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Immersive Virtual Reality Market Forecast 2024-2030: Booming Adoption in Gaming, Training, and Simulation | Valuates Reports

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BANGALORE, India, Feb. 13, 2025 /PRNewswire/ — Immersive Virtual Reality Market is Segmented by Type (Non-Immersion Virtual Reality, Half-Immersion Virtual Reality, Whole-Immersion Virtual Reality), by Application (Entertainment, Engineering, Education, Commercial).

The Immersive Virtual Reality Market was estimated to be worth USD 79 Million in 2023 and is forecast to a readjusted size of USD 281.9 Million by 2030 with a CAGR of 19.6% during the forecast period 2024-2030

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Major Factors Driving the Growth of Immersive Virtual Reality Market

The Immersive Virtual Reality Market is poised for substantial growth as consumer demand for interactive and engaging digital experiences continues to rise. Characterized by advanced immersive technologies that enable full sensory engagement, the market spans a wide array of applications including gaming, training, virtual tourism, and interactive entertainment. Continuous expansion in content creation and platform development drives product innovation and enhances user experiences, further boosting adoption. As companies invest in strategic partnerships and diversify their product offerings, immersive VR is becoming increasingly accessible and affordable.

Moreover, growing investments in infrastructure and consumer interest in experiential technologies contribute to market expansion. With a robust pipeline of innovative solutions and a rapidly evolving digital landscape, the Immersive Virtual Reality Market is set to achieve significant global growth, transforming how individuals interact with virtual content and environments.

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TRENDS INFLUENCING THE GROWTH OF THE IMMERSIVE VIRTUAL REALITY (VR) MARKET:

Whole-immersion virtual reality drives the growth of the Immersive Virtual Reality Market by delivering an all-encompassing, highly engaging user experience that captivates audiences across entertainment, training, and simulation applications. This approach fully immerses users in a 360-degree digital environment, allowing for seamless interaction with virtual worlds. Whole-immersion systems enable users to feel as though they are physically present within the virtual setting, enhancing the realism and emotional impact of the experience. Such immersive experiences are particularly popular in gaming, virtual tourism, and educational training, where full engagement is critical. The ability to provide a deeply engaging and realistic experience sets whole-immersion VR apart, making it a key driver in attracting investment and consumer interest, thereby contributing to market growth.

Half-immersion virtual reality significantly drives the growth of the Immersive Virtual Reality Market by offering an accessible and cost-effective solution that balances immersion with usability. These systems provide users with a realistic experience without requiring full sensory engagement, making them suitable for a broader range of applications such as training simulations, interactive installations, and educational content. Half-immersion VR typically involves high-quality visuals and limited physical interactivity, reducing the overall complexity and cost compared to full immersion systems. This approach allows more users to access virtual reality experiences without the need for specialized equipment or extensive space requirements. As businesses and consumers look for practical and engaging VR solutions that do not necessitate full-scale immersion, half-immersion VR becomes an attractive option, driving market expansion and diversifying the product offerings in the Immersive Virtual Reality Market.

Entertainment drives the growth of the Immersive Virtual Reality Market by revolutionizing how users interact with digital content, offering dynamic and engaging experiences that blend gaming, storytelling, and interactive media. Immersive VR in entertainment allows users to step into virtual worlds where they can actively participate in narratives, explore fantastical environments, and interact with virtual characters. This level of engagement enhances user satisfaction and creates a memorable experience that traditional media cannot match. Entertainment applications in VR have expanded beyond gaming to include virtual concerts, theme park attractions, and cinematic experiences that are reshaping the industry. As demand for innovative and captivating entertainment options increases, immersive VR technologies become increasingly popular, driving market growth and encouraging further investment in cutting-edge VR content and platforms.

Enhanced user engagement and interactivity are significant factors contributing to the growth of the Immersive Virtual Reality Market. Modern VR systems allow users to interact with digital content in ways that were previously impossible, creating a dynamic and participatory experience. Users can manipulate objects, navigate through virtual spaces, and engage with interactive narratives, which increases overall satisfaction and retention. This level of interactivity not only improves entertainment value but also offers practical applications in training, simulation, and education. As industries recognize the benefits of interactive learning and engagement, the use of immersive VR technologies becomes more widespread. The increased focus on creating truly engaging digital experiences drives the market forward, supporting the growth of immersive VR solutions.

The adoption of immersive virtual reality in education and training is a key driver of market growth. Educational institutions and corporate training programs are increasingly integrating VR to provide interactive, hands-on learning experiences that enhance understanding and retention. Immersive VR simulations enable learners to practice real-world scenarios in a safe, controlled environment, leading to improved skill acquisition and problem-solving abilities. This technology is particularly effective in fields such as medicine, aviation, and engineering, where practical experience is essential. The use of immersive VR for training purposes reduces costs, minimizes risk, and accelerates learning outcomes, making it an attractive option for organizations and educational bodies. The growing demand for innovative educational tools and effective training solutions is thus a significant contributor to market expansion.

The growing popularity of virtual events and social experiences is fueling the expansion of the Immersive Virtual Reality Market. As digital communication and online interactions become increasingly prevalent, VR platforms offer new ways for people to connect, socialize, and participate in events virtually. Immersive VR experiences enable users to attend concerts, conferences, and social gatherings in a virtual space, replicating the energy and interactivity of physical events. This trend has been accelerated by global events and restrictions on physical gatherings, driving investment in virtual event platforms. As more organizations and individuals embrace virtual experiences as a viable alternative to traditional events, the demand for immersive VR solutions continues to rise, contributing to significant market growth.

The expansion of content and platform ecosystems is a driving factor in the growth of the Immersive Virtual Reality Market. As developers create a broader array of immersive experiences—from interactive games and virtual tours to educational programs and live events—consumers have more opportunities to explore and engage with VR content. A diverse content library enhances user interest and adoption, encouraging continuous investment in new and innovative VR applications. Additionally, the emergence of integrated platforms that offer seamless access to a wide range of VR experiences further supports market growth. The expansion of the VR content ecosystem, combined with strategic partnerships among content creators, distributors, and hardware manufacturers, creates a vibrant market environment that fuels the overall growth of immersive virtual reality technologies.

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IMMERSIVE VR MARKET SHARE

North America leads the market, driven by a mature technology ecosystem, high consumer adoption rates, and significant investments in VR content and hardware.

Europe follows closely, with strong government support for digital innovation, a vibrant creative industry, and a high demand for immersive experiences in entertainment and education.

Key Companies:

FacebookGOOGLE INCHTCMicrosoftMagic LeapSAMSUNGWorldVizMarxent LabsUnity TechnologiesSnapCastAR

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DISCOVER MORE INSIGHTS: EXPLORE SIMILAR REPORTS!

CAVE Immersive Virtual Reality System MarketThe VR Education Market was valued at USD 82,000 Million in the year 2024 and is projected to reach a revised size of USD 949240 Million by 2031, growing at a CAGR of 42.5% during the forecast period.The global Virtual Classroom market is projected to grow from USD 9457.1 Million in 2024 to USD 16020 Million by 2030, at a Compound Annual Growth Rate (CAGR) of 9.2% during the forecast period.Immersive Virtual Stores MarketThe global market for Augmented Reality and Virtual Reality Apps was estimated to be worth USD 9870 Million in 2023 and is forecast to a readjusted size of USD 31760 Million by 2030 with a CAGR of 21.4% during the forecast period 2024-2030.The global market for Augmented Reality (AR) and Virtual Reality (VR) in Manufacturing was estimated to be worth USD 8301 Million in 2023 and is forecast to a readjusted size of USD 30150 Million by 2030 with a CAGR of 19.8% during the forecast period 2024-2030.The global Virtual Reality (VR) market was valued at USD 2615 Million in 2023 and is anticipated to reach USD 20570 Million by 2030, witnessing a CAGR of 37.2% during the forecast period 2024-2030.The global market for Augmented Reality and Virtual Reality in Healthcare was estimated to be worth USD 962 Million in 2023 and is forecast to a readjusted size of USD 4364.1 Million by 2030 with a CAGR of 23.6% during the forecast period 2024-2030.The global E-Learning Virtual Reality market is projected to grow from USD 83 Million in 2024 to USD 300.3 Million by 2030, at a Compound Annual Growth Rate (CAGR) of 23.8% during the forecast period.VR Virtual Reality Software MarketThe global market for Virtual Reality Therapy was valued at USD 1116 Million in the year 2024 and is projected to reach a revised size of USD 1626 Million by 2031, growing at a CAGR of 5.6% during the forecast period.

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Our team of market analysts can help you select the best report covering your industry. We understand your niche region-specific requirements and that’s why we offer customization of reports. With our customization in place, you can request for any particular information from a report that meets your market analysis needs.

To achieve a consistent view of the market, data is gathered from various primary and secondary sources, at each step, data triangulation methodologies are applied to reduce deviance and find a consistent view of the market. Each sample we share contains a detailed research methodology employed to generate the report. Please also reach our sales team to get the complete list of our data sources.

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As ADA Anniversary Approaches, University of Phoenix Survey Highlights AI’s Potential to Advance Accessibility in Work and Learning

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Survey conducted by The Harris Poll on behalf of University of Phoenix finds among those already using AI in the workplace, 60% say AI has improved their knowledge of and ability to use accessibility standards and guidelines.

PHOENIX, July 24, 2026 /PRNewswire/ — As artificial intelligence becomes part of how people work, learn and solve problems, a new University of Phoenix survey conducted by The Harris Poll finds that recent working learners see meaningful opportunities for AI to support accessibility. The survey was designed to understand the impact of AI in the workplace and learning environments on accessibility, defined as ensuring digital content, tools and resources, including AI tools and output, are usable by people with different abilities through inclusive design, use of assistive technology or conformance with accessibility standards, such as the Web Content Accessibility Guidelines (WCAG). The findings are being released ahead of the 36th anniversary of the Americans with Disabilities Act (ADA) on July 26.

The survey, conducted among 1,019 U.S. employed adults who completed a professionally presented training or school course in the past 12 months (“recent working learners”), found that, among workers already using AI in the workplace, 3 in 5 (60%) say AI has improved their knowledge of and ability to use accessibility standards and guidelines, including nearly 1 in 5 (19%) who report significant improvement. 

While the findings point to optimism about AI’s accessibility potential, they also reveal an opportunity for clearer organizational guidance: 45% of respondents say accessibility is absent from, unclear in, or they are uncertain whether it is covered by their workplace AI policies.

“The reality is that accessibility benefits everyone,” shares Kelly Hermann, Vice President of Accessibility and Student Affairs at University of Phoenix. “If accessibility is built in from the beginning, organizations are more likely to create AI-enabled environments that are universally usable. Clearer content, better summaries, accurate captions, and multiple formats can help workers and learners with disabilities, but they also help busy adults, multilingual learners, mobile users, and anyone trying to absorb information quickly.”

Key findings from the survey include:

Workers see AI’s accessibility potential: 89% of recent working learners identify workflows that could benefit from AI and accessibility tools, especially creating accessible documents, presentations, websites or learning materials (38%), presenting information in different formats such as plain language, audio, summaries or translations (33%), and training employees or learners on accessibility practices (30%).AI may help build accessibility awareness: Among those already using AI in the workplace, 60% say AI has improved their knowledge of and ability to use accessibility standards and guidelines.Accessibility is not always clear in workplace AI policies: 45% of recent working learners say accessibility is absent from, unclear in, or they are uncertain whether it is covered by their workplace AI policies.AI tools may not yet fully support different access needs: Among those who use workplace AI tools, only about a quarter of survey respondents (27%) say AI tools available through their workplace or professional learning environment support people with disabilities very well.Human oversight remains important: 36% of recent working learners say human review for important decisions or high-impact work should be part of responsible AI use at work or school.Workers also recognize how AI and accessibility can have an impact on their own career journey: 90% of recent working learners identify AI and accessibility skills that would be valuable in their current or desired career field, including 45% who see value in understanding when AI-generated content needs human review.

Why accessibility is essential to responsible AI adoption

As AI tools are used to draft documents, summarize information, generate captions and transcripts, create image descriptions, support learning and assist with workplace tasks, accessibility becomes central to responsible use. Poorly implemented AI can also create or amplify barriers, including inaccessible content, inaccurate summaries, biased outputs and tools that do not work effectively with assistive technologies.

“Responsible AI is not only about productivity,” Hermann said. “It is about whether the technology works for the people who need to use it. AI can help create more accessible materials and more flexible ways to engage with information, but it still requires clear policies, practical training and human judgment to make sure the outputs are accurate, applicable and usable.”

What the findings mean for employers and educators

The survey suggests that organizations have an opportunity to align AI adoption with supportive design, accessibility practices and workforce training. Employers and educators can take immediate steps by:

Naming accessibility directly in AI policies and guidance.Choosing AI tools with accessibility and assistive technology compatibility in mind.Training workers and learners to create, check and improve accessible AI-generated content.Making support pathways clear for people who experience barriers using AI tools.Keeping human review in place for important decisions, high-impact work and accessibility-sensitive outputs.

The survey also found workers want practical AI training. The most helpful resources identified by recent working learners include real-world examples from their field or industry (36%), hands-on practice using realistic workplace scenarios (34%) and step-by-step demonstrations of common tasks (33%).

Accessibility insights from University of Phoenix

Hermann shared the survey findings ahead of the ADA anniversary in recent media interviews. Hermann oversees the University’s accessibility initiative, including evaluation and remediation of curricular resources, the Center for Access, Resources, Engagement and Support Services (CARES), and the Office of Collaborative Learning and Educational Engagement. Her work focuses on fostering accessible and welcoming educational environments for students, faculty and staff.

Hermann’s office at University of Phoenix also convenes accessibility conversations through initiatives such as Access Amplified™, a free, annual virtual event focused on advancing digital accessibility in web development. The event brings together engineers, developers, designers, content authors and digital strategists for practical strategies and human-centered conversations that address the gap between coding practices and how users with assistive technology experience the web.

About the survey

The survey was conducted online within the United States by The Harris Poll on behalf of University of Phoenix from June 22–29, 2026, among 1,019 employed adults ages 18 and older who have taken a professionally presented training or a school course in the past 12 months, referred to as “recent working learners.” Data were weighted where necessary by age, gender, race/ethnicity, region, education, employment, marital status, household size, household income and smoking status to bring them in line with their actual proportions in the population.

Respondents for this survey were selected from among those who have agreed to participate in surveys. The sampling precision of Harris online polls is measured by using a Bayesian credible interval. For this study, the sample data is accurate to within +/- 3.8 percentage points using a 95% confidence level. This credible interval will be wider among subsets of the surveyed population of interest.

Review the complete survey at phoenix.edu/aiaccessibility.

About University of Phoenix

University of Phoenix is Built for Real Life. 50 Years Strong. The University innovates to help working adults enhance their careers and develop skills in a rapidly changing world through flexible online learning, relevant courses, academic AI pillars, and skills-mapped curriculum for associate, bachelor’s and master’s degree programs. Active students and alumni have access to Career Services for Life® resources including career guidance and tools. For more information, visit phoenix.edu. 

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Mastech Digital to Announce Second Quarter 2026 Financial Results; Participate in Upcoming Investor Conference

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PITTSBURGH, July 24, 2026 /PRNewswire/ — Mastech Digital, Inc. (NYSE American: MHH) (“Mastech Digital”), a leading provider of Digital Transformation IT Services, today announced the date for the release of its financial results for the second quarter ended June 30, 2026, and its participation in an upcoming investor conference.

Second Quarter 2026 Earnings:

Mastech Digital will report its financial results for the second quarter 2026 before the market opens on Thursday, August 6, 2026. Management will host a live conference call and webcast at 9:00 a.m. Eastern Time on that day to discuss the Company’s financial performance and operating results.  The conference call will be hosted by Nirav Patel, President and CEO, and Kannan Sugantharaman, Chief Financial and Operations Officer.

Those wishing to participate via webcast should access the call through Mastech Digital’s Investor Relations website at https://investors.mastechdigital.com. Those wishing to participate via telephone may dial in at 1-800-715-9871 (USA) or 1-646-307-1963 (International) with the passcode 7506988. The replay will be available via webcast through Mastech Digital’s Investor Relations website.

Upcoming Investor Conference:

Mr. Sugantharaman will host a fireside chat at the Sidoti Micro-Cap Investor Conference on Wednesday, August 19, 2026, at 9:15 a.m. Eastern Time.

Mastech Digital management is scheduled to host virtual one-on-one and small group meetings with investors during the conference on August 19-20, 2026. Investors interested in arranging a meeting should contact their Sidoti representative or reach out to the Mastech Digital investor relations team at investors@mastechdigital.com.

About Mastech Digital, Inc.

Mastech Digital (NYSE American: MHH) is a leading provider of Digital Transformation IT Services. The Company offers Data Management, Analytics & AI Solutions, and IT Staffing Services with a digital-first approach. A minority-owned enterprise, Mastech Digital is headquartered in Pittsburgh, PA, with offices across the U.S., Canada, Europe, and India. Visit us at www.mastechdigital.com.

Investor Relations Contact:
investors@mastechdigital.com 

 

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SOURCE Mastech Digital, Inc.

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SOLAI Limited Announces Extraordinary General Meeting

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AKRON, Ohio, July 24, 2026 /PRNewswire/ — SOLAI Limited (NYSE: SLAI) (“SOLAI” or the “Company”) (previously known as “BIT Mining Limited”), a technology-driven personal AI and digital infrastructure provider, today announced that it will hold its extraordinary general meeting of shareholders at 428 South Seiberling Street, Akron, Ohio, US on August 14, 2026 at 10:00 a.m., New York time.

Holders of record of ordinary shares and preference shares of the Company at the close of business on July 20, 2026, New York time (the “Record Date”) are entitled to receive notice of, and to attend and vote at, the extraordinary general meeting or any adjournment thereof. Holders of the Company’s American Depositary Shares (“ADSs”) who wish to exercise their voting rights for the underlying ordinary shares must act through the depositary of the Company’s ADS program, Deutsche Bank Trust Company Americas.

The notice of the extraordinary general meeting, which sets forth the resolutions to be submitted to shareholder approval at the extraordinary general meeting is available on the Investor Relations section of the Company’s website at https://ir.solai.com

About SOLAI Limited

SOLAI Limited (previously known as “BIT Mining Limited”) (NYSE: SLAI) (previously traded under “BTCM”) is a technology-driven personal AI and digital infrastructure provider. Building upon its historical legacy in digital asset mining and blockchain network operations, the Company is leveraging extensive experience in large-scale hardware deployment, data center operations, and high-performance computing to build the foundational infrastructure for personal AI computing and digital asset ecosystems globally.

For more information:

SOLAI Limited
ir@solai.com
ir.solai.com
www.solai.com 

Christensen Advisory
Jason Ng
Tel: +852-2117-0861
Email: solai@christensencomms.com 

 

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