Dataset]. https://www.statista.com/statistics/650834/mobile-vr-users-worldwide/
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    Dataset updated
    Sep 15, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The statistic shows the number of mobile virtual reality (VR) users worldwide from 2015 to 2020. In 2015, there were 2 million mobile VR users.

  17. Global Augmented Reality and Virtual Reality Market Size By Offering...

    • verifiedmarketresearch.com
    Updated Dec 22, 2024
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    VERIFIED MARKET RESEARCH (2024). Global Augmented Reality and Virtual Reality Market Size By Offering (Hardware, Software), By Device Type (AR, VR), By End-User Industry (Aerospace & Defense, Consumer, Commercial, Enterprise, Gaming & Entertainment, Healthcare), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/augmented-reality-and-virtual-reality-market/
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    Dataset updated
    Dec 22, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

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

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Augmented Reality and Virtual Reality Market size was valued at USD 25.42 Billion in 2023 and is projected to reach USD 174.16 Billion by 2031, growing at a CAGR of 30% from 2024 to 2031. Augmented Reality (AR) and Virtual Reality (VR) are two distinctive technologies that improve users' experiences in various ways. Augmented Reality (AR) superimposes digital information over the actual world, allowing users to interact with both physical and virtual aspects. This integration improves real-life surroundings by providing visual, aural, or sensory inputs, making it useful in domains such as gaming (e.g., Pokémon Go), marketing, education, and industrial applications. Furthermore, in contrast, Virtual Reality (VR) immerses viewers in a completely simulated environment, isolating them from the actual world via 3D headsets. VR is commonly utilized for gaming, training simulations, and therapeutic purposes. Both technologies are fast expanding and gaining new applications in a variety of industries, increasing user engagement and involvement.

  18. V

    Virtual Reality Headsets Market Report

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

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

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

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

  19. Virtual Reality - Global Thematic Research

    • store.globaldata.com
    Updated Jul 13, 2016
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    GlobalData UK Ltd. (2016). Virtual Reality - Global Thematic Research [Dataset]. https://store.globaldata.com/report/virtual-reality-global-thematic-research/
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    Dataset updated
    Jul 13, 2016
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

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

    Time period covered
    2016 - 2020
    Area covered
    Global
    Description

    “Virtual reality” (VR) immerses the user in an entirely artificial world. It can be used to play a video game, simulate a battlefield or visualise an architect’s imagination. “Augmented reality” (AR) allows the user to see the real world overlaid with a layer of digital content, such as sensor-based data, sound, video, graphics or GPS information. By contrast, “mixed reality” (MR) enables the user to see virtual objects integrated into the real world.
    VR and MR are shaking up the world of film, television and video games. AR headsets have the potential to make workers in every industry more efficient. Indeed, AR could be hugely disruptive because, ultimately, it could displace the smartphone as the consumer’s main user interface with the digital world. This is why all the big technology and media companies are taking this technology so seriously.
    Inside this report, we will look at the prospective merket for Virtual Reality in computing platform Read More

  20. Virtual Reality Content Market Report | Global Forecast From 2025 To 2033

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

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Virtual Reality Content Market Outlook



    The global virtual reality content market size was valued at USD 8.1 billion in 2023 and is projected to reach USD 48.5 billion by 2032, growing at a compound annual growth rate (CAGR) of 21.9% during the forecast period. This remarkable growth can be attributed to technological advancements in VR hardware, the increasing adoption of VR in various applications, and the rising demand for immersive experiences across different sectors.



    One of the significant growth factors in the virtual reality content market is the continuous advancements in VR technology. Innovations in VR hardware, such as headsets with improved resolution, refresh rates, and field of view, are enhancing the user experience, making VR content more engaging and realistic. Furthermore, the development of more sophisticated VR content creation tools has empowered creators to produce high-quality, immersive content with relative ease, further fueling the market growth.



    The increasing adoption of virtual reality in various applications is another crucial driver for the market. In the entertainment industry, for example, VR is revolutionizing the way content is consumed, providing users with immersive gaming and video experiences. Similarly, in education and training, VR is being utilized to create interactive learning environments that improve knowledge retention and engagement. The healthcare sector is also leveraging VR for applications such as surgical simulations, patient therapy, and medical training, showcasing the technology's versatility and potential.



    Additionally, the rising demand for immersive experiences across different sectors is propelling the virtual reality content market. Consumers are increasingly seeking out novel ways to experience content, leading to a surge in demand for VR games, videos, and 360-degree photos. Businesses, too, are recognizing the potential of VR to enhance customer engagement, whether through virtual showrooms in retail or virtual tours in real estate. This widespread interest in immersive experiences is driving the growth of the VR content market.



    The emergence of VR Social Platforms is reshaping how individuals interact and connect in virtual environments. These platforms provide users with the ability to engage in shared virtual spaces, fostering a sense of community and collaboration. By integrating social features into VR experiences, users can participate in virtual events, socialize with friends, and even collaborate on projects in real-time. This social dimension of VR is not only enhancing user engagement but also opening up new opportunities for content creators and businesses to reach audiences in innovative ways. As VR social platforms continue to evolve, they are expected to play a significant role in the growth of the virtual reality content market, offering unique and immersive social experiences that transcend geographical boundaries.



    Regionally, North America holds a significant share of the virtual reality content market, driven by the presence of major technology companies and a high rate of adoption of new technologies. The Asia Pacific region is expected to witness substantial growth during the forecast period, fueled by increasing investments in VR technology and a growing consumer base. Europe also presents a promising market, with notable advancements in VR applications across various sectors. The Middle East and Africa and Latin America regions are also expected to experience growth, albeit at a slower pace compared to other regions.



    Content Type Analysis



    The virtual reality content market is segmented by content type into games, videos, 360-degree photos, and others. The gaming segment currently dominates the market and is expected to continue its lead during the forecast period. The demand for immersive gaming experiences, combined with advancements in VR gaming technology, is driving the growth of VR games. VR game developers are continuously innovating, creating highly engaging and realistic gaming experiences that captivate users and enhance gameplay.



    Videos are another significant segment within the VR content market. The growing popularity of VR videos, which offer an immersive viewing experience, is propelling this segment's growth. Content creators and streaming platforms are increasingly investing in VR video production, providing users with unique and engaging content. The adoption of VR videos in sectors such

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Statista (2023). Global users of selected virtual platforms 2021 [Dataset]. https://www.statista.com/statistics/1280597/global-total-users-virtual-platforms/
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Global users of selected virtual platforms 2021

Explore at:
2 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Dec 12, 2023
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Oct 2021
Area covered
World
Description

Virtual platforms gained a surge of attention in October 2021, when Facebook Inc. rebranded and restructured itself as Meta, a virtual reality company, in a pivot towards the metaverse. As of that month, Facebook was the leading virtual platform with a total of almost three billion users worldwide. In contrast, Web 3.0 virtual worlds had a grand total of 50,000 users around the globe.

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