virtual reality statistics

A lot of people are working on developing new VR apps, games, and experiences. 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. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. Brick-and-mortar shops are also advised to take notice. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. Virtual reality never really left. Its just one of many VR facts - more interactivity leads to better immersion. Another notable VR market share is the gesture-tracking device (GTD) segment. But, in 2022, its value is set to increase by a quarter. Please fill out the form below and the relevant Media Kit will be sent to you. The global combined AR/VR/MR market is worth over $28 billion, 16. 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. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. Today, the VR headset market size is worth approximately $8.1 billion, 20. The companys. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Only 6% of people use their VR just once a year, according to VR usage statistics. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). The opinions In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. Please create an employee account to be able to mark statistics as favorites. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. There are exciting things to come. Sony has sold more than 5 million PlayStation VR units. These predictions forecast that by 2023, this number will grow to 65.9 million people. Canada is expected to have the fastest growth rate over the next few years. Is it finally time for VR, or is the technologys tipping point still 18 months away? The It concluded that 29% of U.S.-based VR users are male versus 20% are female. 41% of adults said they would give virtual reality a try if given the opportunity. What does Chat GPT Mean for Enterprise-Grade XR? That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. 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. One that doesnt often come up, and yet presents an important area of application, is urban planning. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. alone, according to a report by DigiBC. 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 48% of the content is developed for the video game industry and 31% is social. and decide to purchase a product. 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. News, Augmented Reality Stats You Need To Know in 2022. 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. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. participates in a series of affiliate partnerships - its visitors click on links that cover the Another important statistic when it comes to virtual reality user demographics is that among those who intend to purchase a VR system someday, more than 2/3 are men. Some pages may include user-generated content in the comment section. Over six figures, apparently. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. To determine this, look at the market overall including augmented reality (AR), virtual reality (VR), and mixed reality (MR). Virtual reality is on the rise and startups are propelling this. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. Sonys VR headset might not be selling as hotcakes compared to consoles, but its still one of the hottest pieces of tech you can own. Seoul Metropolitan Government Launches Public Metaverse. 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. 46% of companies are hiring people with skills related to the metaverse, 44. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Why? dont affect the reviews content in any way. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. Your email address will not be Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. An approximated $6.4 billion of the total $34.08 billion will be software revenue. The following virtual reality statistics for 2022 will expound on the trend. 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%. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Access to this and all other statistics on 80,000 topics from, Show sources information KommandoTech Of course, its easier to use VR when you have your own device. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Price is another factor. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. In, The Insight Partners. Approximately one in three gamers own or use a piece of VR hardware. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Virtual reality technology isnt perfect. 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. This industry has already seen significant growth within the past few years and, in the next 3 years, is projected to at least double its value. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. expenses of running this site. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. This trend is following an impressive CAGR of 19% from 2021 to 2017. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. statistic alerts) please log in with your personal account. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. VR training can improve patient outcomes in surgical scenarios by 83 percent: found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. Definitely. However, most of the content produced for VR platforms is aimed at gaming and social interaction. 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. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. DataProt's in-house writing team writes all the sites content after in-depth , Feb 8, 2022. Approximately 101.6 million use augmented reality today in America. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. 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). Lets take a look at some VR statistics and find out. best of the best. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. However, you have to decide how you are going to use it and why. 45 Virtual Reality Statistics. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. content after in-depth research, and advertisers have no control over the personal opinions expressed by As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. DataProt is supported by its audience. If you buy something through 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. 31. According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. VR statistics are expected to improve as headsets become cheaper and more widely available. 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. The global VR headset market is growing rapidly. Learn more about how Statista can support your business. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. 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. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. 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 The market size of virtual reality is projected to increase from 6.2 billion dollars Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. 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%. partnership 1. 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. 37 Virtual Reality Statistics That Prove the Future is Now. 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. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. The total number of active virtual reality And, more people have been using it thanks to ARs easier gate of entry. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. all Reviews, View all If you are an admin, please authenticate by logging in again. If we consider the price of VR headsets, these figures come as no surprise. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. Over 80% of manufacturers think VR will become mainstream. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. published.*. In the 55+ age bracket, that figure drops to 19%. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. Eight in 10 manufacturers know VR is the future. Moreso, many believe VR is the future of gaming, science, and education. Thats why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. Its also bizarre, especially to people not used to the accompanying feeling of immersion. Virtual reality is streamlining processes and improving efficiencies across industries. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. 23 million VR-related jobs will open by 2030. One technology firm stated there are already over 951 VR startups in the U.S. Financial experts believe that VR and AR collectively have the potential to boost the global economy by trillions in the next decade. 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. Leave a comment and share your thoughts. 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. 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. 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. 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. 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. 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. This is due to the American adoption of innovative technologies. What is the consumer perception of virtual realitys potential? The virtual reality gaming market size is projected to reach $92.31 billion by 2027. The gaming segment of the virtual reality market is worth $1.9 billion, 21. 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. Metas Quest is still the first choice for less than 10 percent of buyers. 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. 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. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. 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