Market Forecast by Countries (United States, Canada), By Offering (Hardware , Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices, Projectors and Display Walls), By Application (Consumer, Commercial, Enterprise, Healthcare), By Technology (Nonimmersive, Semi- and Fully Immersive) And Competitive Landscape
Product Code: ETC4621791 | Publication Date: Jul 2023 | Updated Date: Jan 2025 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 200 | No. of Figures: 90 | No. of Tables: 300 | |
Report Name | North America Virtual Reality Market |
Forecast period | 2025-2031 |
CAGR | 18.1% |
Forecast Size | USD 62.1 billion by 2031 |
Growing Sector | Gaming |
North America Virtual Reality Market report thoroughly covers the market by countries, offering, device type, application and technology. The market report provides an unbiased and detailed analysis of the ongoing market trends, opportunities/high growth areas, and market drivers which would help the stakeholders to devise and align their market strategies according to the current and future market dynamics.
North America Virtual Reality Market was valued at USD 5.58 billion and is expected to reach USD 62.1 billion, growing at a CAGR of around 18.1% from 2025 to 2031. Virtual reality (VR) has been a buzzword in the technology industry for many years now. With its ability to transport users into immersive and interactive digital worlds, VR has captured the imagination of people all over the world.
North America Virtual Reality Market is experiencing significant growth and projected to attain more growth in the coming years due to advancements in technology and increasing adoption across various sectors. From gaming and entertainment to healthcare and education, VR is transforming the way individuals interact with digital content. In North America, particularly in the United States and Canada, the penetration of VR technology is notable, with major companies investing heavily in research and development to improve hardware and software solutions.
According to 6Wresearch, North America Virtual Reality Market size is expected to grow at a CAGR of 18.1% during 2025-2031. Several factors are driving the growth of North America Virtual Reality Market such as the rapid advancements in VR technology have led to the development of more immersive and realistic experiences. Innovations in hardware, such as improved headsets with better resolution and reduced latency, have made VR more appealing to consumers and businesses alike. Apart from this, the increasing affordability of VR devices has lowered the barrier to entry, enabling a broader audience to access this transformative technology. Additionally, there is a growing recognition of VR's potential across various sectors. For instance, in healthcare, VR is being used for everything from surgical simulations to mental health therapies, demonstrating its versatility and practical applications.
However, North America Virtual Reality Market faces few restraints such as the high cost of high-quality VR hardware and software. While the affordability of basic VR devices has improved, premium systems required for professional and enterprise use still represent a substantial investment. Additionally, there are technical limitations, such as the need for powerful computing hardware to run VR applications smoothly and issues related to user comfort, including motion sickness and prolonged usage fatigue. Furthermore, the lack of standardized content and platforms, which can lead to compatibility issues and a fragmented user experience.
The key players include Oculus, HTC Vive, Sony Interactive Entertainment, Microsoft, Google, Samsung Electronics. These key players are specialized in creating advanced mixed reality headsets, targeting enterprise solutions for sectors such as healthcare, manufacturing, and education.
North America Virtual Reality Market is growing and government’s regulation and policies are helping in extension of the market. In the United States, the government has invested in research and development projects through agencies such as the National Science Foundation (NSF) and the Defense Advanced Research Projects Agency (DARPA). These initiatives focus on advancing VR technology for applications ranging from education and training to national defense. Similarly, Canada has introduced programs to support technology startups and innovation hubs, promoting the integration of VR in sectors like healthcare, manufacturing, and education.
The future of North America Virtual Reality Market looks promising due to various factors such as the development of more sophisticated and user-friendly VR hardware, aimed at enhancing the overall user experience while reducing issues like motion sickness and wearability discomfort. Advances in artificial intelligence and machine learning are also set to revolutionize VR, enabling more interactive and personalized virtual environments. Additionally, the healthcare industry will continue to leverage VR for training, therapy, and patient care, driving improved outcomes and operational efficiencies. The anticipated convergence of VR with other emerging technologies such as augmented reality (AR) and the Internet of Things (IoT) will broaden the horizon of possibilities.
According to Ravi Bhandari, Research Head, 6Wresearch, United States is expected to experience substantial growth in the coming years attributed to strong investments in research and development, a robust technology sector, and significant consumer demand. The government's ongoing support through agencies like the NSF and DARPA further accelerates progress in this sphere.
Software segment is poised for greater expansion in the coming years due to its pivotal role in driving user engagement and application diversity. This includes VR content creation tools, applications, and platforms that power various use-cases from gaming and entertainment to educational simulations and enterprise solutions.
Head-Mounted Displays (HMDs) are anticipated to witness the highest growth in coming years due to increasing popularity of these devices for both consumer and enterprise applications. HMDs offer an immersive experience that is crucial for gaming, training simulations, and virtual meetings.
Consumer segment is projected to witness tremendous growth in coming years attributed to the rising demand for immersive gaming, entertainment, and social experiences. VR gaming, in particular, continues to be a primary driver, with advancements in game design and more accessible hardware options drawing in a larger audience.
Fully immersive category is poised for the most substantial growth in the future attributed to its ability to deliver highly engaging and interactive experiences. These technologies offer unparalleled immersive experiences by completely enveloping the user in a virtual environment.
The report offers a comprehensive study of the subsequent market segments:
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 North America Virtual Reality Market Overview |
3.1 North America Regional Macro Economic Indicators |
3.2 North America Virtual Reality Market Revenues & Volume, 2021 & 2031F |
3.3 North America Virtual Reality Market - Industry Life Cycle |
3.4 North America Virtual Reality Market - Porter's Five Forces |
3.5 North America Virtual Reality Market Revenues & Volume Share, By Countries, 2021 & 2031F |
3.6 North America Virtual Reality Market Revenues & Volume Share, By Offering , 2021 & 2031F |
3.7 North America Virtual Reality Market Revenues & Volume Share, By Device Type , 2021 & 2031F |
3.8 North America Virtual Reality Market Revenues & Volume Share, By Application , 2021 & 2031F |
3.9 North America Virtual Reality Market Revenues & Volume Share, By Technology, 2021 & 2031F |
4 North America Virtual Reality Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 North America Virtual Reality Market Trends |
6 North America Virtual Reality Market, 2021 - 2031 |
6.1 North America Virtual Reality Market, Revenues & Volume, By Offering , 2021 - 2031 |
6.2 North America Virtual Reality Market, Revenues & Volume, By Device Type , 2021 - 2031 |
6.3 North America Virtual Reality Market, Revenues & Volume, By Application , 2021 - 2031 |
6.4 North America Virtual Reality Market, Revenues & Volume, By Technology, 2021 - 2031 |
7 United States Virtual Reality Market, 2021 - 2031 |
7.1 United States Virtual Reality Market, Revenues & Volume, By Offering , 2021 - 2031 |
7.2 United States Virtual Reality Market, Revenues & Volume, By Device Type , 2021 - 2031 |
7.3 United States Virtual Reality Market, Revenues & Volume, By Application , 2021 - 2031 |
7.4 United States Virtual Reality Market, Revenues & Volume, By Technology, 2021 - 2031 |
8 Canada Virtual Reality Market, 2021 - 2031 |
8.1 Canada Virtual Reality Market, Revenues & Volume, By Offering , 2021 - 2031 |
8.2 Canada Virtual Reality Market, Revenues & Volume, By Device Type , 2021 - 2031 |
8.3 Canada Virtual Reality Market, Revenues & Volume, By Application , 2021 - 2031 |
8.4 Canada Virtual Reality Market, Revenues & Volume, By Technology, 2021 - 2031 |
9 North America Virtual Reality Market Key Performance Indicators |
10 North America Virtual Reality Market - Opportunity Assessment |
10.1 North America Virtual Reality Market Opportunity Assessment, By Countries, 2021 & 2031F |
10.2 North America Virtual Reality Market Opportunity Assessment, By Offering , 2021 & 2031F |
10.3 North America Virtual Reality Market Opportunity Assessment, By Device Type , 2021 & 2031F |
10.4 North America Virtual Reality Market Opportunity Assessment, By Application , 2021 & 2031F |
10.5 North America Virtual Reality Market Opportunity Assessment, By Technology, 2021 & 2031F |
11 North America Virtual Reality Market - Competitive Landscape |
11.1 North America Virtual Reality Market Revenue Share, By Companies, 2024 |
11.2 North America Virtual Reality Market Competitive Benchmarking, By Operating and Technical Parameters |
12 Company Profiles |
13 Recommendations |
14 Disclaimer |