The virtual reality devices market size is expected to see rapid growth in the next few years. It will grow to $31.82 billion in 2030 at a compound annual growth rate (CAGR) of 12.8%. The growth in the forecast period can be attributed to integration of vr with AI and ml, expansion in industrial and commercial applications, growth of cloud-based vr solutions, rise in virtual collaboration and remote working tools, development of haptic and gesture-based technologies. Major trends in the forecast period include AI-enhanced VR experiences, robotic-assisted vr interaction, VR integration in smart manufacturing, cloud-based vr platforms, next-gen immersive content.
The rising demand for virtual reality devices in the entertainment and gaming industry is expected to be a driving force behind the growth of the virtual reality devices market. The entertainment and gaming sector encompasses a wide range of activities, including video games, mobile games, computer games, console games, online gaming, virtual reality experiences, augmented reality applications, movies, TV shows, music, live performances, sports events, theme parks, and more. Virtual reality technology enhances user engagement by offering interactive and immersive experiences, seamlessly merging virtual and real-world elements to provide a new dimension of entertainment and gaming. In the gaming industry, virtual reality has revolutionized gameplay by immersing players in virtual environments and enabling real-time interactions. The increasing demand for virtual reality in the entertainment and gaming sector is driving innovation, substantial investment in research and development, and the widespread adoption of virtual reality technologies. This, in turn, is fueling the expansion of the virtual reality devices market. For instance, in February 2024, according to Meta, a US-based technology company, its Reality Labs segment, which includes the virtual reality (VR) division, generated $1.07 billion in revenue in 2023, marking a significant 25% increase compared to 2022. This growth can be attributed to the strong sales of Oculus devices, driving the overall revenue growth for Meta’s VR segment. Therefore, the increasing demand for virtual reality devices in the entertainment and gaming industry is contributing to the growth of the virtual reality devices market.
Prominent companies in the virtual reality devices market are introducing innovative products, such as ultra-high-resolution displays, to maintain their competitive positions. Ultra-high-resolution displays, commonly referred to as 4K resolution, provide a higher pixel density and sharper image quality compared to standard high-definition (HD) displays. For example, in June 2023, Apple Inc., a US-based technology company, launched Apple Vision Pro. This spatial computer seamlessly integrates digital content with the physical world, featuring an ultra-high-resolution display system that responds to user input through their eyes, hands, and voice. The device operates on visionOS, a spatial operating system that supports multitasking and offers extensive screen real estate. Vision Pro delivers captivating entertainment experiences, spatial photography, immersive FaceTime communication, and industry-leading privacy and security features.
In February 2023, Meta Platforms Inc., a US-based provider of social networking services and immersive reality hardware and software, acquired Within Unlimited, Inc. for an undisclosed amount. Through this acquisition, Meta seeks to broaden its virtual-reality fitness content offerings and incorporate immersive workout experiences into its wider metaverse ecosystem. Within Unlimited Inc. is a US-based provider of VR headsets and related equipment used for immersive virtual reality experiences.
Major companies operating in the virtual reality devices market are Google, Sony Corporation, Samsung Electronics Co. Ltd., Oculus VR LLC, Microsoft Corporation, HTC Corporation, Lenovo Group Ltd., LG Electronics Inc., Vuzix, Pimax, Varjo, Magic Leap, StarVR, Sensics, OSVR, CyberGlove Systems Inc., Leap Motion Inc., Ultraleap, Manus VR, Sixense, WorldViz, Virtuix, The Void, Dreamscape Immersive, Zero Latency.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
Tariffs have impacted the virtual reality devices market by increasing the cost of imported components such as sensors, haptic devices, and display panels, thereby affecting the production and pricing of HMDs, gesture-controlled devices, and VR simulators. Asia-Pacific regions like China and Taiwan, being key manufacturing hubs, are most affected by these tariffs, leading to supply chain disruptions. However, tariffs have also encouraged local manufacturing and innovation in cost-efficient VR solutions, benefiting regions with growing domestic production capacities.
The virtual reality devices market research report is one of a series of new reports that provides virtual reality devices market statistics, including virtual reality devices industry global market size, regional shares, competitors with a virtual reality devices market share, detailed virtual reality devices market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality devices industry. This virtual reality devices market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Virtual reality (VR) devices encompass technologies that leverage advanced computing to generate immersive simulated environments. These devices, including head-mounted displays (HMD), gesture tracking devices (GTD), projectors, and display walls (PDW), enable users to engage with 3D worlds and become fully immersed in simulated realities.
The primary types of virtual reality devices consist of handheld devices, head-mounted devices, gesture-controlled devices, and various others. Handheld VR devices allow users to freely navigate and explore virtual environments. VR technologies encompass semi and fully immersive, as well as non-immersive setups, and find applications across various sectors such as medical and healthcare, commercial, education, advertising and marketing, commerce, energy and utilities, entertainment, gaming, design and engineering, logistics, and more.Asia-Pacific was the largest region in the virtual reality devices market in 2025. Western Europe was the second-largest region in the virtual reality devices market analysis. The regions covered in the virtual reality devices market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual reality devices market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual reality devices market consists of sales of head mounted display (HMD) devices, gesture tracking devices (GTD), projectors and display walls (PDW), and other virtual reality devices. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 1-3 business days.
Table of Contents
Executive Summary
Virtual Reality Devices Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses virtual reality devices market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase:
- Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
- Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on end user analysis.
- Benchmark performance against key competitors based on market share, innovation, and brand strength.
- Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
- Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for virtual reality devices? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual reality devices market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Scope
Markets Covered:
1) By Type: Hand Held Devices; Head Mounted Devices; Gesture Controlled Devices; Other Types2) By Technology: Semi And Fully Immersive; Non-immersive
3) By Application: Medical And Healthcare; Commercial; Education; Advertising And Marketing; Commerce; Energy And Utilities; Entertainment And Gaming; Designing And Engineering; Logistics; Other Applications
Subsegments:
1) By Hand Held Devices: VR Controllers; Motion Sensors; Haptic Gloves2) By Head Mounted Devices (HMDs): Oculus Rift; HTC Vive; PlayStation VR; Oculus Quest; Mixed Reality Headsets
3) By Gesture Controlled Devices: Gesture Recognition Gloves; Hand Tracking Devices; Motion Capture Systems
4) By Other Types: VR Simulators; Treadmills (VR-specific); Full-body Tracking Suits; VR Pods
Companies Mentioned: Google; Sony Corporation; Samsung Electronics Co. Ltd.; Oculus VR LLC; Microsoft Corporation; HTC Corporation; Lenovo Group Ltd.; LG Electronics Inc.; Vuzix; Pimax; Varjo; Magic Leap; StarVR; Sensics; OSVR; CyberGlove Systems Inc.; Leap Motion Inc.; Ultraleap; Manus VR; Sixense; WorldViz; Virtuix; The Void; Dreamscape Immersive; Zero Latency
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Virtual Reality Devices market report include:- Sony Corporation
- Samsung Electronics Co. Ltd.
- Oculus VR LLC
- Microsoft Corporation
- HTC Corporation
- Lenovo Group Ltd.
- LG Electronics Inc.
- Vuzix
- Pimax
- Varjo
- Magic Leap
- StarVR
- Sensics
- OSVR
- CyberGlove Systems Inc.
- Leap Motion Inc.
- Ultraleap
- Manus VR
- Sixense
- WorldViz
- Virtuix
- The Void
- Dreamscape Immersive
- Zero Latency
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 19.68 Billion |
| Forecasted Market Value ( USD | $ 31.82 Billion |
| Compound Annual Growth Rate | 12.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


