GITNUX MARKETDATA REPORT 2024

Vr Gaming Industry Statistics

The VR gaming industry is projected to experience significant growth in the coming years, with steady increases in revenue, user base, and technological advancements.

Highlights: Vr Gaming Industry Statistics

  • The global VR game market size was valued at USD 13.5 billion in 2020.
  • It is expected that by 2027, the VR gaming industry will be worth over USD 92.31 billion.
  • North America held the largest market share of the total VR gaming industry in 2020.
  • China's VR gaming industry is growing rapidly and is predicted to exceed 65.9 billion yuan ($10 billion) by 2025.
  • In 2020, there were more than 171 million VR users worldwide.
  • PC-based VR systems currently have 45% share of the VR gaming industry.
  • Smartphone-based VR games make up 47% of the industry.
  • 60% of VR gamers are aged between 18-34.
  • Approximately 34% of gamers showed a strong interest in VR devices.
  • Over 20% game developers are creating games for VR platforms.
  • Approximately 51% of the U.S. population is aware of at least one VR/AR device.
  • "Beat Saber," a VR game, had sold over 4 million copies by the end of 2021.
  • As of 2022, Virtual reality headsets are forecast to reach sales of 13.7 million units.
  • The VR gaming industry experienced a Year-on-Year growth of 14.5% in 2020.
  • Sony's PlayStation VR (PSVR) sold more than 5 million units as of the end of 2019.
  • About 18% of game developers were working on AR/VR games in 2019.
  • In 2019, 42.9 million people in the U.S. used a VR product.
  • In 2020, 7.2% of Steam users had VR ready hardware.
  • As of 2021, the VR gaming industry reached a total valuation of 16.8 billion dollars.

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The Latest Vr Gaming Industry Statistics Explained

The global VR game market size was valued at USD 13.5 billion in 2020.

The statistic indicates that the global market size for virtual reality (VR) games reached a value of USD 13.5 billion in the year 2020. This figure represents the total revenue generated from the sales of VR games worldwide during that year. The growth of the VR game market highlights the increasing popularity and adoption of VR technology among consumers as a form of entertainment. Factors contributing to this market size could include advancements in VR technology, a growing interest in immersive gaming experiences, and the availability of a wide range of VR games across various platforms. This statistic reflects the significant economic impact of the VR game industry and suggests a promising future for the continued growth and development of VR gaming.

It is expected that by 2027, the VR gaming industry will be worth over USD 92.31 billion.

The statistic suggests that the virtual reality (VR) gaming industry is projected to grow significantly by the year 2027, with an estimated market value exceeding $92.31 billion. This figure reflects a strong potential for growth and investment opportunities within the VR gaming sector, driven by advancements in technology, increasing consumer demand for immersive gaming experiences, and broader adoption of VR devices. The expected growth in market value indicates a continued trend towards the mainstream acceptance and integration of VR technology across various gaming platforms, signaling a lucrative market for businesses and investors operating within the VR gaming industry.

North America held the largest market share of the total VR gaming industry in 2020.

This statistic means that in 2020, North America had the highest proportion of the total revenue generated within the virtual reality gaming industry compared to other regions worldwide. This suggests that the North American market had the highest level of demand and consumption of VR gaming products and services, leading to a greater market share in terms of revenue. Factors contributing to North America’s dominant market share may include a larger consumer base, higher disposable income, advanced technological infrastructure, and a strong presence of VR gaming developers and industry players within the region. As a result, North America emerged as the leading market for VR gaming in 2020, showcasing the region’s significant influence and contribution to the global VR gaming industry.

China’s VR gaming industry is growing rapidly and is predicted to exceed 65.9 billion yuan ($10 billion) by 2025.

The statistic indicates that China’s Virtual Reality (VR) gaming industry is experiencing significant growth and is projected to surpass 65.9 billion yuan (approximately $10 billion) by the year 2025. This rapid growth suggests that there is a strong demand for VR gaming experiences in China and reflects the increasing popularity and adoption of VR technology within the gaming sector. The projected industry value highlights the substantial economic potential of the VR gaming market in China, with opportunities for further industry expansion, innovation, and investment in the coming years.

In 2020, there were more than 171 million VR users worldwide.

The statistic states that in 2020, there were over 171 million virtual reality (VR) users across the globe. This high number demonstrates the increasing popularity and adoption of VR technology among individuals worldwide. The growth of the VR user base can be attributed to various factors such as advancements in VR technology, increased availability of VR devices, and a wider range of VR applications in industries like gaming, entertainment, education, healthcare, and remote work. This statistic highlights the significant impact of VR on society and suggests a trend towards a more immersive digital experience for individuals globally. It also indicates a potential opportunity for businesses and developers to tap into the growing VR market for innovative solutions and experiences.

PC-based VR systems currently have 45% share of the VR gaming industry.

The statistic indicates that PC-based virtual reality (VR) systems hold a market share of 45% within the VR gaming industry. This suggests that almost half of the virtual reality gaming experiences are being powered by PC-based systems, such as high-performance computers paired with VR headsets. This data highlights the significant presence and popularity of PC-based VR systems among gamers and consumers interested in immersive virtual reality experiences. It also suggests a competitive landscape within the VR gaming industry, with PC-based systems being a major player in the market.

Smartphone-based VR games make up 47% of the industry.

This statistic indicates that nearly half of the virtual reality (VR) gaming industry is dominated by games that are specifically designed for smartphones. This likely reflects the popularity and accessibility of smartphone-based VR technology, such as headsets like Google Cardboard or Samsung Gear VR, which allow users to experience immersive gaming experiences without the need for dedicated VR consoles or high-end computers. The significant market share held by smartphone-based VR games suggests a strong demand for mobile VR gaming experiences, potentially driven by factors such as convenience, affordability, and the widespread availability of smartphones.

60% of VR gamers are aged between 18-34.

The statistic “60% of VR gamers are aged between 18-34” indicates that a significant majority (60%) of individuals who engage in virtual reality (VR) gaming fall within the age range of 18 to 34 years old. This suggests that VR gaming is particularly popular among younger adults, possibly due to factors such as their affinity for technology, disposable income, and interest in immersive gaming experiences. Understanding the age demographics of VR gamers can provide valuable insights for game developers, marketers, and other stakeholders in the VR industry to tailor their products and strategies to better target and engage this key demographic group.

Approximately 34% of gamers showed a strong interest in VR devices.

The statistic that approximately 34% of gamers showed a strong interest in VR devices indicates the proportion of the gaming population that is enthusiastic about virtual reality technology. This data suggests that a significant segment of gamers is interested in experiencing gaming through VR devices, which could potentially have implications for the future of the gaming industry. This statistic could be useful for companies developing VR technology, as it highlights a sizable market of gamers who may be receptive to VR products and experiences. Understanding gamers’ interest in VR devices can help inform marketing strategies and product development in the gaming industry to cater to this particular segment of consumers.

Over 20% game developers are creating games for VR platforms.

The statistic ‘Over 20% of game developers are creating games for VR platforms’ indicates that a significant proportion of game developers are actively working on creating games specifically designed for virtual reality platforms. This suggests a growing interest and investment in VR technology within the gaming industry. The statistic implies that VR gaming is gaining popularity and traction among game developers, potentially driven by the increasing availability and affordability of VR equipment and the rising consumer demand for immersive gaming experiences. This trend may result in an expanding market for VR games and technologies in the future.

Approximately 51% of the U.S. population is aware of at least one VR/AR device.

The statistic that approximately 51% of the U.S. population is aware of at least one virtual reality (VR) or augmented reality (AR) device suggests a moderate level of familiarity with these emerging technologies within the population. This indicates that VR/AR devices have gained a notable degree of exposure and recognition among the American public. The 51% awareness rate implies that a significant portion of the population has some level of knowledge about VR/AR devices, even if they may not own one themselves. This statistic may reflect growing interest and adoption of VR/AR technologies in various industry sectors and consumer applications, highlighting the potential for further integration and acceptance of these immersive technologies in society.

“Beat Saber,” a VR game, had sold over 4 million copies by the end of 2021.

The statistic that “Beat Saber,” a popular virtual reality game, had sold over 4 million copies by the end of 2021 indicates the significant commercial success and widespread popularity of the game within the gaming community. This milestone highlights the game’s ability to resonate with a large audience of players who have embraced the unique gameplay experience offered by “Beat Saber.” The large number of copies sold underscores the game’s ability to attract and retain a strong player base, driving its success in the competitive gaming market, and solidifying its status as one of the most successful virtual reality games to date.

As of 2022, Virtual reality headsets are forecast to reach sales of 13.7 million units.

The statistic ‘As of 2022, Virtual reality headsets are forecast to reach sales of 13.7 million units’ indicates the projected number of virtual reality headsets that are expected to be sold in the year 2022. This forecast suggests a growing trend in the adoption of virtual reality technology, as consumers are increasingly interested in immersive and interactive experiences. The figure of 13.7 million units highlights the significant market potential for virtual reality headsets, demonstrating a strong demand for this type of product in the coming year. This statistic serves as a valuable insight for businesses and investors looking to capitalize on the growing popularity of virtual reality technology.

The VR gaming industry experienced a Year-on-Year growth of 14.5% in 2020.

The statistic indicates that the virtual reality (VR) gaming industry’s revenue or another relevant metric increased by 14.5% from the previous year, with the comparison being made between 2019 and 2020. This growth suggests that the VR gaming sector expanded significantly over the one-year period, reflecting a positive trend in consumer interest, technological advancements, and market opportunities. The Year-on-Year growth figure of 14.5% signifies a substantial increase in the industry’s size, market share, or overall performance, highlighting the sector’s resilience and potential for further development in the future.

Sony’s PlayStation VR (PSVR) sold more than 5 million units as of the end of 2019.

The statistic “Sony’s PlayStation VR (PSVR) sold more than 5 million units as of the end of 2019” indicates that Sony’s virtual reality gaming headset, the PSVR, reached a significant milestone in sales by surpassing the 5 million units mark by the end of 2019. This statistic highlights the popularity and success of the PSVR within the gaming market, showcasing strong consumer interest and adoption of virtual reality technology for gaming experiences. The sales figure illustrates Sony’s position as a leading player in the virtual reality market and suggests a growing market for virtual reality gaming products.

About 18% of game developers were working on AR/VR games in 2019.

The statistic “About 18% of game developers were working on AR/VR games in 2019” indicates that a significant portion of game developers were engaged in creating games for augmented reality (AR) and virtual reality (VR) platforms during that year. This suggests a growing interest and investment in developing immersive gaming experiences that utilize AR and VR technologies. The 18% figure provides insight into the prevalence and adoption of AR/VR within the game development industry in 2019, highlighting the evolving landscape of gaming and the shift towards more interactive and immersive gameplay experiences.

In 2019, 42.9 million people in the U.S. used a VR product.

The statistic “In 2019, 42.9 million people in the U.S. used a VR product” represents the total number of individuals who engaged with virtual reality technology within the United States during the year 2019. This statistic indicates the widespread adoption and interest in VR technology among consumers in the U.S., suggesting a growing market for virtual reality products and services. The significant number of users reflects the increasing popularity of VR applications across various sectors such as entertainment, gaming, education, healthcare, and training. The data point highlights the potential for continued growth and innovation in the virtual reality industry as more individuals embrace and integrate this immersive technology into their daily lives.

In 2020, 7.2% of Steam users had VR ready hardware.

The statistic ‘In 2020, 7.2% of Steam users had VR ready hardware’ indicates that approximately 7.2% of the users on the Steam platform met the technical requirements to use virtual reality (VR) hardware. This means that a relatively small proportion of Steam users had the necessary equipment, such as a compatible headset and computer system, to engage with VR content on the platform during that year. VR ready hardware typically includes high-performance components to ensure a smooth and immersive VR experience, suggesting that a minority of Steam users had invested in or had access to such advanced technology for their gaming or other purposes.

As of 2021, the VR gaming industry reached a total valuation of 16.8 billion dollars.

The statistic reveals that as of 2021, the virtual reality (VR) gaming industry had achieved a significant milestone with a total valuation of $16.8 billion. This figure represents the market value of VR gaming products, services, hardware, and software within the industry up to that point in time. The substantial valuation highlights the growing popularity and economic significance of VR gaming as it continues to attract an increasing number of consumers, developers, and investors. This statistic underscores the industry’s potential for further growth and innovation, as advancements in technology and the integration of VR into various sectors drive its expansion and influence in the global market.

References

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How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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