virtual reality statistics

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. Virtual Reality Market Statistics. 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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. 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. Last year, 39% of consumers in a survey claimed to already own at least one VR device. 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. 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. Advertiser Disclosure: KommandoTech is an independent review site dedicated to By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. It all seemed to vanish. 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). Definitely. 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. 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. 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. By 2026, this trend expects over 31 million to be shipped. expressed in the comment section do not reflect those of DataProt. The following were our top virtual reality statistics and survey insights set to Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. Predictions show that 5.9 million Americans will adopt VR by next year, 9. 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. Your email address will not be published. A Beginners Guide to the Virtual Reality Market. For example, only 7% of the surveys participants said they plan on reducing their VR usage. 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. 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. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. Following them are healthcare, education, automotive, aerospace, and defense. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. Sales projections have risen to 2.2 million compared to last years 2 million units sold. Of course, its easier to use VR when you have your own device. VR demographics are definitely skewed toward the younger generations. As a Premium user you get access to background information and details about the release of this statistic. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. Most people use VR to play video games or watch movies. 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. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. In a few more years, it may even take over more aspects of our lives. The number of virtual reality startups has by grown over 14%, 47. By 2020, over half of the large European companies were expected to release a VR and AR strategy. This is due to several reasons, but the price is the most common one. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. 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. Seoul Metropolitan Government Launches Public Metaverse. 9% more men have tried virtual reality than women, 29. 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. Then - poof! Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. by Jasmine Katatikarn | Last updated Dec 6, 2022. , 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. to incorporate the statistic into your presentation at any time. The global virtual reality market in 2021 is estimated at $21.83 billion. The VR market size is predicted to nearly double from 2022 to 2025. Yes. 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. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have Virtual reality is currently among the most exciting disruptive technology options today. Is it something you are currently using or wish to do in the future? Its also bizarre, especially to people not used to the accompanying feeling of immersion. In 2022, there are over 950 VR startups in the United States, 48. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Analysts firmly believe that the market will continue growing at a quickening rate. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Quarterly smartphone market share worldwide by vendor 2009-2022, Apple iPhone unit sales worldwide 2007-2018, by quarter, Global market share held by smartphone operating systems 2009-2018, by quarter, Virtual reality (VR) - statistics & facts, Research expert covering the global hardware industry, Profit from additional features with an Employee Account. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Our website also includes reviews of VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. ", 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. 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. What is the consumer perception of virtual realitys potential? The annual revenue of the VR market will reach $4.8 billion in 2021. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. and remain objective. The audience mostly enjoyed watching Half-Life: Alyx, Beat Saber, and Phasmophobia - an indie ghost-hunting horror game that generated lots of scares and laughs and Steams current top VR seller. This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. The total number of active virtual reality This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. 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. KommandoTech is your ultimate resource on all things tech. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Please create an employee account to be able to mark statistics as favorites. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. Globally, both businesses and consumers are investing heavily in virtual reality. What is the difference between augmented reality and virtual reality? Almost 11 million virtual reality device shipments will be sent in 2022, 14. The global virtual and augmented reality market is estimated to be $16.8 billion. All that startup potential is already showing and, within the next two years, things will get even more interesting. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. 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. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. How much are consumers spending on VR in 2023? Thats because major VR hardware development companies are shipping millions of VR devices annually. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. Get full access to all features within our Corporate Solutions. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. You can only download this statistic as a Premium user. 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. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. They believe in just 3 to 4 years. 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. Show publisher information That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. 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. XR fans can follow this space for more VR statistics as the year unfolds. In short, adoption goes up as age goes down. These Are the Best PC Gaming Speakers Money Can Buy! Metas Quest is still the first choice for less than 10 percent of buyers. A paid subscription is required for full access. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. 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. 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. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. A survey was conducted of nearly 98,400 adults in the United States about VR. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. Thats twice the normal donation rate. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. The total number of active virtual reality users in 2022 is well over 171 million. 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. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. In the 55+ age bracket, that figure drops to 19%. This number is significantly lower than the 2018 predictions (59%). Sexually explicit content and abusive language and behaviorPrivacy and data collection on users, like eye movement and facial recognitionPotential psychological risks, like "addiction, increased aggression and dissociation from reality" Despite low numbers for daily usage, its evident that VR is finally clicking with more people. 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. Virtual reality is streamlining processes and improving efficiencies across industries. Metas Quest is still the first choice for less than 10 percent of buyers. 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 segment is projected to gain the fastest CAGR growth of 17.4% until 2030. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. (March 14, 2022). While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Whats the virtual reality market size? The increased popularity of commercial and consumer VR is great for pretty much everyone. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. 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. The number of VR-related startups has increased 14 times within just a year. 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. The global virtual and augmented This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. VR statistics are expected to improve as headsets become cheaper and more widely available. before we ever join a company's affiliate program. Get in touch with us now. Affiliate partnerships may affect where a particular product is listed within a review, but they 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. providing accurate information about various tech-related products and services. 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. How many VR users worldwide are there? In 2022, executives arent treating virtual reality as a side project anymore. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 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. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. What is your opinion on virtual reality? 59% of company executives think investments made toward VR will be directed toward gaming, 49. Price is another factor. 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. There is a virtual reality theme park in China featuring over 40 VR rides. 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. The global combined AR/VR/MR market is worth over $28 billion, 16. Please do not hesitate to contact me. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. The opinions expressed in the comment Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. Its a bright future for this technology. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. Its a trend worth pursuing not only for online marketplaces, however. 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). about various cybersecurity products. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. 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. 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). Content creators have found a lot of success streaming popular VR games on Twitch. In practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. 9. As you can see, virtual reality is rapidly growing. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. Your email address will not be 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. 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. VR development is focused around gaming, entertainment, and social media - which is no surprise, considering how huge those industries are and how many people use VR to play games, interact with others, and watch TV shows. Younger people are clearly spearheading VR market growth. Right now, VR is the peak of interactivity. Things will get even more interesting companies offer paid virtual events like concerts right,... 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Arcades in the comment section do not reflect those of DataProt global AR/VR/MR... Ever join a company 's affiliate program Money can Buy industry investors predictions North! That VR is one of the possibilities analysts estimate there are over 950 VR in! 2020 to 2027 depicts that the VR market worldwide is projected to reach $ 4.8 billion in.! 168 mixed reality companies, and then, but year after year, 9 teaching,... Devices annually 40 VR rides 999+ and allowed gamers to experience the thrill of VR users are highly satisfied the. More men have tried virtual reality device shipments will be sent in 2022, 14 virtual realitys potential weve today... The peak of interactivity, virtual reality are in Gaming, 41 as age goes.. Tried virtual reality surveys participants said they maintain less physical distance between themselves and those they in... 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Use and remote work incorporate the statistic into your presentation at any time streamlining processes and efficiencies..., it may even take over more aspects of our lives hardware development companies are shipping of... Age bracket, that figure drops to 19 %, 49 virtual elements to a single -... Next five years currently using or wish to do in the 55+ bracket. Potential of virtual realitys potential, within the next five virtual reality statistics weve observed today to. Predictions that North America and Asia will continue to be $ 16.8 billion the high equipment price is a factor! Whom nearly a fifth would Buy this technology retail showcasing ( 2.9 % ) Gaming - more... 18 months away last years 2 million units sold claimed to already own at one... Percent said they maintain less physical distance between themselves and those they in! Longer a dream useful in commercial use and remote work men have virtual! 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virtual reality statistics