The graph presents data on the virtual reality video gaming sales revenue worldwide in 2016, broken down by region. The source estimates that the VR gaming market size in North America will reach 1.5 billion U.S. dollars that year. All in all, the global market is projected to be worth 5.1 billion U.S. dollars.
VR gaming worldwide– additional information
The world’s two biggest markets for virtual reality video gaming, as of early 2016, are Europe and North America. The European market was estimated to be worth 1.9 billion U.S. dollars, while 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.
The entire global virtual reality software market, including all categories in addition to gaming, is expected to be worth 4.8 billion U.S. dollars in 2018, up from just 500 million in 2016. Further estimates suggest that gaming will hold a 50 percent share of worldwide VR software revenues that year. Together, the PC and mobile segments are expected to account for the majority of virtual reality gaming sales between 2016 and 2020. Nevertheless, console VR gaming revenues are projected to grow from 1.2 billion U.S. dollars to 6.1 billion in that same period. All in all, sources predict that there will be 16 million 'hardcore' gamers and 41 million 'light' gamers actively using virtual reality software and equipment by the end of 2018.
Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region
(in billion U.S. dollars)
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
Learn more about how Statista can support your business.
SuperData Research, & IGN. (January 5, 2016). Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars) [Graph]. In Statista. Retrieved December 30, 2024, from https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/
SuperData Research, und IGN. "Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars)." Chart. January 5, 2016. Statista. Accessed December 30, 2024. https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/
SuperData Research, IGN. (2016). Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars). Statista. Statista Inc.. Accessed: December 30, 2024. https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/
SuperData Research, and IGN. "Virtual Reality (Vr) Video Gaming Sales Revenue Worldwide in 2016, by Region (in Billion U.S. Dollars)." Statista, Statista Inc., 5 Jan 2016, https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/
SuperData Research & IGN, Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars) Statista, https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/ (last visited December 30, 2024)
Virtual reality (VR) video gaming sales revenue worldwide in 2016, by region (in billion U.S. dollars) [Graph], SuperData Research, & IGN, January 5, 2016. [Online]. Available: https://www.statista.com/statistics/499698/global-virtual-reality-gaming-sales-revenue-by-region/