In 2016, the VR market in the United States generated some 220 million U.S. dollars. Analysts predict this industry will be earning $2.4 billion a year by 2024. Currently, you are using a shared account. In short, the virtual reality industry will attract nearly 6 million more users over the next year. 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%. Analysts firmly believe that the market will continue growing at a quickening rate. 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. Some pages may include user-generated content in the comment section. The VR gaming industry earned $1.1 billion in 2020. This isnt surprising considering males are typically earlier adopters of technology. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. Sexually explicit content and abusive language and behaviorPrivacy and data collection on users, like eye movement and facial recognitionPotential psychological risks, like "addiction, increased aggression and dissociation from reality" However, by 2030, this number will multiply 23 times. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. DataProt remains financially sustainable by participating in a series of affiliate This adds up to approximately 64 million Americans who used VR in 2022. Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. 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 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). 19% of consumers have used virtual reality before, 8. DataProt is an independent review site dedicated to providing accurate information about various From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. The gaming segment of the virtual reality market is worth $1.9 billion, 21. 46% of companies are hiring people with skills related to the metaverse, 44. [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. 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. Of course, its easier to use VR when you have your own device. 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. 65% of consumers want to explore new places virtually, 35. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. The ideal entry-level account for individual users. The World Economic Forum. So, how many people even know what VR is and what it can do? 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. 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). This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Not everyone finds VR ideal for day-to-day use. 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%). Millennials are twice as likely to purchase a VR headset. Head-mounted display devices account for 60% of the global VR revenue share, 25. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. Profit from the additional features of your individual account. 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. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. Is it the next frontier of immersive tech, or just a gimmick? Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. 23 million VR-related jobs will open by 2030. Please do not hesitate to contact me. 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. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. The total number of active virtual reality users in 2022 is well over 171 million. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. 22. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. , 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. 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. research, and advertisers have no control over the personal opinions expressed by team members, whose The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. It has come down from sci-fi movies and tech expos to everyday life. also includes reviews of products or services for which we do not receive monetary compensation. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. However, the United States is still the most prominent region for the VR market to date. These Are the Best PC Gaming Speakers Money Can Buy! 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. 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. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link 80% think it is just a matter of time before virtual reality becomes mainstream. published.*. 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. Corporate solution including all features. Virtual reality is the pinnacle of immersive experiences right now. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. DataProt's in-house writing team writes all the sites content after in-depth 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. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. Predictions for 2019 are nearly double: 1.7 million. This is followed by 26% allocated to creating advertising content, 25% to live streaming, 24% to film and entertainment, 22% to news and 20% to music. Last year in 2021, this combined global market reached $27.96 billion. 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). Lets take a look at some VR statistics and find out. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. The total number of active virtual reality About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. According to Forbes, the normal response rate to direct marketing averages less than 1%. Please fill out the form below and your Media Kit will be sent to you. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have 72% of millennials report that they would rather spend money on experiences than material things. 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. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. In a few more years, it may even take over more aspects of our lives. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. [Online]. 65% report that they want to visit someplace new virtually. 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. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. 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. 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. 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 global virtual reality in manufacturing industry stood at USD 924.7 million in 2018 and is projected to reach USD 14,887.0 million by 2026, exhibiting a CAGR of 39.2% during the forecast period. Virtual surgeries, emergency training, and VR anatomies are also in high demand. 23% of U.S. households own or have used a VR headset, 10. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. The entertainment industry is the key pillar of virtual reality growth and will most likely continue to play a key role in its development in the future. The results were positive - a 30% increase in employee satisfaction, up to a 15% higher retention rate, and, as mentioned, better results on post-training tests. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information Learn more about how Statista can support your business. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. 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. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. . 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. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. terms. This trend is following an impressive CAGR of 19% from 2021 to 2017. 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. As a Premium user you get access to the detailed source references and background information about this statistic. 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. VR learners were 4x faster to train than in-classroom learners, 37. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. , 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. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. However, every review we commit to is unbiased, objective, and produced 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. 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%. visitors clicks on links that cover the expenses of running this site. Get full access to all features within our Corporate Solutions. 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. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. The global virtual reality market in 2021 is estimated at $21.83 billion. Virtual reality sounds like something straight out of a science fiction movie, but believe it or not, its becoming a part of life in 2023. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. Virtual reality experiences attract 15% more responses than direct marketing, 39. Digital marketing and e-commerce have already changed the way many companies do business. 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. China will have an even larger job market, with 6.8 million job openings leading to a $183.3 billion increase in GDP by the end of this decade. 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. VR user statistics reveal that just over a quarter (27%) of people aged 25 to 35 (i.e., young Millenials) are planning on buying a VR headset. Analysts predict the value of this market will reach $50.3 billion by 2028. Virtual reality technology isnt perfect. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. In short, its a versatile, immersive innovation. This is probably explained by the fact that gaming is currently the major draw of VR, and males still make up the majority of todays gaming audience. 11 million VR units will be sold by the end of 2021. 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. We find good deals, amazing gadgetry, and 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. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. providing accurate information about various tech-related products and services. The most popular VR sets start at $268 thats the Playstation VR. How many VR users worldwide are there? Definitely. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. KommandoTech is your ultimate resource on all things tech. Augmented reality is closely related to virtual reality. Regardless, there are adults who are not interested in virtual reality. Approximately 101.6 million use augmented reality today in America. Another important statistic when it comes to virtual reality user demographics is that among those who intend to purchase a VR system someday, more than 2/3 are men. But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. 17 Mind-Boggling Virtual Reality Statistics from the Past Are you interested in testing our corporate solutions? "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. We would say yes. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. ", 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. This statistic is not included in your account. News, Augmented Reality Stats You Need To Know in 2022. 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. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Overview and forecasts on trending topics, Industry and market insights and forecasts, Key figures and rankings about companies and products, Consumer and brand insights and preferences in various industries, Detailed information about political and social topics, All key figures about countries and regions, Market forecast and expert KPIs for 600+ segments in 150+ countries, Insights on consumer attitudes and behavior worldwide, Business information on 60m+ public and private companies, Detailed information for 35,000+ online stores and marketplaces. VR within the engineering industry can, 40. How and where the offers appear on the site can vary according to the Another notable VR market share is the gesture-tracking device (GTD) segment. 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. How much is the VR industry worth in 2023? Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 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. You can only download this statistic as a Premium user. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. alone, according to a report by DigiBC. When one thinks of virtual reality, a VR headset is often top of mind. 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. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets Three Expert Insider Secrets for a Successful Demo Reel. 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