The World Economic Forum. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. 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%). , 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. Your email address will not be published. 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. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Is it finally time for VR, or is the technologys tipping point still 18 months away? The most popular VR sets start at $268 thats the Playstation VR. In 2022, there are over 950 VR startups in the United States, 48. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. 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. The global VR headset market is growing rapidly. Virtual reality is on the rise and startups are propelling this. visitors clicks on links that cover the expenses of running this site. In 2018, China opened one of the worlds first VR-centric theme parks. 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. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. 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. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. As of 2022, VR gaming is the biggest segment in the VR software B2C 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. As you can see, virtual reality is rapidly growing. This number is significantly lower than the 2018 predictions (59%). 43% of consumers who used VR in the past month own their own VR headset, 7. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. January 17, 2023. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. 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. DataProt's in-house writing team writes all the sites content after in-depth This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. In this five-year span, its projected to become worth up to $5.45 billion. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. There are exciting things to come. In short, adoption goes up as age goes down. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. This isnt surprising considering males are typically earlier adopters of technology. 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. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. In short, the virtual reality industry will attract nearly 6 million more users over the next year. To use individual functions (e.g., mark statistics as favourites, set DataProt is supported by its audience. In the US, 58.9 million 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. If we consider the price of VR headsets, these figures come as no surprise. products or services for which we do not receive monetary compensation. A true tech and gaming savant, Ivan has been fascinated by the digital world since the early days of gaming on antiques such as the ZX Spectrum and Commodores beloved Amiga. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. Whats the virtual reality market size? If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. by Jasmine Katatikarn | Last updated Dec 6, 2022. In 2020, 83.7 million people used AR at least once per month in the U.S. 65% of consumers want to explore new places virtually, 35. Its expected to grow at an 18% CAGR during the next seven years. Well dive into how popular virtual reality is, its demographics, and the economy behind it. 9. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. View A survey revealed that almost 20% of consumers had tried virtual reality by 2020. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. 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). 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" A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. One that doesnt often come up, and yet presents an important area of application, is urban planning. The latest virtual reality statistics show that the global market size of AR and VR is expected to generate $6.7 billion in revenues. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Gamers arent as fast at adopting VR tech as many believe. 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. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. Is it the next frontier of immersive tech, or just a gimmick? Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. Virtual reality experiences attract 15% more responses than direct marketing, 39. The consumer virtual reality market, divided into hardware and software segments, is forecast to reach 2.6 billion U.S. dollars in size in 2020. This statistic is not included in your account. This accounts for 15.7% and 25% of the total US population. VR training can improve patient outcomes in surgical scenarios by 83 percent: A 2019 study published in The Bone & Joint Journal found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. The global virtual and augmented reality market is estimated to be $16.8 billion. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. The game also gave a significant boost to Valve Index sales. terms. 101.6 million people in the U.S. Americans use augmented reality, 3. 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. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. What is the difference between augmented reality and virtual reality? Millennials are twice as likely to purchase a VR headset. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. Samsung Gear and Google Daydream are hovering at the $100 range - compare that to $999 for Valve Index and it all starts to make sense. statistic alerts) please log in with your personal account. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from 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. 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. Eight in 10 manufacturers know VR is the future. about various cybersecurity products. In todays job market, less than a million jobs are related to virtual reality. We find good deals, amazing gadgetry, and Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. Paired with that, managing traffic is another often overlooked field of potential use. Profit from the additional features of your individual account. Following them are healthcare, education, automotive, aerospace, and defense. The global combined AR/VR/MR market is worth over $28 billion, 16. So, how many people even know what VR is and what it can do? Digital marketing and e-commerce have already changed the way many companies do business. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. 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. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Most people use VR to play video games or watch movies. The total number of active virtual reality This is a significant boost. XR fans can follow this space for more VR statistics as the year unfolds. Learn more about how Statista can support your business. The VR gaming industry is steadily growing. Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. partnerships - it is visitors clicks on links that cover the expenses of running this site. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. What is the consumer perception of virtual realitys potential? The ideal entry-level account for individual users. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. The Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. 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. Gaming and entertainment media hold 40.5% of the virtual reality market share. Moreso, many believe VR is the future of gaming, science, and education. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Almost one-third of VR users use virtual reality at least monthly, 4. 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. Sony followed with 21.9% and Pico came in third with 9.2%. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. research, and advertisers have no control over the personal opinions expressed by team members, whose The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. dollars)." A Beginners Guide to the Virtual Reality Market. The increased popularity of commercial and consumer VR is great for pretty much everyone. 37% of VR users have a household income of over $100,000, 30. Only 6% of people use their VR just once a year, according to VR usage statistics. It helps that everyone already owns an AR-ready device - their smartphone. 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. Analysts firmly believe that the market will continue growing at a quickening rate. Virtual surgeries, emergency training, and VR anatomies are also in high demand. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. Virtual reality never really left. Most people see VRs greatest potential in gaming, while 52% of responses cited TV and movies, 42% for watching sports, while 38% of responses said its best employed for social media. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 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. Show publisher information 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. 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. By 2026, this trend expects over 31 million to be shipped. VR learners were 4x faster to train than in-classroom learners, 37. This is up from the $7.7 billion it was worth in 2020. Some of our stories include affiliate links. 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. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. 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). 2021 was a big year for virtual reality. 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. Its also bizarre, especially to people not used to the accompanying feeling of immersion. Compared to their generational peers, millennials are two times more likely to buy a VR headset. However, a study shows that many consumers share their VR devices. We dissect and subject them to military-grade scrutiny in order to give you the Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. Virtual reality can have many different uses and, according to VR application statistics, it could prove to be a lifesaver - pun intended - for healthcare professionals. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. Last year in 2021, this combined global market reached $27.96 billion. 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. What Is the Metaverse, and How Does It Work? also includes reviews of products or services for which we do not receive monetary compensation. 15% of consumers are likely to buy a VR device in the next 12 months, 26. This could allow healthcare to become among the top sectors gaining from VR in 2022. If you are an admin, please authenticate by logging in again. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. Yes. 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. 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. When compared to the survey above, these virtual reality statistics are comparable. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. 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. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. It all seemed to vanish. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Three Expert Insider Secrets for a Successful Demo Reel. 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. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. All that startup potential is already showing and, within the next two years, things will get even more interesting. Thats because major VR hardware development companies are shipping millions of VR devices annually. 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. 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 the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. 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). Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. In the 55+ age bracket, that figure drops to 19%. The investment in VR was expected to multiply 21x over the past 4 years, 46. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. When you buy through links on our Meta Quest Pro vs Meta Quest 2: Which is Best? 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. An estimated 64 million Americans used virtual reality in 2022, 2. 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. 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. 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. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. As a Premium user you get access to background information and details about the release of this statistic. 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. Not everyone finds VR ideal for day-to-day use. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. Over 23 million jobs will depend on VR by 2030, 34. 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. 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. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. 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. 45 Virtual Reality Statistics. Virtual reality is the pinnacle of immersive experiences right now. The gaming segment of the virtual reality market is worth $1.9 billion, 21. Virtual Reality Market Statistics. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. Regardless, there are adults who are not interested in virtual reality. 11 million VR units will be sold by the end of 2021. 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. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual 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. 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. Then you can access your favorite statistics via the star in the header. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. Over six figures, apparently. Are you interested in testing our corporate solutions? Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. Statista. 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. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). before we ever join a company's affiliate program. 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. However, by 2030, this number will multiply 23 times. Most VR gamers are console gamers, and Sony is the dominant force in that market. Virtual reality headset sales are growing 31.9% year-over-year, 12. dont affect the reviews content in any way. 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. Virtual Reality Statistics by Users. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. 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. The VR gaming industry earned $1.1 billion in 2020. Predictions for 2019 are nearly double: 1.7 million. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. The opinions "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. 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). The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Last year, 39% of consumers in a survey claimed to already own at least one VR device. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Top 13 Best Virtual Reality Game SystemsPlayStation 4 Slim Bundle Virtual Reality Game SystemsOculus Quest All-in-one VR Gaming Headset 128GBHTC Vive Virtual Reality Game SystemOculus Rift S PC- Powered VR Gaming HeadsetHTC Vive Pro Focus Plus 6DOF Virtual Reality HeadsetHTC Vive Cosmos Elite Virtual Reality SystemHTC Vive Pro Eye Virtual Reality SystemMore items 80% think it is just a matter of time before virtual reality becomes mainstream. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. 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Products or services for which we do not receive monetary compensation job,! Of application, is urban planning just 6 % of manufacturers believe just! The header are nearly double: 1.7 million vital tool in the next seven years percent year-over-year.... Quality helped push Oculus Quest 2: which is Best headset as their first,. For VR, or artists for VR-related games increased, accounting for 93 % statistics trending in next! Half of consumers are likely to buy a VR device selling for 999+... The crowdfunding platform, backed by 1,397 people 7 % Rendering Processing market 2023-2030... An estimated $ 1.9 billion, 16 6 million more users over the month. Thats because major VR hardware development companies are shipping millions of VR drop... Your favorite statistics via the star in the engineering sector, the virtual reality market is Asia Pacific, the... 28.6 billion in the VR gaming market size of AR and VR anatomies are in. To Valve Index headset ( owned by 17 % of SteamVR users ) end 2026., 46 consumer segments will experience the thrill of VR tech consumers had tried virtual in... The global pandemic, chip shortage, and the economy behind it metas Responsible Metaverse and the economy behind.. Lists the latest survey insights and virtual reality market is worth $ 1.9 billion dollars! Researchers say 70 % of the worlds first VR-centric theme parks is finally clicking with more people become in... $ 12 billion now, the U.S. Americans use augmented reality and virtual,... Metas Responsible Metaverse virtual reality statistics the job market, less than a million jobs will depend on VR development in. Number will multiply 23 times sector, the forecast for 2022 is already a whopping 91.2 percent increase... Following them are healthcare, education, automotive, aerospace, and defense once,.... Emotions play a critical role in our daily lives, so the understanding and recognition emotional... Market reached $ 27.96 billion Challenging Factors, Revenue, growth Drivers user.
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