Report Overview

Juniper Research’s latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware. It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:
  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Content & Apps
  • VR Consumer Peripherals & 360° Cameras
This research suite includes:
  • Strategy & Forecasts (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF/IFxl)
  • 12 months' access to harvest online data platform
Buy Full Research Suite - Immediate access to all the above only £2990.


Key Features

  • VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
  • Sector Technology Impact Analysis: Analysis of future VR prospects across 7 key vertical markets including:
    • Games & Entertainment
    • Training
    • Live Entertainment & Conferences
    • Healthcare
    • Education
    • Engineering & Manufacturing
    • Retail
  • Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
    • Adoption, shipments and hardware revenue for VR headsets and accessories
    • Adoption and revenue for VR content, including games and multimedia
  • Juniper Research Leaderboard: Key player capability and capacity assessment of 12 VR technology vendors, including:
    • DPVR
    • FOVE
    • HP
    • HTC
    • Lenovo
    • Microsoft
    • Oculus/Facebook
    • Pico Interactive
    • Sony Interactive Entertainment
    • Unity
    • Varjo
    • Valve

Key Questions Answered

  1. What forms of content will drive VR usage forward in the enterprise space?
  2. What are the key use cases that will drive adoption of VR?
  3. How can VR become more appealing to consumers?
  4. How can VR content be best monetised in future?
  5. How will the VR market and technologies evolve in the coming years?

Companies Referenced

Included in Juniper Research Leaderboard: DPVR, FOVE, HP, HTC, Lenovo, Microsoft, Oculus, Pico, Sony, Unity, Valve, Varjo.
Mentioned: Airbus, Alibaba, Amazon, AMD, Apple, ArtEngine, Artomatix, ASOS, Audi, Bethesda Softworks, Boeing, C2Care, CableLabs, ChilliConnec, China Life, China Mobile Research Institute, Crunchbase, Crytek, Dassault Systèmes, DeePoon, deltaDNA, Diakse, eBay, Edify, Eon Reality, Epic Games, Facebook, FIFA, Foundry, Foxconn, Global Virtual Reality Association, Google, GoPro, Hewlett-Packard, Hôpital de la Conception, Huawei, IKEA, Immersive, Intel, inXile, Jaunt , Khronos Group, Kickstarter, King’s College London, LiveLike, MAK, Marvel, MelodyVR, Mengniu, Micron, Mindmaze, NASSCOM, Nature Treks VR, NBA, NextVR, NFL, Ninja Theory, Nokia, NVIDIA, Obvioos, Olorama, Omen, Palace Museum, PCSD (PC and Smart Devices Group), Pimax, Qualcomm, Reality Labs, Saab, Samsung, Sanzuru Games, SGO, Sky, Snobal, Teslasuit, Toshiba, Toyota, Trillenium, Ultraleap, Unreal Engine, US Army, Valve, Verizon, Virtuix, Volkswagen, VoodooPC, WizDish, Xiaomi, Xilinx, XRHealth, Zoom.

Data & Interactive Forecast

Juniper Research’s Virtual Reality forecast suite showcases key data findings, broken down by global regions. In addition, the report provides explanation and assumptions behind the market growth. An interactive Excel provides raw data split by device types, together with hardware and software revenue for each device type. Analysis tools enable users to create custom charts for specific markets or sectors.
  • Total installed base, shipments and revenue forecasts for:
    • Virtual Reality Headsets, split by:
      • PC-based VR Headsets
      • Mobile VR Headsets
      • Console-based VR Headsets
      • Standalone VR headsets
      • VR accessories
      • Consumer 360° cameras
  • Usage and revenue for VR content, covering:
    • VR games
    • VR multimedia apps
  • Interactive Scenario Tool allowing users to manipulate Juniper Research’s data for 10 different metrics.
  • Access to the full set of forecast data of 148 tables and over 28,000 datapoints.
  • Download a summary of the forecasts above, or request a detailed list of every table and chart via

Geographical splits: 19 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Forecast Summary

We expect VR content, covering games and multimedia like films and noninteractive experiences, to reach $7.7 billion in value by 2025.
  • We expect China to be the biggest country for VR content throughout the forecast period ; supported by large investments by players like Alibaba and Tencent. The US will be the second -largest market, but also have less engaged users than in China and some European markets; US users will engage with an average of 7.9 apps per annum in 2025, while it will reach 10.9 apps per user in China, and an average of 9.8 apps per user in West Europe.
  • Console VR will grow to become the largest segment for VR games, thanks to the games -specific nature of the platform, and the relatively high unit prices for many console games. Meanwhile, PC -based and standalone VR games are typically made by smaller studios and can only command prices that will be approximately half that of the average console VR game.
  • 99% of revenue for multimedia apps will be in -app purchases. These will be either expansions into premium experiences from freemium experience apps or purchases of multimedia content to watch through the apps in question. This is in contrast to most VR games, which are actively discouraged from offering in -app purchases from the platforms they are offered on. Thanks to increasing authentication requirements for purchases, such experiences would be very immersion breaking, and therefore are unlikely to take off in most other VR environments until the UI can be adjusted to make it a more integrated part of the experience.

Virtual Reality Markets Reports


Full Research Suite

  • Market trends, strategies and forecasts report (pdf)
    Market data & forecasts - All topic data and interactivity (xls)
    harvest market data platform (12 months’ online access) - find out more

Click here for more information and purchase options

Dec 2020




Research FAQs

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Research Details

Juniper Research
Meike Escherich, James Moar
Devices & Technologies
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Australia, Brazil, Canada, China, Denmark, France, Germany, India, Japan, South Korea, Mexico, Netherlands, Norway, Portugal, Saudi Arabia, Spain, Sweden, UK, USA

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