Virtual reality (VR) is undergoing significant development, although its implementation is not yet complete. According to a report, this technology will be at the heart of stronger growth than other media sectors as early as 2025.
excellent growth
virtual reality experiences multiply, as evidenced by the latest novelty offered this summer by the National Museum of Natural History (MNHN): Virtual Arctic Expedition. This technology is also the subject of: several studies on its effects. For example, American researchers recently explained why the perception of time in VR is slower than in reality.
As reported in a press release dated July 5, 2021, the PricewaterhouseCoopers (PwC) network has released its report titled Global Entertainment & Media Outlook 2021-2025. In this paper, we learn that the virtual reality market reached a global revenue of $1.8 billion in 2020. According to forecasts, the growth of that same turnover remains about 30% per year. By 2025, VR should yield no less than $6.8 billion.

VR still a bit shy
PwC explains that the growth of VR has been stimulated by the arrival of headsets that are smaller, lighter but also more affordable for consumers. In addition, this growth is also due to an increase in content available in HD. In addition, you should know that the video game sector remains and will remain the spearhead of this growth. Nevertheless, the report mentions a larger part about the presence of video in virtual reality. We also call the standalone VR headsetswhose expectations will triple by 2025. This market share will grow much faster than computer-connected VR headsets.
However, the report finds that while the growth of VR as a whole is outstanding and unparalleled, the weight of this technology still quite shy if we consider the video game industry as a whole. After all, the new generation of consoles and social and casual games represent no less than 60% of the market, with revenues exceeding the $195 billion by 2025.
Finally, let’s talk about game sales, for whom? digital remains dominant. By 2025, 99.8% of computer game sales will be digital. In terms of sales of physical media on console, it will increase from 48.2% to 35.5%. In the case of VR, game sales have always been digital. Indeed, only the PlayStation VR is affected by the sales of physical games.