VR Software - Worldwide

  • Worldwide
  • The VR Software market in Worldwide is projected to generate a revenue of US$4.3bn in 2024.
  • This is expected to grow at an annual growth rate (CAGR 2024-2028) of 8.20%, resulting in a market volume of US$5.9bn by 2028.
  • The United States is the leading market in terms of revenue, with a projected market volume of US$990.3m in 2024.
  • In terms of user base, the VR Software market is expected to reach 204.8m users users by 2028.
  • The user penetration rate is projected to be 2.8% in 2024 and is expected to increase to 3.1% by 2028.
  • The average revenue per user (ARPU) is estimated to be US$24.3.
  • Worldwide, the VR software market is experiencing robust growth, with countries like the United States leading the way in terms of innovation and adoption.
Region comparison

Analyst Opinion

The VR Software market is experiencing significant growth and development worldwide.

Customer preferences:
Customers are increasingly interested in virtual reality experiences, as they offer a unique and immersive way to interact with digital content. Virtual reality software allows users to explore virtual environments, play games, and even simulate real-life experiences. This has led to a growing demand for VR software across various industries, including gaming, entertainment, education, and healthcare.

Trends in the market:
One of the key trends in the VR software market is the increasing adoption of virtual reality in gaming. The gaming industry has been quick to embrace VR technology, as it provides gamers with a more immersive and realistic gaming experience. This has led to the development of a wide range of VR games and software, catering to different gaming preferences and genres. Another trend in the market is the use of VR software in the healthcare industry. Virtual reality has proven to be a valuable tool for medical training, patient therapy, and even surgical simulations. VR software allows healthcare professionals to practice procedures in a safe and controlled environment, improving patient outcomes and reducing medical errors.

Local special circumstances:
In some countries, there are specific local circumstances that are driving the growth of the VR software market. For example, in China, the government has been actively promoting the development of virtual reality technology as part of its "Made in China 2025" initiative. This has led to a surge in VR software development and adoption in the country, with Chinese companies leading the way in the global VR market.

Underlying macroeconomic factors:
The growth of the VR software market is also influenced by underlying macroeconomic factors. For instance, the increasing availability of affordable VR headsets and devices has made virtual reality more accessible to a wider audience. This has resulted in a larger customer base and increased demand for VR software. Furthermore, advancements in technology, such as improved graphics and processing power, have enhanced the capabilities of VR software, making it more appealing to consumers. Additionally, the growing popularity of online gaming and digital entertainment has created a favorable environment for the VR software market to thrive. In conclusion, the VR software market is experiencing significant growth and development worldwide. Customer preferences for immersive experiences, along with the increasing adoption of VR technology in gaming and healthcare, are driving the demand for VR software. Local special circumstances, such as government initiatives, and underlying macroeconomic factors, such as the availability of affordable VR devices and advancements in technology, are also contributing to the growth of the market.


Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.


We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

F2The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).


  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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