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From Metaverse to Gaming: The Restructuring of the Virtual Reality Industry and New Growth Drivers by 2025

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As of the second half of 2025, the virtual reality (VR) industry is at the heart of fundamental change. With the decline of the metaverse craze from 2021-2022, the industry is focusing on creating realistic and practical value, particularly showing remarkable results in the gaming and entertainment sectors. According to market research firm IDC, the global VR/AR market size is expected to reach $31.2 billion in 2025, a 32.8% increase from the previous year. Interestingly, 73% of this growth is occurring in the gaming and entertainment sectors, clearly indicating a shift in the industry’s center of gravity.

From Metaverse to Gaming: The Restructuring of the Virtual Reality Industry and New Growth Drivers by 2025
Photo by Robynne O on Unsplash

The background of this change lies in a market adjustment caused by the clash between excessive expectations for the metaverse and reality. Meta, based in California, has recorded losses exceeding $58 billion in its metaverse division, Reality Labs, from 2022 to the present, underscoring the need for a realistic approach across the industry. Instead, the VR products that consumers are actually purchasing and using are devices specialized for gaming and entertainment. According to the latest report from Pico, a subsidiary of China’s ByteDance, 87% of VR headset users primarily use their devices for gaming, with an average daily usage time of 2.3 hours.

The strategic shifts of leading market players also support this trend. Meta’s Quest 3 sold 4.7 million units within six months of its launch, largely driven by the popularity of game content such as ‘Beat Saber’ and ‘Half-Life: Alyx.’ Notably, Meta announced that starting in the third quarter of 2025, game revenue on the Quest platform began to surpass hardware sales. Monthly game revenue reached $230 million, a 156% increase from the same period last year, indicating a shift in the VR ecosystem from hardware sales to content monetization.

The Rise of a Game-Centric VR Ecosystem and Technological Innovation

The rapid growth of the VR gaming market is further accelerated by technological innovation. Japan’s Sony has sold 6.3 million units of the PlayStation VR2 by 2025, leading the console VR market. According to data released by Sony, the game purchase rate among PSVR2 users is 340% higher than that of existing PlayStation 5 users, with an average monthly game expenditure of $187. This is a significant indicator showing that VR users are more active content consumers.

From a technological perspective, VR devices in 2025 exhibit significantly improved performance compared to previous generations. The latest VR headsets boast a resolution of 2880×1700 pixels per eye, with a standard refresh rate of 120Hz. Notably, the successor to China’s HTC Vive Pro 2 supports both 8K resolution and wireless transmission, offering a high-quality VR experience without cables. These technological advancements have greatly enhanced the immersion of VR games and reduced motion sickness by over 90%.

Game developers are also actively investing in the development of VR-exclusive content. U.S.-based Valve invested $420 million in VR game development in the first half of 2025 alone, an 89% increase from the previous year. The qualitative growth of the market is evident with the emergence of AAA VR games. Following the success of ‘Half-Life: Alyx,’ ‘Counter-Strike: VR Edition’ sold 2.8 million copies in its first month, proving the commercial potential of VR games. Although the development cost was $80 million, it generated $340 million in revenue within six months, achieving a 425% return on investment.

The VR gaming ecosystem is rapidly expanding in the Asian market as well. South Korea’s Netmarble announced plans to invest 120 billion won in the VR gaming sector by 2025 and is already generating monthly sales of 15 billion won through ‘Seven Knights VR.’ In China, Tencent has launched 23 VR games in the third quarter of 2025 alone, formalizing its VR game publishing business. Tencent’s VR gaming division generates quarterly revenue of 1.2 billion yuan (approximately $170 million), accounting for 8.3% of its total gaming revenue.

Expansion into Entertainment and Education

The scope of VR usage is expanding beyond gaming into entertainment and education. The adoption of VR is accelerating, particularly in live concerts and sports viewing. The NBA, in partnership with U.S.-based NextVR, has been broadcasting all playoff games in VR since the 2025 season, with VR viewing ticket sales averaging $3.4 million per game. This figure represents an 18% higher profit margin compared to traditional TV broadcasting rights. VR viewers watch games for an average of 47 minutes, showing 23% higher engagement than regular TV viewers.

In the music industry, VR concerts are emerging as a new revenue source. The UK-based VR concert platform MelodyVR has amassed 12 million cumulative users by 2025, achieving annual ticket sales of $280 million. Particularly popular are VR concerts by Korean K-pop artists, with BTS’s VR concert setting a new record with 4.7 million simultaneous global connections. The concert’s ticket sales amounted to $32 million, recording a 65% higher per capita revenue than traditional offline concerts.

The adoption of VR in education is also rapidly expanding. According to a 2025 report by the U.S. Department of Education, 34% of public schools nationwide have implemented VR education programs, a significant increase from 12% in 2023. The impact of VR is particularly notable in medical education, with a study by Johns Hopkins School of Medicine showing that students trained with VR surgical education improved their practical performance by 89% compared to traditional methods. Buoyed by these results, 73% of medical schools worldwide are considering implementing VR education systems.

VR usage is also expanding in the corporate training market. Germany’s Siemens announced that it has reduced annual training costs by 23% by implementing VR in global employee training. The effectiveness of VR training is also proven by numbers, with learning speed four times faster and memory retention 75% higher compared to traditional training. Consequently, 45% of Fortune 500 companies plan to implement VR training programs by 2025. Market research firm PwC forecasts that the corporate VR training market will grow to $4.3 billion by 2025.

However, challenges remain in the growth of the VR industry. The biggest barrier is still the high entry cost. To experience high-quality VR, an initial investment averaging $2,500 is required, including a headset, controllers, and a high-performance PC. Additionally, the issue of content scarcity persists, with approximately 6,800 games registered on the Steam VR platform, but less than 15% achieving commercial success. To recoup development costs, at least 500,000 copies must be sold, but most VR games fail to sell even 100,000 copies.

Technical limitations also remain. The average battery life of current VR devices is 2.5 hours, limiting long-term use. Additionally, wireless VR devices have not completely resolved motion sickness caused by data transmission delays. In action games requiring fast movements, an average delay of 22ms occurs, hindering user experience. To address these issues, the industry is pushing for the adoption of 5G networks and edge computing technology, but commercialization is expected to take another 2-3 years.

Nevertheless, investors remain optimistic about the long-term prospects of the VR industry. In the first half of 2025 alone, a total of $8.9 billion was invested in VR/AR startups, a 67% increase from the same period last year. Notably, VR startups in the gaming and entertainment sectors accounted for 78% of the investments. Venture capital firm Andreessen Horowitz stated, “The VR industry is maturing in a direction that simultaneously pursues practicality and fun, which is a sign of healthy growth.” Goldman Sachs also projected that the VR market will grow at an average annual rate of 28% to reach $95 billion by 2027.

In conclusion, as of 2025, the VR industry is finding a more realistic and sustainable growth model after the adjustment process following the metaverse craze. Practical value creation centered around gaming and entertainment is becoming the key driver of industry development, supported by technological advancements and content diversification. Although challenges remain, the current growth trajectory, based on clear revenue models and user value propositions, demonstrates the long-term potential for success in the VR industry. The active participation and investment from the Asian market are expected to further enhance the diversity and competitiveness of the global VR ecosystem.

This analysis is based on information available as of November 24, 2025, and projections may change depending on market conditions and technological advancements. Additional information gathering and expert consultation are required for investment decisions.

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