Virtual Reality Gaming Market Size and Share
Virtual Reality Gaming Market Analysis by Mordor Intelligence
The Virtual Reality 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 (2025-2030).
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 play 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 cutting porting costs, giving studios confidence to launch AAA VR-exclusive titles that now deliver 20+ hours of narrative gameplay.
Key Report Takeaways
- By component, hardware led with 58% of the VR in gaming market share in 2024; software is projected to expand at a 24.80% CAGR through 2030.
- By device type, PC/Desktop-tethered systems held 42% of the VR in gaming market size in 2024, while standalone headsets are forecast to grow at a 29.90% CAGR over 2025-2030.
- By hardware category, head-mounted displays captured 61.9% of the VR in gaming market share in 2024; gesture-tracking devices show the fastest growth at 25.20% CAGR to 2030.
- By game genre, action titles accounted for 34% of 2024 revenue; sports and fitness games are set to rise at a 31.00% CAGR to 2030.
- By end-user, home users represented 70% of 2024 demand, whereas commercial arcades and LBE venues are advancing at a 33.00% CAGR through 2030.
- By region, North America controlled 38.60% revenue in 2024, whereas Asia Pacific is poised for the fastest 30.21% CAGR to 2030.
Global Virtual Reality Gaming Market Trends and Insights
Drivers Impact Analysis
| Driver | % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
|---|---|---|---|
| Influx of AAA VR-exclusive franchises | +3.5% | North America & Europe | Medium term (2–4 years) |
| Expansion of location-based VR arcades in tier-1 Asian cities | +4.2% | Asia-Pacific; spillover to Middle East | Short term (≤2 years) |
| 5G-edge rendering bundles from telcos | +2.8% | South Korea & Nordics; global expansion | Medium term (2–4 years) |
| Sub-USD 400 eye-tracking standalone headsets | +5.1% | Global, emerging markets emphasis | Short term (≤2 years) |
| Source: Mordor Intelligence | |||
Influx of AAA VR-exclusive franchises re-energising upgrade cycles
Premium, story-driven releases are stimulating headset replacements in North America and Europe. Average user spending climbs 40% when blockbuster titles enter the catalogue, validating the business case for larger studio budgets. The shift from short demos to 20-hour campaigns elevates VR from curiosity to core platform status for enthusiastic console players. Sixty-four percent of U.S. VR users identify gaming as their primary activity, assuring publishers of a sizeable paying audience.[1[: VirtualSpeech, “VR Stats for the Training & Education Industry in 2025,” virtualspeech.com
Expansion of location-based VR arcades in tier-1 Asian cities driving commercial demand
Real-estate constraints in dense urban centres such as Seoul, Shanghai, and Tokyo are steering consumers toward public VR venues. LBE operators invest in rugged, hygienic headsets and multi-user tracking systems, generating ancillary demand for premium peripherals. Culturally localised content increases repeat visitation and encourages word-of-mouth growth. The LBE market is projected to reach USD 40.3 billion by 2032, up from USD 13.9 billion in 2024
5G-edge rendering bundles slashing latency barriers
Telcos in South Korea and Nordic countries integrate 5G SIM plans with cloud-rendered VR subscriptions, lowering motion-to-photon latency from 25 ms to below 10 ms and achieving peak data rates near 10 Gbps.[2]SkyFun VR, “How 5G Technology Enhances VR Game Performance,” skyfunvr.com Reduced latency eliminates a key trigger of cybersickness, enables reaction-sensitive multiplayer mechanics, and shifts heavy graphics processing to the edge cloud, trimming headset bill-of-materials.
Sub-USD 400 eye-tracking standalone headsets unlocking emerging-market adoption
Affordable devices featuring foveated rendering deliver premium visuals on mid-range silicon while opening new interaction modes such as gaze-driven menus. Eye-tracking enhances accessibility for users with limited mobility and underpins objective analytics in training modules. Learning retention improves 76% in eye-tracking-enabled VR lessons compared with conventional formats
Restraints Impact Analysis
| Restraint | % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
|---|---|---|---|
| Motion-sickness-driven refund rates >25% | -2.7% | Global; higher in North America & Europe | Medium term (2–4 years) |
| Pancake-lens supply bottlenecks | -1.8% | Global manufacturing; highest in Asia | Short term (≤2 years) |
| Source: Mordor Intelligence | |||
Motion-sickness-driven refund rates curtailing session lengths
Cybersickness remains a major deterrent, with refund rates exceeding 25% for rapid-motion genres. Average playtime is capped at 45 minutes, well below console norms. A comparative study found that headsets offering continuous interpupillary adjustment cut Simulator Sickness Questionnaire scores significantly. Elevated hardware prices restrict these comfort features to the premium tier, entrenching a two-speed market.
Pancake-lens supply bottlenecks restricting standalone shipments
Yield shortfalls at key optical suppliers raised pancake-lens prices nearly 30% through Q3 2025. Manufacturers either postpone launches or revert to heavier Fresnel optics, dampening consumer enthusiasm for lightweight designs. The shortage coincides with holiday build-outs, risking shelf gaps that could allow tethered systems to recapture share.
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 VR in gaming market size for software is forecast to grow at 24.80% 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 permits premium visuals on entry-level devices, broadening the adoption base.
The hardware lead reflects a technology-driven phase where leap-frog optical advances spark immediate purchase intent. Eye-tracking chips optimise GPU load via foveated rendering, while gesture sensors enrich interaction fidelity. Over 85% of immersive apps will depend on 5G cloud services by 2026, setting the stage for a gradual revenue pivot toward services and in-app transactions.
Note: Segment shares of all individual segments available upon report purchase
By Device Type: Standalone headsets challenge PC dominance
PC/Desktop-tethered rigs held 42% of 2024 spending, valued for high-end graphics and mod support. Standalone devices are projected to outpace with a 29.90% CAGR on 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 VR in gaming market.
Enthusiast PCs will remain indispensable for simulation purists, yet mass-market momentum is tilting 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 25.20% 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 VR gaming to real-world experiences.
By Game Genre: Action leads while sports & 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 31.00% CAGR as biometric tracking gamifies workouts. Downloads of top VR Android games climbed 40% year-on-year in H1 2024. Racing and simulation genres attract seated players seeking lower motion-sickness risk, while horror franchises exploit VR’s sensory isolation for heightened 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.
Note: Segment shares of all individual segments available upon report purchase
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 VR in gaming market size for commercial arcades is set to expand at 33.00% 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.
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 emphasises spatial computing quality and cross-device integration, potentially segmenting the VR in the gaming market into mass and luxury layers. 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 use 5G networks to bypass high upfront hardware costs, threatening incumbent economics with subscription-first business models. Accessory specialists innovate in haptic suits and omnidirectional treadmills to carve out defensible niches. The XR Association forecasts immersive technology could generate USD 5 trillion in economic impact by 2030, xra.org.
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 Gaming Industry Leaders
-
Oculus VR (Facebook Technologies LLC)
-
HTC Vive
-
Nintendo Co Limited
-
Microsoft Corporation
-
Valve Corporation
- *Disclaimer: Major Players sorted in no particular order
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%.
Global Virtual Reality Gaming Market Report Scope
The study analyzes the demand for VR in the gaming industry 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 key segments covered in the study include hardware type and geography.
Virtual Reality in the Gaming Market is segmented by Virtual Reality Type (PC, Stand-alone, Console, and Premium Mobile), Virtual Reality in Gaming (Hardware and Software), and Geography. The market sizes and forecasts are provided in terms of value (USD million) for all the above segments.
| Hardware |
| Software |
| Content / Services |
| PC / Desktop-Tethered |
| Gaming Console |
| Stand-alone Headsets |
| Premium Mobile |
| Cloud / Streaming VR |
| Head-Mounted Displays (HMDs) |
| Gesture-Tracking Devices (GTDs) |
| VR Accessories (Haptics Treadmills Vests) |
| VR Cameras and 360 Capture |
| Action and Shooter |
| Racing and Simulation |
| Adventure and Role-Playing |
| Horror and Puzzle |
| Sports and Fitness |
| Social / Multiplayer Worlds |
| Individual / Home |
| Commercial Arcades and LBE |
| Esports and Competitive Gaming Venues |
| Educational and Training Institutions |
| North America | United States |
| Canada | |
| Mexico | |
| South America | Brazil |
| Argentina | |
| Europe | Germany |
| United Kingdom | |
| France | |
| Asia-Pacific | China |
| India | |
| Japan | |
| South Korea | |
| ASEAN | |
| Rest of Asia-Pacific | |
| Middle East | Saudi Arabia |
| UAE | |
| Turkey | |
| Rest of Middle East | |
| Africa | South Africa |
| 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 | ||
| Europe | Germany | |
| United Kingdom | ||
| France | ||
| Asia-Pacific | China | |
| India | ||
| Japan | ||
| South Korea | ||
| ASEAN | ||
| Rest of Asia-Pacific | ||
| Middle East | Saudi Arabia | |
| UAE | ||
| Turkey | ||
| Rest of Middle East | ||
| Africa | South Africa | |
| Rest of Africa | ||
Key Questions Answered in the Report
What is the current size of the VR in gaming market?
The VR 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 24.80% CAGR forecast for 2025-2030.
How quickly are standalone headsets expanding?
Standalone headsets are projected to grow at a 29.90% 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.
Page last updated on: