Virtual and augemented reality thumbnail

Revenues from VR specific games forecast to reach $8.2 billion by 2023

Written by Joseph Nordqvist

Published: 22:00, January 18, 2019

Revenues from virtual reality (VR) specific games are forecast to reach $8.2 billion by 2023, up from an expected $1.2 billion in 2019, according to a new report by Juniper Research.

The forecast comes after a disappointing year for VR hardware sales in 2018.

The report, “Virtual Reality Markets: Innovation, Disruption & Future Prospects 2019-2023”, said that it is essential to boost consumer confidence in VR through the development of smartphone content.

The creation of low-cost and cheap mobile content is viewed as an important factor in initially engaging users and encouraging them to try other VR platforms.

Juniper predicts that there will be more than 100 million mobile VR devices by 2023, up from 52 million in 2019. Mobile VR is forecast to account for more than 55% of total VR games revenues by 2023.

Research author Sam Barker said: “Revenues from VR-specific mobile games will exceed $4.6 billion by 2023, however average revenue per mobile VR games user will be the lowest of all VR platforms. In response, app developers must mitigate high app abandonment rates by providing engaging and continually-updated content”.

The report noted the difficulties of monetizing VR content without jeopardising the user experience. Juniper forecasts that only half of mobile VR games accessed in 2019 will be monetized.

“In response, app developers must leverage in-app purchases to recover this shortfall in potential advertising revenue,” Juniper said.

VR content revenues are expected to surpass hardware sales in 2023.

The report suggested that VR headset makers should partner up with app stores to expand their VR content libraries in preparation for the expected uptick in content sales. Creating a profitable VR content market is considered key in sustaining the sales growth of VR hardware.

What is VR?

VR is a technology that creates a virtual environment for the user to interact with. People typically interact with the VR environment wearing a headset that shows them a computer-generated simulation of an environment or 3-dimensional image where they can interact in a seemingly real or physical way.

Joseph Nordqvist Avatar

Other News

Why empty offices affect more than landlords

Oct 6, 2026

The economics behind cruise lines’ bigger ships

Oct 6, 2026

Apprenticeships offer employers a route to developing scarce skills

Oct 6, 2026

CD&R and McKesson agree to acquire Option Care Health in $5.8 billion deal

Oct 6, 2026

UK appoints six banks for digital government bond pilot

Oct 6, 2026

Why OpenAI API Payments Fail at Scale (And How Finance Teams Prevent It)

Oct 6, 2026

Driverless trucks move beyond trials: the economics of road freight

Oct 5, 2026

Thomson Reuters completes print sale, retaining content rights and royalties

Oct 4, 2026

Three renewable-energy projects gain access to EU funding applications

Oct 4, 2026

EU house-price growth slows, but buyers still face rising prices

Oct 4, 2026

Digital twin lets operators supervise bottling equipment in laboratory test

Oct 3, 2026

Parametric insurance: how weather triggers determine disaster payouts

Oct 3, 2026

Physical AI takes robots into factory pilots and home trials

Oct 2, 2026

Waste eggshells could help reinforce lightweight magnesium materials

Oct 2, 2026

Old EV batteries are becoming a source of critical minerals

Oct 2, 2026

EU poverty study finds progress alongside persistent national gaps

Oct 1, 2026

AI job skills are expanding alongside demand for technical expertise

Oct 1, 2026

Digi agrees $130 million deal for sensor maker Disruptive Technologies

Oct 1, 2026

UK late-payment bill would cap terms and strengthen suppliers’ rights

Sep 30, 2026

Sumitomo completes battery-recycling plants designed to recover four metals

Sep 30, 2026