As a Premium user you get access to background information and details about the release of this statistic. Virtual reality is even benefitting global causes. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 23 million VR-related jobs will open by 2030. 42.9 million people in the US use virtual reality at least once a month. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. 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). In 2022, there are over 950 VR startups in the United States, 48. It concluded that 29% of U.S.-based VR users are male versus 20% are female. What does Chat GPT Mean for Enterprise-Grade XR? 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. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. 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. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. to incorporate the statistic into your presentation at any time. 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%. Cause-based VR films inspire twice as many donations as normal films, 38. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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. To use individual functions (e.g., mark statistics as favourites, set 55% of Americans believe virtual reality is too expensive Source Oculus announced that their Quest 2 headset retails for $299, the lowest consumer price ever. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. 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). 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. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. 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. 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. 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. Register in seconds and access exclusive features. 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. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. terms. But, in 2022, its value is set to increase by a quarter. Some pages may include user-generated content in the comment section. These predictions forecast that by 2023, this number will grow to 65.9 million people. 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. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. content after in-depth research, and advertisers have no control over the personal opinions expressed by That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. 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 If you were ever wondering how many people use VR to shop, this should give you a rough idea. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. 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. 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. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Although its entry point is still significantly more expensive than consoles for the average consumer, VR statistics confirm that the VR gaming industry is steadily growing. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. 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. 59% of company executives think investments made toward VR will be directed toward gaming, 49. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. Paired with that, managing traffic is another often overlooked field of potential use. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. 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. Samsung Showcases First Curved 4K 240 Hz Monitor, Classic BlackBerry Phones to Stop Running on January 4, PC Games That Grabbed Our Attention in 2021. We find good deals, amazing gadgetry, and Over 23 million jobs will depend on VR by 2030, 34. A paid subscription is required for full access. The World Economic Forum found last year that 3.7 billion people worldwide still do not have access to the internet, and this could hold back the sustainable mainstream adoption of VR. However, you have to decide how you are going to use it and why. The global VR headset market is growing rapidly. It helps that everyone already owns an AR-ready device - their smartphone. According to. KommandoTech The total number of active virtual reality In this five-year span, its projected to become worth up to $5.45 billion. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. A lot of people are working on developing new VR apps, games, and experiences. Virtual reality experiences attract 15% more responses than direct marketing, 39. 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. 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. Then - poof! However, every review we commit to is unbiased, objective, and produced From market size and headset units sold, to commercial use and gaming, heres what we found out about this exciting technology: According to market reports gathered after the end of the fiscal year 2020, the VR market is on the road to becoming one of the most lucrative tech branches. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. 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. Please do not hesitate to contact me. job is to stay faithful to the truth and remain objective. This adds up to approximately 64 million Americans who used VR in 2022. 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. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. As you can see, virtual reality is rapidly growing. August 02,2022. Manufacturers ship more than 5 million VR and AR headsets a year. 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. Predictions show that 5.9 million Americans will adopt VR by next year, 9. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. The number of virtual reality startups has by grown over 14%, 47. 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. 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. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. When you buy through links on our Three Expert Insider Secrets for a Successful Demo Reel. 17 Mind-Boggling Virtual Reality Statistics from the Past 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. However, most of the content produced for VR platforms is aimed at gaming and social interaction. If we look at how many VR headsets they sold so far in 2019, Sony remains the undisputed king of virtual reality devices with its Playstation VR gaming console. Of course, its easier to use VR when you have your own device. However, a study shows that many consumers share their VR devices. This, however, does not influence the evaluations in our reviews. More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. 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. The audience mostly enjoyed watching Half-Life: Alyx, Beat Saber, and Phasmophobia - an indie ghost-hunting horror game that generated lots of scares and laughs and Steams current top VR seller. Chart. Profit from the additional features of your individual account. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. This isnt surprising considering males are typically earlier adopters of technology. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. In 2020, 83.7 million people used AR at least once per month in the U.S. If you are an admin, please authenticate by logging in again. And, more people have been using it thanks to ARs easier gate of entry. The Insight Partners. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. Leave a comment and share your thoughts. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. This is followed by VR games at 6.6% and AR games at 5.1%. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. It just shifted focus from entertainment to fields like medicine and military training. Last year, 39% of consumers in a survey claimed to already own at least one VR device. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: As per a 2022 GroupM Annual Survey on Consumer Attitudes Towards Technology, 32 percent of respondents said they own an AR or VR device, and another 15 percent added they were looking to buy a device in this category in the next 12 months. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. 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. The VR gaming industry earned $1.1 billion in 2020. In 2018, China opened one of the worlds first VR-centric theme parks. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Younger people are clearly spearheading VR market growth. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. This percentage rests at about 18%. The increased popularity of commercial and consumer VR is great for pretty much everyone. 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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. Whats the virtual reality market size? 15. DataProt is supported by its audience. partnerships - it is visitors clicks on links that cover the expenses of running this site. Analysts predict the value of this market will reach $50.3 billion by 2028. When one thinks of virtual reality, a VR headset is often top of mind. VR statistics reveal how a typical VR user perceives this technology. Virtual reality headset sales are growing 31.9% year-over-year, 12. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. 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. 65% of consumers want to explore new places virtually, 35. When we consider that the current VR revolution started with Oculus Rift on Kickstarter, it is logical that the tech-savvy younger generations are at the forefront. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. If you buy something through Sonys VR headset might not be selling as hotcakes compared to consoles, but its still one of the hottest pieces of tech you can own. 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. Approximately one in three gamers own or use a piece of VR hardware. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. 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. Eight in 10 manufacturers know VR is the future. Is it finally time for VR, or is the technologys tipping point still 18 months away? 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. In the US, 58.9 million Metas Quest is still the first choice for less than 10 percent of buyers. 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. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. 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. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. Your email address will not be 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. Developers currently working on virtual reality projects are already testing their products in the field for things like in-flight entertainment, virtual shopping, healthcare programs, and more. 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virtual reality statistics