According to our (Global Info Research) latest study, the global VR Game Equipment market size was valued at US$ 1062 million in 2025 and is forecast to a readjusted size of US$ 1549 million by 2032 with a CAGR of 5.5% during review period.
VR game equipment refer to the complete hardware system used for interactive entertainment/gaming experiences in virtual reality (VR). The core form is typically a head-mounted display (VR HMD), which generates immersive images within the user's field of view through binocular/split-view displays and optical lenses. Combined with sensor fusion and spatial tracking (3DoF or 6DoF), it acquires head/hand postures in real time, thereby achieving low-latency "what you see is what you move" interaction. A typical system consists of the head-mounted display itself (display, optics, main control computing power/connectivity, sensors and audio), an interaction controller (handpad/gesture/eye tracking), and a tracking and positioning solution (inside-out camera tracking or external base station tracking).
Currently, the VR gaming device market is in a critical phase of transitioning from the nurturing period to large-scale growth. International giants such as Meta Quest and Sony, along with local brands like PICO and DPVR, have formed a diversified competitive landscape, where technological iteration and content ecosystem construction serve as the core competitive drivers.
The market competition exhibits distinct hierarchical differentiation characteristics: the first tier is dominated by Meta Quest and Sony. The former occupies a leading position in the mass consumer market by virtue of its Inside-Out tracking engine with low-latency spatial positioning technology and cost-effective all-in-one devices; the latter has formed a differentiated advantage in the console VR segment through in-depth integration with the PS console ecosystem, and the immersive experience of PS VR2 accurately caters to core gaming enthusiasts.
Technological iteration and ecosystem improvement act as the dual engines driving market growth. The popularization of Pancake optical solutions and the mass production of MicroOLED displays have promoted the lightweight and high-definition upgrading of devices, while low-latency interaction technology within 15ms has significantly enhanced the user experience. On the content front, a collaborative development pattern of "platform + developer + user" has taken shape, with over 25,000 VR gaming applications globally and the annual growth rate of domestic original VR games in China reaching 120%. At the policy level, the Action Plan for the Integrated Development of Virtual Reality and Industry Applications has clarified the terminal sales target for 2026, and local special funds continue to empower the upgrading of the industrial chain.
This report is a detailed and comprehensive analysis for global VR Game Equipment market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global VR Game Equipment market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2021-2032
Global VR Game Equipment market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2021-2032
Global VR Game Equipment market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2021-2032
Global VR Game Equipment market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (US$/Unit), 2021-2026
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for VR Game Equipment
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global VR Game Equipment market based on the following parameters - company overview, sales quantity, revenue, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Meta Quest, Sony (PlayStation), HTC Corporation (VIVE), PICO, HP, Lenovo, DPVR, NOLO, VRSHINECON, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market Segmentation
VR Game Equipment market is split by Type and by Application. For the period 2021-2032, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
External VR
All-in-one VR
Market segment by Application
Online
Specialty Store
Supermarket/Retail
Major players covered
Meta Quest
Sony (PlayStation)
HTC Corporation (VIVE)
PICO
HP
Lenovo
DPVR
NOLO
VRSHINECON
Market segment by region, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe VR Game Equipment product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of VR Game Equipment, with price, sales quantity, revenue, and global market share of VR Game Equipment from 2021 to 2026.
Chapter 3, the VR Game Equipment competitive situation, sales quantity, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the VR Game Equipment breakdown data are shown at the regional level, to show the sales quantity, consumption value, and growth by regions, from 2021 to 2032.
Chapter 5 and 6, to segment the sales by Type and by Application, with sales market share and growth rate by Type, by Application, from 2021 to 2032.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value, and market share for key countries in the world, from 2021 to 2026.and VR Game Equipment market forecast, by regions, by Type, and by Application, with sales and revenue, from 2027 to 2032.
Chapter 12, market dynamics, drivers, restraints, trends, and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of VR Game Equipment.
Chapter 14 and 15, to describe VR Game Equipment sales channel, distributors, customers, research findings and conclusion.
Summary:
Get latest Market Research Reports on VR Game Equipment. Industry analysis & Market Report on VR Game Equipment is a syndicated market report, published as Global VR Game Equipment Market 2026 by Manufacturers, Regions, Type and Application, Forecast to 2032. It is complete Research Study and Industry Analysis of VR Game Equipment market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.