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There are xx employees in the Virtual Reality Software industry in the US, which is expected to grow at xx% over the next five years. The Virtual Reality Software industry involves companies developing software and related products to offer users an immersive experience within a 3D digital environment. The industry includes applications for gaming, training, simulations and various other interactive experiences. These companies use advanced technologies like computer graphics, motion tracking and sensory feedback to create realistic and engaging virtual worlds.
Curious about what drives these trends? IBISWorld's Virtual Reality Software in the US industry coverage has got you covered.
Total value (#) and annual change from 2012 – 2030.
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| Industry | Sector | Last 5-yr CAGR | Forecast 5-year CAGR | Revenue |
|---|---|---|---|---|
| Smartphone App Developers in the US |
|
XX% | XX% | $XX |
| Tour Operators in the US |
|
XX% | XX% | $XX |
| Video Games in the US |
|
XX% | XX% | $XX |
| Real Estate Sales & Brokerage in the US |
|
XX% | XX% | $XX |
| Software Publishing in Canada |
|
XX% | XX% | $XX |
| Software Publishing in Australia |
|
XX% | XX% | $XX |
| Software Publishing in the UK |
|
XX% | XX% | $XX |
| Software Publishing in Germany |
|
XX% | XX% | $XX |
When the stakes are high, you need intelligence that cuts through the noise—wherever you work.
There is 20,460 people employed in the Virtual Reality Software in the US as of 2025.
The number of people employed in the Virtual Reality Software in the US grew 26.1% on average over the five years between 2020 and 2025.
See our full analysis of the Virtual Reality Software in the US to understand if the industry employment is expected to grow or decline over the next five years.
The average Virtual Reality Software in the US business is 51.7 employees.
The average business in the Virtual Reality Software in the US now employs more workers than it did five years ago.
The revenue per employee for the average business in the Virtual Reality Software in the US has increased in the last five years.