Virtual Reality (VR) Market Size

Statistics for the 2023 & 2024 Virtual Reality (VR) market size, created by Mordor Intelligence™ Industry Reports. Virtual Reality (VR) size report includes a market forecast to 2029 and historical overview. Get a sample of this industry size analysis as a free report PDF download.

Market Size of Virtual Reality (VR) Industry

Virtual Reality Market Summary
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Study Period 2019 - 2029
Market Size (2024) USD 67.66 Billion
Market Size (2029) USD 204.35 Billion
CAGR (2024 - 2029) 24.74 %
Fastest Growing Market Asia Pacific
Largest Market North America

Major Players

Virtual Reality Market Major Players

*Disclaimer: Major Players sorted in no particular order


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Virtual Reality (VR) Market Analysis

The Virtual Reality Market size is estimated at USD 67.66 billion in 2024, and is expected to reach USD 204.35 billion by 2029, growing at a CAGR of 24.74% during the forecast period (2024-2029).

Virtual reality includes using computer technology, essentially to create an artificial environment. Dissimilar to the traditional user interface, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and can interact with the 3D world. With the simulation of as many senses as possible, such as hearing, vision, touch, and even smell, technology has transformed worldwide.

  • Across several educational fields, teachers have been increasingly switching to virtual reality technology to provide a superior standard of education. For example, on a primary level, the introduction of VR in the education sector enabled the students to be submerged in the VR tech world. The technology also gives students a more visual and interesting lesson, which can be provided at lower costs.
  • Virtual reality technology carved its space within the gaming industry in the past few years. VR has shaped a new gaming generation that gives the players immersive, first-person perspective experiences. In the past few years, developers such as Oculus and HTC worked toward making virtual reality more accessible and affordable. Previously, Oculus launched its Oculus Quest, a standalone wireless virtual reality headset.
  • Moreover, the growing pervasiveness of AI technology across VR applications also enhances virtual characters' intelligence, thereby delivering a rich, immersive environment. Google's machine learning tools add 6DoF controller-tracking capabilities to any standalone headset. At the same time, Facebook's DeepFocus framework uses AI to create focus effects in VR, and LG uses AI to minimize motion sickness among VR users. The Chinese tech leaders Baidu and Tencent are also working on integrating AI and VR into mobile solutions and video games.
  • Game developers across emerging economies continually strive to enhance gamers' experience by launching and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, incorporated into a standalone product and provided to gamers through a cloud platform.
  • To run a game with notably ultra-low latency, the platform requires a good internet speed, which is still lacking worldwide as per the current network infrastructure. 5G is in the testing phase. Such enhancements in the network coverage will enable streaming to become faster compared to the current situation, where emerging economies with colossal gamer deposition do not have access to the necessary speed or are priced at premiums.
  • A quick development of the collective virtual shared space, known as the metaverse, created by converging virtual reality, augmented reality, mixed reality, and brain-computer interface, will create an interactive and immersive experience for the users. Leading companies like Microsoft and Nvidia have already announced their new focus on the metaverse space.
  • The COVID-19 crisis impacted several VR tech companies. VR gaming centers were closed due to stay-at-home orders during the initial months of the pandemic. For instance, Sandbox was operating 10 VR centers in North America and Asia, allowing groups of customers to enter virtual worlds. Apart from Sandbox, several VR centers and arcade operators, including The Void, Zero Latency, Dreamscape, and Spaces, were forced to shut down their retail locations amid the pandemic and face significant financial and logistical challenges post the brunt of the pandemic.

VR Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)