virtual reality statistics

March 14, 2022. 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" 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. Another notable VR market share is the gesture-tracking device (GTD) segment. Scroll on to learn 50 virtual reality statistics. 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. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. 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. 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. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. 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). The Although its entry point is still significantly more expensive than consoles for the average consumer, VR statistics confirm that the VR gaming industry is steadily growing. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all This accounts for 15.7% and 25% of the total US population. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Virtual reality is on the rise and startups are propelling this. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. The global virtual reality market size was valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual growth rate of 15.0% from 2022 to 2030. You need at least a Starter Account to use this feature. Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Our website also includes reviews of visitors clicks on links that cover the expenses of running this site. 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. Following consoles, mobile VR gaming is a significant force, with 64% of those interviewed by Nielsen saying that they play virtual or augmented reality games on their mobile phones or tablets. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the metaverse by rebranding as Meta. As of 2021, there are 57.4 million VR users These Are the Best PC Gaming Speakers Money Can Buy! By current data, the VR software market is en route to reach $5 billion by the end of 2021. Access to this and all other statistics on 80,000 topics from, Show sources information It all seemed to vanish. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. site, we may earn a commission. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. Over 23 million jobs will depend on VR by 2030, 34. Virtual reality experiences garner over 15% more responses. 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%. Most VR gamers are console gamers, and Sony is the dominant force in that market. The investment in VR was expected to multiply 21x over the past 4 years, 46. , 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. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. Content creators have found a lot of success streaming popular VR games on Twitch. Virtual reality has many potential use cases. 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. Metaverse Meaning - What is this New World Everyone's Talking About? Is it something you are currently using or wish to do in the future? Canada is expected to have the fastest growth rate over the next few years. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. Analysts predict the value of this market will reach $50.3 billion by 2028. Researchers say 48% of the content is developed for the video game industry and 31% is social. dont affect the reviews content in any way. How and where the offers appear on the site can vary according to the 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. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. Aug 02,2022 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. 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. This trend is following an impressive CAGR of 19% from 2021 to 2017. Predictions show that 5.9 million Americans will adopt VR by next year, 9. 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. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 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%). This is due to the American adoption of innovative technologies. In 2020, 83.7 million people used AR at least once per month in the U.S. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. 1. In the 55+ age bracket, that figure drops to 19%. The global virtual and augmented With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. In todays job market, less than a million jobs are related to virtual reality. This is nearly ten times the $30.7 billion market size registered as recently as 2021. providing accurate information about various tech-related products and services. Your email address will not be published. It helps that everyone already owns an AR-ready device - their smartphone. Some of our stories include affiliate links. If we consider the price of VR headsets, these figures come as no surprise. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. If you were ever wondering how many people use VR to shop, this should give you a rough idea. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Is it finally time for VR, or is the technologys tipping point still 18 months away? VR learners were 4x faster to train than in-classroom learners, 37. 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. 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. 42.9 million people in the US use virtual reality at least once a month. and remain objective. 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. DataProt is an independent review site dedicated to providing accurate information about various An estimated 64 million Americans used virtual reality in 2022, 2. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. 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. What is your opinion on virtual reality? Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Overview and forecasts on trending topics, Industry and market insights and forecasts, Key figures and rankings about companies and products, Consumer and brand insights and preferences in various industries, Detailed information about political and social topics, All key figures about countries and regions, Market forecast and expert KPIs for 600+ segments in 150+ countries, Insights on consumer attitudes and behavior worldwide, Business information on 60m+ public and private companies, Detailed information for 35,000+ online stores and marketplaces. Consumer spending on VR/AR has a growth rate of 34%, 24. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. You can only download this statistic as a Premium user. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. 31. The virtual reality market was valued at $15.81 billion in 2020. 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. 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. Then you can access your favorite statistics via the star in the header. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey found. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. 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. The global virtual and augmented reality market is estimated to be $16.8 billion. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: As per a 2022 GroupM Annual Survey on Consumer Attitudes Towards Technology, 32 percent of respondents said they own an AR or VR device, and another 15 percent added they were looking to buy a device in this category in the next 12 months. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. 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. 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. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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. Vr by next year the fastest growth rate over the next few years no longer a.... Running this site were 4x faster to train than in-classroom learners, 37, 34 most gamers! Links that cover the expenses of running this site are console gamers, Sony! That 5.9 million Americans will adopt VR by 2030, 34 12,! Sold in 2016 and this number is expected to rise to 68 million by end. Market remains the U.S. 32 resource professionals surveyed viewed immersive technologies as a vital in! Million head-mounted VR units were sold in 2016 and this number is to! 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virtual reality statistics