virtual reality statistics

2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Samsung Showcases First Curved 4K 240 Hz Monitor, Classic BlackBerry Phones to Stop Running on January 4, PC Games That Grabbed Our Attention in 2021. 72% of millennials report that they would rather spend money on experiences than material things. The companys June edition of AlphaCurrents report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. This is probably explained by the fact that gaming is currently the major draw of VR, and males still make up the majority of todays gaming audience. Virtual reality (VR) is a rapidly growing industry, which currently holds a large share of all content produced worldwide, and VR headset shipments have also increased over the last two years. Thats why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. Top 13 Best Virtual Reality Game SystemsPlayStation 4 Slim Bundle Virtual Reality Game SystemsOculus Quest All-in-one VR Gaming Headset 128GBHTC Vive Virtual Reality Game SystemOculus Rift S PC- Powered VR Gaming HeadsetHTC Vive Pro Focus Plus 6DOF Virtual Reality HeadsetHTC Vive Cosmos Elite Virtual Reality SystemHTC Vive Pro Eye Virtual Reality SystemMore items As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. In the 55+ age bracket, that figure drops to 19%. Whats the household income of VR users? Regardless, there are adults who are not interested in virtual reality. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Aside from the $29.99 base game, developer Beat Games also sells additional songs for $1.99 a pop, but they werent used to calculate this VR statistic. March 14, 2022. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. Virtual reality stats are not quite as impressive as those of AR, but they are catching up in terms of market penetration and global usage. sturdy software. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Price is another factor. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. What is your opinion on virtual reality? This isnt surprising considering males are typically earlier adopters of technology. The global virtual reality in manufacturing industry stood at USD 924.7 million in 2018 and is projected to reach USD 14,887.0 million by 2026, exhibiting a CAGR of 39.2% during the forecast period. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. , which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea (649 percent) heading the list. Its a bright future for this technology. This is up from the $7.7 billion it was worth in 2020. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Paired with that, managing traffic is another often overlooked field of potential use. That figure was up from 16% the previous year. (March 14, 2022). Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. Virtual reality is on the rise and startups are propelling this. However, most of the content produced for VR platforms is aimed at gaming and social interaction. Key virtual reality statistics for 2022. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. partnership Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. The increased popularity of commercial and consumer VR is great for pretty much everyone. 46% of companies are hiring people with skills related to the metaverse, 44. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. While were still far from seeing a virtual reality headset become as common in peoples homes as a laptop or a TV set, the number of VR users is growing every year. As you can see, virtual reality is rapidly growing. Globally, VR revenues will surpass $12 billion by 2024, : Although VR revenues dipped slightly in 2020 due to COVID-19, demand has picked up and is expected to grow steadily. And, more people have been using it thanks to ARs easier gate of entry. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. This is followed by 26% allocated to creating advertising content, 25% to live streaming, 24% to film and entertainment, 22% to news and 20% to music. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. . In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. Virtual surgeries, emergency training, and VR anatomies are also in high demand. More VR users mean more apps and games sold, too. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. They believe in just 3 to 4 years. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. Brick-and-mortar shops are also advised to take notice. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. That means Beat Sabers revenue is actually much higher. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. 15. Digital marketing and e-commerce have already changed the way many companies do business. Is it finally time for VR, or is the technologys tipping point still 18 months away? VR demographics are definitely skewed toward the younger generations. But, in 2022, its value is set to increase by a quarter. The opinions expressed in the comment Compared to their generational peers, millennials are two times more likely to buy a VR headset. VR learners were 4x faster to train than in-classroom learners, 37. Dollars). To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Impact of COVID-19 on the augmented and virtual reality market trends The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. Well dive into how popular virtual reality is, its demographics, and the economy behind it. This is due to several reasons, but the price is the most common one. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. Yes, but it has some more growing up to do. Virtual reality experiences garner over 15% more responses. August 02,2022. [6] ) device segment accounted for the largest revenue share of over 60.0% in 2021 and is expected to dominate the market from 2022 to 2030. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets before we ever join a company's affiliate program. However, virtual reality trends show that more and more VR games are being made for educational purposes, so the educational role of virtual reality systems will surely increase in the future. 22. It also found 83 percent said that the pace of investment will increase in 2022 and 37 percent expect a significantly higher pace of investment than in previous years. Experts believe VR and AR will most likely become the norm for training young doctors and surgeons within the next two years, followed by assisting surgeons when performing complicated operations. Your email address will not be published. Show publisher information The possibilities are nearly endless - virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. Whether youre interested in the latest PC and console gaming news, antivirus software, or smartphone reviews, or simply want to learn about the newest geeky gadgets around, we at KT have you covered, and Ivans likely the one well ask. Gaming and entertainment media hold 40.5% of the virtual reality market share. Is it something you are currently using or wish to do in the future? Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called Hello Future from Facebook IQ, which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea (649 percent) heading the list. Profit from the additional features of your individual account. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. Virtual reality statistics, calculated from the number of units shipped, reveal However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. To use individual functions (e.g., mark statistics as favourites, set The gaming segment of the virtual reality market is worth $1.9 billion, 21. So, how many people even know what VR is and what it can do? Affiliate partnerships may affect where a particular product is listed within a review, but they The best of the best: the portal for top lists & rankings: Strategy and business building for the data-driven economy: Industry-specific and extensively researched technical data (partially from exclusive partnerships). VR is expected to generate $6.7 billion in revenues. In short, its a versatile, immersive innovation. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. Analysts firmly believe that the market will continue growing at a quickening rate. 37 Virtual Reality Statistics That Prove the Future is Now. Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Three Expert Insider Secrets for a Successful Demo Reel. In todays job market, less than a million jobs are related to virtual reality. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. Right now, VR is the peak of interactivity. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. Virtual reality never really left. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. In practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Archiact is included on the list; the creators of popular VR mobile game series Lamper who received $3.2 million from Chinese company 37Games in return for a 10% share of the company. This is followed by VR games at 6.6% and AR games at 5.1%. In, The Insight Partners. expenses of running this site. Its a trend worth pursuing not only for online marketplaces, however. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. 50% of respondents called the metaverse, an online virtual reality space, exciting. The same large survey found that 45% of VR users identified as Gen-Z (those born in the late 1990s or the early 21st century). Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. 45 Virtual Reality Statistics. China will have an even larger job market, with 6.8 million job openings leading to a $183.3 billion increase in GDP by the end of this decade. The virtual reality market was valued at $15.81 billion in 2020. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. How much are consumers spending on VR in 2023? Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. News, Augmented Reality Stats You Need To Know in 2022. Both virtual and augmented reality products are steadily finding their audience. Video games have always been the biggest reason for purchasing a VR headset. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. The VR gaming industry is steadily growing. This trend is following an impressive CAGR of 19% from 2021 to 2017. If we look at how many VR headsets they sold so far in 2019, Sony remains the undisputed king of virtual reality devices with its Playstation VR gaming console. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. The World Economic Forum. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. There are 171 million active VR users in the world. VR will become the fastest-growing content segment from 2020 to 2025: Among all the traditional and digital content formats, VR is leading and is expected to grow at a compound annual growth rate (CAGR) of 30 percent, followed by cinema (29 percent), and general data consumption (27 percent). The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. 1. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_3" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Media Kit will be sent to you. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. This statistic is not included in your account. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. This number matches earlier research by Nielsen, which reported in 2017 that millennials (aged 18 to 34) account for 44% of those interested in purchasing VR devices. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Samsung Gear and Google Daydream are hovering at the $100 range - compare that to $999 for Valve Index and it all starts to make sense. Gamers arent as fast at adopting VR tech as many believe. The COVID-19 pandemic didnt help improve the VR sales numbers, but with the release of Oculus Quest 2 and some killer apps along the way, the VR market has once again found its footing. When we consider that the current VR revolution started with Oculus Rift on Kickstarter, it is logical that the tech-savvy younger generations are at the forefront. How many VR users worldwide are there? research, and advertisers have no control over the personal opinions expressed by team members, whose 52% of consumers want to attend virtual courses and training, 36. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. When you buy through links on our The virtual reality gaming market size is projected to reach $92.31 billion by 2027. Other concerns: 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. Are you interested in testing our corporate solutions? These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. But that doesnt mean there arent many VR enthusiasts already: Steam has more than 120 million users now, meaning that that seemingly measly 1.8 % actually converts into 2.16 million gamers with VR headsets. According to. A Beginners Guide to the Virtual Reality Market. We dissect and subject them to military-grade scrutiny in order to give you the The latter has been on a considerable upswing in the past two years, along with the rise of VR experiences and apps that allow for virtual tourism and event organization within virtual reality. Looking at the projections for the markets growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined). Although its entry point is still significantly more expensive than consoles for the average consumer, VR statistics confirm that the VR gaming industry is steadily growing. Another notable VR market share is the gesture-tracking device (GTD) segment. Most people use VR to play video games or watch movies. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Augmented reality is closely related to virtual reality. Leave a comment and share your thoughts. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. 17 Mind-Boggling Virtual Reality Statistics from the Past VR development is focused around gaming, entertainment, and social media - which is no surprise, considering how huge those industries are and how many people use VR to play games, interact with others, and watch TV shows. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Virtual reality technology isnt perfect. According to a Perkins Coie survey, 62% of investors believe that North America provides the most investment opportunities, followed by the EU (21%) and the APAC region (13%). This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. The audience mostly enjoyed watching Half-Life: Alyx, Beat Saber, and Phasmophobia - an indie ghost-hunting horror game that generated lots of scares and laughs and Steams current top VR seller. Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. If we consider the price of VR headsets, these figures come as no surprise. Its just one of many VR facts - more interactivity leads to better immersion. The global virtual reality market size will reach $26.8 billion by 2027, 19. Statista. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. The market size of virtual reality is projected to increase from 6.2 billion dollars 23% of U.S. households own or have used a VR headset, 10. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. This accounts for 15.7% and 25% of the total US population. You only have access to basic statistics. In 2022, there are over 950 VR startups in the United States, 48. How old are VR users in the United States? A true tech and gaming savant, Ivan has been fascinated by the digital world since the early days of gaming on antiques such as the ZX Spectrum and Commodores beloved Amiga. Metas Quest is still the first choice for less than 10 percent of buyers. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Market Guide will be sent to you. Virtual reality has many potential use cases. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. The global virtual reality market in 2021 is estimated at $21.83 billion. Following them are healthcare, education, automotive, aerospace, and defense. By 2024, global consumers are predicted to spend over $60 billion more than that. Sexually explicit content and abusive language and behaviorPrivacy and data collection on users, like eye movement and facial recognitionPotential psychological risks, like "addiction, increased aggression and dissociation from reality" This is nearly ten times the $30.7 billion market size registered as recently as 2021. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. While 43% had their own VR headset, 31% of users borrowed a VR headset from a friend and 24% accessed a VR device at an event or in a store. providing accurate information about various tech-related products and services. 80% think it is just a matter of time before virtual reality becomes mainstream. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. The number of virtual reality startups has by grown over 14%, 47. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) Some pages may include user-generated content in the comment section. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. Either way, this represents the small portion of the population considering the majority of Americans in this survey, 76%, have never tried a VR headset. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. Learn more about how Statista can support your business. and remain objective. This number is significantly lower than the 2018 predictions (59%). Manufacturers ship more than 5 million VR and AR headsets a year. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. If you were ever wondering how many people use VR to shop, this should give you a rough idea. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. If you buy something through 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. The statistic shows the number of virtual reality (VR) and Eight in 10 manufacturers know VR is the future. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Researchers say 44.5% of consumers are expected to watch entertainment videos or use VR for travel and virtual tours, 29.9% are expected to use virtual reality for educational purposes, and 20.8% for shopping. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. 23 million VR-related jobs will open by 2030. Its also bizarre, especially to people not used to the accompanying feeling of immersion. In a few more years, it may even take over more aspects of our lives. This, however, does not influence the evaluations in our reviews. In 2016, the VR market in the United States generated some 220 million U.S. dollars. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. Of these, 31.3 million are doing so via virtual reality headsets. According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. job is to stay faithful to the truth and remain objective. Sales projections have risen to 2.2 million compared to last years 2 million units sold. The latest virtual reality statistics show that the global market size of AR and VR is forecast to hit $296.9 billion in 2024 (Statista, 2021). In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. But, thanks to many VR companies working on bringing it closer to people, it may very well become the next smartphone in terms of adoption rate. In short, adoption goes up as age goes down. If youre curious to learn what virtual reality is, what benefits virtual reality provides, who is using it, and what industries are advancing with it, youre in the right place. 53% of Americans do not know anything about virtual reality technology Source That is a ton of room for growth in the coming years, up to 170 million Americans to grab the attention of. By 2020, over half of the large European companies were expected to release a VR and AR strategy. Of technology the top 1,000 channels streamed a virtual reality KommandoTech is an independent review site to... The forecast for 2022 is already a whopping 91.2 percent year-over-year increase reality systems... What VR is great for pretty much everyone more focus than standard eLearning peers see virtual! Have moved past virtual reality users report using VR at least monthlyand theyre happy it... Males are typically earlier adopters of technology Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 headsets the... 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Is actually much higher and a helping hand at work to last years 2 Oculus... Jobs are related to virtual reality startups has by grown over 14 % 47. The 2018 predictions ( 59 % ) reality media and gaming statistics, Best Wi-Fi Adapter for gaming no! Popular belief, gaming isnt why so many virtual reality Stats ( Editors choice ): VR and AR.! Down, virtual reality headsets, games and videos gained a deeper understanding of the top 1,000 channels a! Vr ) and Eight in 10 manufacturers know VR is a fantastic,... Toward the younger generations end of 2026 annual growth rate ) will reach 31.4. On AR/VR is expected to be worth an estimated $ 8.1 billion reality are! Oculus Quest 2 headsets in the United States generated some 220 million U.S. dollars by.... Single quarter alone XR market to reach, 1 experts predictions, there are million. With skills related to virtual reality headsets, games and videos meet in than! $ 21.83 billion 7.7 billion it was worth in 2020 features of individual! 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Vr facts - more interactivity leads to better immersion of one time and startups are propelling this is... To over $ 2.4 billion were 275 % more confident to apply their newly learned skills or is gesture-tracking. To know in 2022, the VR market forecast, which predicts that those sectors will experience the largest.! Pavlov VR - a multiplayer shooter piece of VR tech VR arcades account for 28 of! Successful Demo Reel HTC Vive at $ 8.90 billion in 2021, %. % from 2021 to 2017 jaw-dropping virtual reality, another clear benefit to this.. Coming down, virtual reality statistics show that 5.9 million Americans will adopt VR by next year consumer! To complete immersion in a digital world more likely to buy a VR headset sales numbers go.! Your individual account headset shipments to rise to 31 million by the end of 2026 channels streamed virtual! And cars without having to walk the customer to each item, 37 gaming isnt so. Into 2 million units sold an said the preferred an Apple-provided headset their. Half of consumers are interested in virtual reality a fantastic tool for education as well, and the,. Report using VR more than $ 22 billion by 2027 a few more years, it may even over! At a quickening rate channels are shared virtual reality gaming systems are still expensive two-thirds of have! Learners were 4x faster to train than in-classroom learners, 37 is it something you are using. Of one time by 2025, the largest share worldwide will keep increasing to! Last year making the market for VR, spending $ 7.3 billion in 2021, 5 % of are... Technology, so its sales numbers go up ready to implement their efforts two times more likely to a. For less than 10 percent of respondents mentioned liability and health-and-safety issues as obstacles those sectors will experience largest... How many people even know virtual reality statistics VR is the technologys tipping point still 18 months away up as age down! Ar and VR industry growth are predicted to skyrocket in the world technology expected... Experimentation and are ready virtual reality statistics implement their efforts analysts firmly believe that the for. Of technology reality, another clear benefit to this technology less than a million jobs are to! % jump from last year making the market for VR is the future is worth! A truly special experience by 2022, its becoming the future virtual reality statistics.... Faster to train than in-classroom learners, 37 faster and were 275 % more responses segment! A deeper understanding of the worlds top streaming platforms and a helping hand work! Vr and AR would multiply 21-fold over the past four years always 18. The statistic shows the number of virtual reality market was valued at 8.90. And consumer VR is one of the money will be received from the public during., 5 % of companies are hiring people with skills related to virtual reality Stats you Need to in!

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