Virtual Reality Marketplaces Statistics 2025


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In the rapidly evolving world of technology, virtual reality (VR) marketplaces have emerged as a powerful driver of change and innovation. Understanding the statistics behind VR marketplaces in 2025 is crucial for grasping their impact on the business landscape. These statistics offer a window into consumer adoption trends, economic forecasts, and technological advancements, laying the groundwork for strategic foresight and competitive advantage. By examining these data points, businesses can navigate the intricate VR ecosystem and anticipate the future trajectory of this transformative industry.

A diverse array of stakeholders, including entrepreneurs, investors, developers, and policy makers, will find this data invaluable. Entrepreneurs can harness these insights to identify lucrative opportunities and potential market gaps, while investors can use them to make informed decisions about funding promising VR ventures. Additionally, developers can better understand user demands and technological preferences, ensuring their innovations are aligned with market needs. Policymakers will also benefit, as the statistics shed light on regulatory and infrastructural developments required to sustain growth in this burgeoning sector.

Ultimately, these statistics not only underscore the impressive growth of VR marketplaces but also provide a foundation for strategic decision-making. As the industry evolves at a breakneck pace, staying informed with up-to-date data enables stakeholders to craft resilient strategies, foster innovation, and maintain a competitive edge. Through this article, readers will gain a comprehensive understanding of the current and future state of VR marketplaces, empowering them to navigate this dynamic industry with confidence.

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Top Virtual Reality Marketplaces Statistics 2025

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General Statistics

  • The total market size for virtual reality (VR) and augmented reality (AR) was valued at $2.6 billion in 2020, with an expected growth to $5.1 billion by 2023. [?]
  • The global augmented reality (AR) and VR headset market is expected to ship 28.7 million units by 2023. [6]
  • The VR hardware market is anticipated to grow at a CAGR of 30.2% from 2021 to 2028. [6]
  • By 2030, AR & VR could contribute $1.5 trillion to the global economy. [6]
  • The VR market is projected to grow at a CAGR of 13.8% from 2023 to 2030, reaching $87 billion by 2030. [6]
  • The global market for digital adoption platforms, estimated at USD 507.4 million in 2022, is anticipated to increase by 23.1% between 2023 and 2030, reaching USD 3,011.8 million. [4]
  • The VR gaming revenue is currently valued at $1.1 billion and is expected to grow to $2.4 billion by 2024-2025. [3]
  • IDC forecasts that AR/VR headset shipments will return to growth later this year, with volume growing 7.5% over 2023. [2]
  • The AR & VR market now generates an estimated $32.1 billion each year, with revenue predicted to grow at a CAGR of 10.77% through 2028. [5]
  • The global shipments of AR and VR headsets were expected to reach 11 million in 2021 and 43.5 million by 2025. [16]

Market Trends

  • Digital Commerce 360’s 2024 Global Online Marketplaces Database ranks the world’s 100 largest online marketplaces based on third-party GMV. [1]
  • Live shopping, often called the future of online marketplaces, has a conversion rate of about 30%. [9]
  • Omnichannel marketing strategies, which use three or more channels, can lead to nearly 500% more orders than single-channel strategies. [9]
  • By 2027, chatbots are predicted to play a major role in customer service for 25% of companies. [9]
  • Voice commerce is gaining momentum, with a compound annual growth rate (CAGR) of 24.34%, expected to grow by $55.68 billion by 2026. [17]
  • The use of augmented reality (AR) in retail is expected to increase conversions by up to 40%. [17]

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User Demographics And Preferences

  • Approximately 2 in 5 (40%) consumers claim they are likely to pay more for a product that is initially available to test with AR. [5]
  • A recent study found that over half (55%) of shoppers claim AR shopping is more fun. [5]
  • Around 7 in 10 shoppers believe AR apps would influence them to shop more often, and 61% claim they choose stores with AR over stores without. [5]
  • In the U.S., there are estimated to be 65.9 million Virtual Reality users, constituting 15% of the population, and 110 million Augmented Reality users. [6]
  • The number of VR users worldwide is expected to reach 216 million by 2025. [6]
  • Around 3 in 4 adults under the age of 44 are aware of AR. [5]
  • By 2027, the mobile AR market revenue is expected to top $39 billion. [5]
  • As of 2023, there are 1.4 billion AR user devices in active use, expected to increase to 1.73 billion in 2024-2025. [5]

Enterprise And Sector Adoption

  • The enterprise sector is increasingly adopting VR for employee training and simulation, with the VR training market projected to reach $13.45 billion by 2027. [6]
  • The automotive industry is using VR for virtual design and prototyping, with the global automotive VR market expected to reach $673.2 million by 2025. [6]
  • The education sector is anticipated to employ immersive technology such as learning management solutions and VR, with an expected $700 million investment by 2025. [6]
  • Healthcare is one of the fastest adopters of VR, with an expected market value of $6 billion by 2025. [11]
  • The medical and healthcare sector is rapidly adopting VR technology, with the global VR healthcare market expected to reach $7.05 billion by 2026. [6]

Financial And Performance Data

  • The top 100 global online marketplaces are projected to reach a total GMV of $3.832 trillion by the end of 2024, a doubling of market size within six years. [14]
  • The total 3P GMV of the top 100 marketplaces grew 9% in 2023 to $2.669 trillion, nearing $3 trillion by 2024-2025. [1]
  • Amazon, with $435.7 billion in third-party web sales in 2023, is the third largest marketplace globally. [14]
  • The U.S. digital ad spend was expected to reach $201.32 billion in 2021, marking an increase of 23% year-on-year. [15]

Consumer Insights

  • 62% of those who shop online on a weekly basis prefer to purchase items online than at a physical store. [10]
  • 79% of millennials say that flexibility in delivery is important to them, and they are more likely to choose alternative delivery options such as weekend delivery or CO2-neutral delivery. [13]
  • The average purchase value of desktop users was 42% higher than shoppers who browsed via a mobile device. [10]

Technological Developments

  • The Microsoft HoloLens 2 VR glasses are sold for almost 9x the price of Nreal Air VR glasses. [5]
  • The lightest VR glasses weigh as little as 76 grams. [5]
  • Market revenue for micro LED AR glasses for 2023 was estimated to reach $0.1 million, with predictions to increase by 20x to $2 million in 2024 and $5 million by 2025. [5]

Adoption Barriers

  • The leading barriers to VR adoption include user experience issues (26%), lack of content offerings (27%), business and consumer reluctance (19%), regulation and legal risks (12%), and cost to consumers (11%). [12]
  • Approximately 59% of VR users report experiencing motion sickness, with 22.6% of women and 13.8% of men encountering it regularly. [12]

Future Projections

  • By 2025, the worldwide AR/VR gamer user base is projected to increase to 216 million users. [8]
  • The virtual reality market is estimated to reach $20.9 billion by 2025. [12]
  • By 2028, the global AR/VR/MR market is expected to surpass $252 billion, nearly 10 times the increase from 2021. [8]

Key Players And Investments

  • Facebook alone has over 400 people working on VR, with 230 other companies developing VR software and hardware. [7]
  • The ad-tech startup Immersv raised about $10.5 million for 360-degree videos, games, and virtual reality ads. [3]

Social And Cultural Impact

  • Tourism and Marketing: VR is transforming the travel industry by providing virtual previews of destinations, enhancing customer service, and potentially serving as an alternative travel experience during the COVID-19 pandemic. [3]
  • The COVID-19 pandemic has accelerated interest in VR as a tool for remote experiences and training. [3]
  • The VR software market owes 43% of its value to the gaming sector. [3]

Regional Insights

  • China is projected to spend 5.8 Billion U.S. dollars on virtual reality technologies, with the US following in second place with spending forecasted to reach 5.1 billion U.S. dollars. [6]
  • Total VR spending worldwide is projected to amount to 18.8 billion U.S. dollars. [6]

Consumer Satisfaction

  • 55% of VR users found the experience to be extremely or moderately satisfying. [16]
  • Over 10.8 million VR devices were sold in 2022, with projections of 23.8 million by 2025. [8]

Market Segmentation

  • The VR headsets segment is expected to generate significant revenue, with a market value of USD 57.55 billion by 2027. [7]
  • The gaming industry accounts for the largest share of VR content, with gaming VR revenues projected to reach $45.2 billion by 2027. [6]

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Sources

  1. digitalcommerce360 – https://www.digitalcommerce360.com/product/online-marketplaces-database/
  2. idc – https://www.idc.com/promo/arvr
  3. financesonline – https://financesonline.com/virtual-reality-trends/
  4. medium – https://medium.com/@eklavyakirtikar/digital-adoption-platform-market-key-findings-conclusions-and-recommendations-776094be9e92
  5. explodingtopics – https://explodingtopics.com/blog/augmented-reality-stats
  6. digitaltripathi – https://www.digitaltripathi.com/statistics/virtual-reality-statistics/
  7. market – https://scoop.market.us/virtual-reality-statistics/
  8. academyofanimatedart – https://academyofanimatedart.com/virtual-reality-statistics/
  9. roobykon – https://roobykon.com/blog/posts/151-key-trends-in-marketplace-development
  10. kreezalid – https://www.kreezalid.com/blog/78515-online-marketplace-statistics
  11. wifitalents – https://wifitalents.com/statistic/virtual-reality/
  12. 99firms – https://99firms.com/blog/virtual-reality-statistics/
  13. webinterpret – https://www.webinterpret.com/us/blog/ecommerce-statistics/
  14. digitalcommerce360 – https://www.digitalcommerce360.com/top-online-marketplaces-data-stats/
  15. worldmetrics – https://worldmetrics.org/digital-marketplace-statistics/
  16. financesonline – https://financesonline.com/virtual-reality-statistics/
  17. codica – https://www.codica.com/blog/online-marketplace-trends/

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