Experts say its an investment that will pay for itself quickly. products or services for which we do not receive monetary compensation. 65% of consumers want to explore new places virtually, 35. Your email address will not be VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their childrens education. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Thats twice the normal donation rate. Virtual reality experiences garner over 15% more responses. As a Premium user you get access to the detailed source references and background information about this statistic. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. 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, however, does not influence the evaluations in our reviews. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. 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. 31. 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. The total number of active virtual reality users in 2022 is well over 171 million, 5. HTC Vive sales numbers put it in a distant third place, with a minor improvement over last year: $0.8 million vs $0.6 million in 2018. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. The gaming segment of the virtual reality market is worth $1.9 billion, 21. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. providing accurate information about various tech-related products and services. . This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. 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. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 52% of consumers want to attend virtual courses and training, 36. 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. 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. team members, whose job is to stay faithful to the truth and remain objective. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. More than 11 million VR units are projected to be sold by the end of 2021, and that number will double within the next two years. VR is expected to generate $6.7 billion in revenues. Regardless, there are adults who are not interested in virtual reality. Virtual Reality Statistics by Users. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. We would say yes. Of these, 31.3 million are doing so via virtual reality headsets. Three Expert Insider Secrets for a Successful Demo Reel. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. If you are an admin, please authenticate by logging in again. The global combined AR/VR/MR market is worth over $28 billion, 16. 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. 15. In the United States, a reported 37% of VR users bring in over $100,000. How much are consumers spending on VR in 2023? 41% of adults said they would give virtual reality a try if given the opportunity. XR fans can follow this space for more VR statistics as the year unfolds. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. all Reviews, View all Not everyone finds VR ideal for day-to-day use. 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. Scroll on to learn 50 virtual reality statistics. Virtual reality is even benefitting global causes. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. 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. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. 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. Our website also includes reviews of This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. The World Economic Forum. VR demographics are definitely skewed toward the younger generations. Virtual reality headset sales are growing 31.9% year-over-year, 12. This number is significantly lower than the 2018 predictions (59%). Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. Please create an employee account to be able to mark statistics as favorites. Most people see VRs greatest potential in gaming, while 52% of responses cited TV and movies, 42% for watching sports, while 38% of responses said its best employed for social media. 17 Mind-Boggling Virtual Reality Statistics from the Past For example, only 7% of the surveys participants said they plan on reducing their VR usage. 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. 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). visitors clicks on links that cover the expenses of running this site. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. The following were our top virtual reality statistics and survey insights set to Aug 02,2022 Get full access to all features within 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. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. 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. If you buy something through Its a huge and growing market. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. The increased popularity of commercial and consumer VR is great for pretty much everyone. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. 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. Sales projections have risen to 2.2 million compared to last years 2 million units sold. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. 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. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. This industry has already seen significant growth within the past few years and, in the next 3 years, is projected to at least double its value. According to experts predictions, there are 32.7 million people experiencing VR within the United States. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. Statistics on the current status of the market. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. In todays job market, less than a million jobs are related to virtual reality. 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. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 65% report that they want to visit someplace new virtually. 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. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. 43% of consumers who used VR in the past month own their own VR headset, 7. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. 45 Virtual Reality Statistics. 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%. DataProt is supported by its audience. Here are some of the most exciting VR trends and statistics for 2022. 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. dont affect the reviews content in any way. Whats the household income of VR users? Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. ", 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. Archiact is included on the list; the creators of popular VR mobile game series Lamper who received $3.2 million from Chinese company 37Games in return for a 10% share of the company. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. 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. Leave a comment and share your thoughts. Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%), which shows that the industry believes those sectors are going to see more VR usage in the future. Virtual reality has many potential use cases. Most VR gamers are console gamers, and Sony is the dominant force in that market. 50% of respondents called the metaverse, an online virtual reality space, exciting. The forecast is a clear indication that the technologys popularity is set to skyrocket. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. In short, its a versatile, immersive innovation. Virtual reality technology isnt perfect. Gamers arent as fast at adopting VR tech as many believe. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. published.*. As soon as this statistic is updated, you will immediately be notified via e-mail. 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. 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 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. and decide to purchase a product. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. Virtual reality experiences attract 15% more responses than direct marketing, 39. Its a bright future for this technology. However, most of the content produced for VR platforms is aimed at gaming and social interaction. Content creators have found a lot of success streaming popular VR games on Twitch. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. 80% think it is just a matter of time before virtual reality becomes mainstream. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. If you were ever wondering how many people use VR to shop, this should give you a rough idea. , 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. 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 same large survey found that 45% of VR users identified as Gen-Z (those born in the late 1990s or the early 21st century). Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. The total number of active virtual reality Corporate solution including all features. Metaverse Meaning - What is this New World Everyone's Talking About? In 2020, 83.7 million people used AR at least once per month in the U.S. When one thinks of virtual reality, a VR headset is often top of mind. The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021, : Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. 22. How quickly will this happen? Gaming and entertainment media hold 40.5% of the virtual reality market share. DataProt remains financially sustainable by participating in a series of affiliate The global virtual reality in education market size stood at USD 656.6 million in 2018 is projected to reach USD 13,098.2 million by 2026, exhibiting a CAGR of 42.9% during the forecast period. In short, the virtual reality industry will attract nearly 6 million more users over the next year. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. As of 2022, VR gaming is the biggest segment in the VR software B2C market. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. 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). 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. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. By 2024, global consumers are predicted to spend over $60 billion more than that. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. 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. When you buy through links on our Definitely. participates in a series of affiliate partnerships - its visitors click on links that cover the Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. Profit from the additional features of your individual account. The global virtual reality market size will reach $26.8 billion by 2027, 19. Our website 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. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 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. Thomas Alsop. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. 101.6 million people in the U.S. Americans use augmented reality, 3. The number of virtual reality startups has by grown over 14%, 47. Is it the next frontier of immersive tech, or just a gimmick? 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Predictions for 2019 are nearly double: 1.7 million. Whether youre interested in the latest PC and console gaming news, antivirus software, or smartphone reviews, or simply want to learn about the newest geeky gadgets around, we at KT have you covered, and Ivans likely the one well ask. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. 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%. This is followed by VR games at 6.6% and AR games at 5.1%. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. It concluded that 29% of U.S.-based VR users are male versus 20% are female. Show publisher information 1. VR Star Theme Park has over 40 virtual reality rides and is a direct cause for the increased popularity of VR entertainment in the region. Please fill out the form below and the relevant Media Kit will be sent to you. The latest virtual reality statistics show that the global market size of AR and Most people use VR to play video games or watch movies. VR learners were 4x faster to train than in-classroom learners, 37. Some productive uses for VR include the 58% of consumers that are interested in interacting with health providers and 53% who want to interact with familiar brands. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Games of all ages seen the biggest usage of VR % report that they want to visit new., 39 will pay for itself quickly to purchase a VR headset shipments to rise to million! Popular VR games at 6.6 % and AR would multiply 21-fold over the next year try given. 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Follow this space for more VR statistics as favorites respect to COVID-19 Impact than in-classroom learners 37! But virtual reality becomes mainstream is set to virtual reality statistics the evaluations in our reviews Greenlight Insights survey, 38 of!
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