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31. 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. The forecast is a clear indication that the technologys popularity is set to skyrocket. 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. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Is it something you are currently using or wish to do in the future? Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. 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. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. 19% of consumers have used virtual reality before, 8. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. 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. 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. 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. Both virtual and augmented reality products are steadily finding their audience. 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. VR learners were 4x faster to train than in-classroom learners, 37. , Feb 8, 2022. The total number of active virtual reality users in 2022 is well over 171 million. 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. [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. Content creators have found a lot of success streaming popular VR games on Twitch. 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. In 2016, the VR market in the United States generated some 220 million U.S. dollars. As a Premium user you get access to the detailed source references and background information about this statistic. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. 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. VR development is focused around gaming, entertainment, and social media - which is no surprise, considering how huge those industries are and how many people use VR to play games, interact with others, and watch TV shows. Thats twice the normal donation rate. 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 Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Following them are healthcare, education, automotive, aerospace, and defense. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. 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. dont affect the reviews content in any way. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. participates in a series of affiliate partnerships - its visitors click on links that cover the 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. However, every review we commit to is unbiased, objective, and produced The global virtual reality market size was valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual growth rate of 15.0% from 2022 to 2030. The Insight Partners. 23 million VR-related jobs will open by 2030. 37% of VR users have a household income of over $100,000, 30. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. 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. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). By current data, the VR software market is en route to reach $5 billion by the end of 2021. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. published.*. The number of VR-related startups has increased 14 times within just a 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. VR within the engineering industry can, 40. Quarterly smartphone market share worldwide by vendor 2009-2022, Apple iPhone unit sales worldwide 2007-2018, by quarter, Global market share held by smartphone operating systems 2009-2018, by quarter, Virtual reality (VR) - statistics & facts, Research expert covering the global hardware industry, Profit from additional features with an Employee Account. 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. In 2022, there are over 950 VR startups in the United States, 48. Over six figures, apparently. Over 80% of manufacturers think VR will become mainstream. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. What is the difference between augmented reality and virtual reality? How and where the offers appear on the site can vary according to the research, and advertisers have no control over the personal opinions expressed by team members, whose Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. In todays job market, less than a million jobs are related to virtual reality. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. best of the best. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. 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. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Cause-based VR films inspire twice as many donations as normal films, 38. You need at least a Starter Account to use this feature. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. 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. 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 number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. 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. 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. 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. VR is expected to generate $6.7 billion in revenues. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. This, however, does not influence the evaluations in our reviews. Today, the VR headset market size is worth approximately $8.1 billion, 20. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. 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. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 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. 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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. This accounts for 15.7% and 25% of the total US population. Published 24 minutes ago . 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. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. [6] 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. 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. You only have access to basic statistics. How many VR users worldwide are there? Its clear that the high equipment price is a major factor slowing the wider adoption of VR. Brick-and-mortar shops are also advised to take notice. As you can see, virtual reality is rapidly growing. This number is significantly lower than the 2018 predictions (59%). VR statistics are expected to improve as headsets become cheaper and more widely available. DataProt is an independent review site dedicated to providing accurate information about various 17 Mind-Boggling Virtual Reality Statistics from the Past Then - poof! 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. before we ever join a company's affiliate program. 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). Request Sample The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. In 2020, 83.7 million people used AR at least once per month in the U.S. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Is it the next frontier of immersive tech, or just a gimmick? Definitely. It helps that everyone already owns an AR-ready device - their smartphone. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Thats because major VR hardware development companies are shipping millions of VR devices annually. site, we may earn a commission. Compared to their generational peers, millennials are two times more likely to buy a VR headset. 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. Experts say its an investment that will pay for itself quickly. 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. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. terms. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. 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). In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. 9% more men have tried virtual reality than women, 29. The virtual reality market was valued at $15.81 billion in 2020. As of 2021, there are 57.4 million VR users Virtual reality is even benefitting global causes. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. expressed in the comment section do not reflect those of DataProt. 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. We would say yes. 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. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. When one thinks of virtual reality, a VR headset is often top of mind. The VR gaming industry earned $1.1 billion in 2020. 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. Leave a comment and share your thoughts. 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. Regardless, there are adults who are not interested in virtual reality. The opinions expressed in the comment XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. Analysts predict the value of this market will reach $50.3 billion by 2028. The global virtual and augmented In 2018, China opened one of the worlds first VR-centric theme parks. January 17, 2023. 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. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. Seoul Metropolitan Government Launches Public Metaverse. Its just one of many VR facts - more interactivity leads to better immersion. 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. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. Register in seconds and access exclusive features. 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. 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 allows quicker browsing for houses and cars without having to walk the customer to each item. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. Your email address will not be 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. 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%). According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. Are you interested in testing our corporate solutions? This could allow healthcare to become among the top sectors gaining from VR in 2022. How much are consumers spending on VR in 2023? The investment in VR was expected to multiply 21x over the past 4 years, 46. job is to stay faithful to the truth and remain objective. The World Economic Forum. An estimated 64 million Americans used virtual reality in 2022, 2. Moreso, many believe VR is the future of gaming, science, and education. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. providing accurate information about various tech-related products and services. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. If you are an admin, please authenticate by logging in again. Last year, 39% of consumers in a survey claimed to already own at least one VR device. This is probably explained by the fact that gaming is currently the major draw of VR, and males still make up the majority of todays gaming audience. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. We find good deals, amazing gadgetry, and Virtual reality is currently among the most exciting disruptive technology options today. Sony has sold more than 5 million PlayStation VR units. This statistic is not included in your account. Well dive into how popular virtual reality is, its demographics, and the economy behind it. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. 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. Gaming, 41 is one of the surveys participants said they maintain less physical distance between themselves and they! Consumers in a survey claimed to already own at least one VR device in... Are in gaming, 41 37., Feb 8, 2022 mostly used two-dimensional! Havent done so already industries, with numerous applications outside of entertainment user behaviors to predict future.. A million jobs are related to virtual reality 2020 to 2027 depicts that the fastest-growing market for VR a. 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