ICT

Virtual Reality Market

By Segment, By Region, And Segment Forecasts, 2016 – 2027

Vertical: ICTBase Year: 20179 Sections

Executive Summary

Virtual Reality Market — Snapshot

  • Market Size (2016)

    2016

    $3.01M

  • Projected (2027)

    2027

    $101.26M

  • CAGR (2016–2027)

    37.7%

    37.7%
  • Key Players

    106+

This report covers Virtual Reality Market with forecasts from 2016 to 2027. 106 key companies are profiled.

Key Insight

The Virtual Reality Market market is projected to grow at a CAGR of 37.7% from 2016 to 2027.

Market Performance Trend

Historical performance and future projections (2020–2030, USD Billion)

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Market Scope & Coverage

What this report covers

  • Geographic Coverage: This analysis covers 4 regions: North America, Europe, Asia Pacific, Rest of the World.
  • Market Segmentation: The market is analyzed across 2 segments: Hardware, Software. Forecasts are provided for each segment from 2016 to 2027.
  • Competitive Landscape: 106 leading companies are profiled, covering market positioning, strategies, and recent developments.

Market Size (USD Mn)

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Market Overview

Virtual Reality Market — Growth Trajectory

Analysis of Virtual Reality Market from 2016 to 2027. Covers North America, Europe, Asia Pacific, Rest of the World.

Virtual Reality Market — Growth Trajectory

Hardware
Software

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Market Size Trend (USD Mn)

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Market Dimensions

How this market is segmented

  • Component Component is broken down into: Hardware, Software.
  • Device Type Device Type is broken down into: Head Mounted Displays, Gesture Tracking Devices, Projectors & Display Walls, 3D Cameras.
  • Technology Technology is broken down into: Non-Immersive, Semi-Immersive, Fully Immersive.
  • Vertical Vertical is broken down into: Consumer Electronics, Aerospace & Defense, Healthcare, Commercial, Industrial, Others.

Geographic Analysis

Regional market breakdown

  • North America North America market size reached $1.00M in 2016 and is projected to reach $32.06M by 2027, growing at a CAGR of 37.1%.
  • Europe Europe market size reached $0.77M in 2016 and is projected to reach $22.62M by 2027, growing at a CAGR of 36.0%.
  • Asia Pacific Asia Pacific market size reached $0.95M in 2016 and is projected to reach $40.65M by 2027, growing at a CAGR of 40.7%.
  • Rest of the World Rest of the World market size reached $0.29M in 2016 and is projected to reach $5.92M by 2027, growing at a CAGR of 31.5%.

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Research Methodology

Virtual Reality Market — How We Researched This Market

This report applies a rigorous multi-stage research process combining primary interviews, secondary data sources, and bottom-up market modelling to ensure accuracy and completeness across all segments and geographies.

  • Base Year

    2017

  • Historical Period

    2016 – 2017

  • Forecast Period

    2017 – 2027

  • Primary Interviews

    150+

Research Process

Historical data (2016–2017) and forecast period (2017–2027)

1

Problem Definition

  • Market scoping
  • Objective setting
  • Framework design
2

Secondary Research

  • Literature review
  • Data mining
  • Trend analysis
3

Primary Research

  • Expert interviews
  • Field visits
  • Surveys
4

Data Analysis

  • Quantitative modeling
  • Statistical testing
  • Validation
5

Insights & Reporting

  • Synthesis
  • Recommendations
  • Visualization

Research Depth

Our research process spans primary interviews with industry stakeholders combined with comprehensive secondary data analysis, validated through triangulation across multiple independent sources.

Historical vs. Forecast Data

Historical (observed)
Forecast (modelled)

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Quantitative Analysis

Regional Breakdown

Regional market breakdown for Virtual Reality Market.

Regional Market Size (USD Mn)

Market estimates by geography (2027)

USD Mn

InsightAsia Pacific leads with $40.65M by 2027.

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Regional Market Data

REGION201620172027CAGRSHARE
North America$1.00M$7.68M$32.06M37.1%32%
Europe$0.77M$5.53M$22.62M36.0%22%
Asia Pacific$0.95M$8.37M$40.65M40.7%40%
Rest of the World$0.29M$1.72M$5.92M31.5%6%
Total$3.01M$23.30M$101.25M37.7%100%

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Segment Revenue (2027)

Hardware
Software
017345067

Segment Market Share

  • Hardware59%
  • Software41%

Total Market Size

$101.25M

Market by Segment (2027)

APPLICATIONREVENUE ($B)GROWTH RATEMARKET PENETRATION
Hardware$60.07M37.7%
89%
Software$41.18M37.7%
89%

* Revenue projections based on 2025 estimates. Growth rates represent CAGR 2024–2030. Market penetration indicates current adoption rate within addressable market segments.

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Analytics

Virtual Reality Market — Key Findings

Analytical insights on Virtual Reality Market covering market dynamics, competitive landscape, and strategic outlook.

Key Analytical Findings

The Virtual Reality Market market is projected to reach $101.26M by 2027, growing at 37.7% CAGR. The Hardware segment holds the largest share.

Market Drivers

Head mounted displays (HMD) is a sort of computer display which is worn on the head as a mountable or wearable device. In significant cases, HMD’s are used in entertainment and gaming sector which provides total immersive experience for the user. Gaming sector has undergone lots of changes with the developments in technology. From arcade games to computer and mobile games the technology has spurred the area and resulted in various components. In recent years, virtual Reality has gained its roots in the gaming sector and led to the development of head-mounted displays. Oculus VR which is owned by Facebook, Inc. released first HMD Oculus Rift which is being widely used in the gaming industry. The gaming in HMD allows players to make different motions to operate the game thereby making players feel in the virtual world. The ability to track the motion and orientation of users head is the distinctive feature in an HMD which is the primary growth factor. Many developers are sticking to HMD technology since they do not require any other additional hardware for controlling.The compact size and light weight of HMD are the significant reasons that they are being adopted in various applications. Virtual reality offers technology upgrade and cost savings. Virtual reality is changing the scenario of how the entertainment industry is. The technical developments steered to rise of virtual reality movie theatres and virtual reality theme park rides. Virtual reality in theme parks is finding stronger base by offering roller coaster rides. These rides combine a real-world roller coaster with a head-mounted display, in which the visuals can be changed by using animation techniques.

Market Opportunities

Technology in the field of virtual reality is getting innovative, resulting in new virtual reality components. VR headsets which provide semi immersive technology will be replaced by entirely immersive technology-based products such as suits which allows haptics to full body. Fully Immersive virtual reality is the appearance of an artificial surrounding which replaces user’s real-world surroundings. Immersiveness is a significant component of virtual reality applications like VR gaming and VR therapy. Fully immersion provides distinctive features like physical interaction, 3D audio, narrative engagement and physical feedback. Companies are integrating touch to VR experiences, while the products like sense glove and teslasuit is an effort for providing a fully immersive technology by making use of haptic feedback. The suit uses an “electro-tactile haptic feedback system which helps in delivering real experience while playing. The suit is capable of sensing from the whole body whether the soft touch of warm rain, a substantial impact or even the cold.

During the next two to three years, the virtual reality trend will gain momentum as more companies are learning the importance of VR in the global market level. Some technical giants like Oculus and Vuzix are in second or third iteration of product or service design

Market Challenges

In the current scenario, most of the headset or other sensing devices which are being used in virtual reality are made compact and are prepared to mobility that is easily transferable from one place to another. The design challenges to make the headset compact is by SoC (System on Chip) technology which is referred as integrating all electronic circuits and sensors on a single integrated circuit to create the system compact. SoC is made with intricate designs embedded with multiple processors and application-oriented components. However, the assembling of motion and proximity sensors and integration of joysticks or other additive device sensors makes the system expensive. Manufacturers are working to cut down the costs by innovating new design patterns and new technologies for VR equipment

Strategic Outlook and Future Directions

Near-term growth will likely concentrate in modular bioreactor lines and closed-system media workflows that shorten validation cycles while preserving batch traceability.

Partnerships between CDMOs and instrumentation vendors should accelerate standard datasets for comparability across sites, improving forecasting models used in capacity planning.

Longer horizon, organoid and microphysiological adoption may reshape segment mix; teams that invest early in assay interoperability and cloud QC hooks are better positioned to capture upside without fragmenting their analytics stack.

Market Value by Segment (2027)

Value (USD Mn)
Hardware
Software

Companies

Key companies profiled in Virtual Reality Market

Profiles of 106 companies operating in the Virtual Reality Market market, including revenue, employee count, and market positioning where available.

Showing 106 of 106 companies

Avegant Co

Avegant Corporation

ICT

Avegant Corporation, a California-based company, develops a head-mounted virtual retinal display with micro mirror array and active and passive noise cancelling features. The company engages in developing hardware and software solutions for next-generation display technology to provide impeccable virtual reality experience to its customers. In March 2017, Avegant launched the Light Field technology which is useful in enabling nearby and personal interaction with different virtual entities. The technology delivers high quality virtual objects resulting in a lifelike and collaborative experience. The design team used familiar tools and cross-platform game engine such as Unity, developed by Unity Technologies in order to bring virtual objects to real across major software and hardware platforms. In 2017, Avegant Corporation gained a revenue of USD 240,000.

RevenueN/A
EmployeesN/A
Market CapN/A
FoundedN/A
United States, North America
Vuzix Corp

Vuzix Corporation

ICT

Founded in 1997, Vuzix Corporation is a leading designer and manufacturer of wearable display devices and a leading developer of smart and augmented reality glasses. Vuzix is one of the prominent players in the virtual reality market. Vuzix’s products include monocular smart glasses, blade smart glasses, and binocular smart glasses. The company’s software and eyewear are used in various industries such as entertainment, healthcare, and aerospace & defense. The applications range from flight simulation to medical applications such as pain and phobia management. Vuzix is a sub organization of an American Multinational Technology Company Intel Corporation. Till date Vuzix has won 13 Consumer Electronics Show Innovations Awards and several wireless technology innovation awards. Based in the US, the company has its offices in the UK and Japan.

RevenueN/A
EmployeesN/A
Market CapN/A
FoundedN/A
United States, North America
Sony Corpo

Sony Corporation

Semiconductor

Company Headquarters: Japan Founded: 1946 Workforce: ~114,400 Company Working: Sony Corporation (Sony) engages in the development, design, manufacture, and sale of electronic equipment, instruments, devices, game consoles, and software for consumers, professionals, and industrial markets. The company operates through the following segments: games and network services, music, pictures, home entertainment and sound, imaging products and solutions, mobile communications, semiconductors, financial services, and all others. Gaming machines, software, and network services are part of the games and network services segment. The music segment produces and publishes music and provides visual media platforms. The picture segment handles film production, television program creation, and media networks. The home entertainment and sound segment offer LCD televisions, home audio, Blu-ray disc players and recorders, and memory-based portable audio devices. The imaging products and solutions segment provide digital imaging products, professional solutions, and medical goods. The mobile communications segment deals with mobile phones and internet services businesses. The semiconductor segment provides image sensors and camera modules. The financial services segment manages the life insurance and non-life insurance operations and banking business. The other segments include the personal computer (PC) business, overseas Blu-ray discs, DVD and CD manufacturing, and the battery business. Sony classifies its operations geographically into Japan, Europe, the US, Asia-Pacific, China, and other regions.

Revenue$72.4B
Employees114,400
Market CapN/A
Founded1945
Japan
Microsoft

Microsoft Corporation

ICT

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Revenue$0.1B
Employees140,000
Market CapN/A
Founded1974
New York, US
Qualcomm T

Qualcomm Technologies Inc.

ICT

Company Headquarters: US Founded: 1985 Workforce: ~41,000 Company Working: Qualcomm Technologies Inc. (Qualcomm) is one of the global leaders in the commercialization and development of foundational technologies and products used in mobile devices and wireless products, including broadband gateway equipment, network equipment, and consumer electronics devices. The company conducts its business primarily through three operating segments—Qualcomm CDMA Technologies (QCT), Qualcomm Technology Licensing (QTL), and Qualcomm Strategic Initiatives (QSI). QCT develops and supplies integrated circuits and system software based on CDMA, OFDMA, and other technologies for data communications, End-User processing, global positioning systems, and multimedia products. QCTs integrated circuits are used in laptops, tablets, data modules, gaming devices, data cards, and other consumer electronics systems. The Qualcomm Snapdragon mobile processors and platforms provide graphics, advanced End-User, and AI-processing capabilities to various devices. The company offers Vision-Enhanced Precise Positioning software, which combines the output of multiple currently implemented automotive sensors such as GNSS, IMU, and wheel sensors to deliver accurate and cost-effective global vehicle positioning. The company operates globally in China, the US, and South Korea.

Revenue$0.0B
Employees41,000
Market CapN/A
Founded1984
US
Google LLC

Google LLC

ICT

Company Headquarters: US Founded: 1998 Workforce: ~118,899 Company Working: Google LLC. (Google) is a multinational enterprise initially incorporated as a privately held company. Later in 2004, the company announced its first public offering. It is known to build technology products and provide services to organize information. The company offers managed services in work and productivity, scheduling and time management, instant messaging and video chats, language translation, mapping, video sharing, note-taking, and photo organizing and editing through various applications. Google offers google search, google now, AdWords, Adsense, double click ad exchange, adexchange, and AdMob. AdMob is a mobile advertising network that enables app developers to monetize and promote their mobile and tablet apps using ads. Google has approximately 16 data centers across the globe. The company operates in Europe, the Middle East & Africa, Asia-Pacific, and the Americas. The company's expertise lies in search engines, ads, mobile, android, online video, apps, machine learning, and virtual reality. Furthermore, the company offers google assistant, a worldwide popular voice assistant platform, which is now available in more than 90 countries, the google assistant now helps more than 500 million people every month to get things done across smart speakers & smart Displays, TVs, phones, cars and more.

Revenue$0.2B
Employees118,899
Market CapN/A
Founded1997
US
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About the Author

ICT Research Team

ICT

Wantstats' technology team put this together — analysts who track vendor roadmaps, standards bodies, and enterprise adoption curves for a living. The numbers reflect proprietary tracking data cross-referenced with executive interviews, reviewed internally before release.

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I have been reading the first document or the study, the Global HVAC and FP market report 2021 till 2026. Must say, good info! I have not gone in depth at all parts, but got a good indication of the data inside!
Jason Lee

R&D Director, Seojin

Thanks for your great support. Appreciate it. Well received report. It helps us to understand market well. We're planning other area of survey in the future, let's keep in touch.
Akif Moroglu

Strategy & Business Development Director, Dogan Holding

We got the report in time, we really thank you for your support in this process. I also thank to all of your team as they did a great job.
Noah Malgeri
Noah Malgeri

Co-Founder, Mojave Rail Fabrication Limited

This is really good guys. Excellent work on a tight deadline. I will continue to use you going forward and recommend you to others. Nice job.
Michael Robert

Manager, JavolVision

Thanks, I am so happy that we worked together. Maybe we still can work together in the future.
Joseph Aguayo
Joseph Aguayo

Sales Operations & Pricing Manager, Intel

Thanks. It's been a pleasure working with you, please use me as reference with any other Intel employees.
Bong Lau

Sales Leader, Bamberg

We bought your "2025 report" in 2020. Everything is fine and very good.
Peter Groot Koerkamp
Peter Groot Koerkamp

Account and Business Manager, EFS-Holland BV

Thanks for sending the report it gives us a good global view of the Betaïne market.
Younghwan Choi
Younghwan Choi

Senior Retail Manager, LG Chem

We found the report very insightful! we found your research firm very helpful. I'm sending this email to secure our future business.
Mark Irwin

Management Consultant, Level 21

I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.
Rob Kooiker

Group Product Manager HVAC & Fire Protection GMA, Rockwool

I have been reading the first document or the study, the Global HVAC and FP market report 2021 till 2026. Must say, good info! I have not gone in depth at all parts, but got a good indication of the data inside!
Jason Lee

R&D Director, Seojin

Thanks for your great support. Appreciate it. Well received report. It helps us to understand market well. We're planning other area of survey in the future, let's keep in touch.
Akif Moroglu

Strategy & Business Development Director, Dogan Holding

We got the report in time, we really thank you for your support in this process. I also thank to all of your team as they did a great job.

Virtual Reality Market

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