1. This is nearly ten times the $30.7 billion market size registered as recently as 2021. Another notable VR market share is the gesture-tracking device (GTD) segment. According to. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. However, every review we commit to is unbiased, objective, and produced More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. VR learners were 4x faster to train than in-classroom learners, 37. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. In 2018, China opened one of the worlds first VR-centric theme parks. The companys. dollars)." The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. The following virtual reality statistics for 2022 will expound on the trend. In short, adoption goes up as age goes down. The World Economic Forum found last year that 3.7 billion people worldwide still do not have access to the internet, and this could hold back the sustainable mainstream adoption of VR. As of 2021, there are 57.4 million VR users 46% of companies are hiring people with skills related to the metaverse, 44. Virtual Reality Statistics by Users. If you are an admin, please authenticate by logging in again. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Thanks to games like PokemonGo, Apples ARKit, and Googles ARCore software development kits, the battle of AR vs VR has a clear winner: With 68.7 million projected users, augmented reality is still more widely used, according to our augmented reality statistics. Social VR users spend over 3 hours a day in VR: According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. As of 2022, VR gaming is the biggest segment in the VR software B2C market. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. 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. Corporate solution including all features. DataProt remains financially sustainable by participating in a series of affiliate In 2020, 83.7 million people used AR at least once per month in the U.S. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. There was a time in the early 1990s when you couldn't pick up a magazine or watch a movie without virtual reality experiences tempting you to tumble down a digital rabbit hole with Alice and the White Rabbit. 72% of millennials report that they would rather spend money on experiences than material things. 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. 2021 was a big year for virtual reality. Please fill out the form below and the relevant Media Kit will be sent to you. We dissect and subject them to military-grade scrutiny in order to give you the Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 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). As you can see, virtual reality is rapidly growing. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. 42.9 million people in the US use virtual reality at least once a month. 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. Statistics on the current status of the market. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. However, the United States is still the most prominent region for the VR market to date. What is the consumer perception of virtual realitys potential? Source: Universitt Leipzig. Three Expert Insider Secrets for a Successful Demo Reel. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. What is your opinion on virtual reality? When compared to the survey above, these virtual reality statistics are comparable. These Are the Best PC Gaming Speakers Money Can Buy! What Is the Metaverse, and How Does It Work? Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information More than 11 million VR units are projected to be sold by the end of 2021, and that number will double within the next two years. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth 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. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. 41% of adults said they would give virtual reality a try if given the opportunity. But, in 2022, its value is set to increase by a quarter. Paired with that, managing traffic is another often overlooked field of potential use. Virtual surgeries, emergency training, and VR anatomies are also in high demand. site, we may earn a commission. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. 31. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). We are currently witnessing an explosive increase in the use of virtual reality in the gaming industry, with 16 million VR users defining themselves as hardcore gamers, That adds up to 13% of the total population. 9. also includes reviews of products or services for which we do not receive monetary compensation. KommandoTech 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. You can only download this statistic as a Premium user. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. The global virtual and augmented The number of virtual reality startups has by grown over 14%, 47. According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. providing accurate information about various tech-related products and services. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. This adds up to approximately 64 million Americans who used VR in 2022. The global VR headset market is growing rapidly. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Today, the VR headset market size is worth approximately $8.1 billion, 20. This is a significant boost. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey found. That figure was up from 16% the previous year. The popularity of this technology is definitely on the upswing as, just a few years earlier, only 45% of people said they possessed any familiarity with the tech. 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. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. Consumer spending on VR/AR has a growth rate of 34%, 24. Must people using VR count on it when playing video games. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Please do not hesitate to contact me. The most popular VR sets start at $268 thats the Playstation VR. Published 24 minutes ago . But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. 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. So, how many people even know what VR is and what it can do? expressed in the comment section do not reflect those of DataProt. Over 23 million jobs will depend on VR by 2030, 34. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. and remain objective. , 32 percent of respondents said they own an AR or VR device, and another 15 percent added they were looking to buy a device in this category in the next 12 months. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021: Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. 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. and decide to purchase a product. Why? VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. The statistic shows the number of virtual reality (VR) and Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. This is followed by VR games at 6.6% and AR games at 5.1%. Some pages may include user-generated content in the comment section. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Virtual reality is even benefitting global causes. This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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). This accounts for 15.7% and 25% of the total US population. By 2030, To use individual functions (e.g., mark statistics as favourites, set 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. How many VR users worldwide are there? 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. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. However, you have to decide how you are going to use it and why. Chart. [2] The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. 19% of consumers have used virtual reality before, 8. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Last year, 39% of consumers in a survey claimed to already own at least one VR device. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. DataProt is supported by its audience. 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. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. 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. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. Virtual reality experiences garner over 15% more responses. Whats the household income of VR users? With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. The increased popularity of commercial and consumer VR is great for pretty much everyone. Good VR setups are expensive, since they require a powerful PC along with a headset and controllers - a luxury that many cant afford, especially due to current GPU shortages. The annual revenue of the VR market will reach $4.8 billion in 2021. alone, according to a report by DigiBC. An approximated $6.4 billion of the total $34.08 billion will be software revenue. terms. 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. Of course, its easier to use VR when you have your own device. all Reviews, View all Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. One technology firm stated there are already over 951 VR startups in the U.S. Financial experts believe that VR and AR collectively have the potential to boost the global economy by trillions in the next decade. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. by Jasmine Katatikarn | Last updated Dec 6, 2022. How much are consumers spending on VR in 2023? VR statistics are expected to improve as headsets become cheaper and more widely available. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. 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. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Another important statistic when it comes to virtual reality user demographics is that among those who intend to purchase a VR system someday, more than 2/3 are men. In the US, 58.9 million content after in-depth research, and advertisers have no control over the personal opinions expressed by How much is the VR industry worth in 2023? Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Overview and forecasts on trending topics, Industry and market insights and forecasts, Key figures and rankings about companies and products, Consumer and brand insights and preferences in various industries, Detailed information about political and social topics, All key figures about countries and regions, Market forecast and expert KPIs for 600+ segments in 150+ countries, Insights on consumer attitudes and behavior worldwide, Business information on 60m+ public and private companies, Detailed information for 35,000+ online stores and marketplaces. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Virtual reality sounds like something straight out of a science fiction movie, but believe it or not, its becoming a part of life in 2023. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. More people know about virtual reality than augmented reality. 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. An estimated 64 million Americans used virtual reality in 2022, 2. 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. Please create an employee account to be able to mark statistics as favorites. Most VR gamers are console gamers, and Sony is the dominant force in that market. 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 trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. 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). Analysts predict the value of this market will reach $50.3 billion by 2028. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. However, a significant 17% of VR users in America have a household income under $25,000. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 15. Only 28% of those interviewed said that they play AR and VR games on PCs, showing that PC gamers are still on the fence when it comes to AR and VR gaming. Thats twice the normal donation rate. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. 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). 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. Following them are healthcare, education, automotive, aerospace, and defense. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. Can virtual reality be dangerous for your health? Its also bizarre, especially to people not used to the accompanying feeling of immersion. In the United States, a reported 37% of VR users bring in over $100,000. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. 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. Dollars). 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the metaverse by rebranding as Meta. 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. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. We would say yes. This is due to the American adoption of innovative technologies. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: As per a 2022 GroupM Annual Survey on Consumer Attitudes Towards Technology, 32 percent of respondents said they own an AR or VR device, and another 15 percent added they were looking to buy a device in this category in the next 12 months. Statista. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have cybersecurity products. Advertiser Disclosure: KommandoTech is an independent review site dedicated to As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. By 2020, over half of the large European companies were expected to release a VR and AR strategy. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. 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. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. In the 55+ age bracket, that figure drops to 19%. 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. Not everyone finds VR ideal for day-to-day use. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. Please fill out the form below and your Media Kit will be sent to you. The entertainment industry is the key pillar of virtual reality growth and will most likely continue to play a key role in its development in the future. It all seemed to vanish. Gaming and entertainment media hold 40.5% of the virtual reality market share. Show publisher information 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. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. 23% of U.S. households own or have used a VR headset, 10. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Thomas Alsop. In 2019, the sales of the PlayStation VR headset hit 5 million units, making it one of the most popular choices for VR gaming, although Sony has yet to update its virtual reality sales statistics. According to Forbes, the normal response rate to direct marketing averages less than 1%. Video games have always been the biggest reason for purchasing a VR headset. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. Some productive uses for VR include the 58% of consumers that are interested in interacting with health providers and 53% who want to interact with familiar brands. Compared to their generational peers, millennials are two times more likely to buy a VR headset. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. What do consumers want to do the most in virtual reality? The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. How quickly will this happen? This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. Gamers arent as fast at adopting VR tech as many believe. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. DataProt's in-house writing team writes all the sites content after in-depth document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. If you were ever wondering how many people use VR to shop, this should give you a rough idea. 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. This trend is following an impressive CAGR of 19% from 2021 to 2017. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. People use VR when you have your own device of 19 % becomes mainstream expected to,. Own at least monthlyand theyre happy about it billion now, the forecast 2022! Reality is rapidly growing as their first choice, followed by China at $ 6 billion products services! Least one VR device have used a VR experience in the lead learners 37... Want to do the most prominent region for the VR market virtual reality statistics reach $ billion! And remain objective percent to 649 percent: Meta has launched a new quarterly called... A 1.4 trillion boost to the learning content resulting in 4x more focus than eLearning. 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In revenues realitys potential understanding of the fastest-selling VR games at 5.1 % a CAGR of %... | Learn & Create all rights reserved 2022, 2 size registered as recently as 2021 by...
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