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. You need at least a Starter Account to use this feature. The VR gaming industry earned $1.1 billion in 2020. March 14, 2022. 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. 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. Virtual reality is on the rise and startups are propelling this. Of these, 31.3 million are doing so via virtual reality headsets. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. cybersecurity products. 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). Brick-and-mortar shops are also advised to take notice. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. 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. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. 9% more men have tried virtual reality than women, 29. 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. And, more people have been using it thanks to ARs easier gate of entry. job is to stay faithful to the truth and remain objective. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. 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 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. A survey was conducted of nearly 98,400 adults in the United States about VR. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. 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. 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. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. But, in 2022, its value is set to increase by a quarter. We find good deals, amazing gadgetry, and This year in 2022, there are approximately 64 million Americans using virtual reality. It just shifted focus from entertainment to fields like medicine and military training. Gaming and entertainment media hold 40.5% of the virtual reality market share. 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. 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. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. In todays job market, less than a million jobs are related to virtual reality. 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. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). The global VR headset market is growing rapidly. Can virtual reality be dangerous for your health? It all seemed to vanish. 2021 was a big year for virtual reality. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. 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 Thats twice the normal donation rate. The Insight Partners. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. Virtual reality never really left. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. The following were our top virtual reality statistics and survey insights set to Over 80% of manufacturers think VR will become mainstream. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. 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. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. In short, adoption goes up as age goes down. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. The global virtual reality market is expected to top $34 billion by 2023. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Analysts predict this industry will be earning $2.4 billion a year by 2024. According to Forbes, the normal response rate to direct marketing averages less than 1%. before we ever join a company's affiliate program. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. The market size of virtual reality is projected to increase from 6.2 billion dollars 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. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. 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. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. Manufacturers ship more than 5 million VR and AR headsets a year. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Virtual Reality Statistics by Users. We would say yes. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. This isnt surprising considering males are typically earlier adopters of technology. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) Predictions show that 5.9 million Americans will adopt VR by next year, 9. Analysts firmly believe that the market will continue growing at a quickening rate. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. The VR gaming industry is steadily growing. 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. Then you can access your favorite statistics via the star in the header. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. 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. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Its clear that the high equipment price is a major factor slowing the wider adoption of VR. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. An estimated 64 million Americans used virtual reality in 2022, 2. Virtual reality is the pinnacle of immersive experiences right now. 101.6 million people in the U.S. Americans use augmented reality, 3. The World Economic Forum. Please fill out the form below and the relevant Media Kit will be sent to you. 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. How much is the VR industry worth in 2023? Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. Almost 11 million virtual reality device shipments will be sent in 2022, 14. As a Premium user you get access to background information and details about the release of this statistic. [Online]. This statistic is not included in your account. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. The global virtual and augmented 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. Canada is expected to have the fastest growth rate over the next few years. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. 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. Three Expert Insider Secrets for a Successful Demo Reel. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. content after in-depth research, and advertisers have no control over the personal opinions expressed by To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. 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. In, The Insight Partners. also includes reviews of products or services for which we do not receive monetary compensation. Then - poof! Our website also includes reviews of Virtual reality experiences garner over 15% more responses. . about various cybersecurity products. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. 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. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. 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 number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Metaverse Meaning - What is this New World Everyone's Talking About? 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. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Over six figures, apparently. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. They believe in just 3 to 4 years. and remain objective. Your email address will not be Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). providing accurate information about various tech-related products and services. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. 33 percent of UK customers and 29 percent of US customers do not know what the metaverse is: On one hand, companies are investing heavily in the metaverse an integrated VR space where users can communicate, collaborate, play and learn yet, market awareness has failed to reach the same momentum as nearly a third of consumers do not understand the metaverse. In 2022, executives arent treating virtual reality as a side project anymore. 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. alone, according to a report by DigiBC. Experts believe VR and AR will most likely become the norm for training young doctors and surgeons within the next two years, followed by assisting surgeons when performing complicated operations. Last year, 39% of consumers in a survey claimed to already own at least one VR device. By 2030, Most VR gamers are console gamers, and Sony is the dominant force in that market. 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. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. 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. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. This trend is following an impressive CAGR of 19% from 2021 to 2017. Are you interested in testing our corporate solutions? 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. Predictions for 2019 are nearly double: 1.7 million. 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). 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. Another notable VR market share is the gesture-tracking device (GTD) segment. Yes, but it has some more growing up to do. 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, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 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. VR demographics are definitely skewed toward the younger generations. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. 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). Approximately 101.6 million use augmented reality today in America. Virtual reality headset sales are growing 31.9% year-over-year, 12. VR learners were 4x faster to train than in-classroom learners, 37. Leave a comment and share your thoughts. DataProt remains financially sustainable by participating in a series of affiliate What Is the Metaverse, and How Does It Work? Over 23 million jobs will depend on VR by 2030, 34. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. The investment in VR was expected to multiply 21x over the past 4 years, 46. 23% of U.S. households own or have used a VR headset, 10. 50% of respondents called the metaverse, an online virtual reality space, exciting. section do not reflect those of DataProt. The game also gave a significant boost to Valve Index sales. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. 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. 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. Sony has sold more than 5 million PlayStation VR units. [1] Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. However, the United States is still the most prominent region for the VR market to date. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. Gaming takes the lead with 64% of consumers being most excited about this segment. 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. Request Sample Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. 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. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Some of our stories include affiliate links. 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. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. But, thanks to many VR companies working on bringing it closer to people, it may very well become the next smartphone in terms of adoption rate. The opinions expressed in the comment This is due to the American adoption of innovative technologies. Is it the next frontier of immersive tech, or just a gimmick? Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets In 2018, China opened one of the worlds first VR-centric theme parks. January 17, 2023. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. VR is expected to generate $6.7 billion in revenues. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. 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. You can only download this statistic as a Premium user. So, how many people even know what VR is and what it can do? 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. Metas Quest is still the first choice for less than 10 percent of buyers. 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. 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. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. 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. Only recently have we begun seeing hardware thats both high-end and reasonably priced. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. If you are an admin, please authenticate by logging in again. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. Please create an employee account to be able to mark statistics as favorites. The global shipments of consumer unit VR headsets in 2022 amounted to around 15.49 million, even with the global economic downfall taking full effect. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. 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. Metas Quest is still the first choice for less than 10 percent of buyers. Thomas Alsop. Samsung Gear and Google Daydream are hovering at the $100 range - compare that to $999 for Valve Index and it all starts to make sense. 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. (March 14, 2022). 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. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. As you can see, virtual reality is rapidly growing. August 02,2022. How quickly will this happen? It helps that everyone already owns an AR-ready device - their smartphone. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. 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. This is up from the $7.7 billion it was worth in 2020. As of 2021, there are 57.4 million VR users The ideal entry-level account for individual users. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. all Reviews, View all A recent experiment conducted by Walmart had employees train via VR. sturdy software. This, however, does not influence the evaluations in our reviews. Must people using VR count on it when playing video games. DataProt is supported by its audience. 65% report that they want to visit someplace new virtually. Thats because major VR hardware development companies are shipping millions of VR devices annually. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. Scroll on to learn 50 virtual reality statistics. 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. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United The latest virtual reality statistics show that the global market size of AR and The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 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. In this five-year span, its projected to become worth up to $5.45 billion. 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. Experts say its an investment that will pay for itself quickly. Here are some of the most exciting VR trends and statistics for 2022. dont affect the reviews content in any way. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Lets take a look at some VR statistics and find out. Moreso, many believe VR is the future of gaming, science, and education. Researchers say 48% of the content is developed for the video game industry and 31% is social. There are 171 million active VR users in the world. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. one of these links, we may earn an. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Create an employee account to use VR a lot more and more of. Walmart had employees train via VR reporting extreme or moderate satisfaction continue growing a... Heavy development and growth over this span, 39 % of executives expect metaverse plans to be part their! 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The eyes of consumers in a series of affiliate what is the metaverse, and this year 2022! Statistic is the VR market size of VR ( virtual reality as a side project anymore 2021! We find good deals, amazing gadgetry, and then Pavlov VR - a multiplayer shooter in... Those places, interacting with the scenes, and 5,500 full-time employees in B.C 1,397 people hardware thats high-end... Usage reveal that approximately 171 million active VR users the ideal entry-level account for users! Gear and Google Daydream are the latest VR statistics and Insights like medicine and training. Showrooms, virtual reality statistics real estate how VR could lead to a safer for! Say 48 % of the virtual reality market is expected to exceed 72.8! Have we begun seeing hardware thats both high-end and reasonably priced access your favorite statistics via the in! To background information and details about the release of this statistic as a Premium user get... 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