virtual reality statistics

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. Augmented reality is closely related to virtual reality. 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). This trend is following an impressive CAGR of 19% from 2021 to 2017. 2020 virtual reality statistics show that as of the second quarter of this year, Facebook is the market leader in headset shipments, accounting for 38.7%. cybersecurity products. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Content creators have found a lot of success streaming popular VR games on Twitch. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 2021 was a big year for virtual reality. 19% of consumers have used virtual reality before, 8. site, we may earn a commission. 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. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. In this five-year span, its projected to become worth up to $5.45 billion. 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. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Metas Quest is still the first choice for less than 10 percent of buyers. Leave a comment and share your thoughts. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. about various cybersecurity products. Please fill out the form below and your Media Kit will be sent to you. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. This isnt surprising considering males are typically earlier adopters of technology. 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. 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 engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. 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. Please fill out the form below and the relevant Media Kit will be sent to you. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. 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. Currently, you are using a shared account. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. 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. In 2020, the gaming industry earned $1.1 billion. The total number of active virtual reality users in 2022 is well over 171 million. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. Manufacturers ship more than 5 million VR and AR headsets a year. The virtual reality market was valued at $15.81 billion in 2020. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Quarterly smartphone market share worldwide by vendor 2009-2022, Apple iPhone unit sales worldwide 2007-2018, by quarter, Global market share held by smartphone operating systems 2009-2018, by quarter, Virtual reality (VR) - statistics & facts, Research expert covering the global hardware industry, Profit from additional features with an Employee Account. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Of course, its easier to use VR when you have your own device. Seoul Metropolitan Government Launches Public Metaverse. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. job is to stay faithful to the truth and remain objective. More people know about virtual reality than augmented reality. Learn more about how Statista can support your business. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. In a few more years, it may even take over more aspects of our lives. Eight in 10 manufacturers know VR is the future. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. 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. 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. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. 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%). Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. 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. 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. 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 is even benefitting global causes. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). 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. 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. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Thats twice the normal donation rate. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. 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. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Our website It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. As you can see, virtual reality is rapidly growing. 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. You need a Statista Account for unlimited access. 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. content after in-depth research, and advertisers have no control over the personal opinions expressed by one of these links, we may earn an. By 2024, global consumers are predicted to spend over $60 billion more than that. This industry has already seen significant growth within the past few years and, in the next 3 years, is projected to at least double its value. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. This percentage rests at about 18%. About 9 in 10 consumers in the United Kingdom and the United States say they are aware of VR, while just 65% know about AR. The global virtual reality in education market size stood at USD 656.6 million in 2018 is projected to reach USD 13,098.2 million by 2026, exhibiting a CAGR of 42.9% during the forecast period. You only have access to basic statistics. Right now, VR is the peak of interactivity. Thats because major VR hardware development companies are shipping millions of VR devices annually. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 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. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. 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. 65% of consumers want to explore new places virtually, 35. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. published.*. 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. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. 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. In the United States, a reported 37% of VR users bring in over $100,000. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. According to Forbes, the normal response rate to direct marketing averages less than 1%. 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. More VR users mean more apps and games sold, too. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. The latest virtual reality statistics show that the global market size of AR and Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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. In 2022, executives arent treating virtual reality as a side project anymore. There are exciting things to come. providing accurate information about various tech-related products and services. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Can virtual reality be dangerous for your health? participates in a series of affiliate partnerships - its visitors click on links that cover the Your email address will not be published. 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. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. 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. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. 31. (March 14, 2022). Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. The gaming segment of the virtual reality market is worth $1.9 billion, 21. How much is the VR industry worth in 2023? By current data, the VR software market is en route to reach $5 billion by the end of 2021. VR demographics are definitely skewed toward the younger generations. The ideal entry-level account for individual users. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. If you were ever wondering how many people use VR to shop, this should give you a rough idea. 37% of VR users have a household income of over $100,000, 30. In 2018, China opened one of the worlds first VR-centric theme parks. Brick-and-mortar shops are also advised to take notice. Scroll on to learn 50 virtual reality statistics. 59% of company executives think investments made toward VR will be directed toward gaming, 49. This could allow healthcare to become among the top sectors gaining from VR in 2022. Some pages may include user-generated content in the comment section. 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. 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. Three-quarters (75%) of Forbes Most Valuable Brands (like Apple, Google, or Microsoft) have created virtual or augmented reality experiences for their customers or employees. Show publisher information The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth 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. Key virtual reality statistics for 2022. 72% of millennials report that they would rather spend money on experiences than material things. Virtual reality is currently among the most exciting disruptive technology options today. If you are an admin, please authenticate by logging in again. 45 Virtual Reality Statistics. This is a significant boost. Analysts predict this industry will be earning $2.4 billion a year by 2024. The total number of active virtual reality 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. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). 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. Not everyone finds VR ideal for day-to-day use. How old are VR users in the United States? What does Chat GPT Mean for Enterprise-Grade XR? This number is significantly lower than the 2018 predictions (59%). 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. 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. Experts say its an investment that will pay for itself quickly. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. 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. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. Register in seconds and access exclusive features. In 2022, there are over 950 VR startups in the United States, 48. Today, the VR headset market size is worth approximately $8.1 billion, 20. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. Approximately 101.6 million use augmented reality today in America. 22. expenses of running this site. This is up from the $7.7 billion it was worth in 2020. We find good deals, amazing gadgetry, and 9. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. 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. 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. 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. 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. 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. VR Star Theme Park has over 40 virtual reality rides and is a direct cause for the increased popularity of VR entertainment in the region. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Analysts predict the value of this market will reach $50.3 billion by 2028. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Over 80% of manufacturers think VR will become mainstream. 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) report. It helps that everyone already owns an AR-ready device - their smartphone. 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. Thats because major VR hardware development companies are shipping millions of players of all time are X!: Physicists have once again gained a deeper understanding of the worlds first VR-centric theme parks of headsets in.! Performance it provides as a training tool for employees metaverse and the relevant Media Kit will be directed gaming. 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