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. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. You can only download this statistic as a Premium user. 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. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. 17 Mind-Boggling Virtual Reality Statistics from the Past Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. [1] Its clear that the high equipment price is a major factor slowing the wider adoption of VR. VR statistics are expected to improve as headsets become cheaper and more widely available. Yes. 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. There are exciting things to come. But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. 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. Get full access to all features within our Corporate Solutions. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. As a Premium user you get access to the detailed source references and background information about this statistic. Its a bright future for this technology. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. 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%. Developers currently working on virtual reality projects are already testing their products in the field for things like in-flight entertainment, virtual shopping, healthcare programs, and more. Manufacturers ship more than 5 million VR and AR headsets a year. partnership 75% of the worlds top brands have virtual reality projects underway, 43. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Scroll on to learn 50 virtual reality statistics. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. team members, whose job is to stay faithful to the truth and remain objective. Predictions show that 5.9 million Americans will adopt VR by next year, 9. 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. DataProt's in-house writing team writes all the sites content after in-depth A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. This is impressive, considering its close to beating Beat Sabers earnings despite the rhythm game being available for longer and on more platforms than HL: Alyx. VR is expected to generate $6.7 billion in revenues. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. document.getElementById( "ak_js_4" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_5" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_6" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Smart Guide will be sent to you. That means Beat Sabers revenue is actually much higher. 45 Virtual Reality Statistics. 50% of respondents called the metaverse, an online virtual reality space, exciting. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. Then - poof! Some of our stories include affiliate links. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. You need a Statista Account for unlimited access. Regardless, there are adults who are not interested in virtual reality. Currently, you are using a shared account. This number matches earlier research by Nielsen, which reported in 2017 that millennials (aged 18 to 34) account for 44% of those interested in purchasing VR devices. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. They believe in just 3 to 4 years. Virtual reality is on the rise and startups are propelling this. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. It just shifted focus from entertainment to fields like medicine and military training. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. 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. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. Video games have always been the biggest reason for purchasing a VR headset. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. 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). Virtual reality experiences garner over 15% more responses. 53% of Americans do not know anything about virtual reality technology Source That is a ton of room for growth in the coming years, up to 170 million Americans to grab the attention of. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). According to. DataProt remains financially sustainable by participating in a series of affiliate Please create an employee account to be able to mark statistics as favorites. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). 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. It all seemed to vanish. 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. 9. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. 65% of consumers want to explore new places virtually, 35. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. In the 55+ age bracket, that figure drops to 19%. In short, adoption goes up as age goes down. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Digital marketing and e-commerce have already changed the way many companies do business. That includes devices and VR content like games, apps, and subscriptions. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. Virtual reality can have many different uses and, according to VR application statistics, it could prove to be a lifesaver - pun intended - for healthcare professionals. Compared to their generational peers, millennials are two times more likely to buy a VR headset. 9% more men have tried virtual reality than women, 29. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. Gaming and entertainment media hold 40.5% of the virtual reality market share. According to a survey conducted by Yulio Technologies, nearly half of those over the age of 18 said that they would give VR a shot if they could. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. 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 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. 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. How many VR users worldwide are there? Consumer spending on VR/AR has a growth rate of 34%, 24. These Are the Best PC Gaming Speakers Money Can Buy! Canada is expected to have the fastest growth rate over the next few years. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. How quickly will this happen? Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. 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. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. These predictions forecast that by 2023, this number will grow to 65.9 million people. The global virtual reality market in 2021 is estimated at $21.83 billion. 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. 15. VR demographics are definitely skewed toward the younger generations. Sony followed with 21.9% and Pico came in third with 9.2%. The total number of active virtual reality users in 2022 is well over 171 million, 5. 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. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. Another important statistic when it comes to virtual reality user demographics is that among those who intend to purchase a VR system someday, more than 2/3 are men. and remain objective. All that startup potential is already showing and, within the next two years, things will get even more interesting. Some pages may include user-generated content in the comment section. 52% of consumers want to attend virtual courses and training, 36. 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 relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. section do not reflect those of DataProt. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. DataProt is an independent review site dedicated to providing accurate information about various participates in a series of affiliate partnerships - its visitors click on links that cover the 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. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. [Online]. A recent experiment conducted by Walmart had employees train via VR. Virtual reality is currently among the most exciting disruptive technology options today. August 02,2022. The VR gaming industry is steadily growing. We find good deals, amazing gadgetry, and Right now, VR is the peak of interactivity. 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. Globally, both businesses and consumers are investing heavily in virtual reality. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Analysts predict the value of this market will reach $50.3 billion by 2028. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. Price is another factor. Well dive into how popular virtual reality is, its demographics, and the economy behind it. [2] The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: According to a 2021 XR Industry Insider Survey of 164 professionals from across industries, the investment climate is bullish. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. 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. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. A Beginners Guide to the Virtual Reality Market. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. best of the best. 65% report that they want to visit someplace new virtually. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). The increased popularity of commercial and consumer VR is great for pretty much everyone. 37% of VR users have a household income of over $100,000, 30. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 80% think it is just a matter of time before virtual reality becomes mainstream. If we consider the price of VR headsets, these figures come as no surprise. The market size of virtual reality is projected to increase from 6.2 billion dollars 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. This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. Sales projections have risen to 2.2 million compared to last years 2 million units sold. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. If you are an admin, please authenticate by logging in again. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. To determine this, look at the market overall including augmented reality (AR), virtual reality (VR), and mixed reality (MR). Thats because major VR hardware development companies are shipping millions of VR devices annually. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. 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. Metas Quest is still the first choice for less than 10 percent of buyers. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. The companys. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. Social VR users spend over 3 hours a day in VR: According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. The global virtual reality in manufacturing industry stood at USD 924.7 million in 2018 and is projected to reach USD 14,887.0 million by 2026, exhibiting a CAGR of 39.2% during the forecast period. 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. In a few more years, it may even take over more aspects of our lives. DataProt is supported by its audience. Whats the household income of VR users? 59% of company executives think investments made toward VR will be directed toward gaming, 49. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. This statistic is not included in your account. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have 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). Either way, this represents the small portion of the population considering the majority of Americans in this survey, 76%, have never tried a VR headset. products or services for which we do not receive monetary compensation. before we ever join a company's affiliate program. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. A paid subscription is required for full access. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. Virtual Reality Market Statistics. Lets take a look at some VR statistics and find out. Over 80% of manufacturers think VR will become mainstream. More people know about virtual reality than augmented reality. There is a virtual reality theme park in China featuring over 40 VR rides. 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. 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. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. Approximately one in three gamers own or use a piece of VR hardware. sturdy software. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. Dollars). 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. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Globally, VR revenues will surpass $12 billion by 2024, : Although VR revenues dipped slightly in 2020 due to COVID-19, demand has picked up and is expected to grow steadily. The global combined AR/VR/MR market is worth over $28 billion, 16. A true tech and gaming savant, Ivan has been fascinated by the digital world since the early days of gaming on antiques such as the ZX Spectrum and Commodores beloved Amiga. Virtual reality experiences attract 15% more responses than direct marketing, 39. , Feb 8, 2022. In todays job market, less than a million jobs are related to virtual reality. Virtual reality never really left. Last year, 39% of consumers in a survey claimed to already own at least one VR device. But that doesnt mean there arent many VR enthusiasts already: Steam has more than 120 million users now, meaning that that seemingly measly 1.8 % actually converts into 2.16 million gamers with VR headsets. 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 Statistics by Users. Advertiser Disclosure: KommandoTech is an independent review site dedicated to When compared to the survey above, these virtual reality statistics are comparable. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Of professionals ( 30 % virtual reality statistics the worlds top streaming platforms and a few of its channels... Steadily, its demographics, and researchers predict rapid market growth is mostly by. Become a part of their business activity within 3 years, things will get even more interesting Twitch! 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