More people know about virtual reality than augmented reality. This percentage rests at about 18%. Its a trend worth pursuing not only for online marketplaces, however. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. The statistic shows the number of virtual reality (VR) and Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. 9. Learn more about how Statista can support your business. In short, its a versatile, immersive innovation. 19% of consumers have used virtual reality before, 8. That includes devices and VR content like games, apps, and subscriptions. , Feb 8, 2022. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. We dissect and subject them to military-grade scrutiny in order to give you the Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. 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. You can only download this statistic as a Premium user. Price is another factor. 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. alone, according to a report by DigiBC. Virtual Reality Statistics by Users. This, however, does not influence the evaluations in our reviews. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. As of 2022, VR gaming is the biggest segment in the VR software B2C market. If you were ever wondering how many people use VR to shop, this should give you a rough idea. 2021 was a big year for virtual reality. 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. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. 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. Access to this and all other statistics on 80,000 topics from, Show sources information 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. 1. 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. Virtual reality experiences garner over 15% more responses. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. The forecast is a clear indication that the technologys popularity is set to skyrocket. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. HR is an important use case for VR in the enterprise, as per 92 percent of professionals: In a recent XR Association report, 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 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. ", 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. Currently, you are using a shared account. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. How old are VR users in the United States? Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. You only have access to basic statistics. HTC Vive sales numbers put it in a distant third place, with a minor improvement over last year: $0.8 million vs $0.6 million in 2018. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. 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. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). KommandoTechs in-house writing team writes all the sites 23% of U.S. households own or have used a VR headset, 10. Yes, but it has some more growing up to do. Get full access to all features within our Corporate Solutions. 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. Get in touch with us now. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. This may not seem like a large number compared with other statistics on this list, but YouTube subscribers look for new VR videos almost every day. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. 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 practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. By 2030, Researchers say 48% of the content is developed for the video game industry and 31% is social. There is a virtual reality theme park in China featuring over 40 VR rides. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. 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%. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. Is it something you are currently using or wish to do in the future? In 2016, the VR market in the United States generated some 220 million U.S. dollars. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. 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). What is the difference between augmented reality and virtual reality? In 2020, 83.7 million people used AR at least once per month in the U.S. Virtual reality is on the rise and startups are propelling this. Virtual Reality Market Statistics. 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). In this five-year span, its projected to become worth up to $5.45 billion. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. However, a significant 17% of VR users in America have a household income under $25,000. 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. statistic alerts) please log in with your personal account. Metas Quest is still the first choice for less than 10 percent of buyers. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). 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. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Metas Quest is still the first choice for less than 10 percent of buyers. Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%), which shows that the industry believes those sectors are going to see more VR usage in the future. 37% of VR users have a household income of over $100,000, 30. Register in seconds and access exclusive features. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. Approximately one in three gamers own or use a piece of VR hardware. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. [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. published.*. 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. Then - poof! 15% of consumers are likely to buy a VR device in the next 12 months, 26. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). This is up from the $7.7 billion it was worth in 2020. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. How quickly will this happen? Sony followed with 21.9% and Pico came in third with 9.2%. Lets take a look at some VR statistics and find out. Are you interested in testing our corporate solutions? 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. The ideal entry-level account for individual users. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 101.6 million people in the U.S. Americans use augmented reality, 3. Augmented reality is closely related to virtual reality. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. The number of VR-related startups has increased 14 times within just a year. Virtual reality is even benefitting global causes. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. A recent experiment conducted by Walmart had employees train via VR. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. The following were our top virtual reality statistics and survey insights set to 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. Over six figures, apparently. 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. Scroll on to learn 50 virtual reality statistics. Statista. 41% of adults said they would give virtual reality a try if given the opportunity. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. 31. Well dive into how popular virtual reality is, its demographics, and the economy behind it. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. It just shifted focus from entertainment to fields like medicine and military training. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. section do not reflect those of DataProt. If you are an admin, please authenticate by logging in again. [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. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. An estimated 64 million Americans used virtual reality in 2022, 2. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. The global virtual reality market size will reach $26.8 billion by 2027, 19. all Reviews, View all Virtual reality statistics, calculated from the number of units shipped, reveal Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. The opinions 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. How and where the offers appear on the site can vary according to the Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. Of these, 31.3 million are doing so via virtual reality headsets. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. VR demographics are definitely skewed toward the younger generations. This is impressive, considering its close to beating Beat Sabers earnings despite the rhythm game being available for longer and on more platforms than HL: Alyx. to incorporate the statistic into your presentation at any time. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. In the US, 58.9 million In a few more years, it may even take over more aspects of our lives. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. 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. 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. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. Eight in 10 manufacturers know VR is the future. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. Most VR gamers are console gamers, and Sony is the dominant force in that market. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. News, Augmented Reality Stats You Need To Know in 2022. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. Virtual reality is the pinnacle of immersive experiences right now. 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. Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. According to Forbes, the normal response rate to direct marketing averages less than 1%. Gaming takes the lead with 64% of consumers being most excited about this segment. and remain objective. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. Its just one of many VR facts - more interactivity leads to better immersion. 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. 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. 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. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. Leave a comment and share your thoughts. Request Sample Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. 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. The Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. Four out of ten (41%) companies are investing in metaverse-related technology. Compared to their generational peers, millennials are two times more likely to buy a VR headset. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. Manufacturers ship more than 5 million VR and AR headsets a year. 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. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. 59% of company executives think investments made toward VR will be directed toward gaming, 49. 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). A Beginners Guide to the Virtual Reality Market. By 2026, this trend expects over 31 million to be shipped. 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. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. Published 24 minutes ago . Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. These Are the Best PC Gaming Speakers Money Can Buy! partnership 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. 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. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. We find good deals, amazing gadgetry, and Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. According to a report from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. Its expected to grow at an 18% CAGR during the next seven years. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. The most popular VR sets start at $268 thats the Playstation VR. 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. Thats because major VR hardware development companies are shipping millions of VR devices annually. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. 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%. Its also bizarre, especially to people not used to the accompanying feeling of immersion. 15. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. The virtual reality market was valued at $15.81 billion in 2020. Metaverse Meaning - What is this New World Everyone's Talking About? DataProt remains financially sustainable by participating in a series of affiliate The much lower price compared to console and PC headsets - and the fact mobile headsets are often bundled with premium phones - are key factors that contribute to their rapid market proliferation. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Sony has sold more than 5 million PlayStation VR units. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. Today, the VR headset market size is worth approximately $8.1 billion, 20. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. VR learners were 4x faster to train than in-classroom learners, 37. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have A virtual reality device could soon become a part of onboarding procedures in many companies across the world. 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. 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 the 55+ age bracket, that figure drops to 19%. Three Expert Insider Secrets for a Successful Demo Reel. [6] Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information This could allow healthcare to become among the top sectors gaining from VR in 2022. Only 6% of people use their VR just once a year, according to VR usage statistics. 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 device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. 72% of millennials report that they would rather spend money on experiences than material things. KommandoTech The global shipments of consumer unit VR headsets in 2022 amounted to around 15.49 million, even with the global economic downfall taking full effect. The global combined AR/VR/MR market is worth over $28 billion, 16. Brick-and-mortar shops are also advised to take notice. As you can see, virtual reality is rapidly growing. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. As a Premium user you get access to the detailed source references and background information about this statistic. 65% report that they want to visit someplace new virtually. DataProt is an independent review site dedicated to providing accurate information about various In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. Is it the next frontier of immersive tech, or just a gimmick? dont affect the reviews content in any way. 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. sturdy software. But, in 2022, its value is set to increase by a quarter. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. It has come down from sci-fi movies and tech expos to everyday life. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. 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. 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. 55% of Americans believe virtual reality is too expensive Source Oculus announced that their Quest 2 headset retails for $299, the lowest consumer price ever. 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. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. site, we may earn a commission. 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.
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