GITNUXREPORT 2026

Vr Industry Statistics

The global VR market is rapidly expanding across enterprise and consumer sectors.

Sarah Mitchell

Sarah Mitchell

Senior Researcher specializing in consumer behavior and market trends.

First published: Feb 13, 2026

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Key Statistics

Statistic 1

VR headset market revenue reached $2.4 billion in 2022.

Statistic 2

Oculus Quest 2 accounted for 77% of VR headset shipments in Q3 2021.

Statistic 3

Global VR headset shipments grew 241.6% YoY to 10.2 million units in 2021.

Statistic 4

Standalone VR headsets made up 70% of total VR shipments in 2022.

Statistic 5

Meta Quest series sold over 15 million units by end of 2022.

Statistic 6

PC-tethered VR headsets saw a 17% market share decline in 2021.

Statistic 7

Average selling price of VR headsets dropped to $316 in 2022 from $450 in 2020.

Statistic 8

Pico 4 shipped 200,000 units in China within first month of launch in 2022.

Statistic 9

VR headset attach rate for content reached 5.2 apps per device in 2022.

Statistic 10

Apple Vision Pro pre-orders expected to exceed 200,000 units in first week (speculative based on leaks).

Statistic 11

Sony PSVR2 shipped 600,000 units in first two months post-launch in 2023.

Statistic 12

Global VR hardware market CAGR projected at 27.9% from 2023-2030.

Statistic 13

Over 2 million HTC Vive units sold worldwide since 2016.

Statistic 14

VR glasses market expected to grow to $2.8 billion by 2027.

Statistic 15

45% of VR headsets sold in 2022 were under $300 price point.

Statistic 16

Total VC funding in VR startups reached $1.2 billion in 2021.

Statistic 17

Meta invested $10 billion in Reality Labs (VR/AR) in 2022 alone.

Statistic 18

456 VR/AR funding deals closed globally in 2022, totaling $4.1 billion.

Statistic 19

Apple acquired 13 VR/AR startups since 2018 for undisclosed sums.

Statistic 20

Pico raised $300 million in Series C funding led by ByteDance in 2021.

Statistic 21

Varjo secured €100 million ($115 million) in Series D for enterprise VR.

Statistic 22

Total M&A deals in VR space hit 120 in 2022.

Statistic 23

Microsoft invested $2 billion in VR partnerships including HoloLens ecosystem.

Statistic 24

Snap Inc. spent $3.5 billion on AR/VR acquisitions like Niantic stake.

Statistic 25

VR startup funding in Asia-Pacific grew 45% to $800 million in 2022.

Statistic 26

HTC raised $50 million for Vive XR Elite development in 2023.

Statistic 27

Over 1,200 VR companies received funding since 2014, averaging $5M per deal.

Statistic 28

Sony Ventures invested $20 million in VR content studios in 2022.

Statistic 29

The global VR market size was valued at $12.1 billion in 2020 and is projected to grow to $96.32 billion by 2028 at a CAGR of 29.8%.

Statistic 30

VR headset shipments reached 6.1 million units globally in 2021, marking a 31% increase from 2020.

Statistic 31

The enterprise VR market is expected to reach $22.5 billion by 2025, driven by training and simulation applications.

Statistic 32

Consumer VR spending worldwide hit $1.2 billion in Q4 2021, up 20% year-over-year.

Statistic 33

AR/VR market revenue in gaming is forecasted to generate $11.8 billion by 2025.

Statistic 34

VR market in healthcare projected to grow from $1.1 billion in 2021 to $5.1 billion by 2026 at CAGR 31.6%.

Statistic 35

Global VR content creation market size was $1.45 billion in 2021, expected to reach $15.12 billion by 2030.

Statistic 36

VR/AR market in education expected to hit $12.6 billion by 2026.

Statistic 37

Extended Reality (XR) market to grow from $78.7 billion in 2021 to $1,017.8 billion by 2030 at 32.7% CAGR.

Statistic 38

VR market in retail sector projected at $4.5 billion by 2025.

Statistic 39

The global VR market size was valued at $12.1 billion in 2020 and is projected to grow to $96.32 billion by 2028 at a CAGR of 29.8%.

Statistic 40

VR headset shipments reached 6.1 million units globally in 2021, marking a 31% increase from 2020.

Statistic 41

The enterprise VR market is expected to reach $22.5 billion by 2025, driven by training and simulation applications.

Statistic 42

Consumer VR spending worldwide hit $1.2 billion in Q4 2021, up 20% year-over-year.

Statistic 43

AR/VR market revenue in gaming is forecasted to generate $11.8 billion by 2025.

Statistic 44

Total VR app downloads surpassed 100 million on Quest store by 2023.

Statistic 45

Beat Saber generated over $100 million in revenue since launch.

Statistic 46

Number of VR games on Steam reached 7,500 titles in 2023.

Statistic 47

VR content spending grew 15% YoY to $1.8 billion in 2022.

Statistic 48

1,200+ VR/AR apps available on Oculus store as of 2023.

Statistic 49

Enterprise VR software market to reach $6.5 billion by 2027.

Statistic 50

Half-Life: Alyx sold over 2 million copies on SteamVR.

Statistic 51

VR porn content views exceed 1 billion annually on major platforms.

Statistic 52

40% of VR content consumption is non-gaming (fitness, social, education).

Statistic 53

Meta Horizon Worlds saw 300,000 monthly users peak in 2023.

Statistic 54

VR fitness apps like Supernatural have 200,000+ subscribers.

Statistic 55

Over 500 VR training simulations developed for enterprises in 2022.

Statistic 56

VR esports viewership reached 10 million hours watched in 2022.

Statistic 57

Average VR game development cost $500,000-$2 million in 2023.

Statistic 58

Number of active VR users worldwide reached 171 million in 2023.

Statistic 59

14% of US gamers own a VR headset as of 2023.

Statistic 60

Average VR session length increased to 34 minutes in 2022 from 25 in 2020.

Statistic 61

58% of VR users are aged 18-34 years old globally.

Statistic 62

Daily active VR users on Meta Quest platforms hit 500,000 in Q1 2023.

Statistic 63

71% of VR users report motion sickness as a barrier to adoption.

Statistic 64

VR adoption in enterprises reached 25% of Fortune 500 companies by 2022.

Statistic 65

42% of US consumers are interested in trying VR for gaming.

Statistic 66

Female VR users grew to 35% of total user base in 2023 from 20% in 2018.

Statistic 67

65% of VR users engage weekly, with gaming being top use case at 82%.

Statistic 68

VR user retention rate after first month stands at 48% for standalone devices.

Statistic 69

29% of Gen Z owns or plans to buy VR headset within a year.

Statistic 70

Average annual spend per VR user reached $120 in 2022.

Statistic 71

VR monthly active users (MAU) projected to reach 100 million by 2025.

Trusted by 500+ publications
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From industry training simulations to record-breaking headset sales, the virtual reality landscape is not just evolving—it's skyrocketing, with a market poised to multiply nearly eightfold by 2028 as it reshapes everything from healthcare to how we game.

Key Takeaways

  • The global VR market size was valued at $12.1 billion in 2020 and is projected to grow to $96.32 billion by 2028 at a CAGR of 29.8%.
  • VR headset shipments reached 6.1 million units globally in 2021, marking a 31% increase from 2020.
  • The enterprise VR market is expected to reach $22.5 billion by 2025, driven by training and simulation applications.
  • VR headset market revenue reached $2.4 billion in 2022.
  • Oculus Quest 2 accounted for 77% of VR headset shipments in Q3 2021.
  • Global VR headset shipments grew 241.6% YoY to 10.2 million units in 2021.
  • Number of active VR users worldwide reached 171 million in 2023.
  • 14% of US gamers own a VR headset as of 2023.
  • Average VR session length increased to 34 minutes in 2022 from 25 in 2020.
  • Total VR app downloads surpassed 100 million on Quest store by 2023.
  • Beat Saber generated over $100 million in revenue since launch.
  • Number of VR games on Steam reached 7,500 titles in 2023.
  • Total VC funding in VR startups reached $1.2 billion in 2021.
  • Meta invested $10 billion in Reality Labs (VR/AR) in 2022 alone.
  • 456 VR/AR funding deals closed globally in 2022, totaling $4.1 billion.

The global VR market is rapidly expanding across enterprise and consumer sectors.

Hardware and Devices

  • VR headset market revenue reached $2.4 billion in 2022.
  • Oculus Quest 2 accounted for 77% of VR headset shipments in Q3 2021.
  • Global VR headset shipments grew 241.6% YoY to 10.2 million units in 2021.
  • Standalone VR headsets made up 70% of total VR shipments in 2022.
  • Meta Quest series sold over 15 million units by end of 2022.
  • PC-tethered VR headsets saw a 17% market share decline in 2021.
  • Average selling price of VR headsets dropped to $316 in 2022 from $450 in 2020.
  • Pico 4 shipped 200,000 units in China within first month of launch in 2022.
  • VR headset attach rate for content reached 5.2 apps per device in 2022.
  • Apple Vision Pro pre-orders expected to exceed 200,000 units in first week (speculative based on leaks).
  • Sony PSVR2 shipped 600,000 units in first two months post-launch in 2023.
  • Global VR hardware market CAGR projected at 27.9% from 2023-2030.
  • Over 2 million HTC Vive units sold worldwide since 2016.
  • VR glasses market expected to grow to $2.8 billion by 2027.
  • 45% of VR headsets sold in 2022 were under $300 price point.

Hardware and Devices Interpretation

The market is sprinting towards a mainstream future—propelled by affordable, standalone headsets like the Meta Quest dominating sales—while the once-dominant, pricey PC-tethered models are being left, quite literally, in the dust.

Investments and Funding

  • Total VC funding in VR startups reached $1.2 billion in 2021.
  • Meta invested $10 billion in Reality Labs (VR/AR) in 2022 alone.
  • 456 VR/AR funding deals closed globally in 2022, totaling $4.1 billion.
  • Apple acquired 13 VR/AR startups since 2018 for undisclosed sums.
  • Pico raised $300 million in Series C funding led by ByteDance in 2021.
  • Varjo secured €100 million ($115 million) in Series D for enterprise VR.
  • Total M&A deals in VR space hit 120 in 2022.
  • Microsoft invested $2 billion in VR partnerships including HoloLens ecosystem.
  • Snap Inc. spent $3.5 billion on AR/VR acquisitions like Niantic stake.
  • VR startup funding in Asia-Pacific grew 45% to $800 million in 2022.
  • HTC raised $50 million for Vive XR Elite development in 2023.
  • Over 1,200 VR companies received funding since 2014, averaging $5M per deal.
  • Sony Ventures invested $20 million in VR content studios in 2022.

Investments and Funding Interpretation

This is no longer an experiment in a garage but a multi-billion-dollar land grab where tech giants are buying the map, the shovels, and entire mining towns to stake their claim on a reality that doesn't yet exist.

Market Size and Projections

  • The global VR market size was valued at $12.1 billion in 2020 and is projected to grow to $96.32 billion by 2028 at a CAGR of 29.8%.
  • VR headset shipments reached 6.1 million units globally in 2021, marking a 31% increase from 2020.
  • The enterprise VR market is expected to reach $22.5 billion by 2025, driven by training and simulation applications.
  • Consumer VR spending worldwide hit $1.2 billion in Q4 2021, up 20% year-over-year.
  • AR/VR market revenue in gaming is forecasted to generate $11.8 billion by 2025.
  • VR market in healthcare projected to grow from $1.1 billion in 2021 to $5.1 billion by 2026 at CAGR 31.6%.
  • Global VR content creation market size was $1.45 billion in 2021, expected to reach $15.12 billion by 2030.
  • VR/AR market in education expected to hit $12.6 billion by 2026.
  • Extended Reality (XR) market to grow from $78.7 billion in 2021 to $1,017.8 billion by 2030 at 32.7% CAGR.
  • VR market in retail sector projected at $4.5 billion by 2025.
  • The global VR market size was valued at $12.1 billion in 2020 and is projected to grow to $96.32 billion by 2028 at a CAGR of 29.8%.
  • VR headset shipments reached 6.1 million units globally in 2021, marking a 31% increase from 2020.
  • The enterprise VR market is expected to reach $22.5 billion by 2025, driven by training and simulation applications.
  • Consumer VR spending worldwide hit $1.2 billion in Q4 2021, up 20% year-over-year.
  • AR/VR market revenue in gaming is forecasted to generate $11.8 billion by 2025.

Market Size and Projections Interpretation

The VR industry is not just playing games; it's seriously leveling up from a niche sideshow to a multi-sector economic powerhouse, with everyone from surgeons to shoppers now eagerly buying in (literally).

Software and Content

  • Total VR app downloads surpassed 100 million on Quest store by 2023.
  • Beat Saber generated over $100 million in revenue since launch.
  • Number of VR games on Steam reached 7,500 titles in 2023.
  • VR content spending grew 15% YoY to $1.8 billion in 2022.
  • 1,200+ VR/AR apps available on Oculus store as of 2023.
  • Enterprise VR software market to reach $6.5 billion by 2027.
  • Half-Life: Alyx sold over 2 million copies on SteamVR.
  • VR porn content views exceed 1 billion annually on major platforms.
  • 40% of VR content consumption is non-gaming (fitness, social, education).
  • Meta Horizon Worlds saw 300,000 monthly users peak in 2023.
  • VR fitness apps like Supernatural have 200,000+ subscribers.
  • Over 500 VR training simulations developed for enterprises in 2022.
  • VR esports viewership reached 10 million hours watched in 2022.
  • Average VR game development cost $500,000-$2 million in 2023.

Software and Content Interpretation

While the promise of a sprawling virtual metaverse remains largely a headset on a couch, the serious money is quietly being made by developers selling everything from lightsabers and lunges to corporate training simulations, proving that virtual reality’s real victory is in finding actual utility, one lucrative niche at a time.

User Engagement and Adoption

  • Number of active VR users worldwide reached 171 million in 2023.
  • 14% of US gamers own a VR headset as of 2023.
  • Average VR session length increased to 34 minutes in 2022 from 25 in 2020.
  • 58% of VR users are aged 18-34 years old globally.
  • Daily active VR users on Meta Quest platforms hit 500,000 in Q1 2023.
  • 71% of VR users report motion sickness as a barrier to adoption.
  • VR adoption in enterprises reached 25% of Fortune 500 companies by 2022.
  • 42% of US consumers are interested in trying VR for gaming.
  • Female VR users grew to 35% of total user base in 2023 from 20% in 2018.
  • 65% of VR users engage weekly, with gaming being top use case at 82%.
  • VR user retention rate after first month stands at 48% for standalone devices.
  • 29% of Gen Z owns or plans to buy VR headset within a year.
  • Average annual spend per VR user reached $120 in 2022.
  • VR monthly active users (MAU) projected to reach 100 million by 2025.

User Engagement and Adoption Interpretation

VR is no longer just a niche toy for early adopters, as it's growing a surprisingly sticky—if still slightly queasy—community, with mainstream gaming pulling in younger, more diverse users who are actually using it longer each week, while businesses quietly bet on its future and everyone waits for the motion sickness to subside.

Sources & References