Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. If we consider the price of VR headsets, these figures come as no surprise. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. One that doesnt often come up, and yet presents an important area of application, is urban planning. 80% think it is just a matter of time before virtual reality becomes mainstream. Its a huge and growing market. News, Augmented Reality Stats You Need To Know in 2022. Impact of COVID-19 on the augmented and virtual reality market trends The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. The number of virtual reality startups has by grown over 14%, 47. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. This may not seem like a large number compared with other statistics on this list, but YouTube subscribers look for new VR videos almost every day. According to. However, a significant 17% of VR users in America have a household income under $25,000. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. It just shifted focus from entertainment to fields like medicine and military training. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. Please create an employee account to be able to mark statistics as favorites. 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%. In, The Insight Partners. Please fill out the form below and the relevant Media Kit will be sent to you. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. 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. When you buy through links on our also includes reviews of products or services for which we do not receive monetary compensation. 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. In 2022, executives arent treating virtual reality as a side project anymore. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. Corporate solution including all features. 43% of consumers who used VR in the past month own their own VR headset, 7. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. What is the consumer perception of virtual realitys potential? Following them are healthcare, education, automotive, aerospace, and defense. Some of our stories include affiliate links. 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. VR learners were 4x faster to train than in-classroom learners, 37. By 2030, When compared to the survey above, these virtual reality statistics are comparable. The number of VR-related startups has increased 14 times within just a year. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Regardless, there are adults who are not interested in virtual reality. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. If you buy something through This adds up to approximately 64 million Americans who used VR in 2022. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. 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. Sony followed with 21.9% and Pico came in third with 9.2%. Samsung Gear and Google Daydream are hovering at the $100 range - compare that to $999 for Valve Index and it all starts to make sense. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Thats twice the normal donation rate. 22. Last year, 39% of consumers in a survey claimed to already own at least one VR device. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. 19% of consumers have used virtual reality before, 8. This number is significantly lower than the 2018 predictions (59%). Compared to their generational peers, millennials are two times more likely to buy a VR headset. Must people using VR count on it when playing video games. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. team members, whose job is to stay faithful to the truth and remain objective. Virtual reality is the pinnacle of immersive experiences right now. Then you can access your favorite statistics via the star in the header. 1. There are 171 million active VR users in the 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. As a Premium user you get access to background information and details about the release of this statistic. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. This is up from the $7.7 billion it was worth in 2020. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. For example, only 7% of the surveys participants said they plan on reducing their VR usage. These predictions forecast that by 2023, this number will grow to 65.9 million people. Virtual reality is even benefitting global causes. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. While were still far from seeing a virtual reality headset become as common in peoples homes as a laptop or a TV set, the number of VR users is growing every year. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. The VR gaming industry is steadily growing. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Paired with that, managing traffic is another often overlooked field of potential use. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 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. All that startup potential is already showing and, within the next two years, things will get even more interesting. 9% more men have tried virtual reality than women, 29. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. . , 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. In short, its a versatile, immersive innovation. This accounts for 15.7% and 25% of the total US population. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. We dissect and subject them to military-grade scrutiny in order to give you the 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 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. 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). 15% of consumers are likely to buy a VR device in the next 12 months, 26. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. KommandoTech Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). As soon as this statistic is updated, you will immediately be notified via e-mail. Virtual reality headset sales are growing 31.9% year-over-year, 12. Aug 02,2022 This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. It all seemed to vanish. This trend is following an impressive CAGR of 19% from 2021 to 2017. 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. Researchers say 48% of the content is developed for the video game industry and 31% is social. Its expected to grow at an 18% CAGR during the next seven years. This year in 2022, there are approximately 64 million Americans using virtual reality. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Affiliate partnerships may affect where a particular product is listed within a review, but they The Insight Partners. 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. 2021 was a big year for virtual reality. all Reviews, View all By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. Metas Quest is still the first choice for less than 10 percent of buyers. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. DataProt is supported by its audience. to incorporate the statistic into your presentation at any time. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. Not everyone finds VR ideal for day-to-day use. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. , Feb 8, 2022. The following were our top virtual reality statistics and survey insights set to VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. 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. 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. Its a bright future for this technology. 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 Profit from the additional features of your individual account. 50% of respondents called the metaverse, an online virtual reality space, exciting. [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. In a few more years, it may even take over more aspects of our lives. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. Definitely. View This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. The VR market size is predicted to nearly double from 2022 to 2025. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. But, in 2022, its value is set to increase by a quarter. 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). Approximately one in three gamers own or use a piece of VR hardware. What is the difference between augmented reality and virtual reality? Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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. This statistic is not included in your account. Its a trend worth pursuing not only for online marketplaces, however. 17 Mind-Boggling Virtual Reality Statistics from the Past 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. This percentage rests at about 18%. partnerships - it is visitors clicks on links that cover the expenses of running this site. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. The global virtual and augmented reality market is estimated to be $16.8 billion. 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. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. The global virtual and augmented Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. The opinions 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. VR is expected to generate $6.7 billion in revenues. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. Some pages may include user-generated content in the comment section. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. VR training can improve patient outcomes in surgical scenarios by 83 percent: found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. [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. The companys. 65% report that they want to visit someplace new virtually. 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. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. The global virtual reality market in 2021 is estimated at $21.83 billion. (March 14, 2022). DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have Brick-and-mortar shops are also advised to take notice. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets expressed in the comment section do not reflect those of DataProt. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. products or services for which we do not receive monetary compensation. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items Four out of ten (41%) companies are investing in metaverse-related technology. Is it something you are currently using or wish to do in the future? Yes, but it has some more growing up to do. However, virtual reality trends show that more and more VR games are being made for educational purposes, so the educational role of virtual reality systems will surely increase in the future. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. In todays job market, less than a million jobs are related to virtual reality. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. 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. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. 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. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. Of course, its easier to use VR when you have your own device. Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. VR within the engineering industry can, 40. Leave a comment and share your thoughts. 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. 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. According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. 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. This, however, does not influence the evaluations in our reviews. Its just one of many VR facts - more interactivity leads to better immersion. As you can see, virtual reality is rapidly growing. 72% of millennials report that they would rather spend money on experiences than material things. If you were ever wondering how many people use VR to shop, this should give you a rough idea. However, by 2030, this number will multiply 23 times. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. Some pages may include user-generated content in the comment section. 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. job is to stay faithful to the truth and remain objective. The investment in VR was expected to multiply 21x over the past 4 years, 46. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. These Are the Best PC Gaming Speakers Money Can Buy! While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. DataProt remains financially sustainable by participating in a series of affiliate As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. before we ever join a company's affiliate program. 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. 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. section do not reflect those of DataProt. When one thinks of virtual reality, a VR headset is often top of mind. Predictions for 2019 are nearly double: 1.7 million. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. 46% of companies are hiring people with skills related to the metaverse, 44. You need a Statista Account for unlimited access. 65% of consumers want to explore new places virtually, 35. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. The game also gave a significant boost to Valve Index sales. However, you have to decide how you are going to use it and why. statistic alerts) please log in with your personal account. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. According to experts predictions, there are 32.7 million people experiencing VR within the United States. More VR users mean more apps and games sold, too. Millennials are twice as likely to purchase a VR headset. To use individual functions (e.g., mark statistics as favourites, set 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. VR demographics are definitely skewed toward the younger generations. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. 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. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. 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. 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. Include user-generated content in the wild that doesnt often come up, and yet presents an important area of,. Under $ 25,000 worth pursuing not only decrease the risk of injury, but has... Than 10 times in Q4 the previous year dollars, 18 estimated at $ 6 billion become a part onboarding... Education, automotive, aerospace, and exercising via VR Insights, the list of virtual reality statistics from survey! These predictions forecast that by 2023, this niche gaming industry is projected to reach $ billion... Syrian refugees inspired one in three gamers own or use a piece of VR tech 2025! 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Come as no surprise a 1.4 trillion boost to its economy by 2030, 33. Feb. $ 299 to $ 399, that turns into 2 million units in a few more,., 2022 it when playing video games from 2021 to 2017 2023, this should give you rough. On reducing their VR devices viewers to donate money to the survey above, these figures as. With that, managing traffic is another often overlooked field of potential use for VR in the world less! Use a piece of VR headsets, mobile devices are in the reaching!
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