Immersive Virtual Reality Market Size and Share

Immersive Virtual Reality Market (2025 - 2030)
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Immersive Virtual Reality Market Analysis by Mordor Intelligence

The Immersive Virtual Reality Market size is estimated at USD 12.75 billion in 2025, and is expected to reach USD 41.45 billion by 2030, at a CAGR of 28.22% during the forecast period (2025-2030).

Commercial demand is expanding as enterprises shift from pilot programs to scaled roll-outs, particularly in aerospace flight simulation, defense pilot training, and regulated healthcare therapies. Head-mounted displays remain the dominant device form factor, yet stand-alone models are accelerating fastest as buyers value untethered set-ups that remove PC or console requirements. North America retains spending leadership, but Asia Pacific is growing more quickly on the back of Chinese government standardization initiatives and more than 100 large-scale VR installations launched in 2024. Momentum is also evident in enterprise ROI metrics, Walmart compressed training times by 96% and Boeing trimmed wiring-process instruction by 75% confirming cost savings that extend well beyond entertainment. Supply-side turbulence in semiconductors and high-purity quartz is lifting component costs, though software-delivered advances such as cloud streaming and AI-driven adaptive content help mitigate hardware price friction.

Key Report Takeaways

  • By device, head-mounted displays captured 86% of immersive virtual reality market share in 2024, while stand-alone HMDs are forecast to grow at 33.20% CAGR to 2030. 
  • By end-user industry, entertainment and gaming held 46% revenue share in 2024; healthcare applications are positioned to expand at a 29.42% CAGR through 2030.
  • By component, hardware held 86% revenue share in 2024; the software component is positioned to expand at a 29% CAGR through 2030.
  • By immersion type, fully-immersive systems commanded a 62% share in 2024 and are projected to rise at a 31.34% CAGR to 2030.
  • By geography, North America accounted for 38% of the immersive virtual reality market size in 2024, whereas Asia Pacific is set to advance at 32.60% CAGR over the same period.

Segment Analysis

By Device: Stand-Alone HMDs Widen Untethered Appeal

The immersive virtual reality market size for head-mounted displays stood dominant in 2024 as the form factor secured 86% revenue share. Stand-alone variants are poised for the fastest climb, advancing at a projected 33.20% CAGR to 2030 as buyers gravitate toward wire-free operation that speeds initial set-up. Meta’s Quest line continues to hold 73% share of shipments, yet the USD 299 Quest 3S failed to ignite holiday demand, underscoring content rather than price as the limiting factor. Tethered rigs are losing favor as wireless streaming narrows latency, while smartphone-shell viewers retreat because dedicated hardware is more affordable and performant. 

Gesture-tracking accessories and haptic gloves are gaining traction within enterprise training programs that need precise hand articulation. Patent filings from Meta, Sony, and Microsoft around tactile feedback elevate user immersion, though full-body suits remain niche given higher cost and cleaning complexity. VR cameras are selling into China’s location-based entertainment operators that launched over 100 venues in 2024, enriching local content capture. Component shortages tied to quartz mine disruptions can raise the bill of materials across all device classes yet advances in display yield and battery density are expected to moderate cost escalation after 2026, supporting broader device penetration into the immersive virtual reality market.

Immersive Virtual Reality Market: Market Share by Device
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By End-User Industry: Healthcare Surges on Regulatory Tailwinds

Entertainment and gaming retained a 46% share of the immersive virtual reality market size during 2024 as blockbuster titles and esports events anchored consumer spend. Healthcare, however, is tracking the steepest ascent, estimated to deliver a 29.42% CAGR through 2030 on the back of FDA and CE approvals that open reimbursement lanes. RelieVRx and DeepWell DTx clearances usher therapeutic content into pain management and mental health, shifting the segment from experimental to prescription territory. 

Defense and aerospace continue to procure large simulator fleets, evidenced by 225 USAF training units already fielded, while education providers join the vanguard as Walmart, Boeing, and Bank of America quantify double-digit productivity lifts. Automotive firms like Lufthansa and CAE apply mixed reality to crew guidance and cockpit familiarization, and architecture studios leverage holographic walkthroughs to identify design flaws early. Retail engagement remains exploratory, held back by content costs and headset hygiene concerns. Manufacturing and energy majors such as BP roll out safety modules, demonstrating how healthcare’s validation effect is permeating adjacent sectors, which amplifies growth momentum for the immersive virtual reality market.

By Component: Software Outpaces Hardware Maturity

Hardware still commands 86% revenue in 2024, yet software is expanding at a 29% CAGR as enterprises redirect budgets toward custom applications and analytics dashboards. Apple Vision Pro’s USD 1,542 component tally highlights the capital intensity required for micro-OLED and sensor stacks, explaining why vendors are racing to reduce optics prices. Samsung entered the fray in late 2024 with a Snapdragon XR2+ Gen 2-powered device but capped first-run volumes at 300,000 units due to supply constraints. 

Software suppliers benefit from recurring license fees and faster release cycles unhampered by physical inventory. Device-management platforms such as ArborXR oversee more than 3,000 enterprise deployments, simplifying fleet updates and compliance reporting. Cloud-rendered streaming builds a thin-client paradigm that shifts compute overhead to the edge, helping buyers defer headset upgrades. AI accelerates content production through procedural world-building and adaptive learning scripts. Services revenues scale in tandem, covering systems integration and regulatory validation. As hardware shortages ease post-2026, balanced growth across components is expected to reinforce the immersive virtual reality market.

Immersive Virtual Reality Market: Market Share by Component
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By Immersion Type: Fully-Immersive Formats Sustain Lead

Fully-immersive environments accounted for 62% of 2024 revenue and are slated to climb at 31.34% CAGR as organizations favor total sensory isolation for high-risk simulation and therapeutic focus. Military pilots rely on panoramic displays and motion platforms that mirror G-force cues, while FDA-approved pain therapy depends on uninterrupted visual immersion to modulate neural pathways. 

Semi-immersive solutions appeal to industrial training where some real-world awareness is required for safety, yet their share is flattening as hardware costs fall, and full immersion becomes affordable. Non-immersive desktop VR is declining as users migrate to head-mounted options with richer presence cues. Chinese culture parks showcase fully immersive story arcs blending scent, haptics, and volumetric capture, encouraging prolonged engagement. AI-enhanced motion prediction curbs cybersickness, addressing a lingering adoption hurdle. Cost inflation still affects fully-immersive systems more heavily due to multi-display rigs, but modular designs and cloud offloading are expected to narrow the gap, sustaining leadership for the immersive virtual reality market.

Geography Analysis

North America continued to lead the immersive virtual reality market with 38% revenue share in 2024, buoyed by substantial defense spending and early enterprise adoption. U.S. companies benefit from large pilot training budgets and healthcare reimbursement pipelines, although higher semiconductor fabrication costs raise hardware prices relative to Asian competitors. The region is leveraging cloud infrastructure and 5G roll-out to pilot remote rendering solutions that could offset device cost barriers. Corporate training programs at Walmart, Boeing, and Bank of America supply domestic proof points, reinforcing vendor focus on North American clients. 

Asia Pacific registered the highest regional CAGR at 32.60%, propelled by China’s structured metaverse policy framework and more than 100 large-scale VR installations commissioned in 2024. The Ministry of Industry and Information Technology formed a standards committee that aligns device protocols, while the National Film Administration encouraged VR cinema roll-outs. IDC projects regional AR/VR spending to surpass USD 10.5 billion by 2029, equal to 26.5% of global outlays. Japan and South Korea add momentum through government grants for education and smart-manufacturing pilots, and India’s cost-efficient developer pool accelerates localized content creation. Proximity to component supply chains helps mitigate freight delays, though natural disaster risks such as TSMC’s earthquake and typhoon-driven quartz disruptions remain operational concerns. 

Europe holds a strategic middle position, supported by the European Commission’s virtual worlds roadmap and Germany’s XR-Interaction network of 60 firms receiving multi-year state funding. The Virtual and Augmented Reality Industrial Coalition forecasts 860,000 new European jobs by 2025, signaling political will to compete with U.S. and Chinese ecosystems. The London School of Economics champions an “Airbus for the metaverse” to pool industrial expertise, while companies such as BMW, IKEA, and Bosch experiment with interoperable digital twins. Currency fluctuations and stricter privacy rules can slow consumer uptake, yet cross-border collaboration on standards and ethics enhances long-term regional competitiveness, sustaining European contribution to the immersive virtual reality market.

Immersive Virtual Reality Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Market concentration is moderate as global technology leaders hold meaningful share, while specialized firms carve out vertical niches. Meta commands roughly 73% of head-set shipments through its Quest family, but Reality Labs continues to post heavy operating losses, surpassing USD 58 billion cumulatively since 2020. Apple’s Vision Pro captured 5% share within months, validating a premium productivity-and-healthcare orientation despite its elevated retail price[1]Apple Inc., “Introducing Vision Pro,” apple.com. Sony maintains a 9% presence through PlayStation VR2; however, shipment volume softened 25% in 2024 as consumers sought broader use cases beyond gaming.

Strategic partnerships underscore enterprise value. Microsoft and Meta co-develop workplace avatars via Mesh, while defense integrators Lockheed Martin and Red 6 incorporate AR overlays into trainer jets for the U.S. Air Force and Navy. Vrgineers collaborates on F-35 simulators, and Vertex Solutions supports FAA standard updates, cementing defense and aviation influence over feature roadmaps. RelieVRx and DeepWell DTx exemplify medical verticalization, obtaining regulatory clearance for pain and mental-health therapies that few broad-platform vendors pursue. 

Mergers and acquisitions hint at consolidation: Google purchased part of HTC’s XR unit for USD 250 million to strengthen Android XR, and Infinite Reality acquired Landvault and The Drone Racing League in deals totalling USD 700 million to scale metaverse entertainment. Samsung, Qualcomm, and Qualcomm’s foundry partners are pushing chipset roadmaps that optimize AI inference on-device, reducing dependence on discrete GPUs and lowering bill of materials. Supply chain fragility remains a shared pain point, as quartz mine outages and tariff escalations pose price-eco-system risks but also encourage regional diversification. Overall, competitive positioning is fluid, yet sustained R&D and policy backing are likely to preserve a balanced landscape for the immersive virtual reality market.

Immersive Virtual Reality Industry Leaders

  1. Carl Zeiss AG

  2. Sony Corporation

  3. EON Reality

  4. Avegant Corporation

  5. Samsung Electronics Co., Ltd.

  6. *Disclaimer: Major Players sorted in no particular order
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Recent Industry Developments

  • January 2025: Google acquired part of HTC’s extended reality unit for USD 250 million to speed Android XR platform development.
  • January 2025: Infinite Reality secured USD 3 billion funding, lifting its valuation to USD 12.25 billion after buying Landvault and The Drone Racing League.
  • January 2025: Aonic completed a USD 110 million purchase of nDreams, expanding its footprint in VR and MR gaming.
  • December 2024: Samsung began production of an XR headset powered by Snapdragon XR2+ Gen 2, initial price around USD 2,000, with first-run volumes capped at 300,000 units.

Table of Contents for Immersive Virtual Reality 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 Drivers
    • 4.1.1 Use of VR in aerospace and defence training
    • 4.1.2 Consumer adoption via gaming HMDs
    • 4.1.3 Government-funded VR healthcare therapy pilots
    • 4.1.4 Enterprise metaverse platforms for remote collaboration
    • 4.1.5 AI-powered adaptive learning in VR education
    • 4.1.6 Cloud-rendered VR streaming lowers hardware barrier
  • 4.2 Market Restraints
    • 4.2.1 High total cost of ownership of multi-sensory rigs
    • 4.2.2 Content scarcity and ecosystem fragmentation
    • 4.2.3 Latency-driven motion-sickness limits session length
    • 4.2.4 Privacy concerns over biometric and gaze analytics
  • 4.3 Value/Supply-Chain Analysis
  • 4.4 Regulatory Landscape
  • 4.5 Technological Outlook
  • 4.6 Porter's Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Investment Analysis

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Device
    • 5.1.1 Head-Mounted Displays (HMDs)
    • 5.1.1.1 Stand-alone HMDs
    • 5.1.1.2 Tethered HMDs
    • 5.1.1.3 Smartphone-based HMDs
    • 5.1.2 Gesture Tracking Devices
    • 5.1.2.1 Haptic Gloves
    • 5.1.2.2 Motion Controllers
    • 5.1.2.3 Full-Body Suits
    • 5.1.3 Haptic Feedback Devices
    • 5.1.4 VR Cameras
  • 5.2 By End-user Industry
    • 5.2.1 Entertainment and Gaming
    • 5.2.2 Aerospace and Defence
    • 5.2.3 Healthcare
    • 5.2.3.1 Surgery and Medical Training
    • 5.2.3.2 Rehabilitation Therapy
    • 5.2.3.3 Mental Health and Pain Management
    • 5.2.4 Education and Training
    • 5.2.5 Automotive and Transportation
    • 5.2.6 Architecture, Engineering and Construction (AEC)
    • 5.2.7 Retail and E-commerce
    • 5.2.8 Other Industries
  • 5.3 By Component
    • 5.3.1 Hardware
    • 5.3.2 Software
    • 5.3.3 Services
  • 5.4 By Immersion Type
    • 5.4.1 Fully-Immersive
    • 5.4.2 Semi-Immersive
    • 5.4.3 Non-Immersive
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 United Kingdom
    • 5.5.3.2 Germany
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Rest of Asia-Pacific
    • 5.5.5 Middle East
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 Turkey
    • 5.5.5.4 Rest of Middle East
    • 5.5.6 Africa
    • 5.5.6.1 South Africa
    • 5.5.6.2 Nigeria
    • 5.5.6.3 Kenya
    • 5.5.6.4 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Moves
  • 6.2 Market Share Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.3.1 Meta Platforms Inc. (Oculus)
    • 6.3.2 Sony Corporation
    • 6.3.3 HTC Corporation
    • 6.3.4 Apple Inc.
    • 6.3.5 Samsung Electronics Co., Ltd.
    • 6.3.6 Microsoft Corporation
    • 6.3.7 Pico Interactive (ByteDance Ltd.)
    • 6.3.8 Valve Corporation
    • 6.3.9 Varjo Technologies Oy
    • 6.3.10 HP Inc.
    • 6.3.11 Carl Zeiss AG
    • 6.3.12 Avegant Corporation
    • 6.3.13 Varjo Technologies
    • 6.3.14 Vrgineers
    • 6.3.15 Magic Leap, Inc.
    • 6.3.16 Google LLC
    • 6.3.17 Eon Reality, Inc.
    • 6.3.18 CyberGlove Systems LLC
    • 6.3.19 Ultraleap Ltd. (Leap Motion)
    • 6.3.20 Sixense Enterprises Inc.
    • 6.3.21 Vuzix Corporation
    • 6.3.22 Lenovo Group Ltd.
    • 6.3.23 Ultraleap Ltd.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and unmet-need assessment
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Global Immersive Virtual Reality Market Report Scope

Immersive virtual reality involves the creation of simulated environments that imitate real objects or people to create an illusion. The creation of such an illusion helps people understand the actual environments of an industry, arena, space, or situation.Immersive virtual reality has applications across a wide array of industries, such as gaming and entertainment, defense, and healthcare, which are projected to bring in key revenues to the global market. The VR market for software includes apps, platforms, and content providers in the VR space.

The market sizes and forecasts are provided in terms of value (USD million) for all the above segments.

By Device
Head-Mounted Displays (HMDs) Stand-alone HMDs
Tethered HMDs
Smartphone-based HMDs
Gesture Tracking Devices Haptic Gloves
Motion Controllers
Full-Body Suits
Haptic Feedback Devices
VR Cameras
By End-user Industry
Entertainment and Gaming
Aerospace and Defence
Healthcare Surgery and Medical Training
Rehabilitation Therapy
Mental Health and Pain Management
Education and Training
Automotive and Transportation
Architecture, Engineering and Construction (AEC)
Retail and E-commerce
Other Industries
By Component
Hardware
Software
Services
By Immersion Type
Fully-Immersive
Semi-Immersive
Non-Immersive
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East United Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Kenya
Rest of Africa
By Device Head-Mounted Displays (HMDs) Stand-alone HMDs
Tethered HMDs
Smartphone-based HMDs
Gesture Tracking Devices Haptic Gloves
Motion Controllers
Full-Body Suits
Haptic Feedback Devices
VR Cameras
By End-user Industry Entertainment and Gaming
Aerospace and Defence
Healthcare Surgery and Medical Training
Rehabilitation Therapy
Mental Health and Pain Management
Education and Training
Automotive and Transportation
Architecture, Engineering and Construction (AEC)
Retail and E-commerce
Other Industries
By Component Hardware
Software
Services
By Immersion Type Fully-Immersive
Semi-Immersive
Non-Immersive
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East United Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Kenya
Rest of Africa
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Key Questions Answered in the Report

What is the current size of the immersive virtual reality market?

The market is valued at USD 12.75 billion in 2025 and is projected to reach USD 41.45 billion by 2030, growing at a 28.22% CAGR.

Which device category leads the immersive virtual reality market?

Head-mounted displays remain dominant, holding 86% revenue share in 2024, while stand-alone models are growing at more than 33% CAGR.

Why is healthcare considered the fastest-growing end-user segment?

FDA and CE approvals for therapies such as RelieVRx and DeepWell DTx have unlocked reimbursement pathways, accelerating a 29.42% CAGR for healthcare applications through 2030.

Which region is expanding fastest in immersive virtual reality adoption?

Asia Pacific is advancing at a 32.60% CAGR due to Chinese government support and extensive location-based VR installations.

What are the main restraints hindering market growth?

High ownership costs for advanced rigs and a limited content ecosystem slow near-term adoption, trimming CAGR by an estimated 3.2% and 2.8%, respectively.

How are enterprises measuring ROI from immersive virtual reality deployments?

Savings include a 96%-time reduction in Walmart retail training and 75% efficiency gains in Boeing engineering programs, demonstrating rapid payback periods for large-scale roll-outs.

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