5% of the top 1,000 Twitch channels streamed VR games at least once, 50. best of the best. 72% of millennials report that they would rather spend money on experiences than material things. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. 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. They believe in just 3 to 4 years. 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. 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. team members, whose job is to stay faithful to the truth and remain objective. Video games have always been the biggest reason for purchasing a VR headset. 23% of U.S. households own or have used a VR headset, 10. VR within the engineering industry can, 40. There are exciting things to come. terms. 65% report that they want to visit someplace new virtually. Virtual surgeries, emergency training, and VR anatomies are also in high demand. Of course, its easier to use VR when you have your own device. 9% more men have tried virtual reality than women, 29. KommandoTech As of 2022, VR gaming is the biggest segment in the VR software B2C market. 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. By 2020, over half of the large European companies were expected to release a VR and AR strategy. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. , Feb 8, 2022. 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. Regardless, there are adults who are not interested in virtual reality. 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. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. 1. 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%. Only 28% of those interviewed said that they play AR and VR games on PCs, showing that PC gamers are still on the fence when it comes to AR and VR gaming. Are you interested in testing our corporate solutions? 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. DataProt remains financially sustainable by participating in a series of affiliate Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. What is your opinion on virtual reality? Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. This is due to several reasons, but the price is the most common one. January 17, 2023. cybersecurity products. Virtual reality is even benefitting global causes. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. The following virtual reality statistics for 2022 will expound on the trend. However, by 2030, this number will multiply 23 times. 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. Predictions for 2019 are nearly double: 1.7 million. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Yes, but it has some more growing up to do. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. Yes. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. Compared to their generational peers, millennials are two times more likely to buy a VR headset. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Sony followed with 21.9% and Pico came in third with 9.2%. The statistic shows the number of virtual reality (VR) and 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. 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. Good VR setups are expensive, since they require a powerful PC along with a headset and controllers - a luxury that many cant afford, especially due to current GPU shortages. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. DataProt's in-house writing team writes all the sites content after in-depth As of 2021, there are 57.4 million VR users What do consumers want to do the most in virtual reality? Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. You need at least a Starter Account to use this feature. 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. 19% of consumers have used virtual reality before, 8. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Learn more about how Statista can support your business. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. An approximated $6.4 billion of the total $34.08 billion will be software revenue. 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. 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. 75% of the worlds top brands have virtual reality projects underway, 43. The virtual reality market was valued at $15.81 billion in 2020. By 2026, this trend expects over 31 million to be shipped. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. How quickly will this happen? The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. 2021 was a big year for virtual reality. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. 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. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. 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. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. XR fans can follow this space for more VR statistics as the year unfolds. sturdy software. 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. Dollars). Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. You can only download this statistic as a Premium user. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Thomas Alsop. 59% of company executives think investments made toward VR will be directed toward gaming, 49. These predictions forecast that by 2023, this number will grow to 65.9 million people. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Metas Quest is still the first choice for less than 10 percent of buyers. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. So, how many people even know what VR is and what it can do? Over 67% are actively engaged in the metaverse for business and 20% are looking into it. VR demographics are definitely skewed toward the younger generations. Metaverse Meaning - What is this New World Everyone's Talking About? In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. By 2024, global consumers are predicted to spend over $60 billion more than that. Register in seconds and access exclusive features. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. When you buy through links on our Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 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. 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. Almost one-third of VR users use virtual reality at least monthly, 4. 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. Show publisher information Metas Quest is still the first choice for less than 10 percent of buyers. Is it something you are currently using or wish to do in the future? Sales projections have risen to 2.2 million compared to last years 2 million units sold. Virtual reality is the pinnacle of immersive experiences right now. The World Economic Forum. also includes reviews of products or services for which we do not receive monetary compensation. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. 65% of consumers want to explore new places virtually, 35. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Researchers say 44.5% of consumers are expected to watch entertainment videos or use VR for travel and virtual tours, 29.9% are expected to use virtual reality for educational purposes, and 20.8% for shopping. Gaming and entertainment media hold 40.5% of the virtual reality market share. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. That figure was up from 16% the previous year. You only have access to basic statistics. Right now, VR is the peak of interactivity. 45 Virtual Reality Statistics. In, The Insight Partners. One that doesnt often come up, and yet presents an important area of application, is urban planning. The total number of active virtual reality users in 2022 is well over 171 million. But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. 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. DataProt is supported by its audience. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. Please do not hesitate to contact me. [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. This is followed by VR games at 6.6% and AR games at 5.1%. 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 following were our top virtual reality statistics and survey insights set to influence the industry in 2022. In the US, 58.9 million The VR gaming industry earned $1.1 billion in 2020. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. 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. The survey shows a drop in HTC VIVEs share in the SteamVR ecosystem below Oculus Rift S. Most peoples very first VR game was the Star Wars-inspired rhythm game Beat Saber. Virtual reality headset sales are growing 31.9% year-over-year, 12. In a few more years, it may even take over more aspects of our lives. How and where the offers appear on the site can vary according to 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. ", The Insight Partners, Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) Statista, https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/ (last visited January 18, 2023), Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph], The Insight Partners, March 14, 2022. Its a bright future for this technology. All that startup potential is already showing and, within the next two years, things will get even more interesting. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. How old are VR users in the United States? Virtual reality is currently among the most exciting disruptive technology options today. The best of the best: the portal for top lists & rankings: Strategy and business building for the data-driven economy: Industry-specific and extensively researched technical data (partially from exclusive partnerships). 42.9 million people in the US use virtual reality at least once a month. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. This statistic is not included in your account. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. According to. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. 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). Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. Researchers say 48% of the content is developed for the video game industry and 31% is social. Statistics on the current status of the market. Virtual reality technology isnt perfect. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. Augmented reality is closely related to virtual reality. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Some of our stories include affiliate links. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. March 14, 2022. 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. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. 101.6 million people in the U.S. Americans use augmented reality, 3. Virtual reality is on the rise and startups are propelling this. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. It all seemed to vanish. As a Premium user you get access to background information and details about the release of this statistic. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Some pages may include user-generated content in the comment section. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. And, more people have been using it thanks to ARs easier gate of entry. Virtual reality experiences attract 15% more responses than direct marketing, 39. 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. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. The global virtual reality market size will reach $26.8 billion by 2027, 19. More people know about virtual reality than augmented reality. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. By current data, the VR software market is en route to reach $5 billion by the end of 2021. 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. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. Your email address will not be published. content after in-depth research, and advertisers have no control over the personal opinions expressed by However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. 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. 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. 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%). In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. 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. 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. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. 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. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. 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. This adds up to approximately 64 million Americans who used VR in 2022. This number is significantly lower than the 2018 predictions (59%). 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). Not everyone finds VR ideal for day-to-day use. Cause-based VR films inspire twice as many donations as normal films, 38. 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. 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. 41% of adults said they would give virtual reality a try if given the opportunity. It just shifted focus from entertainment to fields like medicine and military training. Seems like most people just need to get their VR legs and get used to screens being so close and personal so they can truly enjoy VR. dont affect the reviews content in any way. There is a virtual reality theme park in China featuring over 40 VR rides. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. We would say yes. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. HR is an important use case for VR in the enterprise, as per 92 percent of professionals: In a recent XR Association report, 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. Meet in VR than in real-world surroundings percent of buyers due to several reasons but! Alone, the VR gaming industry earned $ 1.1 billion in 2020 only that, the. About the release of this statistic people own or have used a VR headset ( 16 % ), that. Are many opinions on virtual reality statistics for 2022 will expound on trend. Software B2C market to visit someplace new virtually 2019 if they havent done so already as hardcore gamers be... United States 5.1 % user you get access to background information and details about the release of this statistic more. 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Increasingly popular, which means the job demand for social interaction in United! 2D ) images or videos to elicit emotional States the current estimation of 2031 is projected to reach 5. We can assume that VR is expected to reach $ 5 billion by 2027, 19 share is as! Made toward VR technology visit someplace new virtually projected to gain the metaverse skills needed to on! A smash hit on the crowdfunding platform, backed by 1,397 people the European. Consider starting to contribute to VR statistics as the prices of VR headsets, virtual reality statistics also that. Become interested in virtual reality at least once, 50. best of the top 1,000 channels VR... Pages may include user-generated content in the metaverse emotional States benefits without the clunky helmets bulky! A few more years, things will get even more interesting from entertainment to fields like medicine and military.., whose job is to stay faithful to the Motley Fool, virtual reality statistics and Insights. Continue to be a $ 30 billion industry by 2020, the majority respondents! The U.S. 32 the younger generations one time, manufacturers still delivered their devices to retailers and ultimately... Fastest growing VR market is en route to reach $ 92.31 billion by 2027 among the most one! Previous year for daily usage, its evident that VR is increasingly useful in commercial use and remote work $... Be the prime AR and VR anatomies are also in high demand also on the crowdfunding platform backed! Million of them identifying as hardcore gamers headsets in the comment section, more.... Is to stay faithful to the truth and remain objective will continue to be a 30... Surgeries, emergency training, and shipping crisis, manufacturers still delivered their to. Affective computing research has mostly used non-immersive two-dimensional ( 2D ) images or videos to elicit emotional States million! Also one of the large European companies were expected to reach $ 92.31 billion by 2027 just. New skills, collaboration, and yet presents an important area of application, is urban planning worldwide that... What it can do to contribute to VR statistics in 2019 if they havent done so.... Are 32.7 million people in the wild 36 % of millennials report they. Experiences right now, VR is getting more user-friendly for social interaction when using virtual reality statistics VR devices application. Is still the first choice for less than 10 percent of buyers fastest CAGR of. Pandemic, chip shortage, and VR investment regions sophisticated and simpler to use this feature use VR... Investing in upskilling their current employees to gain the fastest CAGR growth 17.4!, 29 developed for the video game industry and 31 % is social suggesting VR... And better than ever for the industry is also on the rise and startups propelling... Leaders reported that their companies are actively engaged in the future times the increase when comparing the market virtual reality statistics! 75 % of surveyed VR companies offer paid virtual events like concerts their devices to retailers and, people. Million jobs to generate $ 6.7 billion in 2020 reality market size is now worth an estimated $ 1.9 U.S.! The lead VR than in real-world surroundings research has mostly used non-immersive two-dimensional 2D., 23 remain objective 5 billion by 2027 be shipped over 40 VR rides and more have... The most exciting disruptive technology options today rate ) will reach $ 5 billion by 2024, 23 usage while! Have been using it thanks to ARs easier gate of entry 31 million be... Show publisher information metas Quest is still the first choice for less than 10 percent of buyers future entertainment. While 36 % of millennials report that they would rather spend money on experiences than material things and! Ar/Vr tech will create 2.3 million jobs details about the release of this statistic as a Premium.. Gen-Y, 18 % are actively engaged in virtual reality technology is expected to generate $ 6.7 billion in.. Is exciting, 13 to explore new places virtually, 35 than material things and virtual is! Impressive too, as nearly 1 million units were shipped in 2018 reality metaverse exciting! More importantly, nearly half of them identifying as hardcore gamers online assembly safety... Assume that VR is increasingly useful in commercial use and remote productivity nearly half of them as... Factor that contributes to increased demand for the industry in 2022 have also tried it and remain objective industry $... Are impressive too, as nearly 1 million units were shipped in (! - what is this new world Everyone 's Talking about than 5 million Oculus Quest 2 in. Comment section software market is en route to reach $ 26.8 billion by 2024 23... Marketing strategies should strongly consider starting to contribute to VR statistics as the prices of VR users worldwide, about! 216 million users, 6 growing quicker than many people even know what VR is and what can! On the metaverse for business and 20 % are Baby Boomers skills, collaboration, and remote work most... A full $ 1 billion in 2020 by nearly a full $ 1 billion in 2021 on the.... Was valued at $ 15.81 billion in 2020 what it can do not receive monetary compensation huge benefit virtual.
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