Europe VR Market Size and Share

Europe VR Market Summary
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Europe VR Market Analysis by Mordor Intelligence

The Europe VR Market size is estimated at USD 7.95 billion in 2025, and is expected to reach USD 15.60 billion by 2030, at a CAGR of 14.43% during the forecast period (2025-2030). Hardware remains the largest revenue contributor, yet accelerated platform monetization and enterprise simulation spending are reshaping value capture. National digitalization grants, mixed-reality productivity suites, and AI-enabled volumetric video pipelines shorten the time-to-market for localized content, boosting developer economics. Declining headset prices below EUR 400 (USD 435) widen consumer access, while mid-range enterprise devices with inside-out tracking achieve procurement preference. Supply-chain fragility tied to non-EU semiconductor vendors persists, but Horizon Europe and the Digital Europe Program channel public funds into home-grown XR components and interoperability frameworks that temper geopolitical risk.

Key Report Takeaways

  • By offering hardware, 52.8% of the revenue share in the European VR market was captured in 2024, while content platforms are projected to post the fastest growth rate of 17.6% CAGR through 2030. 
  • By device form factor, stand-alone HMDs accounted for 57.89% of the European VR market in 2024; smart-glasses hybrids are forecast to expand at a 16.98% CAGR through 2030. 
  • By immersion level, fully immersive solutions accounted for 62.7% of the European VR market in 2024, whereas semi-immersive deployments are projected to advance at a 14.78% CAGR through 2030. 
  • By distribution channel, online sales accounted for 72.1% of the European VR market in 2024, but offline/retail is projected to grow at a 15.12% CAGR through 2030. 
  • By price band, entry-tier headsets (< EUR 400) accounted for 49.88% of the European VR market in 2024, while mid-range units (EUR 400–1,000) are climbing at a 15.34% CAGR through 2030. 
  • By end-user industry, gaming led the European VR market with 46.23% in 2024; education and training are progressing at a 16.11% CAGR through 2030. 
  • By country, Germany contributed 24.7% in the European VR market in 2024, whereas Spain is the fastest-growing geography, with a 15.4% CAGR through 2030.

Note: Market size and forecast figures in this report are generated using Mordor Intelligence’s proprietary estimation framework, updated with the latest available data and insights as of January 2026.

Segment Analysis

By Offering: Content Platforms Accelerate Monetization

Hardware dominated 52.8% of 2024 revenue, yet subscription-led content hubs are on track for a 17.6% CAGR that will lift their share of the European virtual reality market size. Meta’s Horizon Worlds began revenue-sharing with creators, mimicking Roblox’s flat-screen success. Software licensing from Unity and Unreal added a mid-20s share as European studios ramped up their mixed-reality pipelines. Services such as systems integration grew in the low double digits, with Accenture embedding VR in Industry 4.0 transformations. Hardware margins are compressing as vendors subsidize headsets, whereas platforms earn recurring 30% store commissions and sell in-experience ads.

Content platforms also unlock value in smaller language markets. AI voice cloning reduces localization spend by 90%, letting mid-tier studios profitably address German, French, Italian, and Polish users. HTC’s Viveport Infinity reached 80,000 European subscribers at EUR 12.99 monthly, proving the appetite for all-you-can-consume libraries. Over the forecast period, market power will migrate from device makers to platform operators that aggregate creators, advertisers, and data, reshaping the competitive core of the European virtual reality market.

Europe VR Market: Market Share by Offering
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By Device Form Factor: Smart-Glasses Hybrids Gain Enterprise Traction

Stand-alone HMDs accounted for 57.89% of revenue in 2024, as Quest and Pico units replaced cable-bound predecessors. PC-tethered rigs retained niche simulation roles, while screenless viewers faded to novelty status. CAVE rooms persisted in high-ticket automotive design, and Barco’s six-sided system averaged above EUR 500,000 per installation. The European virtual reality market size for smart-glasses hybrids is projected to grow at the fastest rate, with a 16.98% CAGR, driven by logistics pilots at DHL that have reduced pick-and-pack times by 25%.

Qualcomm’s 2024 Snapdragon AR2 SOC enables sub-50-gram eyewear with on-device AI, pushing eight-hour battery life. Procurement teams now rank weight, passthrough quality, and mobile-device-management compatibility ahead of pure resolution, signaling a structural shift that will redirect R&D dollars toward enterprise-grade smart glasses.

By Immersion Level: Semi-Immersive Gains in Collaborative Workflows

Fully immersive experiences accounted for 62.7% of 2024 spend, but semi-immersive mixed-reality modes are rising at a 14.78% CAGR as automotive and architectural teams demand eye contact during virtual reviews. BMW’s Munich studio blended clay models with Meta Quest Pro passthrough, reducing prototyping time by one-third. The European virtual reality market share for semi-immersive systems will therefore expand, especially as ISO ergonomic guidelines steer enterprises toward ambient-aware solutions.

Passthrough cameras, once exclusive to USD 1,500 headsets, now ship in USD 299 devices, democratizing mixed-reality workflows. Non-immersive 360-degree video remains a lightweight marketing tool but generates marginal revenue. Regulation remains relatively lenient, yet insurance premiums favor semi-immersive deployments that reduce collision risk in shared spaces, thereby reinforcing demand outside of entertainment.

By Distribution Channel: Offline Retail Addresses Trial Barriers

Online portals captured 72.1% of 2024 sales through Amazon and operator bundles, but offline retail is projected to grow at a 15.12% CAGR as demo pods mitigate motion sickness fears. Meta opened permanent Quest trial zones in MediaMarkt and Fnac, converting up to 22% of walk-ins within 30 days. Apple’s appointment-only Vision Pro fitting exemplifies the premium store model, although limited content availability curbed uptake.

Enterprise buyers also demand tactile evaluation under factory noise and lighting. HTC and Varjo operate European showrooms where procurement teams validate data sovereignty and cleaning protocol compliance. As headset ASPs fall, experiential retail will imitate the early smartphone cycle, anchoring brand differentiation and fueling incremental growth for the European virtual reality market.

By Price Band: Mid-Range Expands as Enterprise Standardizes

Entry-tier devices priced under EUR 400 accounted for 49.88% of the 2024 turnover, driven by Quest 3S discounts. Enterprises, however, favor mid-range headsets priced at EUR 400–1,000 because they strike a balance between cost and the required features, including inside-out tracking and fleet-management APIs. This tier is forecast to grow at a rate of 15.34% annually, reinforcing procurement hubs in Germany and France. Premium rigs above EUR 1,000, such as Varjo XR-4, remain vital in defense and medical simulation but form a narrower niche.

HTC’s Vive Business bundle adds EUR 200 per unit yearly for support, turning capex into opex and smoothing budgeting cycles. Apple’s Vision Pro lacks CAD integrations, limiting its premium appeal. Thus, the mid-range becomes the de facto standard for broad-based enterprise rollouts, shaping future economies of scale in the European virtual reality market.

Europe VR Market: Market Share by Price Band
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By End-User Industry: Education and Training Surges on Simulation ROI

Gaming retained a 46.23% share in 2024, yet quantifiable benefits in training will propel that segment at a 16.11% CAGR. Clinicians in EIT Health’s VR Champions cohort cut surgical errors 30%, convincing national health services to fund VR labs. Manufacturing uses Microsoft Guides to onboard line workers 24% faster, while logistics teams employ smart glasses to raise throughput.

Healthcare, media, and industrial applications each contribute high single-digit shares, with regulations such as the EU Medical Device Regulation mandating validated competency tools. Retail trials by IKEA and Zara illustrate emerging but still modest revenue. Because simulation yields measurable KPI improvements, procurement committees allocate larger budgets despite macro headwinds, amplifying the non-gaming trajectory of the European virtual reality market.

Geography Analysis

Germany contributed 24.7% of 2024 revenue, driven by automotive design, Industrie 4.0 grants, and a strong R&D spend that equals 3.1% of GDP. Headset vendors tailor GDPR-compliant telemetry that enables manufacturers to log training performance under legitimate interest clauses. Germany’s skill shortage further incentivizes immersive instruction.

Spain is the fastest-growing geography, with a 15.4% CAGR through 2030, as developers digitize UNESCO sites and real estate stakeholders adopt virtual tours, financed by EU Recovery funds. Barcelona-based Immersium has raised EUR 3 million to reconstruct Gaudí landmarks for hotels and cruise lines, underscoring the synergies in tourism. National digital plans also earmark EUR 4 billion for public-sector tech upgrades that include VR kiosks in museums.

The United Kingdom maintains a high teen share due to London’s studio concentration and 25% video-game tax relief, which offsets Brexit-related talent leakage. France leverages CNC subsidies and Orange Immersive Video to scale French-language content across Europe and Africa. Italy combines luxury fashion virtual storefronts with cultural digitization projects, such as the Vatican Museum archive. Collectively, the Nordics, the Netherlands, Belgium, and Poland bring niche strengths that rival those of larger economies in logistics, defense, and gaming IP.

Competitive Landscape

Meta captured 77% of global headset shipments in 2024 and 84% in Q4, solidifying its dominance through sub-USD 300 pricing and exclusive titles. The firm’s Reality Labs has lost more than USD 70 billion since 2021, yet the subsidy model continues to expand its advertising and app-store ecosystem. Competitors pivot toward enterprise niches: HTC bundles device-management subscriptions, Varjo serves aerospace with 60 pixels-per-degree fidelity, and Lynx offers open-source firmware for GDPR-compliant data localization.

Sony’s PSVR2 adapter opened SteamVR access but failed to halt shipment declines amid a limited exclusive catalog. Apple’s USD 4,350 Vision Pro shipped 43% fewer units quarter-over-quarter in Europe due to the lack of native apps under 200, revealing the limits of its premium spatial-computing positioning. Chinese entrants such as DPVR and XREAL post 30% annual growth by undercutting incumbents while matching mixed-reality features.

Technology differentiation now revolves around AI. Meta’s Codec Avatars generate near-photoreal presence from selfies, while Microsoft’s Azure Spatial Anchors enable persistent annotations across devices. Meta filed 147 VR-related patents in Europe during 2024, primarily in eye-tracking and foveated rendering, whereas Qualcomm lodged 63 patents related to wireless streaming. Vendors that align roadmaps with the European Accessibility Act will gain first-mover compliance advantages once the regulation becomes enforceable in June 2025.

Europe VR Industry Leaders

  1. Meta Platforms, Inc. (Meta Quest)

  2. Sony Interactive Entertainment LLC (PlayStation VR)

  3. HTC Corporation

  4. Apple Inc.

  5. Varjo Technologies Oy

  6. *Disclaimer: Major Players sorted in no particular order
Europe VR Market Concentration
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Recent Industry Developments

  • September 2024: Meta launched Quest 3S at USD 299, shipping 1.2 million units globally in Q4, with Europe accounting for 30% of volumes.
  • September 2024: HTC introduced Vive Focus Vision at EUR 1,229, adding a rear-mounted battery to reduce neck strain in enterprise training.
  • July 2024: Apple launched Vision Pro in the UK, Germany, and France at €3,999, but shipments fell 43% quarter-over-quarter.
  • June 2024: Sony released a PC adapter for PSVR2, extending compatibility to SteamVR titles at USD 59.99.

Table of Contents for Europe VR Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Gaming-Led Demand for Affordable Standalone Headsets
    • 4.2.2 Enterprise Training and Simulation Uptake (Manufacturing, Healthcare)
    • 4.2.3 EU Digital-Transformation Funding (Horizon Europe, Digital Europe)
    • 4.2.4 AI-Driven Volumetric-Video Workflows Cut Content Costs
    • 4.2.5 Mixed-Reality Productivity Apps Localized for EU Languages
    • 4.2.6 VR-Enabled Cultural-Heritage Tourism Backed by Recovery Funds
  • 4.3 Market Restraints
    • 4.3.1 High Headset Cost and Limited AAA Content Library
    • 4.3.2 Motion-Sickness and Ergonomic Concerns
    • 4.3.3 Fragmented EU Language Localization Inflates Dev. Budgets
    • 4.3.4 Non-EU Semiconductor Reliance Risks Supply Continuity
  • 4.4 Supply-Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter’s Five Forces Analysis
    • 4.7.1 Bargaining Power of Suppliers
    • 4.7.2 Bargaining Power of Buyers
    • 4.7.3 Threat of New Entrants
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Intensity of Competitive Rivalry
  • 4.8 Assessment of Macroeconomic Factors

5. MARKET SIZE AND GROWTH FORECASTS (VALUE IN USD)

  • 5.1 By Offering
    • 5.1.1 Hardware
    • 5.1.2 Software
    • 5.1.3 Services
    • 5.1.4 Content Platforms
  • 5.2 By Device Form Factor
    • 5.2.1 PC-Tethered HMD
    • 5.2.2 Stand-Alone HMD
    • 5.2.3 Screenless Viewer
    • 5.2.4 CAVE / Immersive Rooms
    • 5.2.5 Smart-Glasses Hybrid
  • 5.3 By Immersion Level
    • 5.3.1 Non-Immersive
    • 5.3.2 Semi-Immersive
    • 5.3.3 Fully-Immersive
  • 5.4 By Distribution Channel
    • 5.4.1 Online
    • 5.4.2 Offline /Retail
  • 5.5 By Price Band
    • 5.5.1 Entry (< EUR 400)
    • 5.5.2 Mid-Range (EUR 400 -1000)
    • 5.5.3 Premium (> EUR 1000)
  • 5.6 By End-User Industry
    • 5.6.1 Gaming
    • 5.6.2 Media and Entertainment
    • 5.6.3 Healthcare
    • 5.6.4 Education and Training
    • 5.6.5 Military and Defense
    • 5.6.6 Retail and eCommerce
    • 5.6.7 Real-Estate and Architecture
    • 5.6.8 Automotive and Transportation
    • 5.6.9 Manufacturing and Industrial
    • 5.6.10 Other End-User Industries
  • 5.7 By Country
    • 5.7.1 Germany
    • 5.7.2 United Kingdom
    • 5.7.3 France
    • 5.7.4 Italy
    • 5.7.5 Spain
    • 5.7.6 Rest of Europe

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis for Top 3-5 Vendors
  • 6.4 Company Profiles (includes Global Overview, Market-level Overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share, Products and Services, Recent Developments)
    • 6.4.1 Meta Platforms, Inc. (Meta Quest)
    • 6.4.2 Sony Interactive Entertainment LLC (PlayStation VR)
    • 6.4.3 HTC Corporation
    • 6.4.4 ByteDance Ltd. (PICO Immersive Pte. Ltd.)
    • 6.4.5 Varjo Technologies Oy
    • 6.4.6 Apple Inc.
    • 6.4.7 Microsoft Corporation
    • 6.4.8 Valve Corporation
    • 6.4.9 HP Inc.
    • 6.4.10 Samsung Electronics Co., Ltd.
    • 6.4.11 Lenovo Group Limited
    • 6.4.12 Qualcomm Technologies Inc.
    • 6.4.13 XREAL, Inc. (Nreal)
    • 6.4.14 Pimax Innovation Inc.
    • 6.4.15 Magic Leap, Inc.
    • 6.4.16 DPVR (Shanghai Lexiang Technology Co., Ltd.)
    • 6.4.17 Barco NV
    • 6.4.18 Lynx Mixed Reality SAS

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Europe VR Market Report Scope

The Europe Virtual Reality Market Report is Segmented by Offering (Hardware, Software, Services, and Content Platforms), Device Form Factor (PC-Tethered HMD, Stand-Alone HMD, Screenless Viewer, CAVE/Immersive Rooms, and Smart-Glasses Hybrid), Immersion Level (Non-Immersive, Semi-Immersive, and Fully-Immersive), Distribution Channel (Online, and Offline/Retail), Price Band (Entry [<EUR 400], Mid-Range [EUR 400-1000], and Premium [>EUR 1000]), End-User Industry (Gaming, Media and Entertainment, Healthcare, Education and Training, Military and Defense, Retail and eCommerce, Real-Estate and Architecture, Automotive and Transportation, Manufacturing and Industrial, and Other End-User Industries), and Country (Germany, United Kingdom, France, Italy, Spain, and Rest of Europe). The Market Forecasts are Provided in Terms of Value (USD).

By Offering
Hardware
Software
Services
Content Platforms
By Device Form Factor
PC-Tethered HMD
Stand-Alone HMD
Screenless Viewer
CAVE / Immersive Rooms
Smart-Glasses Hybrid
By Immersion Level
Non-Immersive
Semi-Immersive
Fully-Immersive
By Distribution Channel
Online
Offline /Retail
By Price Band
Entry (< EUR 400)
Mid-Range (EUR 400 -1000)
Premium (> EUR 1000)
By End-User Industry
Gaming
Media and Entertainment
Healthcare
Education and Training
Military and Defense
Retail and eCommerce
Real-Estate and Architecture
Automotive and Transportation
Manufacturing and Industrial
Other End-User Industries
By Country
Germany
United Kingdom
France
Italy
Spain
Rest of Europe
By Offering Hardware
Software
Services
Content Platforms
By Device Form Factor PC-Tethered HMD
Stand-Alone HMD
Screenless Viewer
CAVE / Immersive Rooms
Smart-Glasses Hybrid
By Immersion Level Non-Immersive
Semi-Immersive
Fully-Immersive
By Distribution Channel Online
Offline /Retail
By Price Band Entry (< EUR 400)
Mid-Range (EUR 400 -1000)
Premium (> EUR 1000)
By End-User Industry Gaming
Media and Entertainment
Healthcare
Education and Training
Military and Defense
Retail and eCommerce
Real-Estate and Architecture
Automotive and Transportation
Manufacturing and Industrial
Other End-User Industries
By Country Germany
United Kingdom
France
Italy
Spain
Rest of Europe
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Key Questions Answered in the Report

How big is the Europe virtual reality market in 2025?

The Europe virtual reality market size is USD 7.95 billion in 2025.

What is the projected growth rate for VR headsets in Europe?

Shipments and revenue are forecast to expand at a 14.43% CAGR from 2025 to 2030.

Which segment will grow fastest through 2030?

Content platforms are expected to post the highest 17.6% CAGR as recurring subscriptions scale.

Why is Spain the fastest-growing geography?

EU recovery grants for heritage tourism and real-estate virtual tours are propelling a 15.4% CAGR.

How does enterprise adoption compare with gaming?

Training and simulation demand now rivals consumer gaming, especially in healthcare and manufacturing.

Which companies dominate the European headset landscape?

Meta leads with 77% of shipments, while Sony, HTC, Pico, and Apple compete in niche enterprise and premium tiers.

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