Virtual Reality In Gaming Market Size and Share

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

The virtual reality in gaming market size is estimated at USD 35.49 billion in 2025, and is expected to reach USD 85.45 billion by 2030, at a CAGR of 19.21% during the forecast period from 2025 to 2030. Hardware advances in display resolution, optical design, and foveated rendering are raising immersion levels and shortening replacement cycles. Sub-USD 400 eye-tracking standalone headsets are removing price and performance barriers in emerging economies, while 5G-edge rendering bundles from leading telcos enable cloud-based gaming with latency below 10 ms. Location-based entertainment (LBE) chains are scaling rapidly across tier-1 Asian cities, introducing premium headsets to first-time users. Interoperability standards, such as OpenXR and Khronos, are reducing porting costs, giving studios the confidence to launch AAA VR-exclusive titles that now deliver over 20 hours of narrative gameplay.

Key Report Takeaways

  • By component, hardware led with a 58% market share in the virtual reality in gaming market in 2024; software is projected to expand at a 20.81% CAGR through 2030.
  • By device type, PC/Desktop-tethered systems held 42% of the virtual reality in gaming market size in 2024, while standalone headsets are forecast to grow at a 21.91% CAGR from 2025 to 2030.
  • By hardware category, head-mounted displays captured 61.9% of the virtual reality in gaming market share in 2024; gesture-tracking devices are projected to show the fastest growth at a 20.57% CAGR to 2030.
  • By game genre, action titles accounted for 34% of 2024 revenue; sports and fitness games are set to rise at a 21.23% CAGR to 2030.
  • By end-user, home users represented 70% of the 2024 demand, whereas commercial arcades and LBE venues are projected to advance at a 20.87% CAGR through 2030.
  • By region, North America controlled 38.60% revenue in 2024, whereas Asia Pacific is poised for the fastest 21.82% CAGR to 2030.

Segment Analysis

By Component: Hardware dominates while software accelerates

Hardware captured 58% of 2024 revenue as consumers prioritised visible upgrades in resolution, optics, and ergonomics. The virtual reality in gaming market size for software is forecast to grow at a 20.81% CAGR, propelled by subscription libraries that generated USD 11.7 billion in 2023. Subscription access reduces upfront cost anxiety and expands back-catalogue monetisation. Cloud streaming enabled by 5G allows for premium visuals on entry-level devices, thereby broadening the adoption base.

The hardware lead reflects a technology-driven phase where leapfrog optical advances spark immediate purchase intent. Eye-tracking chips optimise GPU load via foveated rendering, while gesture sensors enrich interaction fidelity. By 2026, over 85% of immersive apps are expected to rely on 5G cloud services, paving the way for a gradual shift in revenue toward services and in-app transactions.

Virtual Reality In Gaming Market: Market Share by Component
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By Device Type: Standalone headsets challenge PC dominance

PC/Desktop-tethered rigs accounted for 42% of 2024 spending, valued for their high-end graphics and mod support. Standalone devices are projected to outpace the market with a 21.91% CAGR, driven by the promise of cable-free play. Sony lowered PlayStation VR2 pricing to USD 399.99 to spur cross-platform uptake. Cloud-streamed content blurs traditional device classes, letting mid-range hardware access ultra settings, a shift likely to drive the next leg of growth for the virtual reality in gaming market.

Enthusiast PCs will remain indispensable for simulation purists; however, mass-market momentum is shifting toward lightweight, self-contained headsets. Battery-life gains and Wi-Fi 7 modules remove friction, while enterprise fleet managers appreciate the easier deployment of standalone units in training labs.

By Hardware Category: HMDs lead while gesture-tracking accelerates

Head-mounted displays controlled 61.9% of spending in 2024, underscoring their status as the gateway device. Gesture-tracking peripherals are climbing at 20.57% CAGR as natural input schemes reduce onboarding friction. Directional wind haptics lifted presence and emotional enjoyment in controlled tests.[3]Yung-Ting Chen and Meng-Shiuan Tsai, “The Impact of Wind Experience on VR Game Immersion,” springer.com Vendors now bundle gloves and finger trackers with flagship devices, anticipating demand for tactile realism.

Accessory makers focus on haptic vests, treadmills, and scent modules to deepen sensory immersion. Camera rigs for 360° capture open new revenue streams in tourism and events, linking virtual reality gaming to real-world experiences.

By Game Genre: Action leads while sports and fitness surge

Action shooters delivered 34% of 2024 revenue, benefiting from intuitive, body-mapped aiming and locomotion. Sports and fitness titles are racing ahead at 21.23% CAGR as biometric tracking gamifies workouts. Downloads of top VR Android games increased by 40% year-over-year in H1 2024. Racing and simulation genres appeal to seated players seeking a lower risk of motion sickness, while horror franchises utilize VR’s sensory isolation to heighten suspense.

Investors view sports IP as a bridge to mainstream audiences; the Premier League’s stake in Rezzil hints at licensed training products that merge professional coaching with home fitness.

Virtual Reality In Gaming Market: Market Share by Game Genre
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By End-user: Home users dominate while commercial venues surge

Households accounted for 70% of the 2024 demand thanks to falling headset prices and expanding content bundles. The virtual reality in gaming market size for commercial arcades is set to expand at 20.87% CAGR as operators roll out premium multi-user arenas in malls and tourist hubs. Commercial customers amortise hardware faster, allowing them to install cutting-edge rigs that outsiders would not buy individually.

Educational institutes adopt VR for skill acquisition, with trainees making 40% fewer errors in medical simulations than in traditional labs. Enterprise demand thus complements entertainment usage, supporting a diversified revenue mix.

Geography Analysis

North America led revenue in 2024, underpinned by mature broadband infrastructure, high disposable income, and a culture of early technology adoption. AAA exclusives drive repeat buying among console owners, while U.S. consumer spending on all video games reached USD 58.7 billion in 2024. Mixed-reality titles on smartphones are siphoning casual users, prompting hardware vendors to differentiate with advanced optics and exclusive content. 

Asia-Pacific is the fastest-growing region, buoyed by LBE chains flourishing in dense urban corridors where limited living space curtails home installations. Japan’s gaming market could surpass USD 50.9 billion in 2025. Regulatory scrutiny over vertigo risks raises certification costs, but carriers offset hurdles by bundling 5G data and cloud rendering packages. China’s manufacturing base accelerates standalone headset penetration, and the dominance of Chinese language titles on Steam signals mounting localisation priorities for global studios. 

Europe benefits from generous production rebates and an emphasis on user privacy, fostering consumer trust in VR platforms. The EU projects immersive tech could support up to 480,000 jobs by decade’s end, European Commission. Governments in France and Germany view VR as a strategic creative industry, subsidising narrative-rich development. The Middle East, led by Dubai’s ‘VR City 2030’, invests in flagship attractions and e-sports arenas, with the regional market on track for 7.6% annual growth. 

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

Meta held roughly 65% of 2024 headset shipments, securing platform lock-in through aggressive pricing and a sprawling content library. Apple’s Vision Pro introduces a premium tier that emphasizes spatial computing quality and cross-device integration, potentially segmenting the virtual reality in gaming market in gaming into mass and luxury tiers. Hardware makers partner with studios to secure exclusives; such deals now represent a decisive purchase driver for 3 in 5 new buyers.

Cloud gaming entrants utilize 5G networks to circumvent high upfront hardware costs, posing a threat to incumbent economics with subscription-based business models. Accessory specialists innovate in haptic suits and omnidirectional treadmills to carve out defensible niches. The XR Association forecasts that immersive technology could generate USD 5 trillion in economic impact by 2030.

Despite Meta’s lead, the combined share of the top five suppliers hovers near 65%, indicating a moderately concentrated but contestable market. White-space opportunities remain in accessibility, medical rehabilitation, and AI-driven personalisation, areas where smaller innovators can differentiate without matching the scale of the giants.

Virtual Reality In Gaming Industry Leaders

  1. Oculus VR (Facebook Technologies LLC)

  2. HTC Vive

  3. Nintendo Co Limited

  4. Microsoft Corporation

  5. Valve Corporation

  6. *Disclaimer: Major Players sorted in no particular order
Virtual Reality in Gaming Market Concentration
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Recent Industry Developments

  • April 2025: Sony cut PlayStation VR2 price to USD 399.99 and enabled Steam PC compatibility, improving content breadth and value.
  • March 2025: The Premier League invested in Rezzil to co-develop an official VR football game aimed at global fans
  • February 2025: Meta unveiled prototype research glasses optimized for immersive gaming overlays, hinting at AR-VR convergence paths.
  • December 2024: Global VR shipments slid 4% year-on-year in Q3 2024 as tethered headsets fell 50%, yet standalone units grew 14%.

Table of Contents for Virtual Reality In Gaming 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 Influx of AAA VR-Exclusive Franchises Re-energising Upgrade Cycles in North America and Europe
    • 4.2.2 Expansion of Location-based VR Arcades in Tier-1 Asian Cities Driving Commercial Headset Demand
    • 4.2.3 5G-Edge Rendering Bundles from Telcos in South Korea and Nordics Slashing Latency Barriers
    • 4.2.4 Sub-USD-400 Eye-tracking Stand-alone Headsets Unlocking Emerging-Market Adoption
    • 4.2.5 OpenXR and Khronos Interoperability Standards Lowering Porting Costs for Developers
    • 4.2.6 EU Immersive-Content Tax Rebates Fueling Premium VR Game Pipelines in France and Germany
  • 4.3 Market Restraints
    • 4.3.1 Motion-Sickness-Driven Refund Rates (>25%) Curtailing Average Session Lengths
    • 4.3.2 Pancake-Lens Supply Bottlenecks Restricting Stand-alone Shipments (Q1-Q3 2025)
    • 4.3.3 Strict Health-Safety Certification for Vertigo Risks in Japan Raising Compliance Costs
    • 4.3.4 Mobile Mixed-Reality Titles Cannibalising Premium-Mobile VR in North America
  • 4.4 Industry Value Chain Analysis
  • 4.5 Regulatory Outlook
  • 4.6 Technological Outlook
  • 4.7 Porters Five Forces Analysis
    • 4.7.1 Threat of New Entrants
    • 4.7.2 Bargaining Power of Buyers
    • 4.7.3 Bargaining Power of Suppliers
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Intensity of Competitive Rivalry
  • 4.8 Pricing Analysis
  • 4.9 Comparative Study: AR-led vs VR-led Gaming Engagement
  • 4.10 Popular VR Game Themes and Leading Publishers (Arcade Adventure Horror Sports-Fitness)

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Component
    • 5.1.1 Hardware
    • 5.1.2 Software
    • 5.1.3 Content / Services
  • 5.2 By Device Type
    • 5.2.1 PC / Desktop-Tethered
    • 5.2.2 Gaming Console
    • 5.2.3 Stand-alone Headsets
    • 5.2.4 Premium Mobile
    • 5.2.5 Cloud / Streaming VR
  • 5.3 By Hardware Category
    • 5.3.1 Head-Mounted Displays (HMDs)
    • 5.3.2 Gesture-Tracking Devices (GTDs)
    • 5.3.3 VR Accessories (Haptics Treadmills Vests)
    • 5.3.4 VR Cameras and 360 Capture
  • 5.4 By Game Genre
    • 5.4.1 Action and Shooter
    • 5.4.2 Racing and Simulation
    • 5.4.3 Adventure and Role-Playing
    • 5.4.4 Horror and Puzzle
    • 5.4.5 Sports and Fitness
    • 5.4.6 Social / Multiplayer Worlds
  • 5.5 By End-user
    • 5.5.1 Individual / Home
    • 5.5.2 Commercial Arcades and LBE
    • 5.5.3 Esports and Competitive Gaming Venues
    • 5.5.4 Educational and Training Institutions
  • 5.6 By Geography
    • 5.6.1 North America
    • 5.6.1.1 United States
    • 5.6.1.2 Canada
    • 5.6.1.3 Mexico
    • 5.6.2 South America
    • 5.6.2.1 Brazil
    • 5.6.2.2 Argentina
    • 5.6.2.3 Rest of South America
    • 5.6.3 Europe
    • 5.6.3.1 Germany
    • 5.6.3.2 United Kingdom
    • 5.6.3.3 France
    • 5.6.3.4 Spain
    • 5.6.3.5 Rest of Europe
    • 5.6.4 Asia-Pacific
    • 5.6.4.1 China
    • 5.6.4.2 India
    • 5.6.4.3 Japan
    • 5.6.4.4 South Korea
    • 5.6.4.5 ASEAN
    • 5.6.4.6 Rest of Asia-Pacific
    • 5.6.5 Middle East and Africa
    • 5.6.5.1 Middle East
    • 5.6.5.1.1 Saudi Arabia
    • 5.6.5.1.2 United Arab Emirates
    • 5.6.5.1.3 Turkey
    • 5.6.5.1.4 Rest of Middle East
    • 5.6.5.2 Africa
    • 5.6.5.2.1 South Africa
    • 5.6.5.2.2 Nigeria
    • 5.6.5.2.3 Kenya
    • 5.6.5.2.4 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves (MandA Partnerships Content Exclusives)
  • 6.3 Market Share Analysis
  • 6.4 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)}
    • 6.4.1 Meta Platforms Inc. (Oculus)
    • 6.4.2 Sony Interactive Entertainment LLC
    • 6.4.3 HTC Corporation
    • 6.4.4 Valve Corporation
    • 6.4.5 Pico Interactive (ByteDance)
    • 6.4.6 Microsoft Corporation
    • 6.4.7 Nintendo Co., Ltd.
    • 6.4.8 Google LLC
    • 6.4.9 Samsung Electronics Co., Ltd.
    • 6.4.10 Apple Inc.
    • 6.4.11 Qualcomm Technologies, Inc.
    • 6.4.12 Lenovo Group Ltd.
    • 6.4.13 Xiaomi Corporation
    • 6.4.14 bHaptics Inc.
    • 6.4.15 Virtuix Inc.
    • 6.4.16 TESLASUIT / VR Electronics Ltd.
    • 6.4.17 DPVR
    • 6.4.18 Pimax Innovation Inc.
    • 6.4.19 Magic Leap, Inc.
    • 6.4.20 Nreal (Xreal)
    • 6.4.21 HP Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
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Global Virtual Reality In Gaming Market Report Scope

The study analyzes the demand for virtual reality in gaming market based on historical trends and current scenarios. As VR is expected to find traction among gaming enthusiasts, the study analyzes the key growth influencers and the demand from other forms of extended reality-based technologies (AR and MR). The study covers key segments, including hardware type and geography.

The Virtual Reality in Gaming Market Report is Segmented by Component (Hardware, Software, and Content/Services), Device Type (PC/Desktop-Tethered, Gaming Console, Stand-alone Headsets, Premium Mobile, and Cloud/Streaming VR), Hardware Category (Head-Mounted Displays, Gesture-Tracking Devices, VR Accessories, and VR Cameras and 360° Capture), Game Genre (Action and Shooter, Racing and Simulation, Adventure and Role-Playing, Horror and Puzzle, Sports and Fitness, and Social/Multiplayer Worlds), End-user (Individual/Home, Commercial Arcades and LBE, Esports and Competitive Gaming Venues, and Educational and Training Institutions), and Geography (North America, South America, Europe, Asia Pacific, Middle East and Africa). The Market Forecasts are Provided in Terms of Value (USD).

By Component
Hardware
Software
Content / Services
By Device Type
PC / Desktop-Tethered
Gaming Console
Stand-alone Headsets
Premium Mobile
Cloud / Streaming VR
By Hardware Category
Head-Mounted Displays (HMDs)
Gesture-Tracking Devices (GTDs)
VR Accessories (Haptics Treadmills Vests)
VR Cameras and 360 Capture
By Game Genre
Action and Shooter
Racing and Simulation
Adventure and Role-Playing
Horror and Puzzle
Sports and Fitness
Social / Multiplayer Worlds
By End-user
Individual / Home
Commercial Arcades and LBE
Esports and Competitive Gaming Venues
Educational and Training Institutions
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Rest of Europe
Asia-Pacific China
India
Japan
South Korea
ASEAN
Rest of Asia-Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Kenya
Rest of Africa
By Component Hardware
Software
Content / Services
By Device Type PC / Desktop-Tethered
Gaming Console
Stand-alone Headsets
Premium Mobile
Cloud / Streaming VR
By Hardware Category Head-Mounted Displays (HMDs)
Gesture-Tracking Devices (GTDs)
VR Accessories (Haptics Treadmills Vests)
VR Cameras and 360 Capture
By Game Genre Action and Shooter
Racing and Simulation
Adventure and Role-Playing
Horror and Puzzle
Sports and Fitness
Social / Multiplayer Worlds
By End-user Individual / Home
Commercial Arcades and LBE
Esports and Competitive Gaming Venues
Educational and Training Institutions
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Rest of Europe
Asia-Pacific China
India
Japan
South Korea
ASEAN
Rest of Asia-Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
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 virtual reality in gaming market?

The virtual reality in gaming market stands at USD 35.49 billion in 2025 and is expected to grow to USD 85.45 billion by 2030.

Which component segment is growing fastest?

Software is the fastest-growing component, with a 20.81% CAGR forecast for 2025-2030.

How quickly are standalone headsets expanding?

Standalone headsets are projected to grow at a 21.91% CAGR, challenging PC-tethered systems’ dominance.

Why are location-based VR arcades important?

LBE venues introduce premium VR to consumers who lack space or budgets for home setups, driving commercial headset demand and trial adoption.

What is the main restraint holding back wider adoption?

Motion sickness causes refund rates above 25% for certain genres, limiting average session lengths and deterring newcomers.

Which region is expected to post the fastest growth

Asia-Pacific leads growth due to dense urban markets, widespread 5G, and rapid expansion of VR arcades and gaming cafés.

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