Virtual Reality Market Size, Share, Opportunities, And Trends By Component (Hardware, Software), By Devices (Head-Mounted Displays (HMDs), Gesture Control Devices), By End-User Industry (Aerospace And Defence, Healthcare, Manufacturing, Media And Entertainment, Others), And By Geography - Forecasts From 2025 To 2030

  • Published: July 2025
  • Report Code: KSI061610381
  • Pages: 146
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Virtual Reality Market Size:

The Virtual Reality Market is expected to grow from USD 20.142 billion in 2025 to USD 52.304 billion in 2025 to USD 52.304 billion in 2030, at a CAGR of 21.03%.

Virtual Reality Market Trends:

Increased use of virtual reality in the defence sector, growing use of head-mounted displays (HMDs) in the entertainment and gaming sector, along with declining prices of displays and hardware components, are some of the key factors propelling the market.

Other driving factors complementing the growth of the virtual reality market are the higher interest of large technology companies in virtual reality and the easy availability of head-mounted displays, leading to an improving adoption rate of these solutions. Other end-user industries apart from the traditional ones are also beginning to experiment with VR solutions, leading to increased demand for these solutions. However, the major challenges faced by the virtual reality market are display latency, energy consumption, and health concerns.

Virtual Reality Market Growth Drivers:

  • Virtual Reality in Defense.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the defence sector worldwide. From the modernization of tactical training for training personnel or soldiers, or digital training for maintaining aircraft, the demand for virtual reality solutions is expected to surge at an exponential rate in the coming years. Militaries and governments worldwide have been investing resources and capital to integrate VR into their military and defence training processes. For instance, the United States Army Fort Bragg, N.C has been developing a major realistic training program to enable and allow its officers to prepare for novel missions. In Norway, there are trials that are expected to be scheduled to test how virtual reality can help train soldiers and army personnel to drive tanks.

Major companies have been making significant developments in the market in the past few years. For instance, Tecknorove Systems Pvt Ltd., one of the key players in the market, has been providing Virtual Reality solutions for the military and defence sectors. The company's team has been developing immersive and bespoke, scalable VR applications that will enhance the quality of personnel training programs.

  • Virtual Reality in the Education Sector.

The market is expected to surge in the coming years, due to the increasing demand for virtual reality solutions in the education sector worldwide. 360VR, a type of VR, is commonly used in education. With this VR, real-world locations are caught and captured with high-profile equipment and cameras. Virtual reality can enhance education by providing and enabling students with immersive and memorable experiences within a classroom. VR has been accessible to all students and can be easily controlled and monitored by teachers. There have been several developments in the market in the past few years.

In August 2021, the Department of Science and Technology at the University of Johannesburg announced the launch of a novel virtual reality teaching and research hub, intending to spur the development and innovation in the respective field and educate and enhance the next generation of practitioners and researchers. In August 2021, the Indian Institute of Technology Madras announced the launch of a consortium for VR, known as the "Consortium for VR/AR/MR Engineering Mission in India."

  • Virtual Reality in the Gaming Sector.

The market is expected to surge in the coming years, due to the increasing usage of virtual reality in the gaming sector globally. The rising demand for 3D experience, real-time interaction, and creative content in the gaming industry has the potential to accelerate the demand for virtual reality solutions. Several companies have been making significant developments in the market. For instance, Facebook announced over 60 games that are available for the Oculus Quest and Quest 2. The company bought Oculus, a VR headset developer, for US$2 billion in the year 2014. These developments are expected to enhance the market growth in the coming years. Sony has also been providing virtual reality solutions and devices for the gaming sector. The company's PS VR, when connected to its PS5 console, provides an immersive experience for VR-supported games.

Virtual Reality Market Segments:

  • By Component
    • Hardware
    • Software
  • By Devices
    • Head-Mounted Displays (HMDs)
    • Gesture Control Devices
  • By End-User Industry
    • Aerospace & Defense
    • Healthcare
    • Manufacturing
    • Media & Entertainment
    • Others
  • By Geography
    • North America
      • USA
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • Germany
      • France
      • United Kingdom
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Others
    • Asia Pacific
      • China
      • India
      • Japan
      • South Korea
      • Indonesia
      • Thailand
      • Others

1. EXECUTIVE SUMMARY 

2. MARKET SNAPSHOT

2.1. Market Overview

2.2. Market Definition

2.3. Scope of the Study

2.4. Market Segmentation

3. BUSINESS LANDSCAPE 

3.1. Market Drivers

3.2. Market Restraints

3.3. Market Opportunities 

3.4. Porter’s Five Forces Analysis

3.5. Industry Value Chain Analysis

3.6. Policies and Regulations 

3.7. Strategic Recommendations 

4. TECHNOLOGICAL OUTLOOK

5. VIRTUAL REALITY MARKET BY COMPONENT

5.1. Introduction

5.2. Hardware

5.3. Software

6. VIRTUAL REALITY MARKET BY DEVICES

6.1. Introduction

6.2. Head-Mounted Displays (HMDs)

6.3. Gesture Control Devices

7. VIRTUAL REALITY MARKET BY END-USER INDUSTRY

7.1. Introduction

7.2. Aerospace & Defense

7.3. Healthcare

7.4. Manufacturing

7.5. Media & Entertainment

7.6. Others

8. VIRTUAL REALITY MARKET BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. USA

8.2.2. Canada

8.2.3. Mexico

8.3. South America

8.3.1. Brazil

8.3.2. Argentina

8.3.3. Others

8.4. Europe

8.4.1. Germany

8.4.2. France

8.4.3. United Kingdom

8.4.4. Spain

8.4.5. Others

8.5. Middle East and Africa

8.5.1. Saudi Arabia

8.5.2. UAE

8.5.3. Others

8.6. Asia Pacific

8.6.1. China

8.6.2. India

8.6.3. Japan

8.6.4. South Korea

8.6.5. Indonesia

8.6.6. Thailand

8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Market Share Analysis

9.3. Mergers, Acquisitions, Agreements, and Collaborations

9.4. Competitive Dashboard

10. COMPANY PROFILES

10.1. Facebook Inc.

10.2. Sony Corporation

10.3. HTC Corporation

10.4. EON Reality Inc.

10.5. Google LLC

10.6. Microsoft Corporation

10.7. Vuzix Corporation

10.8. GoPro

10.9. Samsung Electronics Co. Ltd.

10.10. Talespin Reality Labs Inc

11. APPENDIX

11.1. Currency 

11.2. Assumptions

11.3. Base and Forecast Years Timeline

11.4. Key benefits for the stakeholders

11.5. Research Methodology 

11.6. Abbreviations 

LIST OF FIGURES

LIST OF TABLES

Facebook Inc.

Sony Corporation

HTC Corporation

EON Reality Inc.

Google LLC

Microsoft Corporation

Vuzix Corporation

GoPro

Samsung Electronics Co. Ltd.

Talespin Reality Labs Inc