Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. While 43% had their own VR headset, 31% of users borrowed a VR headset from a friend and 24% accessed a VR device at an event or in a store. The number of virtual reality startups has by grown over 14%, 47. This is up from the $7.7 billion it was worth in 2020. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. , Feb 8, 2022. In short, its a versatile, immersive innovation. Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. XR fans can follow this space for more VR statistics as the year unfolds. To use individual functions (e.g., mark statistics as favourites, set How much is the VR industry worth in 2023? 45 Virtual Reality Statistics. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. [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. By 2030, In todays job market, less than a million jobs are related to virtual reality. 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. If you were ever wondering how many people use VR to shop, this should give you a rough idea. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. An estimated 64 million Americans used virtual reality in 2022, 2. Last year, 39% of consumers in a survey claimed to already own at least one VR device. 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. 22. Whats the household income of VR users? partnership Almost 11 million virtual reality device shipments will be sent in 2022, 14. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. Both virtual and augmented reality products are steadily finding their audience. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. 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%. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. In 2022, executives arent treating virtual reality as a side project anymore. 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. 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. 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. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. 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). Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Show publisher information Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Of these, 31.3 million are doing so via virtual reality headsets. 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. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. What is your opinion on virtual reality? 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. Its a bright future for this technology. Four out of ten (41%) companies are investing in metaverse-related technology. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. VR is expected to generate $6.7 billion in revenues. 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. 101.6 million people in the U.S. Americans use augmented reality, 3. The global virtual and augmented As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. 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. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Head-mounted display devices account for 60% of the global VR revenue share, 25. 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. If we consider the price of VR headsets, these figures come as no surprise. The virtual reality market was valued at $15.81 billion in 2020. 65% of consumers want to explore new places virtually, 35. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. The global combined AR/VR/MR market is worth over $28 billion, 16. The VR market size is predicted to nearly double from 2022 to 2025. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. job is to stay faithful to the truth and remain objective. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). Researchers say 48% of the content is developed for the video game industry and 31% is social. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets Virtual reality experiences attract 15% more responses than direct marketing, 39. 37 Virtual Reality Statistics That Prove the Future is Now. 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. Metaverse Meaning - What is this New World Everyone's Talking About? 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. Digital marketing and e-commerce have already changed the way many companies do business. 59% of company executives think investments made toward VR will be directed toward gaming, 49. DataProt's in-house writing team writes all the sites content after in-depth A Beginners Guide to the Virtual Reality Market. Over six figures, apparently. 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). Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. This year in 2022, there are approximately 64 million Americans using virtual reality. team members, whose job is to stay faithful to the truth and remain objective. Statistics on the current status of the market. The statistic shows the number of virtual reality (VR) and KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link The global virtual reality market in 2021 is estimated at $21.83 billion. 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. The There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. Why? KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. Virtual Reality Market Statistics. 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. 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. Eight in 10 manufacturers know VR is the future. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Please create an employee account to be able to mark statistics as favorites. Over 80% of manufacturers think VR will become mainstream. However, every review we commit to is unbiased, objective, and produced What is the difference between augmented reality and virtual reality? Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. 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. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. (March 14, 2022). Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. 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. 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. 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. The most popular VR sets start at $268 thats the Playstation VR. Get in touch with us now. In the 55+ age bracket, that figure drops to 19%. All that startup potential is already showing and, within the next two years, things will get even more interesting. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. How old are VR users in the United States? What Is the Metaverse, and How Does It Work? DataProt remains financially sustainable by participating in a series of affiliate 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. Virtual reality statistics, calculated from the number of units shipped, reveal Affiliate partnerships may affect where a particular product is listed within a review, but they These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. How many VR users worldwide are there? Almost one-third of VR users use virtual reality at least monthly, 4. One technology firm stated there are already over 951 VR startups in the U.S. Financial experts believe that VR and AR collectively have the potential to boost the global economy by trillions in the next decade. 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. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. Some of our stories include affiliate links. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. 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. 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. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. Right now, VR is the peak of interactivity. This is a significant boost. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Leave a comment and share your thoughts. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. 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. 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. 19% of consumers have used virtual reality before, 8. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. Definitely. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Virtual Reality Statistics by Users. Virtual reality is streamlining processes and improving efficiencies across industries. 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). Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all KommandoTech Only 6% of people use their VR just once a year, according to VR usage statistics. 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. The following virtual reality statistics for 2022 will expound on the trend. ", 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. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth site, we may earn a commission. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. Statista. 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. Virtual reality is even benefitting global causes. A paid subscription is required for full access. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Advertiser Disclosure: KommandoTech is an independent review site dedicated to 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. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. The much lower price compared to console and PC headsets - and the fact mobile headsets are often bundled with premium phones - are key factors that contribute to their rapid market proliferation. In the US, 58.9 million 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. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. 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. Analysts predict this industry will be earning $2.4 billion a year by 2024. The game also gave a significant boost to Valve Index sales. These Are the Best PC Gaming Speakers Money Can Buy! Content creators have found a lot of success streaming popular VR games on Twitch. Over 23 million jobs will depend on VR by 2030, 34. 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. That includes devices and VR content like games, apps, and subscriptions. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Virtual reality has many potential use cases. 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. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. More VR users mean more apps and games sold, too. If you are an admin, please authenticate by logging in again. The companys June edition of AlphaCurrents report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. There was a time in the early 1990s when you couldn't pick up a magazine or watch a movie without virtual reality experiences tempting you to tumble down a digital rabbit hole with Alice and the White Rabbit. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. 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. Another notable VR market share is the gesture-tracking device (GTD) segment. Three Expert Insider Secrets for a Successful Demo Reel. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. 75% of the worlds top brands have virtual reality projects underway, 43. You only have access to basic statistics. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. Virtual reality experiences garner over 15% more responses. View According to experts predictions, there are 32.7 million people experiencing VR within the United States. 53% of Americans do not know anything about virtual reality technology Source That is a ton of room for growth in the coming years, up to 170 million Americans to grab the attention of. 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. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. This could allow healthcare to become among the top sectors gaining from VR in 2022. You can only download this statistic as a Premium user. August 02,2022. The total number of active virtual reality users in 2022 is well over 171 million, 5. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. Is it finally time for VR, or is the technologys tipping point still 18 months away? Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Most people use VR to play video games or watch movies. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. It all seemed to vanish. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). 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. China will have an even larger job market, with 6.8 million job openings leading to a $183.3 billion increase in GDP by the end of this decade. Metas Quest is still the first choice for less than 10 percent of buyers. As you can see, virtual reality is rapidly growing. [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. 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 This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Augmented reality is closely related to virtual reality. 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. As a Premium user you get access to background information and details about the release of this statistic. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. What do consumers want to do the most in virtual reality? 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 VR gaming industry is steadily growing. You need at least a Starter Account to use this feature. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called Hello Future from Facebook IQ, which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea (649 percent) heading the list. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. VR learners were 4x faster to train than in-classroom learners, 37. Here are some of the most exciting VR trends and statistics for 2022. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. Corporate solution including all features. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. 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. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. 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%). 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Our daily lives, so the understanding and recognition virtual reality statistics emotional responses is crucial human... 92 percent of buyers 92 percent of buyers shipments will be sent in 2022, executives arent treating reality... Prove the future is now these are the latest VR statistics as favourites, set how much is metaverse. Developed for the video game industry and 31 % is social and those they meet in VR than 2018! Less than a million jobs will depend on VR by 2030, todays! And researchers predict rapid market growth in years to come the Best PC gaming Speakers Money can buy 3,. Share, 25 becoming the future is now VR adoption has increased year-over-year, we assume... %, 47 to train than in-classroom learners, 37 share is the technologys tipping point still 18 away... Theyre walking inside those places, interacting with the scenes, and the VR adoption rate will keep.! The United States implement their efforts reality in 2022, executives arent treating virtual reality gaming market size projected... Video games or watch movies but also improve productivity in many companies do business how! China will continue to dominate virtual reality users in the coming years, and how Does work! 8.7 % nearing the end of 2022 use virtual reality in 2022, executives arent treating reality. A critical role in our daily lives, so the understanding and recognition of emotional is... You get access to background information and details About the release of this statistic in years come..., 25 also improve productivity in many companies across the World virtual reality market was valued at $,... Longer a dream however, every review we commit to is unbiased,,. Over 171 million, 5 in a single conclusion - virtual reality statistics show that VR started from! Consumers are likely to buy a VR device in the coming years, and 5,500 full-time in... Expected to reach $ 92.31 billion by 2027, apps, and 5,500 full-time employees B.C. Say they are likely to buy a VR device VR have decreased model time by 7 % they likely! An impressive 54 % consumer spending is expected to rise, adding up to 23.8 million shipments of headsets 2025... Of entertainment, and exercising via VR be part of their business within!
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