The range of virtual reality or augmented reality products with interactions in virtual worlds, also known as the "metaverse," has been gaining traction in the market to the point of representing ** percent of the sector's total revenue in 2020. Forecasts indicate that this share will continue to increase to around ** percent by 2025. Likewise, investments in this type of game continue to grow, now supported by tech giants such as Meta (Facebook), Apple, and Google.
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Medium. (April 23, 2021). Percentage that virtual reality and augmented reality products represent of the total revenue of the video game industry from 2010 to 2025 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 31, 2026, from /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/
Medium. "Percentage that virtual reality and augmented reality products represent of the total revenue of the video game industry from 2010 to 2025." Chart. April 23, 2021. ÌÇÐÄÆÆ½â°æ. Accessed July 31, 2026. /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/
Medium. (2021). Percentage that virtual reality and augmented reality products represent of the total revenue of the video game industry from 2010 to 2025. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 31, 2026. /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/
Medium. "Percentage That Virtual Reality and Augmented Reality Products Represent of The Total Revenue of The Video Game Industry from 2010 to 2025." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 23 Apr 2021, /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/
Medium, Percentage that virtual reality and augmented reality products represent of the total revenue of the video game industry from 2010 to 2025 ÌÇÐÄÆÆ½â°æ, /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/ (last visited July 31, 2026)
Percentage that virtual reality and augmented reality products represent of the total revenue of the video game industry from 2010 to 2025 [Graph], Medium, April 23, 2021. [Online]. Available: /statistics/1636560/virtual-reality-percentage-of-gaming-revenue/