The virtual reality (VR) stroke rehabilitation market size is expected to see rapid growth in the next few years. It will grow to $314.89 billion in 2029 at a compound annual growth rate (CAGR) of 13.2%. The growth in the forecast period can be attributed to increasing healthcare expenditure, growing demand for home-based rehabilitation solutions, wider integration of VR in neurological recovery, expanded insurance coverage for digital therapies, and greater focus on patient-centric treatment. Key trends in the forecast period include innovations in wearable rehabilitation devices, advancements in artificial intelligence integration, increased investment in research and development for personalized therapies, development of gamified rehabilitation exercises, and progress in remote monitoring and tele-rehabilitation.
The increasing use of digital health solutions is expected to drive growth in the virtual reality stroke rehabilitation market in the upcoming years. Digital health solutions leverage technology to improve healthcare delivery, enhance patient outcomes, and simplify health management. The rise in adoption is due to the convenience of accessing healthcare remotely and better patient engagement. Virtual reality stroke rehabilitation represents a digital health solution by offering immersive, technology-based therapy with tailored exercises and remote monitoring, facilitating more effective recovery after a stroke. For example, the American Hospital Association reported that 86.9 percent of US hospitals provided telehealth services in 2022, up from 86 percent in 2021, demonstrating the growing integration of digital health. Consequently, the expanding adoption of digital health solutions is fueling growth in the virtual reality stroke rehabilitation market.
Key players in the virtual reality stroke rehabilitation market are focusing on advancements in virtual reality technology, such as immersive VR rehabilitation, to boost patient engagement, enhance motor function recovery, and deliver personalized, interactive therapy sessions. Immersive VR rehabilitation is a cutting-edge therapy method that uses virtual reality technology to create simulated, engaging environments where patients perform physical, cognitive, or psychological exercises. For instance, in November 2022, Penumbra Inc., a US medical technology company, launched the REAL System, a hands-free full-body virtual reality platform featuring motion-capture exercise tracking, customizable therapy plans, and real-time performance feedback. This solution offers a comprehensive rehabilitation experience for stroke patients and highlights how companies are utilizing virtual reality technology to improve outcomes and operational efficiency in stroke rehabilitation.
In May 2022, Winning Brands Corporation, a Canada-based firm known for developing and distributing advanced cleaning solutions, acquired the assets and immersive gesture control business of GestureTek Systems Inc. for an undisclosed sum. This acquisition enables Winning Brands to expand into the technology sector by capitalizing on GestureTek’s innovative gesture control technology and established brand presence. GestureTek Systems Inc., also based in Canada, specializes in gesture-controlled virtual reality solutions for healthcare, rehabilitation, and interactive applications.
Major players in the virtual reality (VR) stroke rehabilitation market are Penumbra Inc., Shepherd Center Inc., Evolv Rehabilitation Technologies S.L., DIH Technology Co. Ltd., Tyromotion GmbH, BTS Bioengineering S.p.A., Floreo Inc., Saebo Inc., Motus Nova LLC, Immergo Labs Inc., Kinestica d.o.o., Cognihab Private Limited, Evolv Solutions LLC, Rehametrics S.L., RecoveryVR Pty Ltd, Neuro Rehab VR Inc., PhysioFunction Limited, XRHealth USA Inc., Bended S.r.l., Jintronix Inc.
North America was the largest region in the virtual reality (VR) stroke rehabilitation market in 2024. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in virtual reality (VR) stroke rehabilitation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the virtual reality (VR) stroke rehabilitation 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.
Virtual reality (VR) stroke rehabilitation is a technology-based therapy that employs immersive or semi-immersive VR environments to assist stroke patients in regaining motor, cognitive, and functional abilities. It aims to deliver engaging, repetitive, and task-specific exercises that promote neuroplasticity, enhance motor coordination, and accelerate functional recovery.
The primary rehabilitation types of virtual reality (VR) stroke rehabilitation are physical rehabilitation and cognitive rehabilitation. Physical rehabilitation involves VR-based exercises and simulations designed to improve motor function, coordination, and overall physical recovery in stroke patients. These solutions incorporate hardware, software platforms, and therapeutic content, and are suitable for both short-term and long-term patients. VR applications include motor skills training, cognitive skills training, sensory training, and pain management, with key end-users such as hospitals, rehabilitation centers, clinics, and home-based rehabilitation settings.
The virtual reality (VR) stroke rehabilitation market research report is one of a series of new reports that provides virtual reality (VR) stroke rehabilitation market statistics, including the virtual reality (VR) stroke rehabilitation industry global market size, regional shares, competitors with the virtual reality (VR) stroke rehabilitation market share, detailed virtual reality (VR) stroke rehabilitation market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality (VR) stroke rehabilitation industry. This virtual reality (VR) stroke rehabilitation 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) stroke rehabilitation market includes revenues earned by providing services such as maintenance and technical support, training and onboarding, clinical research and validation, rehabilitation consulting, remote monitoring and tele-rehabilitation support. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality (VR) stroke rehabilitation market also includes of sales biofeedback monitoring devices, multi-sensory feedback devices, haptic feedback devices, virtual reality (VR)-based cognitive assessment tools, 3D motion capture systems, adaptive controllers and input 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.
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Table of Contents
Executive Summary
Virtual Reality (VR) Stroke Rehabilitation 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) stroke rehabilitation 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) stroke rehabilitation? 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) stroke rehabilitation 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 Rehabilitation Type: Physical Rehabilitation; Congnitive Rehabilitation2) By Technology Type: Hardware; Software Platforms; Therapeutic Content
3) By Patient Type: Short Term Patients; Long Term Patients
4) By Virtual Reality (VR) Application: Motor Skills Training; Congnitive Skills Training; Sensory Training; Pain Management
5) By End-Users: Hospitals; Rehabilitation Centers; Clinics; Home-Based Rehabilitation
Subsegments:
1) By Physical Rehabilitation: Upper Limb Rehabilitation; Lower Limb Rehabilitation; Balance And Gait Training; Motor Function Recovery2) By Cognitive Rehabilitation: Memory Training; Attention And Concentration Training; Problem-Solving And Executive Function Training; Visual And Spatial Perception Training
Companies Mentioned: Penumbra Inc.; Shepherd Center Inc.; Evolv Rehabilitation Technologies S.L.; DIH Technology Co. Ltd.; Tyromotion GmbH; BTS Bioengineering S.p.A.; Floreo Inc.; Saebo Inc.; Motus Nova LLC; Immergo Labs Inc.; Kinestica d.o.o.; Cognihab Private Limited; Evolv Solutions LLC; Rehametrics S.L.; RecoveryVR Pty Ltd; Neuro Rehab VR Inc.; PhysioFunction Limited; XRHealth USA Inc.; Bended S.r.l.; Jintronix Inc.
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) Stroke Rehabilitation market report include:- Penumbra Inc.
- Shepherd Center Inc.
- Evolv Rehabilitation Technologies S.L.
- DIH Technology Co. Ltd.
- Tyromotion GmbH
- BTS Bioengineering S.p.A.
- Floreo Inc.
- Saebo Inc.
- Motus Nova LLC
- Immergo Labs Inc.
- Kinestica d.o.o.
- Cognihab Private Limited
- Evolv Solutions LLC
- Rehametrics S.L.
- RecoveryVR Pty Ltd
- Neuro Rehab VR Inc.
- PhysioFunction Limited
- XRHealth USA Inc.
- Bended S.r.l.
- Jintronix Inc.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | October 2025 |
| Forecast Period | 2025 - 2029 |
| Estimated Market Value ( USD | $ 191.77 Billion |
| Forecasted Market Value ( USD | $ 314.89 Billion |
| Compound Annual Growth Rate | 13.2% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


