dollars)." 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. You only have access to basic statistics. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. A Beginners Guide to the Virtual Reality Market. How many VR users worldwide are there? document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. So, how many people even know what VR is and what it can do? In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. 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. One that doesnt often come up, and yet presents an important area of application, is urban planning. Lets take a look at some VR statistics and find out. 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. Must people using VR count on it when playing video games. Well dive into how popular virtual reality is, its demographics, and the economy behind it. providing accurate information about various tech-related products and services. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. The following virtual reality statistics for 2022 will expound on the trend. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. 1. In the 55+ age bracket, that figure drops to 19%. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. Virtual reality statistics, calculated from the number of units shipped, reveal 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. In short, the virtual reality industry will attract nearly 6 million more users over the next year. 11 million VR units will be sold by the end of 2021. 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. In 2020, 83.7 million people used AR at least once per month in the U.S. 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. 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. In 2022, there are over 950 VR startups in the United States, 48. 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. 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. KommandoTech is your ultimate resource on all things tech. 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. Get full access to all features within our Corporate Solutions. More people know about virtual reality than augmented reality. 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. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. visitors clicks on links that cover the expenses of running this site. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. (March 14, 2022). Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. 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. By 2026, this trend expects over 31 million to be shipped. More VR users mean more apps and games sold, too. 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. 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. by Jasmine Katatikarn | Last updated Dec 6, 2022. and decide to purchase a product. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. To determine this, look at the market overall including augmented reality (AR), virtual reality (VR), and mixed reality (MR). In 2020, the gaming industry earned $1.1 billion. Today, the VR headset market size is worth approximately $8.1 billion, 20. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. Regardless, there are adults who are not interested in virtual reality. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. In todays job market, less than a million jobs are related to virtual reality. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. A paid subscription is required for full access. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. site, we may earn a commission. [6] Digital marketing and e-commerce have already changed the way many companies do business. The number of virtual reality startups has by grown over 14%, 47. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. The 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. By 2024, global consumers are predicted to spend over $60 billion more than that. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Right now, VR is the peak of interactivity. 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. XR fans can follow this space for more VR statistics as the year unfolds. In 2016, the VR market in the United States generated some 220 million U.S. dollars. As of 2022, VR gaming is the biggest segment in the VR software B2C market. Virtual reality has many potential use cases. In a few more years, it may even take over more aspects of our lives. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. The VR gaming industry is steadily growing. 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. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. This isnt surprising considering males are typically earlier adopters of technology. Some pages may include user-generated content in the comment section. 23% of U.S. households own or have used a VR headset, 10. All that startup potential is already showing and, within the next two years, things will get even more interesting. Chart. 37 Virtual Reality Statistics That Prove the Future is Now. However, every review we commit to is unbiased, objective, and produced Yes, but it has some more growing up to do. 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. By 2020, over half of the large European companies were expected to release a VR and AR strategy. You need at least a Starter Account to use this feature. 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. 65% of consumers want to explore new places virtually, 35. 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. DataProt is supported by its audience. This is up from the $7.7 billion it was worth in 2020. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets In just three years, one market research firm calculates that the user base for AR/VR in the gaming market will reach 216 million worldwide by 2025. Please create an employee account to be able to mark statistics as favorites. dont affect the reviews content in any way. The companys. Head-mounted display devices account for 60% of the global VR revenue share, 25. DataProt is an independent review site dedicated to providing accurate information about various The game also gave a significant boost to Valve Index sales. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Its just one of many VR facts - more interactivity leads to better immersion. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. 42.9 million people in the US use virtual reality at least once a month. 72% of millennials report that they would rather spend money on experiences than material things. partnerships - it is visitors clicks on links that cover the expenses of running this site. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. Virtual reality is streamlining processes and improving efficiencies across industries. Millennials are twice as likely to purchase a VR headset. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their childrens education. By current data, the VR software market is en route to reach $5 billion by the end of 2021. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. The following were our top virtual reality statistics and survey insights set to You can only download this statistic as a Premium user. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. The statistic shows the number of virtual reality (VR) and 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. 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%). However, a significant 17% of VR users in America have a household income under $25,000. Other concerns: 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. Analysts predict the value of this market will reach $50.3 billion by 2028. 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. 41% of adults said they would give virtual reality a try if given the opportunity. Aug 02,2022 With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. It all seemed to vanish. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. As you can see, virtual reality is rapidly growing. 3r rule for glass fractures, Respondents said theyre familiar with VR have also tried it provide the largest commercial investment into,. 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