June 17, 2026
by Shreesh Singh / June 17, 2026
Virtual reality stopped being a curiosity years ago. In 2026, it is a multibillion-dollar market with its own hardware race, its own software economy, and its own growing pains.
The headlines pull in two directions at once. Spending on VR keeps climbing, and the technology is winning real ground in gaming, healthcare, and corporate training. At the same time, the hardware story is splitting in two: demand for traditional VR headsets is reducing, as lightweight smart glasses push the broader extended reality (XR) category. Because VR sits within XR, the fortunes of the two are tied, and that shift is forcing virtual reality software makers and hardware vendors to rethink who their customers actually are.
The virtual reality statistics below capture both sides of that story. I have organized them by market size, hardware, gaming, healthcare, education, careers, and what G2 review data reveals about the VR software buyers actually use.
In this piece, I break down the latest virtual reality statistics across the market, the headset race, gaming, healthcare, education, jobs, and G2 Data.
These are the key virtual reality statistics to look out for in 2026:
| Theme | Key virtual reality statistics | What it means | What G2 Data shows |
|---|---|---|---|
| Market | VR market of $26.71 billion in 2026, headed to $171.33 billion by 2034 | Spending keeps compounding at over 26% a year even as hardware tastes shift | Four VR software categories carry Grid Report Data in Summer 2026 |
| Leaders | Meta holds 72.2% of XR shipments; no rival exceeds 4.2% | One vendor still sets the direction of the entire category | Quest models hold three of the top four headset spots among Steam VR users |
| Hardware | XR shipments grew 44.4% in 2025, but VR and MR headsets declined | Growth has moved to smart glasses; headsets are consolidating around gaming and enterprise | VR game engines skew small business, at 62% of reviewers |
| Gaming | VR in gaming projected at $38.44 billion in 2026 | Gaming remains VR's largest and most proven revenue engine | VR game engines average 91% for meeting requirements |
| Healthcare | 109 FDA-authorized AR/VR medical devices; a $7.58 billion VR healthcare market in 2026 | VR has crossed from pilot projects into regulated clinical use | VR content management systems reach 24% enterprise reviewers, the highest VR mix |
| Satisfaction | VR collaboration platforms average 90% likelihood to recommend | Buyers who adopt VR software largely stand behind it | NPS runs 53 to 68 across G2's VR categories |
Virtual reality is a multibillion-dollar market growing at a double-digit pace, and forecasters expect it to grow by more than six times over the rest of the decade and beyond. Estimates differ depending on where each research firm draws the line around hardware, software, and content, but every major forecast points in the same direction: up, with North America still the largest region and the combined AR and VR opportunity growing even faster than VR alone.
Related: Not sure where VR ends and AR begins? This guide to augmented reality breaks down the difference.
Meta still runs away with the category, and nobody else comes close. Hardware trackers measure vendor share across all of XR, the wider family of devices that VR belongs to, and in that field, Meta's lead now rests as much on smart glasses as on Quest headsets, while a long tail of challengers fights over single-digit share. The leader's financials also show what that position costs: Meta's VR and AR division keeps growing modestly in revenue while absorbing some of the largest operating losses in consumer technology.
of global XR device shipments in 2025 came from Meta, up from 71.8% in 2024, supported by its EssilorLuxottica partnership and an expanded smart glasses lineup.
Source: IDC
Related: Wondering why Meta keeps funding VR Projects? Read what the Metaverse means for software development.
The extended reality hardware market is growing quickly, but not solely from traditional VR headsets. XR extends the idea behind VR across a spectrum of devices: fully immersive VR headsets at one end, augmented reality overlays and mixed reality blends in the middle, and lightweight smart glasses at the other. Within that spectrum, display-less smart glasses now account for the majority of XR shipments, while traditional VR and MR headsets consolidate around gamers and specialized enterprise use. Among PC gamers, the install base tells the same story: a small, stable share of players own a headset, and Meta's devices dominate that share.
Gaming remains the engine of consumer VR. It is the largest end-user segment of the market, the main reason headsets get bought, and increasingly a place where developers make real money. Meta's own ecosystem reporting shows usage at record levels, revenue spreading across more titles, and a subscription layer that now pays out meaningful sums to studios.
generated over $1 million each in gross revenue on the Meta Horizon Store in 2025.
Related: Learn how the hardware, software, and game design behind immersive play fit together in this guide to VR gaming.
Healthcare has become VR's most credible enterprise story. The technology has moved past pilots into regulated clinical use, with the FDA maintaining a public list of authorized devices spanning surgery navigation, pain management, and mental health. Market forecasters expect healthcare to be the fastest-growing VR vertical for the rest of the decade.
AR/VR medical devices are authorized by the FDA for marketing in the United States as of March 2026, spanning surgical navigation, ophthalmics, rehabilitation, and pain treatment.
Education and corporate training give VR its steadiest enterprise demand. Companies, not schools, drive most of the spending, using immersive simulation for job-specific skills where mistakes are expensive. Academic adoption is growing too, but budget and curriculum constraints keep institutions a step behind the corporate side.
Related: See how companies structure immersive learning programs in this overview of VR training.
G2's Summer 2026 Grid Report covers four VR software categories, and the averages tell a consistent story: the people who buy VR software like it. Satisfaction runs high across every category, collaboration tools earn the strongest scores of all, and adoption skews toward small businesses, with content management the one category where enterprise buyers show up in force.
Tip: Building shared immersive spaces for distributed teams? Compare the top-rated VR collaboration platforms on G2.
VR development pays well above the median for US tech roles, and compensation concentrates where the platform owners are. The spread between entry-level and senior pay also stays wide, which suggests skill level and specialization still move the needle.
VR's biggest challenge in 2026 is attention. Consumer interest has shifted toward lighter, cheaper, always-on smart glasses, leaving fully immersive headsets to fight for a narrower audience. The economics remain hard even for the leader, and regulators flag real usability risks that the industry has yet to engineer away.
Virtual reality is no longer one market. The money is split into two stories: an enterprise and vertical story, where healthcare, training, and collaboration spending compound steadily, and a consumer story, where the center of gravity is shifting from immersive headsets to smart glasses.
For software buyers, that split is good news. The VR tools that survive this transition are the ones earning their keep today, and G2's review data shows satisfaction holding up across every VR category, led by collaboration platforms. For builders and investors, the hardware data argues for patience: the installed base is concentrated, the audience is young, and the next wave of users will likely arrive through media and glasses before they ever pick up a controller.
Either way, the right software matters more than the headset. Start with what real users say.
Building your own immersive experiences? Explore VR software development kits on G2.
Shreesh Singh is a Senior AEO/SEO Content Specialist at G2 with over five years of experience in B2B SaaS, helping buyers confidently navigate and evaluate software. He specializes in AEO strategy and research in AI-driven discovery. His work focuses on translating search intent and data into high-impact content that drives buyer engagement. Outside of work, you’ll find him trying new caffeinated drinks, making music, or diving into movies.
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