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Global virtual reality video gaming revenue 2016, by region
Global virtual reality video gaming revenue 2016, by region
Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars)

VR gaming worldwide– additional information
The world’s two biggest markets for virtual reality video gaming, as of early 2016, are Europe and North America. The European market was estimated to be worth 1.9 billion U.S. dollars, while the North American market was valued at 1.5 billion U.S. dollars. In 2015, when the hype around virtual reality - fueled by announcements of new hardware releases - exploded, gaming was found to have been the second most popular theme among virtual reality content categories according to American consumers – about a third of those consumers showed interest in virtual reality gaming capabilities.
The entire global virtual reality software market, including all categories in addition to gaming, is expected to be worth 4.8 billion U.S. dollars in 2018, up from just 500 million in 2016. Further estimates suggest that gaming will hold a 50 percent share of worldwide VR software revenues that year. Together, the PC and mobile segments are expected to account for the majority of virtual reality gaming sales between 2016 and 2020. Nevertheless, console VR gaming revenues are projected to grow from 1.2 billion U.S. dollars to 6.1 billion in that same period. All in all, sources predict that there will be 16 million 'hardcore' gamers and 41 million 'light' gamers actively using virtual reality software and equipment by the end of 2018.
Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars)
Sales revenue in billion U.S. dollars | |
---|---|
Europe | 1.9 |
North America | 1.5 |
Asia | 1.1 |
Rest of World | 0.6 |
Sales revenue in billion U.S. dollars | |
---|---|
Europe | 1.9 |
North America | 1.5 |
Asia | 1.1 |
Rest of World | 0.6 |
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VR gaming worldwide– additional information
The world’s two biggest markets for virtual reality video gaming, as of early 2016, are Europe and North America. The European market was estimated to be worth 1.9 billion U.S. dollars, while the North American market was valued at 1.5 billion U.S. dollars. In 2015, when the hype around virtual reality - fueled by announcements of new hardware releases - exploded, gaming was found to have been the second most popular theme among virtual reality content categories according to American consumers – about a third of those consumers showed interest in virtual reality gaming capabilities.
The entire global virtual reality software market, including all categories in addition to gaming, is expected to be worth 4.8 billion U.S. dollars in 2018, up from just 500 million in 2016. Further estimates suggest that gaming will hold a 50 percent share of worldwide VR software revenues that year. Together, the PC and mobile segments are expected to account for the majority of virtual reality gaming sales between 2016 and 2020. Nevertheless, console VR gaming revenues are projected to grow from 1.2 billion U.S. dollars to 6.1 billion in that same period. All in all, sources predict that there will be 16 million 'hardcore' gamers and 41 million 'light' gamers actively using virtual reality software and equipment by the end of 2018.
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- Release date
- January 2016
- Region
- Worldwide
- Survey time period
- January 2016
- Special properties
- forecast
Source
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- Show publisher information
- Release date
- January 2016
More information
- Region
- Worldwide
- Survey time period
- January 2016
- Special properties
- forecast
Other statistics on the topic
Virtual Reality (VR) in Europe
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Projected size of the augmented and virtual reality market 2016-2023

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Global augmented and virtual reality headset shipment forecast 2019-2023

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Unit sales of the Oculus Rift development kits DK1 and DK2 2015

Consumer Electronics
Worldwide virtual reality software revenue share 2018, by category
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- Overview
- Forecast augmented (AR) and virtual reality (VR) market size worldwide from 2016 to 2023 (in billion U.S. dollars)Projected size of the augmented and virtual reality market 2016-2023
- Virtual reality software and hardware market size worldwide from 2016 to 2020, by platform (in billion U.S. dollars)Global virtual reality market size 2016-2020, by platform
- Number of DK1 & DK2 Oculus Rift development kits shipped worldwide up to June 2015, by regionUnit sales of the Oculus Rift development kits DK1 and DK2 2015
- Number of Virtual Reality headmount unit sales in Western Europe from 3rd quarter 2015 to 2nd quarter 2016 (in 1,000)Number of VR headmount sales in Western Europe Q3 2015-Q2 2016
- Share of respondents intending to purchase Virtual Reality headmounts in the next 12 months in Western Europe in 2016, by countryPurchase intention of VR headmounts in Western Europe 2016, by country
- Share of respondents intending to purchase Virtual Reality headmounts in the next 12 months in Western Europe in 2016, by agePurchase intention of VR headmounts in Western Europe 2016, by age
- Forecast unit shipments of augmented (AR) and virtual reality (VR) headsets from 2019 to 2023 (in millions)Global augmented and virtual reality headset shipment forecast 2019-2023
- Video game market
- Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars)Global virtual reality video gaming revenue 2016, by region
- Share of global virtual reality software revenue in 2018, by category*Worldwide virtual reality software revenue share 2018, by category
- Interest in virtual reality (VR) technology in Europe in 2016, by gamer typeInterest in virtual reality (VR) technology in Europe 2016, by gamer type
- VR in the workplace
- Would you be interested in trying virtual technologies in your company?Companies' interest in usage of Virtual Reality technology in Europe 2016
- Has your company been using virtual technologies or made plans to utilize them (in short, medium or long term)?Virtual Reality technology usage in companies in Europe 2016
- In which of the following areas, in your opinion, could virtual technologies introduce business benefits to companies in general?Possible business benefits of Virtual Reality technology in companies in Europe 2016
- Would you be interested in trying virtual technologies in your company?Companies' interest in Virtual Reality technology in Europe 2016, by industry
- Has your company been using virtual technologies or made plans to utilize them (in short, medium or long term)?Virtual Reality technology usage in companies in Europe 2016, by company size
- VR Products
- Share of virtual reality devices experienced in Europe in 2015, by type of audience*Share of virtual reality devices experienced in Europe 2015, by type of audience
- Distribution of preferred forms of use of virtual reality in Europe in 2015, by type of audience*Virtual reality: preferred forms of use in Europe 2015, by type of audience
- Distribution of purchasing preferences for virtual reality products in Europe in 2015, by type of audience*Virtual reality: preferred products in Europe 2015, by type of audience
- Distribution of purchasing preferences for virtual reality products in the United Kingdom (UK) in 2015, by type of audience*Virtual reality: preferred products in the UK 2015, by type of audience
- Distribution of purchasing preferences for virtual reality products in France in 2015, by type of audience*Virtual reality: preferred products in France 2015, by type of audience
- Distribution of purchasing preferences for virtual reality products in Germany in 2015, by type of audience*Virtual reality: preferred products in Germany 2015, by type of audience
- Did you try the virtual reality headset PlayStation VR?Italy: opinions on PlayStation VR 2016
- Popular experience scenarios
- Ranking of favored virtual reality scenarios respondents want to experience in Great Britain in 2016Virtual reality: ranking of scenarios to be experienced in Great Britain 2016
- Interest in experiencing tourism through virtual reality in Great Britain in 2016, by ageVirtual reality: interest in experiencing tourism via VR Great Britain 2016, by age
- Share of respondents who want to purchase Virtual Reality glasses in the Netherlands in 2016, by reasonReasons to purchase VR glasses in the Netherlands 2016
- Global virtual reality video gaming revenue 2015-2020, by segment
- Global virtual reality video gaming revenue 2015-2020
- PSVR unit sales worldwide 2019
- Leading PC VR games worldwide 2017, by revenue
- Leading PSVR games worldwide 2017, by revenue
- Social/casual games revenue in Denmark from 2011-2020
- Southeast Asia gaming revenue share 2015-2018, by category
- Games market revenue share worldwide 2016, by format
- Southeast Asia gaming revenue 2013-2017
- Console games revenue in Norway from 2011-2020
- Video game industry revenue generated in European countries 2014
- PUBG revenue in selected countries worldwide as of June 2018
- Social/casual games revenue in Norway from 2011-2020
- Fortnite revenue in selected countries worldwide as of June 2018
- Forecasted games revenue in Southeast Asia 2017, by country
- U.S. consumers' reasons for not wanting to buy a virtual reality headset 2017
- Brazil: virtual reality content usage among smartphone users 2017, by frequency
- Share of U.S. consumers who think VR headsets have negative effects on the user 2017
- Virtual reality: concerns over becoming addicted in Great Britain 2016
- Number of paying virtual reality users worldwide 2015-2018
- Projected size of the augmented and virtual reality market 2016-2023
- Global virtual reality market size 2016-2020, by platform
- Unit sales of the Oculus Rift development kits DK1 and DK2 2015
- Number of VR headmount sales in Western Europe Q3 2015-Q2 2016
- Purchase intention of VR headmounts in Western Europe 2016, by country
- Purchase intention of VR headmounts in Western Europe 2016, by age
- Global augmented and virtual reality headset shipment forecast 2019-2023
- Companies' interest in usage of Virtual Reality technology in Europe 2016
- Virtual Reality technology usage in companies in Europe 2016
- Possible business benefits of Virtual Reality technology in companies in Europe 2016
- Companies' interest in Virtual Reality technology in Europe 2016, by industry
- Virtual Reality technology usage in companies in Europe 2016, by company size
- Share of virtual reality devices experienced in Europe 2015, by type of audience
- Virtual reality: preferred forms of use in Europe 2015, by type of audience
- Virtual reality: preferred products in Europe 2015, by type of audience
- Virtual reality: preferred products in the UK 2015, by type of audience
- Virtual reality: preferred products in France 2015, by type of audience
- Virtual reality: preferred products in Germany 2015, by type of audience
- Italy: opinions on PlayStation VR 2016
- Global virtual reality video gaming revenue 2015-2020, by segment
- Global virtual reality video gaming revenue 2015-2020
- PSVR unit sales worldwide 2019
- Leading PC VR games worldwide 2017, by revenue
- Leading PSVR games worldwide 2017, by revenue
- Social/casual games revenue in Denmark from 2011-2020
- Southeast Asia gaming revenue share 2015-2018, by category
- Games market revenue share worldwide 2016, by format
- Southeast Asia gaming revenue 2013-2017
- Console games revenue in Norway from 2011-2020
- Video game industry revenue generated in European countries 2014
- PUBG revenue in selected countries worldwide as of June 2018
- Social/casual games revenue in Norway from 2011-2020
- Fortnite revenue in selected countries worldwide as of June 2018
- Forecasted games revenue in Southeast Asia 2017, by country
- U.S. consumers' reasons for not wanting to buy a virtual reality headset 2017
- Brazil: virtual reality content usage among smartphone users 2017, by frequency
- Share of U.S. consumers who think VR headsets have negative effects on the user 2017
- Virtual reality: concerns over becoming addicted in Great Britain 2016
- Number of paying virtual reality users worldwide 2015-2018
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