Virtual Reality in Gaming Market Size

  • Report ID: 4405
  • Published Date: Sep 09, 2025
  • Report Format: PDF, PPT

Virtual Reality in Gaming Market Outlook:

Virtual Reality in Gaming Market size was over USD 36.08 Billion in 2025 and is poised to exceed USD 232.88 Billion by 2035, growing at over 20.5% CAGR during the forecast period i.e., between 2026-2035. In the year 2026, the industry size of virtual reality in gaming is estimated at USD 42.74 Billion.

The growth of the market can primarily be attributed to the growing number of gamers worldwide. For instance, there were more than 2.5 billion gamers in the world in 2020.

VR gaming is used to describe a new generation of computer games with virtual reality (VR) technology that gives players a truly immersive, first-person perspective of game action. Participants both experience and influence the game environment through a variety of VR gaming devices and accessories, including VR headsets, sensor-equipped gloves, hand controllers, and more. At its simplest, a VR game might involve a 3-D image that can be explored interactively on a computing device by manipulating keys, mouse or touchscreen. With the recent advancements in gaming devices as well as VR systems the demand for VR systems is on the rise amongst the gamers, which in turn, is expected to create massive revenue generation opportunities for the key players operating in the global virtual reality in gaming market during the forecast period. It is estimated that around 29% gamers in the United States owned a VR system in 2020.


Virtual Reality (VR) in Gaming Market Size

Browse key industry insights with market data tables & charts from the report:

Frequently Asked Questions (FAQ)

In the year 2026, the industry size of virtual reality in gaming is estimated at USD 42.74 Billion.

The global virtual reality in gaming market size was more than USD 36.08 Billion in 2025 and is anticipated to grow at a CAGR of over 20.5%, reaching USD 232.88 Billion revenue by 2035.

The Asia Pacific virtual reality (VR) in gaming market holds the largest share by 2035, driven by increasing game revenue and the largest gamers population in the region.

Key players in the market include HTC Corporation, Nintendo Co., Ltd., Google Inc., Samsung Electronics Co. Ltd., Fove Inc., Sony Interactive Entertainment LLC, Razer Inc., Microsoft Corporation, Sega Corporation, Electronic Arts Inc., VR World Limited.
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