Source & Notes
Data Table
Source: EMARKETER ForecastJanuary 2026 
Note: individuals born between 1997 and 2012 who experience virtual reality content via any device at least once per month
Additional Note: VR immerses a user in a nonfixed, 360-degree visual environment. Users interface with different types of multimedia content via connected TVs, desktop/laptop computers, mobile devices, or headsets. Examples of VR include photos and videos (e.g., Google Earth VR), immersive games (e.g., Avatar: Frontiers of Pandora, Meta Horizon Worlds), and virtual simulations (e.g., product demos, virtual showrooms). Examples of VR headsets include Apple Vision Pro, AuraVisor, HP Reverb, HTC Flow, HTC Vive, Meta Quest, and PlayStation VR.
Methodology: Estimates are based on the analysis of survey and web traffic data from research firms, historical consumer adoption and buying trends, payment adoption trends, reported company data, interviews, demographic and socioeconomic factors, and macroeconomic conditions.
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