Facebook Youtube
Ceviche News Logo
  • ES
  • PT
  • EN
  • ES
  • PT
  • EN

Learn

GiG

Wise

Wise

Optimove

Facebook Instagram YouTube LinkedIn
  • EXPERTS
  • LEARNING
    • 1on1 INTERVIEWS
    • WEBINARS
  • G&M EVENTS
    • G&M Events 2022
    • G&M Events 2023
    • G&M Events 2024
    • G&M Events 2025
    • G&M Events 2026
    • G&M Events 2027
  • iGAMING
  • B2C
  • MARKETS
    • LATAM AND CARIBBEAN
    • USA AND CANADA
    • EUROPE
  • EVENTS
  • MY CASINO
    • LAND BASED
    • ONLINE
  • G&M LEARN

Learn

GiG

  • G&M EVENTS
    • G&M Events 2022
    • G&M Events 2023
    • G&M Events 2024
    • G&M Events 2025
    • G&M Events 2026
      • G&M Events Paraguay 2026
      • G&M Events Colombia 2026
      • G&M Events Peru 2026
      • G&M Events Brazil 2026
      • G&M Events Argentina 2026
      • G&M Events Mexico 2026
      • G&M Events Ecuador 2026
    • G&M Events 2027
      • G&M Events Paraguay 2027
  • EXPERTS
  • LEARNING
  • iGAMING
  • LAND-BASED GAMING
  • SUBSCRIBE
  • G&M EVENTS
    • G&M Events 2022
    • G&M Events 2023
    • G&M Events 2024
    • G&M Events 2025
    • G&M Events 2026
      • G&M Events Paraguay 2026
      • G&M Events Colombia 2026
      • G&M Events Peru 2026
      • G&M Events Brazil 2026
      • G&M Events Argentina 2026
      • G&M Events Mexico 2026
      • G&M Events Ecuador 2026
    • G&M Events 2027
      • G&M Events Paraguay 2027
  • EXPERTS
  • LEARNING
  • iGAMING
  • LAND-BASED GAMING
  • SUBSCRIBE

Banner Altenar


B2C

VR market will grow to USD 51 billion by 2030

Relevant information services company GlobalData expects enterprise applications help expand the sector, which is now heavily gaming-oriented.
November 11, 2021
Facebook Twitter LinkedIn
Facebook Twitter LinkedIn
Progress for this entertainment area will also be driven by developments such as custom chips, untethered headsets, robust business models, and new content.

The global Virtual Reality (VR) segment, worth nearly USD 5 billion in 2020, will generate revenues of USD 51 billion by 2030, expanding at a compound annual growth rate (CAGR) of 27% over the 10-year period, according to GlobalData forecasts, made in its latest report, ‘Virtual Reality- Thematic Research’. While Virtual Reality is mostly related to gaming, it is gaining traction in areas such as social media and live streaming. Consumer-focused VR companies are striving for a new application that would make VR a mainstream hit. Meanwhile, VR headset makers are increasingly exploring growth among enterprises.

A GAMING-FOCUSED PRODUCT

Last year, SuperData market intelligence firm shared that, in 2020, VR game earnings jumped 25% year-over-year to USD 589 million. Another investigation, ‘Custom Consumer Research’, by Newzoo and Arm, considered influence of VR on United States’ gamers. Truly immersive VR experiences have always appealed to gamers. Even so, 17% of U.S. VR gamers surveyed (gamers who play VR games at least once a month) played VR on an all-in-one headset. Meanwhile, 30% played on console, 28% played on a mobile device, and 24% played on PC. As all-in-one headsets solidify themselves in the market, their market share will likely increase, bringing the U.S. games market one step closer to VR readiness.

Looking toward the future, enterprise and non-gaming sectors will probably drive the number of VR headsets on the market, leading to more studios developing VR software. The coming years hold much promise for virtual reality, but there are still some barriers to overcome before gamers in the U.S. and beyond fully embrace it. One of them is content. This offering will need to improve even further for VR to really land with consumers.

Rupantar Guha, Associate Project Manager, GlobalData, explained: “VR has been around for over six decades, in one form or another, but it is still not a mainstream technology. Both VR hardware and software have evolved significantly in recent years, but issues such as latency, high prices, privacy concerns and a dearth of compelling content have been preventing widespread adoption. While technologies such as 5G, cloud services and motion tracking are used to address latency issues, improving content and developing effective data privacy practices will be paramount for VR’s success.”

consumers content enterprises gamers gaming GlobalData headsets Newzoo revenue Rupantar Guha SuperData technology Virtual reality VR
Previous ArticleNew designations at Continent 8: Aidan Rees-Williams (Sales Account Director) and Lee Bridge (Account Relationship Supervisor)
Next Article Nintendo Switch consoles, FIFA 22 and Call of Duty: Vanguard titles, most popular UK gaming products

RECENT ARTICLES

Cubeia launches Legendz.io on its Nano Platform 

May 28, 2026

HELL Partners at IGB Live: Prada Gifts, Private Screenings, and Your Next Best Deal

May 28, 2026

European iGaming Enforcement in 2026: What the Penalty Data Actually Reveals About Operator Compliance

May 28, 2026

LuckyHills Wins “The Fairest General T&Cs” at Casino Guru Awards

May 27, 2026

Brazino777 launches new mobile app on Google Play in Mexico

May 27, 2026
Banner SIGA
DATA.BET
DST
Oddsgate
Banner DataFactory
Melbet
Mancala
Mancala gaming

ABOUT US

A gaming and betting news platform for gaming operators and providers in Latin America and around the world

For questions or sponsorships, do not hesitate to contact us
info@g-mnews.com
comercial@g-mnews.com

OUR SELECTION

Cubeia launches Legendz.io on its Nano Platform 

May 28, 2026

HELL Partners at IGB Live: Prada Gifts, Private Screenings, and Your Next Best Deal

May 28, 2026

European iGaming Enforcement in 2026: What the Penalty Data Actually Reveals About Operator Compliance

May 28, 2026
  • About Us
  • Privacy Policy
  • Terms and Conditions
  • About Us
  • Privacy Policy
  • Terms and Conditions
Facebook Youtube
Ceviche News Logo