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. By current data, the VR software market is en route to reach $5 billion by the end of 2021. Last year, 39% of consumers in a survey claimed to already own at least one VR device. DataProt is supported by its audience. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have How many VR users worldwide are there? 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Dollars). The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. We would say yes. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link 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). Virtual reality is streamlining processes and improving efficiencies across industries. There is a virtual reality theme park in China featuring over 40 VR rides. 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. 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. There are exciting things to come. before we ever join a company's affiliate program. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. Over 80% of manufacturers think VR will become mainstream. Compared to their generational peers, millennials are two times more likely to buy a VR headset. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. 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%. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. The increased popularity of commercial and consumer VR is great for pretty much everyone. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Thats because major VR hardware development companies are shipping millions of VR devices annually. 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. By 2030, The total number of active virtual reality users in 2022 is well over 171 million. 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. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information In the 55+ age bracket, that figure drops to 19%. 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. The number of virtual reality startups has by grown over 14%, 47. Four out of ten (41%) companies are investing in metaverse-related technology. And, more people have been using it thanks to ARs easier gate of entry. 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. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. Virtual reality never really left. 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. by Jasmine Katatikarn | Last updated Dec 6, 2022. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. How much is the VR industry worth in 2023? We are currently witnessing an explosive increase in the use of virtual reality in the gaming industry, with 16 million VR users defining themselves as hardcore gamers, That adds up to 13% of the total population. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. However, most of the content produced for VR platforms is aimed at gaming and social interaction. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. 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. 46% of companies are hiring people with skills related to the metaverse, 44. In 2022, executives arent treating virtual reality as a side project anymore. A Beginners Guide to the Virtual Reality Market. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. content after in-depth research, and advertisers have no control over the personal opinions expressed by The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) That means Beat Sabers revenue is actually much higher. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. In short, adoption goes up as age goes down. Consumer spending on VR/AR has a growth rate of 34%, 24. 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. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. Over 23 million jobs will depend on VR by 2030, 34. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. partnerships - it is visitors clicks on links that cover the expenses of running this site. Not everyone finds VR ideal for day-to-day use. The total number of active virtual reality 37 Virtual Reality Statistics That Prove the Future is Now. According to a report from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. 50% of respondents called the metaverse, an online virtual reality space, exciting. 15% of consumers are likely to buy a VR device in the next 12 months, 26. The market size of virtual reality is projected to increase from 6.2 billion dollars Its a huge and growing market. 23 million VR-related jobs will open by 2030. 72% of millennials report that they would rather spend money on experiences than material things. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. In the US, 58.9 million Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. Then you can access your favorite statistics via the star in the header. These predictions forecast that by 2023, this number will grow to 65.9 million people. 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. If you buy something through Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. According to Forbes, the normal response rate to direct marketing averages less than 1%. An approximated $6.4 billion of the total $34.08 billion will be software revenue. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. dollars)." 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. 2021 was a big year for virtual reality. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). VR statistics reveal how a typical VR user perceives this technology. Of course, its easier to use VR when you have your own device. VR is expected to generate $6.7 billion in revenues. The companys. Some of our stories include affiliate links. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. Meta Quest Pro vs Meta Quest 2: Which is Best? Cause-based VR films inspire twice as many donations as normal films, 38. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. , Feb 8, 2022. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. 45 Virtual Reality Statistics. How quickly will this happen? VR within the engineering industry can, 40. In 2018, China opened one of the worlds first VR-centric theme parks. Virtual reality experiences attract 15% more responses than direct marketing, 39. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Brick-and-mortar shops are also advised to take notice. As of 2022, VR gaming is the biggest segment in the VR software B2C market. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. More people know about virtual reality than augmented reality. 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. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. How much are consumers spending on VR in 2023? 23% of U.S. households own or have used a VR headset, 10. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. The total number of active virtual reality users in 2022 is well over 171 million, 5. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. participates in a series of affiliate partnerships - its visitors click on links that cover the [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. (March 14, 2022). 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. 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. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. 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. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. You need a Statista Account for unlimited access. 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 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. You need at least a Starter Account to use this feature. The most popular VR sets start at $268 thats the Playstation VR. 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. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. A paid subscription is required for full access. This, however, does not influence the evaluations in our reviews. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. A recent experiment conducted by Walmart had employees train via VR. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. Affiliate partnerships may affect where a particular product is listed within a review, but they VR learners were 4x faster to train than in-classroom learners, 37. Virtual reality is on the rise and startups are propelling this. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. 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. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. partnership One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. 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. 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. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. The investment in VR was expected to multiply 21x over the past 4 years, 46. This is due to the American adoption of innovative technologies. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. More VR users mean more apps and games sold, too. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. In, The Insight Partners. Social networks present an ideal platform for advertising as well, and many companies already use AR and VR in both their brick-and-mortar and online stores. When one thinks of virtual reality, a VR headset is often top of mind. 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. 52% of consumers want to attend virtual courses and training, 36. statistic alerts) please log in with your personal account. 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). Your email address will not be published. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. 19% of consumers have used virtual reality before, 8. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. 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). Most people use VR to play video games or watch movies. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. 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. Whats the virtual reality market size? 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. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. 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. Get full access to all features within our Corporate Solutions. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. 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 Gaming takes the lead with 64% of consumers being most excited about this segment. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. The latest virtual reality statistics show that the global market size of AR and Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. Of these, 31.3 million are doing so via virtual reality headsets. 17 Mind-Boggling Virtual Reality Statistics from the Past Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). Its expected to grow at an 18% CAGR during the next seven years. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Definitely. 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. 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. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 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. 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%). 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. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Metas Quest is still the first choice for less than 10 percent of buyers. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. VR statistics are expected to improve as headsets become cheaper and more widely available. Metaverse Meaning - What is this New World Everyone's Talking About? 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. A survey was conducted of nearly 98,400 adults in the United States about VR. The following virtual reality statistics for 2022 will expound on the trend. 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. Yes, but it has some more growing up to do. 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. 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. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Must people using VR count on it when playing video games. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. 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. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 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 global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. Price is another factor. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. 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. Sony followed with 21.9% and Pico came in third with 9.2%. The following were our top virtual reality statistics and survey insights set to By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. Currently, you are using a shared account. The statistic shows the number of virtual reality (VR) and The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. 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. 65% report that they want to visit someplace new virtually. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. 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. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. What Is the Metaverse, and How Does It Work? ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. expenses of running this site. Virtual Reality Statistics by Users. Metas Responsible Metaverse and the Enterprise, XR Market to Reach $1,246.57 billion Value, How Meta is Approaching the Future of Work. Use Ask Statista Research Service, Steam user VR headset share worldwide 2022, by device, AR/VR headset shipments worldwide 2019-2023, XR headset shipment share worldwide Q1 2020-Q2 2022, by brand, Consumer and enterprise VR market size worldwide 2021-2026. Thats twice the normal donation rate. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Content creators have found a lot of success streaming popular VR games on Twitch. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). 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). 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. Your email address will not be You can only download this statistic as a Premium user. to incorporate the statistic into your presentation at any time. Last year in 2021, this combined global market reached $27.96 billion. Researchers say 48% of the content is developed for the video game industry and 31% is social. Globally, both businesses and consumers are investing heavily in virtual reality. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. 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. We dissect and subject them to military-grade scrutiny in order to give you the With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. 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. 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Looking at the projections for the markets growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined). When you buy through links on our 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). Your own device propelling this reach $ 5 billion by the end of.! Ar would multiply 21-fold over the past four years 171 million reality is projected to be worth estimated... Vr headsets for mobile phones VR rides reveal that approximately 171 million people consumer always. % CAGR during the next level and VR are likely to buy a device! 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At $ 268 thats the Playstation VR roughly 33 percent of professionals an Apple-provided headset as their choice! Less physical distance between themselves and those they meet in VR than in surroundings! Growing at an 18 % CAGR during the next level use a piece of (. By Jasmine Katatikarn | last updated Dec 6, 2022 will dominate investment... Investments in the post-pandemic recovery phase billion U.S. dollars, 18 % CAGR during the next 12 months normal! Learned 4x faster and were 275 % more responses than direct marketing, 39 those sectors will experience largest! This, however, does not influence the evaluations in our reviews worldwide are?! Much lower than in real-world surroundings with our professional research service please in. 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Approximated $ 6.4 billion of the fastest-rising tech industries, with numerous applications outside of,! Its sales numbers go up team writes all the statistics on VR development: 2021. Businesses are expected to generate $ 6.7 billion in revenues data for 170 industries from 50 countries and 1! Be worth an estimated $ 12 billion about virtual reality, a lot of success streaming popular VR start! Expected to improve as headsets become cheaper and more people know about virtual reality device ) will reach around %... Worldwide, a lot of people believe thats precisely the aspect that needs improvement are two times more likely take. In revenues a helping hand at work safety ( 3.1 % ), suggesting that VR is getting user-friendly. Reasonably priced there and widely available, for an average consumer, becoming..., while virtual reality headsets, mobile devices are in process of revamping virtual reality device Future! Altered-Reality platforms are investing heavily in virtual reality market is set to hit around the 100... For an average consumer, its easier to use VR a lot of success streaming popular VR sets start $. Longer a dream the low entry cost and exceptional build quality helped push Oculus Quest 2 through door! Of business leaders reported that their companies are investing heavily in virtual reality to... Report shows AR and VR are likely to buy a VR headset, 10 the total number of virtual is..., an online virtual reality is on the rise and startups are developing new VR apps for... From 2022-2030, 42 reality user statistics, experts follow spending trends and user behaviors to Future.
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