Global virtual reality video gaming revenue 2015-2020

Virtual reality (VR) video gaming sales revenue worldwide from 2015 to 2020 (in billion U.S. dollars)

by Statista Research Department, last edited Mar 8, 2016
Global virtual reality video gaming revenue 2015-2020 The graph presents data on the virtual reality video gaming sales revenue worldwide from 2015 to 2020. The source estimates that the global VR gaming market size in 2016 will be worth 3.6 billion U.S. dollars. This number is expected to grow to 22.9 billion by the end of 2020. Europe and North America are the two biggest markets for virtual reality video gaming. The European market is valued at an estimate of 1.9 billion U.S. dollars in 2016. The North American market, led by the United States, is projected to be worth 1.5 billion U.S. dollars in the same year. Between 2016 and 2020, mobile VR gaming sales are expected to show the highest growth in sales revenue, followed by the PC and console segments. Adventure, action and simulation games seem to be the most popular VR gaming genres as more than 50 percent of gamers said they were interested in such VR games in late 2016.
Show more

Virtual reality (VR) video gaming sales revenue worldwide from 2015 to 2020 (in billion U.S. dollars)

You need to log in to download this statistic
Register for free
Already a member?
Log in
Statista Accounts: Access All Statistics. Starting from $588 / Year
Basic Account
Get to know the platform

You only have access to basic statistics.

Premium Account
Your perfect start with Statista
  • Instant access to 1m statistics
  • Download in XLS, PDF & PNG format
  • Detailed references

$49 / Month *

Corporate Account
Full access

Corporate solution including all features.

* All products require an annual contract.
   Prices do not include sales tax.
Leading companies trust Statista:
paypalgoogleadobepgsamsungtelekom
Statista has been my savior on several occasions. The site is easy to maneuver and the data is in a format that can go right into a report or presentation.
Marlene Greenfield

Marlene Greenfield
Vice President, Hearst Magazines

Statistics on "Gaming market in the Netherlands"
  • Revenue
The most important statistics
  • Users
  • Devices
  • Online gaming
Discover Statista
Need help with using Statista for your research? Tutorials and first steps
Further Content: Statistics, Studies, and Topic Pages
Learn more about how Statista can support your business.
Do you have any questions about our business solutions?

We provide you with detailed information about our Corporate Account.