Virtual Reality Expands Beyond Gaming
CHATTANOOGA, Tenn. (WDEF) – Virtual reality technology continues to grow beyond its gaming roots as device use expands into broader entertainment and media experiences.
Industry reports project that the global VR market will reach approximately $20.8 billion in 2025, up from about $16.3 billion in 2024, with a forecasted surge in value over the next decade as applications diversify and hardware improves.
In the United States, about 53 million adults own a VR headset, and roughly 26 % of teens report owning one, indicating growing household penetration.
While gaming remains a significant use case, with about 64% to 72 % of VR owners using headsets mainly for games, other activities are becoming more common.
Around 42 % use headsets to watch TV or films, and sports and interactive media are part of the emerging content mix.
Sales patterns show strong seasonal demand, with search volume and purchase activity increasing in November and December, suggesting that many consumers are acquiring VR devices during the holiday season.
However, overall global headset shipments may face short-term declines due to hardware adoption challenges, even as consumer interest in immersive experiences grows.
Tech analysts say this trend reflects broader shifts in how people engage with digital media.
VR is no longer just for gaming but is evolving into a multi‑purpose platform for immersive movies, virtual events, and interactive content.
Continued improvements in hardware, more diverse software offerings, and expanding user bases are expected to influence how mainstream VR becomes in the coming years.
