The virtual reality (VR)-based balance confidence training platform market size is expected to see exponential growth in the next few years. It will grow to $3.61 billion in 2029 at a compound annual growth rate (CAGR) of 22.7%. The growth projected for the forecast period can be attributed to increasing investment in immersive balance training, wider adoption of home-based VR therapy, greater integration of wearable motion sensors, growing collaborations between VR developers and healthcare providers, and an increased focus on personalized patient rehabilitation. Key trends during the forecast period include improvements in motion tracking accuracy, AI-driven therapy personalization, innovations in gamified rehabilitation modules, development of lightweight and portable VR devices, and advancements in real-time patient analytics.
The growing demand for remote healthcare services is expected to drive the expansion of the virtual reality (VR)-based balance confidence training platform market. Remote healthcare services use technology to connect patients with healthcare providers from a distance, offering greater accessibility and convenience, especially for individuals in underserved or remote areas. The demand for these services is increasing as patients seek more flexible and convenient care options. VR-based balance confidence training platforms are particularly beneficial in remote healthcare, offering interactive rehabilitation and balance training that patients can complete at home, reducing the need for frequent in-person visits. For example, a survey conducted by Rock Health in February 2023 found that 76% of individuals over the age of 55 had used telemedicine, with 80% of respondents having accessed care via telemedicine at some point, marking an 8% increase from 2021. This trend indicates that the growing adoption of remote healthcare services is contributing to the market's growth.
The rise in healthcare expenditure is also expected to fuel the growth of the VR-based balance confidence training platform market. Healthcare expenditure refers to the spending on medical services, products, and public health initiatives by individuals, governments, and private organizations. As the prevalence of chronic diseases rises, healthcare spending is increasing to cover the long-term treatment and ongoing care required. This increased funding supports the adoption of advanced rehabilitation technologies, such as VR-based balance training platforms, to improve patient outcomes. For instance, the National Health Expenditure (NHE) report by the Centers for Medicare & Medicaid Services projected that national health spending would grow by 5.1% annually between 2021 and 2030, reaching nearly $6.8 trillion. Additionally, Medicare and Medicaid spending are expected to rise significantly during this period. This increased healthcare expenditure is supporting the development and deployment of VR rehabilitation solutions.
Companies in the VR-based balance confidence training platform market are also focusing on advancing technology, such as non-tethered VR rehabilitation platforms, to provide more effective and personalized therapy. Non-tethered systems allow patients to engage in rehabilitation exercises without being physically connected to a computer or console, offering more natural movement and flexibility during therapy. For example, in November 2022, Penumbra, Inc. launched the REAL y-Series, an advanced VR rehabilitation system that uses sensors to track upper and lower body movements, creating a full-body avatar for immersive, untethered therapy. This system allows clinicians to customize exercises, monitor patient progress, and tailor therapy to individual needs, improving engagement and outcomes across various rehabilitation disciplines, including physical, occupational, and cognitive therapy. By supporting both upper and lower body activities, the system aims to enhance functional recovery, motivation, and intensity, addressing a broad range of conditions and patient abilities.
Major players in the virtual reality (VR)-based balance confidence training platform market are Meta Platforms Inc., Interacoustics, MindMaze SA, Motek Medical, XRHealth, Evolv Rehabilitation Technologies, MindMotion, FYZICAL, Rehabtronics, Virtualis Co, Mieron Inc., Rehab-Robotics Co. Ltd., GaitBetter, Upright VR, Knoxlabs, Teslasuit, Neuro Rehab VR, SyncVR Medical, Immersive Reha, and WEART.
North America was the largest region in the virtual reality (VR)-based balance confidence training platform market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in virtual reality (VR)-based balance confidence training platform report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the virtual reality (VR)-based balance confidence training platform 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 sudden escalation of U.S. tariffs and the consequent trade frictions in spring 2025 are severely impacting the healthcare sector, particularly in the supply of critical medical devices, diagnostic equipment, and pharmaceuticals. Hospitals and healthcare providers are facing higher costs for imported surgical instruments, imaging equipment, and consumables such as syringes and catheters, many of which have limited domestic alternatives. These increased costs are straining healthcare budgets, leading some providers to delay equipment upgrades or pass on expenses to patients. Additionally, tariffs on raw materials and components are disrupting the production of essential drugs and devices, causing supply chain bottlenecks. In response, the industry is diversifying sourcing strategies, boosting local manufacturing where possible, and advocating for tariff exemptions on life-saving medical products.
A virtual reality (VR)-based balance confidence training platform is a system that utilizes immersive VR environments to help users practice and enhance their balance skills in a safe and controlled setting. Its goal is to improve stability, lower the risk of falls, and build confidence in performing daily activities or rehabilitation exercises.
The primary components of a virtual reality (VR)-based balance confidence training platform include hardware, software, and services. Hardware consists of physical devices such as VR headsets, motion sensors, and balance assessment tools that facilitate immersive training and real-time tracking of user movements. These platforms can be deployed on-premises or via cloud-based systems and are used in rehabilitation centers, hospitals and clinics, homecare settings, academic and research institutions, and other environments, serving various end users including adults, the elderly, athletes, and others.
The virtual reality (VR)-based balance confidence training platform market research report is one of a series of new reports that provides virtual reality (VR)-based balance confidence training platform market statistics, including the virtual reality (VR)-based balance confidence training platform industry global market size, regional shares, competitors with the virtual reality (VR)-based balance confidence training platform market share, detailed virtual reality (VR)-based balance confidence training platform market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality (VR)-based balance confidence training platform industry. This virtual reality (VR)-based balance confidence training platform market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The virtual reality (VR)-based balance confidence training platform market consists of revenues earned by entities by providing services such as training programs, therapy sessions, customization, and remote monitoring. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality (VR)-based balance confidence training platform market includes sales of virtual reality (VR) headsets, motion capture sensors, balance boards, 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 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.
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Table of Contents
Executive Summary
Virtual Reality (VR)-Based Balance Confidence Training Platform Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual reality (vr)-based balance confidence training platform 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.
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Description
Where is the largest and fastest growing market for virtual reality (vr)-based balance confidence training platform? 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 (vr)-based balance confidence training platform 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: 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 Deployment Mode: On-Premises; Cloud-Based
3) By Application: Rehabilitation Centers; Hospitals And Clinics; Home Care Settings; Academic And Research Institutes; Other Applications
4) By End-User: Adults; Geriatric Population; Athletes; Other End-User
Subsegments:
1) By Hardware: Head-Mounted Displays (HMDs); Sensors And Motion Trackers; Balance Boards And Platforms; Virtual Reality (VR) Gloves And Controllers; Cameras And Tracking Systems2) By Software: Virtual Reality (VR) Simulation And Training Software; Balance Assessment And Monitoring Software; Rehabilitation And Therapy Software; Data Analytics And Reporting Tool
3) By Services: Training And Education Services; Installation And Integration Services; Maintenance And Support Services; Consulting Services; Cloud-Based Service Offerings
Companies Mentioned: Meta Platforms Inc.; Interacoustics; MindMaze SA; Motek Medical; XRHealth; Evolv Rehabilitation Technologies; MindMotion; FYZICAL; Rehabtronics; Virtualis Co; Mieron Inc.; Rehab-Robotics Co. Ltd.; GaitBetter; Upright VR; Knoxlabs; Teslasuit; Neuro Rehab VR; SyncVR Medical; Immersive Reha; WEART.
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 Virtual Reality (VR)-Based Balance Confidence Training Platform market report include:- Meta Platforms Inc.
- Interacoustics
- MindMaze SA
- Motek Medical
- XRHealth
- Evolv Rehabilitation Technologies
- MindMotion
- FYZICAL
- Rehabtronics
- Virtualis Co
- Mieron Inc.
- Rehab-Robotics Co. Ltd.
- GaitBetter
- Upright VR
- Knoxlabs
- Teslasuit
- Neuro Rehab VR
- SyncVR Medical
- Immersive Reha
- WEART.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | October 2025 |
| Forecast Period | 2025 - 2029 |
| Estimated Market Value ( USD | $ 1.59 Billion |
| Forecasted Market Value ( USD | $ 3.61 Billion |
| Compound Annual Growth Rate | 22.7% |
| Regions Covered | Global |
| No. of Companies Mentioned | 20 |


