August 02,2022. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: According to a 2021 XR Industry Insider Survey of 164 professionals from across industries, the investment climate is bullish. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Are you interested in testing our corporate solutions? The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Meta Quest Pro vs Meta Quest 2: Which is Best? The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. 33 percent of UK customers and 29 percent of US customers do not know what the metaverse is: On one hand, companies are investing heavily in the metaverse an integrated VR space where users can communicate, collaborate, play and learn yet, market awareness has failed to reach the same momentum as nearly a third of consumers do not understand the metaverse. 9% more men have tried virtual reality than women, 29. Why? The ideal entry-level account for individual users. Sony followed with 21.9% and Pico came in third with 9.2%. 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. 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. The results were positive - a 30% increase in employee satisfaction, up to a 15% higher retention rate, and, as mentioned, better results on post-training tests. Only recently have we begun seeing hardware thats both high-end and reasonably priced. 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. 33 percent of UK customers and 29 percent of US customers do not know what the metaverse is: On one hand, companies are investing heavily in the metaverse an integrated VR space where users can communicate, collaborate, play and learn yet, market awareness has failed to reach the same momentum as nearly a third of consumers do not understand the metaverse. Social VR users spend over 3 hours a day in VR: survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. The companys. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. XR fans can follow this space for more VR statistics as the year unfolds. Currently, you are using a shared account. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. This is nearly ten times the $30.7 billion market size registered as recently as 2021. Available: https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028, Available to download in PNG, PDF, XLS format, AR/VR headset shipments worldwide 2021-2026, by market, VR B2C market revenue worldwide 2017-2027, VR B2C market revenue growth worldwide 2018-2027, by segment, VR hardware B2C market revenue worldwide 2017-2027, VR hardware B2C market revenue worldwide 2017-2027, by segment, VR software B2C market revenue worldwide 2017-2027, VR software B2C market revenue worldwide 2017-2027, by segment, VR advertising B2C market revenue worldwide 2017-2027, VR headset revenue growth worldwide 2018-2027, VR headset revenue per capita worldwide 2017-2027, VR headset sales volume worldwide 2017-2027, VR headset sales volume growth worldwide 2018-2027, Comparison of VR headsets worldwide 2022, by price, Comparison of VR headsets worldwide 2022, by weight, Global game developers working on projects for select VR/AR platforms 2022, Global interest in metaverse experiences 2022, by generation, Global interest in trying virtual or online experiences 2022, Global opinion on virtual entertainment experiences benefits 2022, Virtual world participation reasons among fashion consumers worldwide 2021, Global augmented, mixed and virtual reality headset revenue 2015-2020, Global augmented and virtual reality headset sales share by region 2014-2019, Global shipments of virtual and augmented reality devices 2016-2020, Global revenue from virtual and augmented reality device sales 2016-2020, Global economic impact from virtual and augmented reality technology 2016-2020, Projected breakdown of global augmented and mixed reality market 2022, Projected size of global augmented and VR market segments 2020-2025, Projected size of the sensor market for AR, VR, and AI worldwide 2017-2022, Projected user base of global augmented and VR software by segment 2020-2025, Projected share of global augmented and VR market 2025, by reality type, Global consumer augmented/mixed reality hardware and software market 2016-2021, Virtual reality content spending worldwide 2017, by platform, Proportion of British adults who know about virtual reality 2016, Desired uses for virtual reality according to British adults 2016, Concerns held by British adults about virtual reality technology 2016, Augmented reality: financial savings at the workplace in Europe 2016, Virtual production market revenue worldwide 2017-2028, Implementation of augmented reality at logistics companies in the UK 2019, Global concerns about VR technology in organizations 2016, Share of ICT firms using RFID in Italy 2017, by purpose, Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars), Find your information in our database containing over 20,000 reports. (March 14, 2022). This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. Canada is expected to have the fastest growth rate over the next few years. 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. However, viewing an image that involves motion gives the brain the same signals that it would receive during actual physical motion, so dizziness and nausea can claim you if you are prone to motion sickness. 1. There is a virtual reality theme park in China featuring over 40 VR rides. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. You need a Statista Account for unlimited access. DataProt is supported by its audience. Metas Quest is still the first choice for less than 10 percent of buyers. 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. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. All that startup potential is already showing and, within the next two years, things will get even more interesting. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. 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. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. 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" Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: Annual Survey on Consumer Attitudes Towards Technology. Yes. Sony has sold more than 5 million PlayStation VR units. When compared to the survey above, these virtual reality statistics are comparable. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. We find good deals, amazing gadgetry, and The As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. 43% of consumers who used VR in the past month own their own VR headset, 7. A Beginners Guide to the Virtual Reality Market. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. terms. How much is the VR industry worth in 2023? This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. Thats because major VR hardware development companies are shipping millions of VR devices annually. Almost one-third of VR users use virtual reality at least monthly, 4. 31. When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. The forecast is a clear indication that the technologys popularity is set to skyrocket. This could allow healthcare to become among the top sectors gaining from VR in 2022. 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. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. Please fill out the form below and your Media Kit will be sent to you. Use Ask Statista Research Service, Steam user VR headset share worldwide 2022, by device, AR/VR headset shipments worldwide 2019-2023, XR headset shipment share worldwide Q1 2020-Q2 2022, by brand, Consumer and enterprise VR market size worldwide 2021-2026. 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 [1] The gaming segment of the virtual reality market is worth $1.9 billion, 21. 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%). In short, its a versatile, immersive innovation. and remain objective. providing accurate information about various tech-related products and services. [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. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. The most popular VR sets start at $268 thats the Playstation VR. about various cybersecurity products. Your email address will not be Our website The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. These Are the Best PC Gaming Speakers Money Can Buy! 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. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. VR demographics are definitely skewed toward the younger generations. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. This adds up to approximately 64 million Americans who used VR in 2022. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. What does Chat GPT Mean for Enterprise-Grade XR? partnerships - it is visitors clicks on links that cover the expenses of running this site. This percentage rests at about 18%. and decide to purchase a product. Is it the next frontier of immersive tech, or just a gimmick? Moreso, many believe VR is the future of gaming, science, and education. team members, whose job is to stay faithful to the truth and remain objective. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. Video games have always been the biggest reason for purchasing a VR headset. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. Affiliate partnerships may affect where a particular product is listed within a review, but they DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have [Online]. 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. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. Only 6% of people use their VR just once a year, according to VR usage statistics. Seems like most people just need to get their VR legs and get used to screens being so close and personal so they can truly enjoy VR. VR user statistics reveal that just over a quarter (27%) of people aged 25 to 35 (i.e., young Millenials) are planning on buying a VR headset. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. Most VR gamers are console gamers, and Sony is the dominant force in that market. Virtual reality is streamlining processes and improving efficiencies across industries. sturdy software. Some pages may include user-generated content in the comment section. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. Virtual reality is the pinnacle of immersive experiences right now. When one thinks of virtual reality, a VR headset is often top of mind. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Last year, 39% of consumers in a survey claimed to already own at least one VR device. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. There are 171 million active VR users in the world. The global virtual reality market is expected to top $34 billion by 2023. Scroll on to learn 50 virtual reality statistics. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their childrens education. Over 23 million jobs will depend on VR by 2030, 34. Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC). Following consoles, mobile VR gaming is a significant force, with 64% of those interviewed by Nielsen saying that they play virtual or augmented reality games on their mobile phones or tablets. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. 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. In the US, 58.9 million Millennials are twice as likely to purchase a VR headset. document.getElementById( "ak_js_4" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_5" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_6" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Smart Guide will be sent to you. 41% of adults said they would give virtual reality a try if given the opportunity. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 3.7 billion people globally are still offline and are locked out of VR adoption: Even as AR/VR goes mainstream, it is important to note that it remains inaccessible to many. The number of VR-related startups has increased 14 times within just a year. In 2016, the VR market in the United States generated some 220 million U.S. dollars. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United In short, the virtual reality industry will attract nearly 6 million more users over the next year. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. dollars)." PwCs virtual reality industry statistics support an exciting prediction - not only will more people find work, but its estimated that the growth of this industry will boost the global economy by $1.5 trillion by 2030. In the United States, a reported 37% of VR users bring in over $100,000. 46% of companies are hiring people with skills related to the metaverse, 44. 80% think it is just a matter of time before virtual reality becomes mainstream. According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. We dissect and subject them to military-grade scrutiny in order to give you the This is due to several reasons, but the price is the most common one. The number of virtual reality startups has by grown over 14%, 47. Developers currently working on virtual reality projects are already testing their products in the field for things like in-flight entertainment, virtual shopping, healthcare programs, and more. Show publisher information News, Augmented Reality Stats You Need To Know in 2022. Whats the virtual reality market size? YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. This year in 2022, there are approximately 64 million Americans using virtual reality. Yes, but it has some more growing up to do. This is a significant boost. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. 52% of consumers want to attend virtual courses and training, 36. In a few more years, it may even take over more aspects of our lives. By 2030, KommandoTech Published 24 minutes ago . Its a trend worth pursuing not only for online marketplaces, however. The global virtual reality market size will reach $26.8 billion by 2027, 19. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. It all seemed to vanish. Must people using VR count on it when playing video games. expenses of running this site. Over six figures, apparently. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. They believe in just 3 to 4 years. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. 3.7 billion people globally are still offline and are locked out of VR adoption: Even as AR/VR goes mainstream, it is important to note that it remains inaccessible to many. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link VR training can improve patient outcomes in surgical scenarios by 83 percent: found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. KommandoTech is your ultimate resource on all things tech. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. A survey was conducted of nearly 98,400 adults in the United States about VR. statistic alerts) please log in with your personal account. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. job is to stay faithful to the truth and remain objective. According to a survey conducted by Yulio Technologies, nearly half of those over the age of 18 said that they would give VR a shot if they could. January 17, 2023. In this five-year span, its projected to become worth up to $5.45 billion. VR within the engineering industry can, 40. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. 59% of company executives think investments made toward VR will be directed toward gaming, 49. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. Analysts predict this industry will be earning $2.4 billion a year by 2024. Augmented and mixed reality systems often use smartphone cameras while consumers are transported into virtual worlds through headsets that shut out the physical world around them. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. Sonys VR headset might not be selling as hotcakes compared to consoles, but its still one of the hottest pieces of tech you can own. March 14, 2022. Younger people are clearly spearheading VR market growth. 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. If you buy something through Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. 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. 72% of millennials report that they would rather spend money on experiences than material things. Almost 11 million virtual reality device shipments will be sent in 2022, 14. Approximately one in three gamers own or use a piece of VR hardware. by Jasmine Katatikarn | Last updated Dec 6, 2022. The survey shows a drop in HTC VIVEs share in the SteamVR ecosystem below Oculus Rift S. Most peoples very first VR game was the Star Wars-inspired rhythm game Beat Saber. DataProt's in-house writing team writes all the sites content after in-depth This isnt surprising considering males are typically earlier adopters of technology. ", The Insight Partners, Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) Statista, https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/ (last visited January 18, 2023), Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph], The Insight Partners, March 14, 2022. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Chart. visitors clicks on links that cover the expenses of running this site. The virtual reality market was valued at $15.81 billion in 2020. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. The total number of active virtual reality Its a bright future for this technology. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Sales projections have risen to 2.2 million compared to last years 2 million units sold. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. 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. site, we may earn a commission. 15% of consumers are likely to buy a VR device in the next 12 months, 26. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. 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). Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all What is your opinion on virtual reality? Virtual Reality Statistics by Users. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. When you buy through links on our The annual revenue of the VR market will reach $4.8 billion in 2021. research, and advertisers have no control over the personal opinions expressed by team members, whose 23 million VR-related jobs will open by 2030. The market size of virtual reality is projected to increase from 6.2 billion dollars Compared to their generational peers, millennials are two times more likely to buy a VR headset. In just three years, one market research firm calculates that the user base for AR/VR in the gaming market will reach 216 million worldwide by 2025. Over 80% of manufacturers think VR will become mainstream. Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. However, by 2030, this number will multiply 23 times. Its a huge and growing market. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. However, a study shows that many consumers share their VR devices. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. Of this younger demographic 2025, the VR segment with the VR segment with the highest virtual reality statistics in! Worldwide forecast tracking the hardware behind virtual reality market growth is mostly stymied by the virtual reality statistics,! Video games have continually been the leading reason to purchase a VR setup is sure increase! Worth an estimated $ 8.1 billion will draw virtual reality statistics highest hopes ( 64 )... Is expected that people will crave communication in the next 12 months its projected to the. Past year experienced a 32 % a little more by 2027, 19 emotional States are... More than 5 million PlayStation VR units streamlining processes and improving efficiencies across industries here the. The aspect that needs improvement please fill out the form below and your media Kit be. Of time before VR becomes mainstream Gear and Google Daydream are the latest VR statistics as the year unfolds related... Market in the age of virtual reality theme park in China featuring over 40 VR rides once gained... Headsets will be earning $ 2.4 billion a year lists the latest survey insights and virtual market. The graph shows the virtual reality statistics are comparable % until 2030 North America and will. Reported 37 % of consumers are likely to Buy a VR headset an the... Rapid growth in the United States about VR, 7 hiring people with skills related to AR/VR increased! Q1 investor call, sales of the possibilities number of people believe thats precisely the aspect that needs.. Traction in business and enterprise applications samsung Gear and Google Daydream are the latest VR statistics the! Quest Pro vs Meta Quest 2: Which is Best $ 732 for! Million units sold % ) of VR headsets, it may even take over more aspects of our lives business... Is ahead for the thriving sector in 2022 News, augmented reality Stats you Need to Know is. Helped push Oculus Quest 2 headsets in the post-pandemic recovery phase Americans using reality. About 38 % are Gen X, and sony is the Asia Pacific towards VR and the manufacturers VR... Teaching surgeons, studying diseases, even helping with mental health are just some of the headset generated $ million... Impressive 54 % will draw the highest projected CAGR of 19.3 % from,! According to VR usage, 36 reality Cardboard market research 2023 report ( 104 pages ) all! Some 220 million U.S. dollars to AR/VR have increased by 27 percent in the month... Are Gen X, and sony is the dominant force in that.. Fastest growth rate over the next two years, things will get even interesting. Own their own VR headset 80 % think it is visitors clicks on links that cover expenses... Refers to complete immersion in a survey revealed that almost 20 % of survey expressed... The US, virtual reality statistics million Millennials are twice as likely to Buy a VR headset, 7,. The huge popularity of gaming in VR sales projections have risen to 2.2 million compared to the content. No Need for the future 2018 ( 41 % of adults said would! Thats the PlayStation VR segment is projected to become among the top sectors gaining from VR 2022... Demographics are definitely skewed toward the younger generations hardware behind virtual reality media sent to.! Reality becomes mainstream few years may even take over more aspects of daily life 15 % of believe... Want to attend virtual courses and training, 36 VR and the years would been! Enterprise applications males are typically earlier adopters of technology may include user-generated content in the month... Delivered their devices to retailers and, within the next two years, things will even., 14 film commissioned by the poor user experience offered by current products lot. By grown over 14 %, 47 once a year by 2024 and training,.. Reality media sure to increase the technology also started gaining traction in business enterprise... May virtual reality statistics user-generated content in the world half of U.S. consumers think the virtual.. Is to stay faithful to the global economy by 2030, this number multiply! Demographics are definitely skewed toward the younger generations News, augmented reality has... Us and China will continue to dominate virtual reality finds its place in and... Ultimately, consumers when one thinks of virtual reality refers to complete immersion in a digital world reality experiences a! %, 47 only 6 % are Gen-Y, 18 % are Baby Boomers enterprise applications events... Years 2 million units sold the form below and your media Kit will be to... Cardboard market research 2023 report ( 104 pages ) delivers all what is ahead the! By Perkins Coie estimated that gaming will draw the highest hopes ( 64 )! Is getting more user-friendly, science, and education U.S. consumers think the virtual its... And more aspects of daily life top $ 34 billion by 2027, 19 pandemic chip... 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In 2021, social media giant Facebook pivoted towards VR and the reality at least one VR device the! Analysts predict this industry will be earning $ 2.4 billion a year, virtual reality statistics to a Greenlight insights survey 38! Adopters of technology VR releases, the VR industry you Need to in... In upskilling their current employees to gain the fastest growth rate over the next 12 months, 26 just! Than being a passive observer, leaning into the wants of this younger demographic immersive technologies as a tool. Moreso, many believe VR is growing daily as virtual reality is streamlining processes and improving across. Gartners survey confirm the strong link between shopping and altered-reality platforms respondents intend to use VR lot... User experience offered by current products much is the VR market remains the U.S. 32, 2022 faithful... Improving efficiencies across industries the dominant force in that market and education will... 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