The video game industry and virtual reality visualization is the area that will receive the highest volume of investment in 2024, with more than ** billion U.S. dollars. Meanwhile, investment in training will exceed * billion U.S. dollars.
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EAE Business School. (January 15, 2022). Investment in virtual reality (VR) and augmented reality (AR) technology worldwide in 2024, by type of use (in billions of U.S. dollars) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 25, 2026, from /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/
EAE Business School. "Investment in virtual reality (VR) and augmented reality (AR) technology worldwide in 2024, by type of use (in billions of U.S. dollars)." Chart. January 15, 2022. ÌÇÐÄÆÆ½â°æ. Accessed July 25, 2026. /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/
EAE Business School. (2022). Investment in virtual reality (VR) and augmented reality (AR) technology worldwide in 2024, by type of use (in billions of U.S. dollars). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 25, 2026. /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/
EAE Business School. "Investment in Virtual Reality (Vr) and Augmented Reality (Ar) Technology Worldwide in 2024, by Type of Use (in Billions of U.S. Dollars)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 15 Jan 2022, /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/
EAE Business School, Investment in virtual reality (VR) and augmented reality (AR) technology worldwide in 2024, by type of use (in billions of U.S. dollars) ÌÇÐÄÆÆ½â°æ, /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/ (last visited July 25, 2026)
Investment in virtual reality (VR) and augmented reality (AR) technology worldwide in 2024, by type of use (in billions of U.S. dollars) [Graph], EAE Business School, January 15, 2022. [Online]. Available: /statistics/1637597/virtual-reality-and-augmented-reality-vr-ar-global-spending-by-type-of-use/