USA Today noted in their report that "Gamers are expected to drive virtual reality sales for the foreseeable future. Market researcher SuperData Research says gaming will account for 48% of the $1 billion virtual consumer software revenue market in 2017, with location-based software accounting for 23%.

 

In 2020, when SuperData Research says the overall virtual software market will grow to $16.1 billion, games will account for about 28% of the market, followed by video content at 20% and social media content at notes17%." The chart below is from one of SuperData's special reports on the VR market.