However, every review we commit to is unbiased, objective, and produced alone, according to a report by DigiBC. According to a survey conducted by Yulio Technologies, nearly half of those over the age of 18 said that they would give VR a shot if they could. 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. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. The most popular VR sets start at $268 thats the Playstation VR. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. 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. The opinions 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%). If we consider the price of VR headsets, these figures come as no surprise. More people know about virtual reality than augmented reality. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. Analysts firmly believe that the market will continue growing at a quickening rate. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. The global virtual reality market is expected to top $34 billion by 2023. This isnt surprising considering males are typically earlier adopters of technology. More than 11 million VR units are projected to be sold by the end of 2021, and that number will double within the next two years. Looking at the projections for the markets growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined). Lets take a look at some VR statistics and find out. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. published.*. 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. participates in a series of affiliate partnerships - its visitors click on links that cover the By 2024, global consumers are predicted to spend over $60 billion more than that. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. 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). However, the United States is still the most prominent region for the VR market to date. As you can see, virtual reality is rapidly growing. The VR gaming industry is steadily growing. 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. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Please do not hesitate to contact me. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. Millennials are twice as likely to purchase a VR headset. Virtual reality statistics, calculated from the number of units shipped, reveal Canada is expected to have the fastest growth rate over the next few years. That includes devices and VR content like games, apps, and subscriptions. Corporate solution including all features. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items 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. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. 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. This, however, does not influence the evaluations in our reviews. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. VR is expected to generate $6.7 billion in revenues. If you buy something through 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 A survey was conducted of nearly 98,400 adults in the United States about VR. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. Three-quarters (75%) of Forbes Most Valuable Brands (like Apple, Google, or Microsoft) have created virtual or augmented reality experiences for their customers or employees. Its also bizarre, especially to people not used to the accompanying feeling of immersion. Some pages may include user-generated content in the comment section. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. Younger people are clearly spearheading VR market growth. Only 6% of people use their VR just once a year, according to VR usage statistics. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. However, a study shows that many consumers share their VR devices. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. It has come down from sci-fi movies and tech expos to everyday life. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Almost one-third of VR users use virtual reality at least monthly, 4. Virtual Reality Market Statistics. The global combined AR/VR/MR market is worth over $28 billion, 16. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. The global virtual and augmented An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. Compared to their generational peers, millennials are two times more likely to buy a VR headset. 22. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. 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. 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. Predictions show that 5.9 million Americans will adopt VR by next year, 9. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Virtual reality has many potential use cases. These predictions forecast that by 2023, this number will grow to 65.9 million people. This is due to several reasons, but the price is the most common one. The VR market size is predicted to nearly double from 2022 to 2025. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. VR learners were 4x faster to train than in-classroom learners, 37. How quickly will this happen? In 2020, the gaming industry earned $1.1 billion. 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. Virtual reality can have many different uses and, according to VR application statistics, it could prove to be a lifesaver - pun intended - for healthcare professionals. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. 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. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. These Are the Best PC Gaming Speakers Money Can Buy! This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. This is nearly ten times the $30.7 billion market size registered as recently as 2021. before we ever join a company's affiliate program. The total number of active virtual reality This statistic is not included in your account. Here are some of the most exciting VR trends and statistics for 2022. What is the consumer perception of virtual realitys potential? Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. DataProt remains financially sustainable by participating in a series of affiliate The market size of virtual reality is projected to increase from 6.2 billion dollars Chart. 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. Thomas Alsop. The 23% of U.S. households own or have used a VR headset, 10. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Our website At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. 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 is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. The possibilities are nearly endless - virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. Key virtual reality statistics for 2022. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. Scroll on to learn 50 virtual reality statistics. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. 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. 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. Virtual reality experiences garner over 15% more responses. Why? 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. Get in touch with us now. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 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%. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. 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. expressed in the comment section do not reflect those of DataProt. August 02,2022. terms. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 31. Affiliate partnerships may affect where a particular product is listed within a review, but they Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. In the United States, a reported 37% of VR users bring in over $100,000. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. [2] The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. 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. This is nearly ten times the $30.7 billion market size registered as recently as 2021. The game also gave a significant boost to Valve Index sales. 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. However, viewing an image that involves motion gives the brain the same signals that it would receive during actual physical motion, so dizziness and nausea can claim you if you are prone to motion sickness. That means Beat Sabers revenue is actually much higher. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. PwCs virtual reality industry statistics support an exciting prediction - not only will more people find work, but its estimated that the growth of this industry will boost the global economy by $1.5 trillion by 2030. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. In 2018, China opened one of the worlds first VR-centric theme parks. DataProt is supported by its audience. You need a Statista Account for unlimited access. This could allow healthcare to become among the top sectors gaining from VR in 2022. Yes, but it has some more growing up to do. 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. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 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). Is it the next frontier of immersive tech, or just a gimmick? Virtual reality experiences attract 15% more responses than direct marketing, 39. 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. Then you can access your favorite statistics via the star in the header. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. Experts say its an investment that will pay for itself quickly. According to Forbes, the normal response rate to direct marketing averages less than 1%. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. 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. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. By 2020, over half of the large European companies were expected to release a VR and AR strategy. Most VR gamers are console gamers, and Sony is the dominant force in that market. However, most of the content produced for VR platforms is aimed at gaming and social interaction. Virtual reality headset sales are growing 31.9% year-over-year, 12. To use individual functions (e.g., mark statistics as favourites, set 9% more men have tried virtual reality than women, 29. What do consumers want to do the most in virtual reality? In the 55+ age bracket, that figure drops to 19%. 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