The space-based virtual reality market size has grown exponentially in recent years. It will grow from $2.01 billion in 2024 to $2.57 billion in 2025 at a compound annual growth rate (CAGR) of 27.7%. The growth during the historic period can be attributed to military training and simulation, space exploration efforts, astronaut training requirements, the expansion of immersive education, and the emergence of space tourism.
The space-based virtual reality market size is expected to see exponential growth in the next few years. It will grow to $6.77 billion in 2029 at a compound annual growth rate (CAGR) of 27.5%. The growth during the forecast period can be attributed to increasing investments in space tourism, rising demand for immersive telepresence, expanded use in remote scientific research, development of virtual mission planning tools, and growth in commercial space ventures. Key trends in the forecast period include the integration of virtual reality with artificial intelligence (AI) and machine learning, real-time VR streaming via satellite, development of lightweight VR headsets for space applications, immersive VR training modules for astronauts, and the use of edge computing to enable low-latency VR experiences.
The rising investment in space exploration is expected to drive the growth of the space-based virtual reality market moving forward. Space exploration involves the discovery and study of outer space through spacecraft, satellites, and advanced technologies, both crewed and uncrewed. This increased investment is fueled by intensified geopolitical competition as countries aim for strategic dominance and technological leadership in space. Funding in space exploration advances space-based virtual reality by improving immersive technologies and satellite connectivity, enabling realistic simulations for training, research, and remote operations. It supports the creation of VR tools designed specifically for microgravity environments, enhancing astronaut readiness and mission planning. For example, in March 2024, NASA, a US-based independent agency, projected its budget to increase from $25.383 billion in 2024 to $27.476 billion by 2029. Hence, the growing investment in space exploration is propelling the expansion of the space-based virtual reality market.
The increasing spread of smartphones is expected to boost the growth of the space-based virtual reality market going forward. Smartphones are portable devices used for communication, internet access, multimedia consumption, and running various applications. The rise in smartphone use is driven by expanding internet access, affordable devices, and growing demand for mobile digital services. Smartphones enhance space-based virtual reality by acting as accessible VR platforms, allowing users to engage with immersive space content via mobile apps and headsets. They enable on-the-go simulations and educational tools, broadening the audience for space-based virtual reality. For instance, in October 2023, the GSM Association, a UK-based non-profit, reported that nearly 4.3 billion people (53% of the global population) were using smartphones to access the internet, with around 80% of mobile internet users on 4G or 5G devices - an increase of 330 million users from 2022 to 2023. Therefore, the growing smartphone penetration is fueling the growth of the space-based virtual reality market.
Leading companies in the space-based virtual reality market are focusing on creating advanced products such as VR headsets designed for mental health support, aimed at enhancing astronaut well-being, reducing stress, and improving mission outcomes. VR headsets for mental health are immersive devices intended to provide psychological relief, relaxation, and cognitive therapy during extended space missions. For example, in November 2023, XRHealth Inc., a US-based digital health tech firm, partnered with Nord-Space Aps, a Denmark-based engineering company, and HTC Corporation, a Taiwan-based electronics company, to develop a VR headset specifically for mental health in space. This innovative headset is scheduled to be sent to the International Space Station (ISS) to assist astronauts in managing stress, anxiety, and isolation during missions. The system includes guided meditation, cognitive behavioral therapy exercises, and immersive relaxation environments, all optimized for use in microgravity.
Major players in the space-based virtual reality market are Airbus SE, Lockheed Martin Corporation, Northrop Grumman Corporation, National Aeronautics and Space Administration, Thales Group, Rheinmetall AG, Blue Origin Enterprises L.P., European Space Agency, XRHealth Inc., Innerspace VR, SenseGlove B.V., SpaceCRAFT VR LLC, Felix & Paul Studios Inc., Nord-Space Aps, PaleBlue Inc., Raytracer Ltd., Space Nation Oy, SpaceVR Inc., WorldViz LLC, and SpaceRobotics.eu.
North America was the largest region in the space-based virtual reality market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in space-based virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the space-based virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
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.
The sharp hike in U.S. tariffs and the associated trade disputes in spring 2025 are notably impacting the aerospace and defense sector by raising costs for titanium, carbon fiber composites, and avionics materials largely sourced from global suppliers. Defense contractors, locked into fixed-price government contracts, absorb these added costs, while commercial aerospace firms face airline pushback on higher aircraft prices. Delays in component shipments due to customs bottlenecks further disrupt tight production schedules for jets and satellites. The industry is responding by stockpiling critical materials, seeking waivers for defense-related imports, and collaborating with allied nations to diversify supply chain.
Space-based virtual reality involves using immersive VR technologies to simulate, support, or enhance activities connected to space exploration and operations. It replicates orbital or deep-space environments with high fidelity to improve user engagement and operational readiness. The primary purpose is to offer realistic, risk-free simulations for training, mission planning, and public outreach related to space activities.
The main components of space-based virtual reality include hardware, software, and services. Hardware consists of physical devices used to create, deliver, and interact with immersive VR experiences in space-related contexts. Its applications span gaming and entertainment, education and training, healthcare, aerospace and defense, and others, serving end users across commercial, residential, and industrial sectors.
The space-based virtual reality market research report is one of a series of new reports that provides space-based virtual reality market statistics, including space-based virtual reality industry global market size, regional shares, competitors with a space-based virtual reality market share, detailed space-based virtual reality market segments, market trends and opportunities, and any further data you may need to thrive in the space-based virtual reality industry. This space-based virtual reality 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.
The space-based virtual reality market consists of revenues earned by entities by providing services such as immersive astronaut training, virtual mission simulations, spacewalk rehearsals, and remote spacecraft operations. The market value includes the value of related goods sold by the service provider or included within the service offering. The space-based virtual reality market also includes sales of virtual reality headsets, 3D visualization tools, simulation software, motion tracking systems, and haptic feedback 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 and 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.
The space-based virtual reality market size is expected to see exponential growth in the next few years. It will grow to $6.77 billion in 2029 at a compound annual growth rate (CAGR) of 27.5%. The growth during the forecast period can be attributed to increasing investments in space tourism, rising demand for immersive telepresence, expanded use in remote scientific research, development of virtual mission planning tools, and growth in commercial space ventures. Key trends in the forecast period include the integration of virtual reality with artificial intelligence (AI) and machine learning, real-time VR streaming via satellite, development of lightweight VR headsets for space applications, immersive VR training modules for astronauts, and the use of edge computing to enable low-latency VR experiences.
The rising investment in space exploration is expected to drive the growth of the space-based virtual reality market moving forward. Space exploration involves the discovery and study of outer space through spacecraft, satellites, and advanced technologies, both crewed and uncrewed. This increased investment is fueled by intensified geopolitical competition as countries aim for strategic dominance and technological leadership in space. Funding in space exploration advances space-based virtual reality by improving immersive technologies and satellite connectivity, enabling realistic simulations for training, research, and remote operations. It supports the creation of VR tools designed specifically for microgravity environments, enhancing astronaut readiness and mission planning. For example, in March 2024, NASA, a US-based independent agency, projected its budget to increase from $25.383 billion in 2024 to $27.476 billion by 2029. Hence, the growing investment in space exploration is propelling the expansion of the space-based virtual reality market.
The increasing spread of smartphones is expected to boost the growth of the space-based virtual reality market going forward. Smartphones are portable devices used for communication, internet access, multimedia consumption, and running various applications. The rise in smartphone use is driven by expanding internet access, affordable devices, and growing demand for mobile digital services. Smartphones enhance space-based virtual reality by acting as accessible VR platforms, allowing users to engage with immersive space content via mobile apps and headsets. They enable on-the-go simulations and educational tools, broadening the audience for space-based virtual reality. For instance, in October 2023, the GSM Association, a UK-based non-profit, reported that nearly 4.3 billion people (53% of the global population) were using smartphones to access the internet, with around 80% of mobile internet users on 4G or 5G devices - an increase of 330 million users from 2022 to 2023. Therefore, the growing smartphone penetration is fueling the growth of the space-based virtual reality market.
Leading companies in the space-based virtual reality market are focusing on creating advanced products such as VR headsets designed for mental health support, aimed at enhancing astronaut well-being, reducing stress, and improving mission outcomes. VR headsets for mental health are immersive devices intended to provide psychological relief, relaxation, and cognitive therapy during extended space missions. For example, in November 2023, XRHealth Inc., a US-based digital health tech firm, partnered with Nord-Space Aps, a Denmark-based engineering company, and HTC Corporation, a Taiwan-based electronics company, to develop a VR headset specifically for mental health in space. This innovative headset is scheduled to be sent to the International Space Station (ISS) to assist astronauts in managing stress, anxiety, and isolation during missions. The system includes guided meditation, cognitive behavioral therapy exercises, and immersive relaxation environments, all optimized for use in microgravity.
Major players in the space-based virtual reality market are Airbus SE, Lockheed Martin Corporation, Northrop Grumman Corporation, National Aeronautics and Space Administration, Thales Group, Rheinmetall AG, Blue Origin Enterprises L.P., European Space Agency, XRHealth Inc., Innerspace VR, SenseGlove B.V., SpaceCRAFT VR LLC, Felix & Paul Studios Inc., Nord-Space Aps, PaleBlue Inc., Raytracer Ltd., Space Nation Oy, SpaceVR Inc., WorldViz LLC, and SpaceRobotics.eu.
North America was the largest region in the space-based virtual reality market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in space-based virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the space-based virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
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.
The sharp hike in U.S. tariffs and the associated trade disputes in spring 2025 are notably impacting the aerospace and defense sector by raising costs for titanium, carbon fiber composites, and avionics materials largely sourced from global suppliers. Defense contractors, locked into fixed-price government contracts, absorb these added costs, while commercial aerospace firms face airline pushback on higher aircraft prices. Delays in component shipments due to customs bottlenecks further disrupt tight production schedules for jets and satellites. The industry is responding by stockpiling critical materials, seeking waivers for defense-related imports, and collaborating with allied nations to diversify supply chain.
Space-based virtual reality involves using immersive VR technologies to simulate, support, or enhance activities connected to space exploration and operations. It replicates orbital or deep-space environments with high fidelity to improve user engagement and operational readiness. The primary purpose is to offer realistic, risk-free simulations for training, mission planning, and public outreach related to space activities.
The main components of space-based virtual reality include hardware, software, and services. Hardware consists of physical devices used to create, deliver, and interact with immersive VR experiences in space-related contexts. Its applications span gaming and entertainment, education and training, healthcare, aerospace and defense, and others, serving end users across commercial, residential, and industrial sectors.
The space-based virtual reality market research report is one of a series of new reports that provides space-based virtual reality market statistics, including space-based virtual reality industry global market size, regional shares, competitors with a space-based virtual reality market share, detailed space-based virtual reality market segments, market trends and opportunities, and any further data you may need to thrive in the space-based virtual reality industry. This space-based virtual reality 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.
The space-based virtual reality market consists of revenues earned by entities by providing services such as immersive astronaut training, virtual mission simulations, spacewalk rehearsals, and remote spacecraft operations. The market value includes the value of related goods sold by the service provider or included within the service offering. The space-based virtual reality market also includes sales of virtual reality headsets, 3D visualization tools, simulation software, motion tracking systems, and haptic feedback 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 and 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
1. Executive Summary2. Space-Based Virtual Reality Market Characteristics3. Space-Based Virtual Reality Market Trends and Strategies32. Global Space-Based Virtual Reality Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Space-Based Virtual Reality Market34. Recent Developments in the Space-Based Virtual Reality Market
4. Space-Based Virtual Reality Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, and Covid and Recovery on the Market
5. Global Space-Based Virtual Reality Growth Analysis and Strategic Analysis Framework
6. Space-Based Virtual Reality Market Segmentation
7. Space-Based Virtual Reality Market Regional and Country Analysis
8. Asia-Pacific Space-Based Virtual Reality Market
9. China Space-Based Virtual Reality Market
10. India Space-Based Virtual Reality Market
11. Japan Space-Based Virtual Reality Market
12. Australia Space-Based Virtual Reality Market
13. Indonesia Space-Based Virtual Reality Market
14. South Korea Space-Based Virtual Reality Market
15. Western Europe Space-Based Virtual Reality Market
16. UK Space-Based Virtual Reality Market
17. Germany Space-Based Virtual Reality Market
18. France Space-Based Virtual Reality Market
19. Italy Space-Based Virtual Reality Market
20. Spain Space-Based Virtual Reality Market
21. Eastern Europe Space-Based Virtual Reality Market
22. Russia Space-Based Virtual Reality Market
23. North America Space-Based Virtual Reality Market
24. USA Space-Based Virtual Reality Market
25. Canada Space-Based Virtual Reality Market
26. South America Space-Based Virtual Reality Market
27. Brazil Space-Based Virtual Reality Market
28. Middle East Space-Based Virtual Reality Market
29. Africa Space-Based Virtual Reality Market
30. Space-Based Virtual Reality Market Competitive Landscape and Company Profiles
31. Space-Based Virtual Reality Market Other Major and Innovative Companies
35. Space-Based Virtual Reality Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Space-Based Virtual Reality Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on space-based virtual reality 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:
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- Create regional and country strategies on the basis of local data and analysis.
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- 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 space-based virtual reality? 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 space-based virtual reality market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, 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.
- 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.
- 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.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:
1) by Component: Hardware; Software; Services2) by Application: Gaming and Entertainment; Education and Training; Healthcare; Aerospace and Defense; Other Applications
3) by End-User: Commercial; Residential; Industrial
Subsegments:
1) by Hardware: Head-Mounted Displays; Motion Tracking Sensors; Haptic Feedback Devices; Virtual Reality Cameras; Handheld Controllers; Onboard Processing Units2) by Software: Simulation Software; Virtual Reality Content Management Systems; Virtual Reality Operating Systems; Rendering Engines; Mission Planning Tools; Training and Scenario Modules
3) by Services: System Integration Services; Customization and Configuration Services; Training and Technical Support; Maintenance and Upgrade Services; Cloud Storage and Data Services; Consulting and Advisory Services
Companies Mentioned: Airbus SE; Lockheed Martin Corporation; Northrop Grumman Corporation; National Aeronautics and Space Administration; Thales Group; Rheinmetall AG; Blue Origin Enterprises L.P.; European Space Agency; XRHealth Inc.; Innerspace VR; SenseGlove B.V.; SpaceCRAFT VR LLC; Felix & Paul Studios Inc.; Nord-Space Aps; PaleBlue Inc.; Raytracer Ltd.; Space Nation Oy; SpaceVR Inc.; WorldViz LLC; SpaceRobotics.eu
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Space-Based Virtual Reality market report include:- Airbus SE
- Lockheed Martin Corporation
- Northrop Grumman Corporation
- National Aeronautics and Space Administration
- Thales Group
- Rheinmetall AG
- Blue Origin Enterprises L.P.
- European Space Agency
- XRHealth Inc.
- Innerspace VR
- SenseGlove B.V.
- SpaceCRAFT VR LLC
- Felix & Paul Studios Inc.
- Nord-Space Aps
- PaleBlue Inc.
- Raytracer Ltd.
- Space Nation Oy
- SpaceVR Inc.
- WorldViz LLC
- SpaceRobotics.eu
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 250 |
Published | September 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 2.57 Billion |
Forecasted Market Value ( USD | $ 6.77 Billion |
Compound Annual Growth Rate | 27.5% |
Regions Covered | Global |
No. of Companies Mentioned | 21 |