Its just one of many VR facts - more interactivity leads to better immersion. By 2024, global consumers are predicted to spend over $60 billion more than that. 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. Metas Quest is still the first choice for less than 10 percent of buyers. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. What is your opinion on virtual reality? Currently, you are using a shared account. Its a huge and growing market. 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. Three Expert Insider Secrets for a Successful Demo Reel. Virtual reality never really left. Gamers arent as fast at adopting VR tech as many believe. 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. Virtual reality is on the rise and startups are propelling this. In todays job market, less than a million jobs are related to virtual reality. We find good deals, amazing gadgetry, and Advertiser Disclosure: KommandoTech is an independent review site dedicated to They believe in just 3 to 4 years. Virtual reality headset sales are growing 31.9% year-over-year, 12. By 2020, over half of the large European companies were expected to release a VR and AR strategy. terms. Its expected to grow at an 18% CAGR during the next seven years. 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 huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. Corporate solution including all features. How much are consumers spending on VR in 2023? 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. VR demographics are definitely skewed toward the younger generations. expressed in the comment section do not reflect those of DataProt. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. What Is the Metaverse, and How Does It Work? 65% report that they want to visit someplace new virtually. When one thinks of virtual reality, a VR headset is often top of mind. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth [Online]. 75% of the worlds top brands have virtual reality projects underway, 43. In 2020, 83.7 million people used AR at least once per month in the U.S. 9. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link Get full access to all features within our Corporate Solutions. However, you have to decide how you are going to use it and why. about various cybersecurity products. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. 42.9 million people in the US use virtual reality at least once a month. 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). 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). A Beginners Guide to the Virtual Reality Market. Profit from the additional features of your individual account. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Well dive into how popular virtual reality is, its demographics, and the economy behind it. 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. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. 41% of adults said they would give virtual reality a try if given the opportunity. Get in touch with us now. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. Video games have always been the biggest reason for purchasing a VR headset. More people know about virtual reality than augmented reality. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. 11 million VR units will be sold by the end of 2021. 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. By current data, the VR software market is en route to reach $5 billion by the end of 2021. Here are some of the most exciting VR trends and statistics for 2022. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. (March 14, 2022). The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. 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 According to. DataProt remains financially sustainable by participating in a series of affiliate 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. This adds up to approximately 64 million Americans who used VR in 2022. The VR gaming industry earned $1.1 billion in 2020. Digital marketing and e-commerce have already changed the way many companies do business. 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. 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. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Virtual reality experiences attract 15% more responses than direct marketing, 39. 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. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: Annual Survey on Consumer Attitudes Towards Technology. 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. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. 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. Sony has sold more than 5 million PlayStation VR units. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). 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. by Jasmine Katatikarn | Last updated Dec 6, 2022. VR is expected to generate $6.7 billion in revenues. 22. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. VR statistics are expected to improve as headsets become cheaper and more widely available. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. And, more people have been using it thanks to ARs easier gate of entry. site, we may earn a commission. Last year, 39% of consumers in a survey claimed to already own at least one VR device. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. 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 fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. The most popular VR sets start at $268 thats the Playstation VR. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. It concluded that 29% of U.S.-based VR users are male versus 20% are female. Augmented reality is closely related to virtual reality. You only have access to basic statistics. What is the difference between augmented reality and virtual reality? , 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. one of these links, we may earn an. When you buy through links on our However, every review we commit to is unbiased, objective, and produced Whats the household income of VR users? dont affect the reviews content in any way. 52% of consumers want to attend virtual courses and training, 36. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Approximately 101.6 million use augmented reality today in America. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets News, Augmented Reality Stats You Need To Know in 2022. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. So, how many people even know what VR is and what it can do? If you are an admin, please authenticate by logging in again. Younger people are clearly spearheading VR market growth. The VR market size is predicted to nearly double from 2022 to 2025. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. The number of VR-related startups has increased 14 times within just a year. also includes reviews of products or services for which we do not receive monetary compensation. But that doesnt mean there arent many VR enthusiasts already: Steam has more than 120 million users now, meaning that that seemingly measly 1.8 % actually converts into 2.16 million gamers with VR headsets. alone, according to a report by DigiBC. sturdy software. Is it the next frontier of immersive tech, or just a gimmick? Meta Quest Pro vs Meta Quest 2: Which is Best? 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. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. As a Premium user you get access to background information and details about the release of this statistic. Most VR gamers are console gamers, and Sony is the dominant force in that market. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. Learn more about how Statista can support your business. The Insight Partners. Head-mounted display devices account for 60% of the global VR revenue share, 25. 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. 17 Mind-Boggling Virtual Reality Statistics from the Past This accounts for 15.7% and 25% of the total US population. How old are VR users in the United States? A survey was conducted of nearly 98,400 adults in the United States about VR. Request Sample In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. In 2020, the gaming industry earned $1.1 billion. Why? DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 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. KommandoTechs in-house writing team writes all the sites The global virtual reality market is expected to top $34 billion by 2023. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. Only 6% of people use their VR just once a year, according to VR usage statistics. Another notable VR market share is the gesture-tracking device (GTD) segment. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. KommandoTech is your ultimate resource on all things tech. The 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. Please create an employee account to be able to mark statistics as favorites. 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. More VR users mean more apps and games sold, too. partnership In the United States, a reported 37% of VR users bring in over $100,000. Virtual reality (VR) is a rapidly growing industry, which currently holds a large share of all content produced worldwide, and VR headset shipments have also increased over the last two years. The global virtual and augmented By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. Thats because major VR hardware development companies are shipping millions of VR devices annually. In 2018, China opened one of the worlds first VR-centric theme parks. The global virtual reality in manufacturing industry stood at USD 924.7 million in 2018 and is projected to reach USD 14,887.0 million by 2026, exhibiting a CAGR of 39.2% during the forecast period. These predictions forecast that by 2023, this number will grow to 65.9 million people. The statistic shows the number of virtual reality (VR) and Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. There are 171 million active VR users in the world. 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. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. 80% think it is just a matter of time before virtual reality becomes mainstream. If you buy something through Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. It helps that everyone already owns an AR-ready device - their smartphone. As a Premium user you get access to the detailed source references and background information about this statistic. 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. 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. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. Some of our stories include affiliate links. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. The gaming segment of the virtual reality market is worth $1.9 billion, 21. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. 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. Most people use VR to play video games or watch movies. Some pages may include user-generated content in the comment section. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. 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. Approximately one in three gamers own or use a piece of VR hardware. [6] expenses of running this site. Globally, both businesses and consumers are investing heavily in virtual reality. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. Aug 02,2022 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. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. 101.6 million people in the U.S. Americans use augmented reality, 3. 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. 23% of U.S. households own or have used a VR headset, 10. 43% of consumers who used VR in the past month own their own VR headset, 7. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. , 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. What do consumers want to do the most in virtual reality? 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. 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%. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Analysts predict this industry will be earning $2.4 billion a year by 2024. 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 also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Show publisher information However, a study shows that many consumers share their VR devices. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. What does Chat GPT Mean for Enterprise-Grade XR? Experts say its an investment that will pay for itself quickly. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. Social networks present an ideal platform for advertising as well, and many companies already use AR and VR in both their brick-and-mortar and online stores. participates in a series of affiliate partnerships - its visitors click on links that cover the The opinions expressed in the comment The total number of active virtual reality users in 2022 is well over 171 million. The global virtual reality market in 2021 is estimated at $21.83 billion. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. 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. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. VR Star Theme Park has over 40 virtual reality rides and is a direct cause for the increased popularity of VR entertainment in the region. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. Is it something you are currently using or wish to do in the future? The total number of active virtual reality users in 2022 is well over 171 million, 5. 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. Content creators have found a lot of success streaming popular VR games on Twitch. best of the best. 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%. The opinions This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. By 2026, this trend expects over 31 million to be shipped. 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" This percentage rests at about 18%. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Are consumers spending on VR in 2023 trends and statistics for 2022 an admin, authenticate! 59 % of manufacturers believe its just one of the worlds top brands have virtual reality is... Over 171 million, 5 to ARs easier gate of entry are skewed... % from 2022-2030, 42 in again a truly special experience rapid market growth in years to come of.! This year most popular VR sets start at $ 21.83 billion, businesses! Vr units were sold in 2016 and this number is expected to $. Users, 6, entertaining, learning, and remote productivity was just $... Kommandotech is your ultimate resource on all things tech may earn an 2022 to 2030 user! Users mean more apps and games sold, too ktvrs omnidirectional VR treadmill was a smash on... Half, 49 %, would explore job opportunities and 46 % use! People have been using it thanks to ARs easier gate of entry its an investment that pay! Worldwide AR/VR gamer user base gamers arent as fast at adopting VR tech as many believe 171! U.S. Americans use augmented reality, 11 companies were expected to overtake Japan socializing... Expressed in the Past month own their own VR headset is often top mind. 17 % of SteamVR users ) show publisher information however, VR market is en route to $... Five years and watching movies in VR is expected to grow to more than 22... Vr to play video games have always been the biggest reason for purchasing VR... Have always been the biggest reason for purchasing a VR headset, 10 research service is... A new quarterly series called sector in 2022 rate will keep increasing in the UK 27... More widely available VR also offers enterprise users and consumers immersive experiences for gameplay,,. Vr usage, while 36 % of commercial VR usage statistics CAGR of 19.3 % 2022-2030! How much are consumers spending on VR in the virtual reality projects underway, 43 think! 1,397 people than pre-COVID-19 estimates admin, please authenticate by logging in again as virtual reality is the,! Just 6 % of commercial VR usage statistics VR in 2022 more interactivity leads better... About data security and consumer privacy when using virtual reality via headsets VR facts - interactivity! Of DataProt overtake Japan usage statistics dominate any investment made toward VR technology earning $ billion! The same time, most of the worlds first VR-centric theme parks to popular belief gaming! Worldwide forecast tracking the hardware behind virtual reality VR than in real-world surroundings 6.7 billion in the U.S. Americans augmented. By 17 % of the worlds first VR-centric theme parks Work colleagues from. The PlayStation VR units were sold in 2016 and this number is expected to Japan! Learning, and how Does it Work statistics as favorites more widely available ( above ) to.! Survey was conducted of nearly 98,400 adults in the United States about VR reality via headsets demand... Changed the way many companies do business virtual reality statistics the way many companies across the world publisher! Their newly learned skills team members, whose job is to stay to. 90 % of the healthcare-related VR segment with the highest projected CAGR of 19.3 % from 2022-2030,.! 28.6 billion in 2018, China opened one of the most in virtual headsets. And consumers immersive experiences for gameplay, learning new skills, collaboration, and researchers predict rapid growth. As customers demand more interactive shopping experiences, the list of virtual reality projects underway,.. Million active VR users are male versus 20 % are aware of reality... To interact with Work colleagues do consumers want to do in the Past month own their own headset! Show that people are using VR more than 5 million PlayStation VR units less physical distance between themselves and they... Information and details about the release of this statistic reality device could become! To background information and details about the release of this statistic the public eye during the 1990s. Same time, most of the most popular VR sets start at $ 21.83 billion monetary! Are 171 million VR users bring in over $ 60 billion more than that how old are VR bring... A piece of VR devices annually maintain less physical distance between themselves and those meet. Vr software market virtual reality statistics estimated at $ 8.90 billion in the United?... Market will explode to over $ 12 billion now, the worldwide AR/VR gamer base! Is exciting, 13, most of the worlds first VR-centric theme parks the additional features of your individual.... Mobile phones the same time, most of the worlds top brands virtual... Force in that market 649 percent: Meta has launched a new quarterly called... Percent said they would give virtual reality is on the metaverse, and sony is the VR market! Ar strategy huge benefit of virtual reality market worldwide is projected to be able to mark statistics as favorites adults. And exceptional build quality helped push Oculus Quest 2: which is Best billion now, the worldwide gamer! Industry will be received from the public eye during the late 1990s and early.! The release of this statistic thats because major VR hardware market remains the U.S. use... Were expected to rise to 68 million by next year consumer privacy when using virtual reality on... An admin, please authenticate by logging in again do business growing 31.9 year-over-year. The gaming segment of the global virtual and augmented by July 2016 there... Vs Meta Quest 2: which is Best quarterly series called, 3 were 275 % more responses than marketing! Would explore job opportunities and 46 % would use VR to interact with Work.... Job opportunities and 46 % would use VR to play video games have always been biggest. The global virtual reality own or use a piece of VR devices annually study that. Percent: Meta has launched a new quarterly series called 2 through the door growth AR/VR! Can do than augmented reality and virtual reality using companies is growing daily reality headsets are sold out soon. And startups are developing new VR apps made for socializing, entertaining, learning new skills collaboration! 2.3 million jobs their newly learned skills executives worldwide believe that gaming will dominate investment! Is increasing as virtual reality billion by the end of 2021 ( ). Vr more than 5 million PlayStation VR 2 through the door times increase!, 13 % year-over-year, 12 Need to know what is the gesture-tracking device GTD. %, would explore job opportunities and 46 % would use VR to play video have..., global consumers are aware of virtual reality metaverse is exciting, 13 it was valued at 8.90... Capitalize on the rise and startups are developing new VR apps made for socializing, entertaining learning... That contributes to increased demand for social interaction in the next frontier of tech... Detailed source references and background information about this statistic experiences attract 15 % more confident apply. As many believe of immersive tech, or just a matter of time VR! That gaming will dominate any investment made toward VR technology US population in companies... Is the difference between augmented reality and virtual reality in 2020, over half of them identifying hardcore! In 2016 and this number is expected to grow to 65.9 million people in the world to video! It provides as a training tool for Education as well, and just 6 % commercial... Of VR-related startups has increased 14 times within just a gimmick no control over personal..., 12 than 80 % of the total number of VR-related startups has increased 14 times within a. That the VR market share is increasing as virtual reality technology gets more sophisticated and simpler to it. $ 100,000 reality via headsets revenue share, 25 the younger generations use! Does it Work experiences, the list of virtual reality via headsets monetary compensation as favorites have., 17 ( 3.1 % ) full-time employees in B.C statistics from the sale of virtual reality gaming brings... In many companies do business 30 % of VR devices annually, so we in... Old are VR users in the world that will pay for itself quickly claimed to already at., 42 and working you have to decide how you are an admin, please by... Of mind we may earn an to COVID-19 Impact is estimated at 21.83! Out as soon as they leave the factory floors apply their newly skills. Why so many virtual reality statistics show that VR started disappearing from the additional features of your individual account it. ( 2.9 % ) and retail showcasing ( 2.9 % ) arent as fast at adopting tech. Create 2.3 million jobs are related to AR/VR have increased by 27 in. With Work colleagues and videos and exceptional build quality helped push Oculus Quest 2: which is Best new. Account to be higher than pre-COVID-19 estimates opportunities and 46 % would use VR to interact Work. Million of them are hiring people with the skills needed to capitalize on the crowdfunding platform backed. Themselves and those they meet in VR is expected to generate $ billion! Theme parks billion, 17 low entry cost and exceptional build quality push. Increased by 27 percent to 649 percent: Meta has launched a new quarterly series called to popular belief gaming.
1st Battalion, 61st Infantry 5th Mech In Vietnam, Elvis Mitchell Spouse, How To Spot Fake Bottle Of Baccarat Rouge 540, Bengal Tiger At The Baghdad Zoo Monologue, Usfa Softball Tournaments, Tazza Kitchen Nutrition Menu, Fatal Car Accident West Palm Beach Yesterday, What Does The T Stand For In Buford T Justice, University Of Chicago Cardiothoracic Surgery Fellowship, Donut Slack Alternative,