virtual reality statistics

KommandoTech 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 Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link HR is an important use case for VR in the enterprise, as per 92 percent of professionals. How old are VR users in the United States? A Beginners Guide to the Virtual Reality Market. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. team members, whose job is to stay faithful to the truth and remain objective. That means Beat Sabers revenue is actually much higher. You need at least a Starter Account to use this feature. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. 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%. content after in-depth research, and advertisers have no control over the personal opinions expressed by Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. 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. 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. VR is expected to generate $6.7 billion in revenues. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. This year in 2022, there are approximately 64 million Americans using virtual reality. , 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. partnerships - it is visitors clicks on links that cover the expenses of running this site. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. 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. products or services for which we do not receive monetary compensation. Augmented reality is closely related to virtual reality. That includes devices and VR content like games, apps, and subscriptions. Virtual reality never really left. Learn more about how Statista can support your business. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. Virtual reality has many potential use cases. 65% report that they want to visit someplace new virtually. Sales projections have risen to 2.2 million compared to last years 2 million units sold. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Predictions for 2019 are nearly double: 1.7 million. The global VR headset market is growing rapidly. 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. How quickly will this happen? 2021 was a big year for virtual reality. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have It has come down from sci-fi movies and tech expos to everyday life. Over 23 million jobs will depend on VR by 2030, 34. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. 59% of company executives think investments made toward VR will be directed toward gaming, 49. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. However, the United States is still the most prominent region for the VR market to date. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. Thats twice the normal donation rate. Corporate solution including all features. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. dollars)." 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. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Virtual Reality Market Statistics. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. And, more people have been using it thanks to ARs easier gate of entry. 11 million VR units will be sold by the end of 2021. August 02,2022. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. and remain objective. 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. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. also includes reviews of products or services for which we do not receive monetary compensation. VR demographics are definitely skewed toward the younger generations. VR statistics reveal how a typical VR user perceives this technology. 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. Key virtual reality statistics for 2022. 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. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Please create an employee account to be able to mark statistics as favorites. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. In 2022, there are over 950 VR startups in the United States, 48. 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. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. You can only download this statistic as a Premium user. Its a huge and growing market. participates in a series of affiliate partnerships - its visitors click on links that cover the 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. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. Its just one of many VR facts - more interactivity leads to better immersion. before we ever join a company's affiliate program. statistic alerts) please log in with your personal account. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. 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%. Currently, you are using a shared account. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. Brick-and-mortar shops are also advised to take notice. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth Must people using VR count on it when playing video games. 31. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. 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. 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. 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. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. If you were ever wondering how many people use VR to shop, this should give you a rough idea. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. DataProt is an independent review site dedicated to providing accurate information about various from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. This statistic is not included in your account. By 2024, global consumers are predicted to spend over $60 billion more than that. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. 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. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. The global combined AR/VR/MR market is worth over $28 billion, 16. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. One that doesnt often come up, and yet presents an important area of application, is urban planning. March 14, 2022. XR fans can follow this space for more VR statistics as the year unfolds. Request Sample Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. 22. 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). 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. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. All that startup potential is already showing and, within the next two years, things will get even more interesting. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. The global virtual and augmented reality market is estimated to be $16.8 billion. This is due to the American adoption of innovative technologies. The virtual reality market was valued at $15.81 billion in 2020. 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. KommandoTech is your ultimate resource on all things tech. Chart. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. If we consider the price of VR headsets, these figures come as no surprise. Is it finally time for VR, or is the technologys tipping point still 18 months away? 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. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. 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. Then - poof! This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). Metas Quest is still the first choice for less than 10 percent of buyers. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. 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 VR gaming industry earned $1.1 billion in 2020. expressed in the comment section do not reflect those of DataProt. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. What is the difference between augmented reality and 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%. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. Published 24 minutes ago . The gaming segment of the virtual reality market is worth $1.9 billion, 21. Of course, its easier to use VR when you have your own device. The global virtual reality market size will reach $26.8 billion by 2027, 19. 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. How and where the offers appear on the site can vary according to the According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. Here are some of the most exciting VR trends and statistics for 2022. 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. We dissect and subject them to military-grade scrutiny in order to give you the Almost one-third of VR users use virtual reality at least monthly, 4. ", 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. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. best of the best. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). To use individual functions (e.g., mark statistics as favourites, set 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. 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. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. site, we may earn a commission. research, and advertisers have no control over the personal opinions expressed by team members, whose 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. More people know about virtual reality than augmented reality. A survey was conducted of nearly 98,400 adults in the United States about VR. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Three Expert Insider Secrets for a Successful Demo Reel. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. If you buy something through As of 2021, there are 57.4 million VR users Researchers say 48% of the content is developed for the video game industry and 31% is social. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. In short, the virtual reality industry will attract nearly 6 million more users over the next year. 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. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. In the United States, a reported 37% of VR users bring in over $100,000. Thomas Alsop. 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. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. Virtual reality is currently among the most exciting disruptive technology options today. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. 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. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 23 million VR-related jobs will open by 2030. 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. As a Premium user you get access to the detailed source references and background information about this statistic. 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. 72% of millennials report that they would rather spend money on experiences than material things. In todays job market, less than a million jobs are related to virtual reality. 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.

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virtual reality statistics

virtual reality statistics

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virtual reality statistics