Almost one-third of VR users use virtual reality at least monthly, 4. terms. 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. Access to this and all other statistics on 80,000 topics from, Show sources information VR is expected to generate $6.7 billion in revenues. 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. 72% of millennials report that they would rather spend money on experiences than material things. However, by 2030, this number will multiply 23 times. When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. Price is another factor. research, and advertisers have no control over the personal opinions expressed by team members, whose Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. Thomas Alsop. 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. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. 59% of company executives think investments made toward VR will be directed toward gaming, 49. visitors clicks on links that cover the expenses of running this site. 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. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. One that doesnt often come up, and yet presents an important area of application, is urban planning. Whats the virtual reality market size? Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. These Are the Best PC Gaming Speakers Money Can Buy! This is followed by VR games at 6.6% and AR games at 5.1%. 75% of the worlds top brands have virtual reality projects underway, 43. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. We would say yes. Why? These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Its just one of many VR facts - more interactivity leads to better immersion. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. content after in-depth research, and advertisers have no control over the personal opinions expressed by 15% of consumers are likely to buy a VR device in the next 12 months, 26. Metas Quest is still the first choice for less than 10 percent of buyers. Learn more about how Statista can support your business. Sony followed with 21.9% and Pico came in third with 9.2%. 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. 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. This is nearly ten times the $30.7 billion market size registered as recently as 2021. [1] As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. You only have access to basic statistics. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Over 23 million jobs will depend on VR by 2030, 34. Manufacturers ship more than 5 million VR and AR headsets a year. Yes, but it has some more growing up to do. VR statistics are expected to improve as headsets become cheaper and more widely available. In the United States, a reported 37% of VR users bring in over $100,000. 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. 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. partnerships - it is visitors clicks on links that cover the expenses of running this site. 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 2022, there are over 950 VR startups in the United States, 48. In 2020, the gaming industry earned $1.1 billion. 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. 45 Virtual Reality Statistics. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. job is to stay faithful to the truth and remain objective. How much is the VR industry worth in 2023? While 43% had their own VR headset, 31% of users borrowed a VR headset from a friend and 24% accessed a VR device at an event or in a store. 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. 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. [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. We find good deals, amazing gadgetry, and 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. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Despite low numbers for daily usage, its evident that VR is finally clicking with more people. ", 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. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Meta Quest Pro vs Meta Quest 2: Which is Best? An estimated 64 million Americans used virtual reality in 2022, 2. 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%. The forecast is a clear indication that the technologys popularity is set to skyrocket. and decide to purchase a product. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. The total number of active virtual reality If you buy something through The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. Chart. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. participates in a series of affiliate partnerships - its visitors click on links that cover the Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. The total number of active virtual reality users in 2022 is well over 171 million, 5. 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. So, how many people even know what VR is and what it can do? Some pages may include user-generated content in the comment section. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. This 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. How and where the offers appear on the site can vary according to the Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. Researchers say 48% of the content is developed for the video game industry and 31% is social. The annual revenue of the VR market will reach $4.8 billion in 2021. Brick-and-mortar shops are also advised to take notice. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. Sony has sold more than 5 million PlayStation VR units. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. The Insight Partners. 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). , 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. Virtual reality headset sales are growing 31.9% year-over-year, 12. Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all Paired with that, managing traffic is another often overlooked field of potential use. 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. 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. Metas Quest is still the first choice for less than 10 percent of buyers. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Virtual Reality Statistics by Users. 15. Virtual reality has many potential use cases. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. Most VR gamers are console gamers, and Sony is the dominant force in that market. Key virtual reality statistics for 2022. Experts say its an investment that will pay for itself quickly. Corporate solution including all features. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. 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. 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 impressive, considering its close to beating Beat Sabers earnings despite the rhythm game being available for longer and on more platforms than HL: Alyx. KommandoTechs in-house writing team writes all the sites Well dive into how popular virtual reality is, its demographics, and the economy behind it. 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). The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. Analysts predict this industry will be earning $2.4 billion a year by 2024. The market size of virtual reality is projected to increase from 6.2 billion dollars Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. 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). The global virtual and augmented reality market is estimated to be $16.8 billion. 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. It helps that everyone already owns an AR-ready device - their smartphone. VR learners were 4x faster to train than in-classroom learners, 37. 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. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. How much are consumers spending on VR in 2023? Following consoles, mobile VR gaming is a significant force, with 64% of those interviewed by Nielsen saying that they play virtual or augmented reality games on their mobile phones or tablets. They believe in just 3 to 4 years. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. This is a significant boost. Its expected to grow at an 18% CAGR during the next seven years. Scroll on to learn 50 virtual reality statistics. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. In 2022, executives arent treating virtual reality as a side project anymore. DataProt's in-house writing team writes all the sites content after in-depth While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Statistics on the current status of the market. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. A recent experiment conducted by Walmart had employees train via VR. Approximately 101.6 million use augmented reality today in America. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. In short, its a versatile, immersive innovation. 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. The global shipments of consumer unit VR headsets in 2022 amounted to around 15.49 million, even with the global economic downfall taking full effect. Content creators have found a lot of success streaming popular VR games on Twitch. What is the difference between augmented reality and virtual reality? As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. Regardless, there are adults who are not interested in virtual reality. If we look at how many VR headsets they sold so far in 2019, Sony remains the undisputed king of virtual reality devices with its Playstation VR gaming console. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. The global virtual and augmented Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. 37 Virtual Reality Statistics That Prove the Future is Now. 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. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. The virtual reality market was valued at $15.81 billion in 2020. cybersecurity products. 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