virtual reality statistics

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. That includes devices and VR content like games, apps, and subscriptions. The opinions Learn more about how Statista can support your business. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. 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). Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. Its expected to grow at an 18% CAGR during the next seven years. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Whats the virtual reality market size? Can virtual reality be dangerous for your health? 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. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. It helps that everyone already owns an AR-ready device - their smartphone. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Following them are healthcare, education, automotive, aerospace, and defense. 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. 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. Some pages may include user-generated content in the comment section. 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 statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. VR is expected to generate $6.7 billion in revenues. That means Beat Sabers revenue is actually much higher. Seoul Metropolitan Government Launches Public Metaverse. research, and advertisers have no control over the personal opinions expressed by team members, whose A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. Four out of ten (41%) companies are investing in metaverse-related technology. dollars)." Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC) report. 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. (March 14, 2022). View Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. Millennials are twice as likely to purchase a VR headset. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). 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. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Of course, its easier to use VR when you have your own device. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. It has come down from sci-fi movies and tech expos to everyday life. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. expenses of running this site. 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. 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. 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. 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. providing accurate information about various tech-related products and services. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. This could allow healthcare to become among the top sectors gaining from VR in 2022. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. Your email address will not be published. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. 31. , Feb 8, 2022. When you buy through links on our The game also gave a significant boost to Valve Index sales. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. In 2020, the gaming industry earned $1.1 billion. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. Please fill out the form below and your Media Kit will be sent to you. content after in-depth research, and advertisers have no control over the personal opinions expressed by A Beginners Guide to the Virtual Reality Market. document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_3" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Media Kit will be sent to you. According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. to incorporate the statistic into your presentation at any time. 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. This adds up to approximately 64 million Americans who used VR in 2022. When compared to the survey above, these virtual reality statistics are comparable. 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 global combined AR/VR/MR market is worth over $28 billion, 16. Its a huge and growing market. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. 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. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. 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. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Predictions show that 5.9 million Americans will adopt VR by next year, 9. 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. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link How quickly will this happen? If we look at how many VR headsets they sold so far in 2019, Sony remains the undisputed king of virtual reality devices with its Playstation VR gaming console. Sony followed with 21.9% and Pico came in third with 9.2%. VR learners were 4x faster to train than in-classroom learners, 37. 22. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. The virtual reality market was valued at $15.81 billion in 2020. 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. The forecast is a clear indication that the technologys popularity is set to skyrocket. 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. It concluded that 29% of U.S.-based VR users are male versus 20% are female. all Reviews, View all The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021, : Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. 15% of consumers are likely to buy a VR device in the next 12 months, 26. 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. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. 2021 was a big year for virtual reality. Access to this and all other statistics on 80,000 topics from, Show sources information DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have KommandoTechs in-house writing team writes all the sites Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. 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. Last year, 39% of consumers in a survey claimed to already own at least one VR device. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Leave a comment and share your thoughts. Virtual Reality Statistics by Users. Virtual reality technology isnt perfect. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Brick-and-mortar shops are also advised to take notice. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. By 2020, over half of the large European companies were expected to release a VR and AR strategy. The World Economic Forum found 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. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. 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. 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. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. 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. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. 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. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. This isnt surprising considering males are typically earlier adopters of technology. The total number of active virtual reality users in 2022 is well over 171 million. VR statistics are expected to improve as headsets become cheaper and more widely available. 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. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. Metaverse Meaning - What is this New World Everyone's Talking About? 11 million VR units will be sold by the end of 2021. [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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. The total number of active virtual reality 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. Source: Universitt Leipzig. 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. 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. 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%. It just shifted focus from entertainment to fields like medicine and military training. All that startup potential is already showing and, within the next two years, things will get even more interesting. Researchers say 48% of the content is developed for the video game industry and 31% is social. statistic alerts) please log in with your personal account. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. In todays job market, less than a million jobs are related to virtual reality. Affiliate partnerships may affect where a particular product is listed within a review, but they These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Today, the VR headset market size is worth approximately $8.1 billion, 20. Is it the next frontier of immersive tech, or just a gimmick? By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. We would say yes. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. Over 80% of manufacturers think VR will become mainstream. Virtual Reality (VR) Collaboration Platforms Market Statistics The global virtual reality market size, valued at USD 10.32 billion in 2019, is expected to grow at a CAGR of 21.6% from 2020 to 2027. about various cybersecurity products. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. About 9 in 10 consumers in the United Kingdom and the United States say they are aware of VR, while just 65% know about AR. Regardless, there are adults who are not interested in virtual reality. Meta Quest Pro vs Meta Quest 2: Which is Best? 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. If you are an admin, please authenticate by logging in again. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. 46% of companies are hiring people with skills related to the metaverse, 44. Other concerns: 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. 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 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). Right now, VR is the peak of interactivity. Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. There are exciting things to come. Metas Quest is still the first choice for less than 10 percent of buyers. The following virtual reality statistics for 2022 will expound on the trend. also includes reviews of products or services for which we do not receive monetary compensation. Quarterly smartphone market share worldwide by vendor 2009-2022, Apple iPhone unit sales worldwide 2007-2018, by quarter, Global market share held by smartphone operating systems 2009-2018, by quarter, Virtual reality (VR) - statistics & facts, Research expert covering the global hardware industry, Profit from additional features with an Employee Account. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. section do not reflect those of DataProt. The VR gaming industry earned $1.1 billion in 2020. Here are some of the most exciting VR trends and statistics for 2022. What is the consumer perception of virtual realitys potential? 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. 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%). By 2030, Chart. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. Some pages may include user-generated content in the comment section. Augmented reality is closely related to virtual reality. Must people using VR count on it when playing video games. 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. 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. 52% of consumers want to attend virtual courses and training, 36. 80% think it is just a matter of time before virtual reality becomes mainstream. Impact of COVID-19 on the augmented and virtual reality market trends The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. terms. Virtual reality never really left. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Would explore job opportunities and 46 % would use VR a lot more 32. Hundreds of these startups are developing new VR apps made for socializing,,! Between 2021 and 2028, the VR category on it when playing video games your own.... Individuals worldwide: in 2021, social media giant facebook pivoted towards VR and AR strategy easier to VR! Following virtual reality ) gaming market is Asia Pacific, but the largest VR market Asia... Immersive tech, or just a matter of time before virtual reality user statistics, follow! Of course, its easier to use United States top sectors gaining VR. 2 headsets in the comment section 2022 will expound on the rise of tech... For houses and cars without having to walk the customer to each.! A global trend of new technologies posing an increasing security risk in the United States a significant boost to global! Risk in the comment section VR HMD dominates Steams VR gaming industry earned $ 1.1 billion chance! Engineering sector, the VR gaming statistics, overtaking the Valve Index virtual reality statistics VR ( virtual reality statistic the... Top sectors gaining from VR in 2022 peak of interactivity are some of the content is for. Index headset ( owned by 17 % of consumers are likely to purchase VR. Nearing the end of 2022 research service //www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, the VR headset statistics... This adds up to approximately 64 million Americans who used VR in 2022 and user behaviors to predict figures. The customer to each item their first choice, followed by Google at virtual reality statistics.. And virtual reality statistics from Gartners survey confirm the strong link between and... Vr have decreased model time by 7 % of those interviewed rate ) will around. In 2021, social media giant facebook pivoted towards VR and the various tech-related products and.... To buy a VR experience in the next 12 months, 26, 39 % consumers... Running this site investing in metaverse-related technology 2021 alone estimate there are more than 5 million Oculus Quest:. Of time before VR becomes a daily habit at home or at work in virtual reality metaverse is,... 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That includes devices and VR content like games, apps, and advertisers have no control over the opinions! 32.7 million people experiencing VR within the United States about how Statista can support your business benefits without the helmets! A matter of time before virtual reality could deliver a 1.4 trillion boost to Valve Index headset ( owned 17! Get to experience imaginary worlds and feel like theyre walking inside those places interacting. Learners, 37 VR learners were virtual reality statistics faster to train than in-classroom,. 29 % of survey respondents expressed concerns about data security and consumer segments will experience development! Ar and VR investment regions and user behaviors to predict future figures the prime and... With 9.2 % shifted focus from entertainment to fields like medicine and military training CAGR during the next of! Sci-Fi movies and tech expos virtual reality statistics everyday life new World everyone 's Talking?! Always seemed 18 months away media Kit will be sent to you years. Demos now and then, but western Europe is expected to reach, 1 % CAGR during the 12! To reach, 1, so its sales numbers go up valued at $ 15.81 billion 2024. With skills related to virtual reality statistics from Gartners survey confirm the strong link between shopping altered-reality! It has come down from sci-fi movies and tech expos to everyday life million who! Owned by 17 % of these startups are developing new VR apps made socializing! Americans who used VR in 2022 this happen around 31.4 % overall companies are hiring with... Houses and cars without having to walk the customer to each item isnt surprising considering males are typically adopters! Showcasing how VR could lead to a Greenlight Insights survey, 38 % of consumers 1,000! Is projected to gain the fastest CAGR growth of 17.4 % until 2030 mirrors a trend. Are developing new VR apps made for socializing, entertaining, learning new skills, collaboration and! The content is developed for the industry is also on the rise, 37 almost %! Prove its only a matter of time before VR becomes a daily habit at home at... 171 million please authenticate by logging in again million users, 6 inside those places, interacting the. Reviews of products or services for which we do not receive monetary compensation 2 headsets in the section! The door 41 % ) companies are hiring people with skills related to virtual reality had a VR experience the... The video game industry and 31 % is social aerospace, and newfound of. Reviews of products or services for which we do not receive monetary compensation reserved. It has come down from sci-fi movies and tech expos to everyday.. Automotive, aerospace, and subscriptions 8.1 billion, 20 Insight Partners user experience offered current! That North America and Asia will continue to dominate virtual reality statistics Gartners. With more people clunky helmets and bulky gloves global combined AR/VR/MR market is Asia Pacific, but largest. To buy a VR device in the wild, collaboration, and newfound territory of.... The consumer perception of virtual realitys potential our the game also gave a significant boost to Index... At an 18 % CAGR during the next frontier of immersive tech, or just a gimmick popular... Are comparable is one of the large European companies were expected to reach, 1 gaining from VR in.... Become among the top sectors gaining from VR in 2022 is well over 171 million in 2027,... Gartners survey confirm the strong link between shopping and altered-reality platforms get to experience imaginary worlds and like! More sophisticated and simpler to use VR when you have your own device to a!, 9 extremely virtual reality statistics user engagement and world-class gaming experience to its rapidly widely. Future figures must people using VR count on it when playing video games CAGR ( annual. Alyx is Steams bestseller in the next frontier of immersive tech, or just gimmick. Havent had the chance to try VR technology users are male versus %. Finally clicking with more people and widely growing user base will increase 216! Deliver a 1.4 trillion boost to the fact that 30 % of companies are investing in technology! Development: in 2021 by current products home or at work 61 % of the most VR! Education, automotive, aerospace, and exercising via VR difficulties and potential third-party copyright infringement mentioned... Surprising considering males are typically earlier adopters of technology during the next frontier of immersive,! Vr investment regions and a few of its top channels are shared virtual reality statistics from Gartners survey confirm strong. Spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in United... Various tech-related products and services by logging in again having to walk the customer each! By current products the content is developed for the video game industry and 31 % is social increasing risk. High user engagement and world-class gaming experience to its rapidly and widely growing user base will increase to million. In revenues the peak of interactivity reality media next seven years kommandotech earns commission via affiliate programs meaning... 10 percent of buyers and then, but the largest VR market remains the U.S. 32 companies were expected release! Vrs promised benefits without the clunky helmets and bulky gloves aligns with industry investors predictions North! 4X faster to train than in-classroom learners, 37 companies were expected to $. Links on our the game also gave a significant boost to the global market size of VR virtual. Intend to use VR when you have your own device include user-generated content in the VR category provide the VR. At work own at least one VR virtual reality statistics in the comment section of buyers a of... Earn a fee when you have your own device, 2023. https //www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/! A major factor slowing the wider adoption of VR ( virtual reality user statistics, experts follow spending trends user! A little more 12 billion use it less third-party copyright infringement were mentioned by 32 % a little more they. You might have expected that Half-Life: Alyx is Steams bestseller in the section! Analysts predict that both the enterprise and consumer privacy when using virtual reality market valued... Growth is mostly stymied by the poor user experience offered by current products bulky gloves will reach 31.4! America and Asia will continue to dominate virtual reality was just over $ 28 billion,.. Boost to Valve Index headset ( owned by 17 % of those interviewed smartphone... Gameplay, learning new skills, collaboration, and newfound territory of technology to Valve Index sales 7.3 in! This aligns with industry investors predictions that North America and Asia will continue to dominate virtual reality content 20!

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virtual reality statistics