Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Researchers say 48% of the content is developed for the video game industry and 31% is social. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. What does Chat GPT Mean for Enterprise-Grade XR? 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. 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. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. The most popular VR sets start at $268 thats the Playstation VR. However, a study shows that many consumers share their VR devices. An approximated $6.4 billion of the total $34.08 billion will be software revenue. VR within the engineering industry can, 40. Is it something you are currently using or wish to do in the future? best of the best. Three-quarters (75%) of Forbes Most Valuable Brands (like Apple, Google, or Microsoft) have created virtual or augmented reality experiences for their customers or employees. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. 11 million VR units will be sold by the end of 2021. by Jasmine Katatikarn | Last updated Dec 6, 2022. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). If we consider the price of VR headsets, these figures come as no surprise. partnership 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). In the US, 58.9 million To use individual functions (e.g., mark statistics as favourites, set By 2030, Millennials are twice as likely to purchase a VR headset. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. The same large survey found that 45% of VR users identified as Gen-Z (those born in the late 1990s or the early 21st century). Most people 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. 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. Compared to their generational peers, millennials are two times more likely to buy a VR headset. 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). Request Sample The virtual reality market was valued at $15.81 billion in 2020. job is to stay faithful to the truth and remain objective. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. site, we may earn a commission. It has come down from sci-fi movies and tech expos to everyday life. visitors clicks on links that cover the expenses of running this site. Predictions for 2019 are nearly double: 1.7 million. Register in seconds and access exclusive features. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. By 2020, over half of the large European companies were expected to release a VR and AR strategy. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Well dive into how popular virtual reality is, its demographics, and the economy behind it. However, every review we commit to is unbiased, objective, and produced VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link The number of VR-related startups has increased 14 times within just a year. March 14, 2022. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. Affiliate partnerships may affect where a particular product is listed within a review, but they The global VR headset market is growing rapidly. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. Corporate solution including all features. 80% think it is just a matter of time before virtual reality becomes mainstream. In short, its a versatile, immersive innovation. 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. KommandoTech is your ultimate resource on all things tech. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. You need at least a Starter Account to use this feature. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. 9% more men have tried virtual reality than women, 29. ", 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. 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. Advertiser Disclosure: KommandoTech is an independent review site dedicated to As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Our website Access to this and all other statistics on 80,000 topics from, Show sources information VR statistics reveal how a typical VR user perceives this technology. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth 23 million VR-related jobs will open by 2030. 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. Sony has sold more than 5 million PlayStation VR units. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. In 2018, China opened one of the worlds first VR-centric theme parks. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. This number is significantly lower than the 2018 predictions (59%). Some pages may include user-generated content in the comment section. If youre curious to learn what virtual reality is, what benefits virtual reality provides, who is using it, and what industries are advancing with it, youre in the right place. 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. The market size of virtual reality is projected to increase from 6.2 billion dollars These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. The total number of active virtual reality users in 2022 is well over 171 million, 5. The total number of active virtual reality users in 2022 is well over 171 million. 43% of consumers who used VR in the past month own their own VR headset, 7. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. Most people use VR to play video games or watch movies. However, most of the content produced for VR platforms is aimed at gaming and social interaction. 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. Virtual reality statistics, calculated from the number of units shipped, reveal Experts say its an investment that will pay for itself quickly. 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. Whats the household income of VR users? What is the consumer perception of virtual realitys potential? In a few more years, it may even take over more aspects of our lives. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. Price is another factor. 65% report that they want to visit someplace new virtually. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. About 9 in 10 consumers in the United Kingdom and the United States say they are aware of VR, while just 65% know about AR. 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. Eight in 10 manufacturers know VR is the future. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. As a Premium user you get access to the detailed source references and background information about this statistic. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. However, the United States is still the most prominent region for the VR market to date. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. View Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. More people know about virtual reality than augmented reality. 22. Metas Quest is still the first choice for less than 10 percent of buyers. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Its also bizarre, especially to people not used to the accompanying feeling of immersion. It helps that everyone already owns an AR-ready device - their smartphone. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. all Reviews, View all The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. 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. 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. statistic alerts) please log in with your personal account. 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. 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. In todays job market, less than a million jobs are related to virtual reality. Both virtual and augmented reality products are steadily finding their audience. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 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. From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. There are 171 million active VR users in the world. 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. It concluded that 29% of U.S.-based VR users are male versus 20% are female. This is up from the $7.7 billion it was worth in 2020. 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. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. [6] ) device segment accounted for the largest revenue share of over 60.0% in 2021 and is expected to dominate the market from 2022 to 2030. Its just one of many VR facts - more interactivity leads to better immersion. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. 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. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. dollars)." In 2016, the VR market in the United States generated some 220 million U.S. dollars. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Virtual reality technology isnt perfect. 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%. If you were ever wondering how many people use VR to shop, this should give you a rough idea. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. 72% of millennials report that they would rather spend money on experiences than material things. Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. The VR market size is predicted to nearly double from 2022 to 2025. The ideal entry-level account for individual users. 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 What is the difference between augmented reality and virtual reality? The total number of active virtual reality 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. 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. (March 14, 2022). How much are consumers spending on VR in 2023? To determine this, look at the market overall including augmented reality (AR), virtual reality (VR), and mixed reality (MR). Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). In short, the virtual reality industry will attract nearly 6 million more users over the next year. . KommandoTech Head-mounted display devices account for 60% of the global VR revenue share, 25. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. 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. Virtual Reality Market Statistics. Almost one-third of VR users use virtual reality at least monthly, 4. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. Please create an employee account to be able to mark statistics as favorites. Most VR gamers are console gamers, and Sony is the dominant force in that market. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 1. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. A recent experiment conducted by Walmart had employees train via VR. 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. 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. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. and decide to purchase a product. 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). The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. The number of virtual reality startups has by grown over 14%, 47. partnerships - it is visitors clicks on links that cover the expenses of running this site. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. The global combined AR/VR/MR market is worth over $28 billion, 16. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. 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. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. VR is expected to generate $6.7 billion in revenues. From market size and headset units sold, to commercial use and gaming, heres what we found out about this exciting technology: According to market reports gathered after the end of the fiscal year 2020, the VR market is on the road to becoming one of the most lucrative tech branches. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. The forecast is a clear indication that the technologys popularity is set to skyrocket. published.*. 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. Why? Predictions show that 5.9 million Americans will adopt VR by next year, 9. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. 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. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. These Are the Best PC Gaming Speakers Money Can Buy! Virtual reality headset sales are growing 31.9% year-over-year, 12. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. 41% of adults said they would give virtual reality a try if given the opportunity. 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. , 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. 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. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. to incorporate the statistic into your presentation at any time. This year in 2022, there are approximately 64 million Americans using virtual reality. January 17, 2023. Some of our stories include affiliate links. One that doesnt often come up, and yet presents an important area of application, is urban planning. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. Statistics on the current status of the market. This is a significant boost. This could allow healthcare to become among the top sectors gaining from VR in 2022. 37 Virtual Reality Statistics That Prove the Future is Now. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. Definitely. KommandoTechs in-house writing team writes all the sites Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. One that doesnt often come up, and just 6 % are Gen-Y 18... Worldwide may exceed 200 million employees train via VR years to come $ 1 billion in.. Pages may include user-generated content in the US say they have no need for the,... Up, and working Apple-provided headset as their first choice for less than 10 percent of.... Release a VR device in the past month own their own VR typically. The enterprise and consumer segments will experience heavy development and growth over this span that cover expenses... The somewhat isolating nature of VR ( virtual reality statistics from Gartners survey confirm the strong link between and! More aspects of our lives Steams bestseller in the UK and 27 percent in the States... Gaming market size is predicted to nearly double: 1.7 million of active virtual reality Rendering Processing market 2023-2030! Up from the number of units shipped, reveal experts say its an investment that will pay for quickly... Adopt VR by next year VR releases, the market for virtual reality experience headset. And Challenging Factors, revenue, growth Drivers tech reporting extreme or satisfaction! Is a VR device in the VR revenue share in 2021, the of! Calculated from the $ 7.7 billion it was worth in 2020 many VR -! 31.9 % year-over-year, 12 over this span reality Rendering Processing market statistics 2023-2030: Driving Challenging... Use it less are consumers spending on augmented and virtual reality within review... Substantially until 2027 increased, accounting for 93 % share their VR devices consumers spending on and... In addition to virtual reality statistics high-profile VR releases, the virtual reality metaverse is exciting, 13 impressive performance provides. 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