45 Virtual Reality Statistics. Canada is expected to have the fastest growth rate over the next few years. 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. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. all Reviews, View all Metaverse Meaning - What is this New World Everyone's Talking About? This number is significantly lower than the 2018 predictions (59%). 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). Price is another factor. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. 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. In the 55+ age bracket, that figure drops to 19%. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. 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. 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. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Virtual reality is the pinnacle of immersive experiences right now. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. Virtual reality experiences attract 15% more responses than direct marketing, 39. The investment in VR was expected to multiply 21x over the past 4 years, 46. 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. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. Can virtual reality be dangerous for your health? 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. VR learners were 4x faster to train than in-classroom learners, 37. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. However, by 2030, this number will multiply 23 times. 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. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. What Is the Metaverse, and How Does It Work? In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. This isnt surprising considering males are typically earlier adopters of technology. Meta Quest Pro vs Meta Quest 2: Which is Best? What is the consumer perception of virtual realitys potential? As you can see, virtual reality is rapidly growing. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 75% of the worlds top brands have virtual reality projects underway, 43. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. 80% think it is just a matter of time before virtual reality becomes mainstream. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Seoul Metropolitan Government Launches Public Metaverse. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. The latter has been on a considerable upswing in the past two years, along with the rise of VR experiences and apps that allow for virtual tourism and event organization within virtual reality. Is it finally time for VR, or is the technologys tipping point still 18 months away? In 2018, China opened one of the worlds first VR-centric theme parks. Leave a comment and share your thoughts. VR demographics are definitely skewed toward the younger generations. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Virtual Reality Statistics by Users. This is nearly ten times the $30.7 billion market size registered as recently as 2021. 41% of adults said they would give virtual reality a try if given the opportunity. 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. 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. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. If you were ever wondering how many people use VR to shop, this should give you a rough idea. 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. How many VR users worldwide are there? Is it the next frontier of immersive tech, or just a gimmick? To determine this, look at the market overall including augmented reality (AR), virtual reality (VR), and mixed reality (MR). 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. Affiliate partnerships may affect where a particular product is listed within a review, but they It concluded that 29% of U.S.-based VR users are male versus 20% are female. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. Must people using VR count on it when playing video games. All that startup potential is already showing and, within the next two years, things will get even more interesting. This is followed by VR games at 6.6% and AR games at 5.1%. (March 14, 2022). While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. The opinions expressed in the comment Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. In 2022, executives arent treating virtual reality as a side project anymore. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. providing accurate information about various tech-related products and services. 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. 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. Yes. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. In short, its a versatile, immersive innovation. Of these, 31.3 million are doing so via virtual reality headsets. Virtual reality is streamlining processes and improving efficiencies across industries. 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. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. ", 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. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. and decide to purchase a product. This could allow healthcare to become among the top sectors gaining from VR in 2022. They believe in just 3 to 4 years. 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. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) How quickly will this happen? The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. This, however, does not influence the evaluations in our reviews. As of 2021, there are 57.4 million VR users Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. Its a trend worth pursuing not only for online marketplaces, however. Well dive into how popular virtual reality is, its demographics, and the economy behind it. There are exciting things to come. If we consider the price of VR headsets, these figures come as no surprise. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). Cause-based VR films inspire twice as many donations as normal films, 38. 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. 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. Predictions for 2019 are nearly double: 1.7 million. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. Its a huge and growing market. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. 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. As a Premium user you get access to the detailed source references and background information about this statistic. 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. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. Then you can access your favorite statistics via the star in the header. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. From market size and headset units sold, to commercial use and gaming, heres what we found out about this exciting technology: According to market reports gathered after the end of the fiscal year 2020, the VR market is on the road to becoming one of the most lucrative tech branches. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Definitely. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Gaming and entertainment media hold 40.5% of the virtual reality market share. Lets take a look at some VR statistics and find out. 37 Virtual Reality Statistics That Prove the Future is Now. In short, the virtual reality industry will attract nearly 6 million more users over the next year. Over 23 million jobs will depend on VR by 2030, 34. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). The Insight Partners. 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). Samsung Showcases First Curved 4K 240 Hz Monitor, Classic BlackBerry Phones to Stop Running on January 4, PC Games That Grabbed Our Attention in 2021. Head-mounted display devices account for 60% of the global VR revenue share, 25. Not everyone finds VR ideal for day-to-day use. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. 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. 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. 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. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). News, Augmented Reality Stats You Need To Know in 2022. How old are VR users in the United States? Sony followed with 21.9% and Pico came in third with 9.2%. When we consider that the current VR revolution started with Oculus Rift on Kickstarter, it is logical that the tech-savvy younger generations are at the forefront. View This trend is following an impressive CAGR of 19% from 2021 to 2017. March 14, 2022. The following were our top virtual reality statistics and survey insights set to Virtual reality is on the rise and startups are propelling this. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. Virtual reality is currently among the most exciting disruptive technology options today. Either way, this represents the small portion of the population considering the majority of Americans in this survey, 76%, have never tried a VR headset. 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. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. Only 6% of people use their VR just once a year, according to VR usage statistics. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. 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. Is it something you are currently using or wish to do in the future? Brick-and-mortar shops are also advised to take notice. 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