The VR gaming industry is steadily growing. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. As a Premium user you get access to background information and details about the release of this statistic. Researchers say 48% of the content is developed for the video game industry and 31% is social. It concluded that 29% of U.S.-based VR users are male versus 20% are female. You only have access to basic statistics. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Is it something you are currently using or wish to do in the future? 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. This, however, does not influence the evaluations in our reviews. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. [Online]. DataProt is an independent review site dedicated to providing accurate information about various News, Augmented Reality Stats You Need To Know in 2022. 75% of the worlds top brands have virtual reality projects underway, 43. 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. Whats the virtual reality market size? The market size of virtual reality is projected to increase from 6.2 billion dollars Gamers arent as fast at adopting VR tech as many believe. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. About 9 in 10 consumers in the United Kingdom and the United States say they are aware of VR, while just 65% know about AR. 37% of VR users have a household income of over $100,000, 30. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. 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. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. We would say yes. Impact of COVID-19 on the augmented and virtual reality market trends The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. visitors clicks on links that cover the expenses of running this site. That includes devices and VR content like games, apps, and subscriptions. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. section do not reflect those of DataProt. 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. by Jasmine Katatikarn | Last updated Dec 6, 2022. This isnt surprising considering males are typically earlier adopters of technology. Seoul Metropolitan Government Launches Public Metaverse. 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. Please fill out the form below and your 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. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. all Reviews, View all Show publisher information VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. It has come down from sci-fi movies and tech expos to everyday life. ", 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. 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. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. Profit from the additional features of your individual account. 9. Meta Quest Pro vs Meta Quest 2: Which is Best? Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. The following were our top virtual reality statistics and survey insights set to More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. Cause-based VR films inspire twice as many donations as normal films, 38. 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). The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. HTC Vive sales numbers put it in a distant third place, with a minor improvement over last year: $0.8 million vs $0.6 million in 2018. Virtual reality is currently among the most exciting disruptive technology options today. 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. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Some pages may include user-generated content in the comment section. 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. 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 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. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. 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. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. 37 Virtual Reality Statistics That Prove the Future is Now. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Globally, both businesses and consumers are investing heavily in virtual reality. The VR market size is predicted to nearly double from 2022 to 2025. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. Price is another factor. 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. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. The game also gave a significant boost to Valve Index sales. The virtual reality market was valued at $15.81 billion in 2020. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. As a Premium user you get access to the detailed source references and background information about this statistic. DataProt's in-house writing team writes all the sites content after in-depth partnerships - it is visitors clicks on links that cover the expenses of running this site. Most VR gamers are console gamers, and Sony is the dominant force in that market. You need at least a Starter Account to use this feature. 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. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets Thats why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Market Guide will be sent to you. This is followed by VR games at 6.6% and AR games at 5.1%. 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. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. As of 2021, there are 57.4 million VR users This could allow healthcare to become among the top sectors gaining from VR in 2022. Another important statistic when it comes to virtual reality user demographics is that among those who intend to purchase a VR system someday, more than 2/3 are men. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. Well dive into how popular virtual reality is, its demographics, and the economy behind it. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. Virtual reality is the pinnacle of immersive experiences right now. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). 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. However, a significant 17% of VR users in America have a household income under $25,000. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. What is the consumer perception of virtual realitys potential? According to experts predictions, there are 32.7 million people experiencing VR within the United States. This is due to the American adoption of innovative technologies. Key virtual reality statistics for 2022. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Brick-and-mortar shops are also advised to take notice. 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. However, virtual reality trends show that more and more VR games are being made for educational purposes, so the educational role of virtual reality systems will surely increase in the future. Its a huge and growing market. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. 23 million VR-related jobs will open by 2030. 11 million VR units will be sold by the end of 2021. Gaming and entertainment media hold 40.5% of the virtual reality market share. 45 Virtual Reality Statistics. 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. In the US, 58.9 million Your email address will not be published. DataProt remains financially sustainable by participating in a series of affiliate Currently, you are using a shared account. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. 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. How many VR users worldwide are there? In practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. 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. 50% of respondents called the metaverse, an online virtual reality space, exciting. 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%). 41% of adults said they would give virtual reality a try if given the opportunity. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Published 24 minutes ago . The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. 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. But, in 2022, its value is set to increase by a quarter. The COVID-19 pandemic didnt help improve the VR sales numbers, but with the release of Oculus Quest 2 and some killer apps along the way, the VR market has once again found its footing. 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. partnership Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. 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. Its also bizarre, especially to people not used to the accompanying feeling of immersion. We are currently witnessing an explosive increase in the use of virtual reality in the gaming industry, with 16 million VR users defining themselves as hardcore gamers, That adds up to 13% of the total population. Is it finally time for VR, or is the technologys tipping point still 18 months away? For example, only 7% of the surveys participants said they plan on reducing their VR usage. to incorporate the statistic into your presentation at any time. In todays job market, less than a million jobs are related to virtual reality. Some pages may include user-generated content in the comment section. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. According to. Following them are healthcare, education, automotive, aerospace, and defense. Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. 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. 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. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. VR demographics are definitely skewed toward the younger generations. 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. and decide to purchase a product. August 02,2022. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. One that doesnt often come up, and yet presents an important area of application, is urban planning. Social VR users spend over 3 hours a day in VR: According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. There are exciting things to come. According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. However, you have to decide how you are going to use it and why. Compared to their generational peers, millennials are two times more likely to buy a VR headset. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. 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. Four out of ten (41%) companies are investing in metaverse-related technology. 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. KommandoTechs in-house writing team writes all the sites 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. Is it the next frontier of immersive tech, or just a gimmick? Its just one of many VR facts - more interactivity leads to better immersion. In 2019, the sales of the PlayStation VR headset hit 5 million units, making it one of the most popular choices for VR gaming, although Sony has yet to update its virtual reality sales statistics. A recent experiment conducted by Walmart had employees train via VR. If we consider the price of VR headsets, these figures come as no surprise. Virtual reality sounds like something straight out of a science fiction movie, but believe it or not, its becoming a part of life in 2023. VR within the engineering industry can, 40. 17 Mind-Boggling Virtual Reality Statistics from the Past 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 surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. How much are consumers spending on VR in 2023? Manufacturers ship more than 5 million VR and AR headsets a year. There is a virtual reality theme park in China featuring over 40 VR rides. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. 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. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Whats the household income of VR users? ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. dont affect the reviews content in any way. The global virtual and augmented reality market is estimated to be $16.8 billion. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 19% of consumers have used virtual reality before, 8. Virtual reality experiences garner over 15% more responses. 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. What does Chat GPT Mean for Enterprise-Grade XR? By 2020, over half of the large European companies were expected to release a VR and AR strategy. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Virtual Reality Statistics by Users. Virtual reality has many potential use cases. Dollars). about various cybersecurity products. Predictions show that 5.9 million Americans will adopt VR by next year, 9. VR is expected to generate $6.7 billion in revenues. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. The increased popularity of commercial and consumer VR is great for pretty much everyone. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. Our website also includes reviews of Archiact is included on the list; the creators of popular VR mobile game series Lamper who received $3.2 million from Chinese company 37Games in return for a 10% share of the company. 31. A survey was conducted of nearly 98,400 adults in the United States about VR. January 17, 2023. By current data, the VR software market is en route to reach $5 billion by the end of 2021. Metas Quest is still the first choice for less than 10 percent of buyers. Request Sample Corporate solution including all features. Other concerns: 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. What is your opinion on virtual reality? According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Both virtual and augmented reality products are steadily finding their audience. 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. More Lag adopt VR by next year, consumer applications always seemed 18 months.. 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