Global virtual reality video gaming revenue 2015-2020, by segment

Virtual reality (VR) video gaming sales revenue worldwide from 2016 to 2020, by segment (in billion U.S. dollars)

by Statista Research Department, last edited Mar 8, 2016
Global virtual reality video gaming revenue 2015-2020, by segment The graph presents data on the virtual reality video gaming sales revenue worldwide from 2016 to 2020, broken down by segment. The source estimates that the global VR gaming market in 2016 will be worth 3.6 billion U.S. dollars, out of which 1.6 billion will be attributed to PC VR software and hardware.
VR gaming – additional information

Europe and North America represent the two biggest markets for virtual reality video gaming. The European market was estimated to be worth 1.9 billion U.S. dollars in 2016, while that same year 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.

Globally, virtual reality video gaming sales are projected to grow at an intense pace in the coming years, as this particular market is forecast to increase its revenue from 660 million U.S. dollars in 2015 to nearly 23 billion U.S. dollars by 2020. Despite this healthy growth projection, virtual reality gaming is still little more than a hope in the gaming industry. On one hand, American consumers seemed to be optimistic about the future of virtual reality and its implications for video gaming, and when asked about VR’s influence on video gaming, nearly 60 percent said it will be revolutionary. On the other hand, 60 percent of gamers worldwide said they were not interested in purchasing a virtual reality headset, as of March 2016, and only 15 percent said they would actually buy a VR headset. It remains to be seen what new developments the future holds for this industry.

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Virtual reality (VR) video gaming sales revenue worldwide from 2016 to 2020, by segment (in billion U.S. dollars)

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PCMobileConsole
20208.58.26.1
20195.454.6
20183.83.22.7
20172.51.41.9
20161.60.71.2
PCMobileConsole
20208.58.26.1
20195.454.6
20183.83.22.7
20172.51.41.9
20161.60.71.2
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by Statista Research Department, last edited Mar 8, 2016
The graph presents data on the virtual reality video gaming sales revenue worldwide from 2016 to 2020, broken down by segment. The source estimates that the global VR gaming market in 2016 will be worth 3.6 billion U.S. dollars, out of which 1.6 billion will be attributed to PC VR software and hardware.
VR gaming – additional information

Europe and North America represent the two biggest markets for virtual reality video gaming. The European market was estimated to be worth 1.9 billion U.S. dollars in 2016, while that same year 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.

Globally, virtual reality video gaming sales are projected to grow at an intense pace in the coming years, as this particular market is forecast to increase its revenue from 660 million U.S. dollars in 2015 to nearly 23 billion U.S. dollars by 2020. Despite this healthy growth projection, virtual reality gaming is still little more than a hope in the gaming industry. On one hand, American consumers seemed to be optimistic about the future of virtual reality and its implications for video gaming, and when asked about VR’s influence on video gaming, nearly 60 percent said it will be revolutionary. On the other hand, 60 percent of gamers worldwide said they were not interested in purchasing a virtual reality headset, as of March 2016, and only 15 percent said they would actually buy a VR headset. It remains to be seen what new developments the future holds for this industry.

Show more
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