Premium
Premium statistics

Industry-specific and extensively researched technical data (partially from exclusive partnerships).

A paid subscription is required for full access.

Share of global virtual reality software revenue in 2018, by category*

Exclusive Premium Statistic

Worldwide virtual reality software revenue share 2018, by category The statistic shows the forecast virtual reality software revenue share by category worldwide in 2018. In 2018, the revenue from entertainment software is estimated to comprise 15 percent of the global virtual reality software revenue.
Virtual reality software revenue – additional information

Virtual reality is one of the fastest growing technologies today. Since the likes of Oculus VR, HTC, Sony, Samsung and Google are set to offer more affordable and mass-market VR products in the near future. By 2018, total number of active virtual reality users is expected to reach 171 million. Revenue generated from VR products worldwide is forecast to reach 5 billion U.S. dollars by that time.

Head-mounted VR displays are estimated to generate 5 billion U.S. dollars sales leads in 2017. Meanwhile, the sales of virtual reality software is set to reach around 2 billion U.S. dollars in the same year. By 2020, the VR software market is projected to be worth nearly 25 billion U.S. dollars.

Apart from common usage of the virtual reality technology in entertainment, media and wellness etc., about half of the global VR software revenue is forecast to be generated from the gaming industry in 2018. Those who are most interested in the technology are gamers using the PlayStation4 and Xbox One platform, followed by console, smartphone and tablet gamers. Almost half of the consumers in the United States express interest in VR racing games.
Show more
Revenue share
--
--
--
--
--
--
--
--
--
--
--
--
--
--
Revenue share
--
--
--
--
--
--
--
--
--
--
--
--
--
--
Exclusive Premium statistic

You need a Premium Account for unlimited access.

  • Full access to 1.5m statistics

  • Incl. source references

  • Available to download in PNG, PDF, XLS format

Premium Account

only $49 / month *
*Duration: 12 months, billed annually, single license

Access to this and all other statistics on 80,000 topics from

$588 / Year

View price details

Exclusive Premium statistic

You need a Premium Account for unlimited access.

  • Full access to 1.5m statistics

  • Incl. source references

  • Available to download in PNG, PDF, XLS format

Premium Account

only $49 / month *
*Duration: 12 months, billed annually, single license

Access to this and all other statistics on 80,000 topics from

$588 / Year

View price details

Download Settings Share
Chart type
Datalabels
Share on Social Media
Download started
Please be patient - this may take a moment

Description

Source

More information

The statistic shows the forecast virtual reality software revenue share by category worldwide in 2018. In 2018, the revenue from entertainment software is estimated to comprise 15 percent of the global virtual reality software revenue.
Virtual reality software revenue – additional information

Virtual reality is one of the fastest growing technologies today. Since the likes of Oculus VR, HTC, Sony, Samsung and Google are set to offer more affordable and mass-market VR products in the near future. By 2018, total number of active virtual reality users is expected to reach 171 million. Revenue generated from VR products worldwide is forecast to reach 5 billion U.S. dollars by that time.

Head-mounted VR displays are estimated to generate 5 billion U.S. dollars sales leads in 2017. Meanwhile, the sales of virtual reality software is set to reach around 2 billion U.S. dollars in the same year. By 2020, the VR software market is projected to be worth nearly 25 billion U.S. dollars.

Apart from common usage of the virtual reality technology in entertainment, media and wellness etc., about half of the global VR software revenue is forecast to be generated from the gaming industry in 2018. Those who are most interested in the technology are gamers using the PlayStation4 and Xbox One platform, followed by console, smartphone and tablet gamers. Almost half of the consumers in the United States express interest in VR racing games.
Show more
Release date
April 2016
Region
Worldwide
Survey time period
2016
Supplementary notes
* Forecast
More information
Statista Accounts: Access All Statistics. Starting from $588 / Year
Basic Account
Get to know the platform

You only have access to basic statistics.
This statistic is not included in your account!

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.

Send request

* All products require an annual contract.
   Prices do not include sales tax.
Leading companies trust Statista:
paypalgoogleadobepgsamsungtelekom
Related Studies: Available to Download in PDF or PPTX Format
Virtual Reality (VR) in Europe
Virtual Reality (VR) in Europe

All Information
in one Presentation

Virtual Reality (VR) in Europe

Everything On "Virtual Reality (VR) in Europe" in One Document: Edited and Divided into Handy Chapters. Including Detailed References.

I think of Statista as Google for researchers. Statista provides you with the information you search for right away.
Dr. Horst Stipp

Dr. Horst Stipp
EVP, Research & Innovation, Advertising Research Foundation

Statistics on "Virtual Reality (VR) in Europe"
  • Overview
  • Video game market
The most important statistics
  • VR in the workplace
  • VR Products
  • Popular experience scenarios
Need help with using Statista for your research? Tutorials and first steps
Further Content: Statistics, Studies, and Topic Pages
Statistics on the topic
Topics
About Statista
Learn more about how Statista can support your business.
Request webinar
Do you have any questions about our business solutions?

We provide you with detailed information about our Corporate Account.

News
News