More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. 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. We would say yes. 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. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). According to experts predictions, there are 32.7 million people experiencing VR within the United States. The virtual reality market was valued at $15.81 billion in 2020. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. In 2022, executives arent treating virtual reality as a side project anymore. This statistic is not included in your account. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. This could allow healthcare to become among the top sectors gaining from VR in 2022. Show publisher information According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. The COVID-19 pandemic didnt help improve the VR sales numbers, but with the release of Oculus Quest 2 and some killer apps along the way, the VR market has once again found its footing. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. According to. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. 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. and decide to purchase a product. Its a bright future for this technology. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. Metas Quest is still the first choice for less than 10 percent of buyers. expenses of running this site. document.getElementById( "ak_js_4" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_5" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_6" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Smart Guide will be sent to you. 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. DataProt remains financially sustainable by participating in a series of affiliate August 02,2022. DataProt's in-house writing team writes all the sites content after in-depth The possibilities are nearly endless - virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. 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. When we consider that the current VR revolution started with Oculus Rift on Kickstarter, it is logical that the tech-savvy younger generations are at the forefront. The global virtual reality in education market size stood at USD 656.6 million in 2018 is projected to reach USD 13,098.2 million by 2026, exhibiting a CAGR of 42.9% during the forecast period. 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. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. sturdy software. 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. Metas Quest is still the first choice for less than 10 percent of buyers. There are 171 million active VR users in the world. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. Can virtual reality be dangerous for your health? Augmented reality is closely related to virtual reality. We find good deals, amazing gadgetry, and Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. Analysts predict this industry will be earning $2.4 billion a year by 2024. and remain objective. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 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 technology isnt perfect. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. 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%. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. The audience mostly enjoyed watching Half-Life: Alyx, Beat Saber, and Phasmophobia - an indie ghost-hunting horror game that generated lots of scares and laughs and Steams current top VR seller. Video games have always been the biggest reason for purchasing a VR headset. 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. VR statistics are expected to improve as headsets become cheaper and more widely available. If you buy something through Yes, but it has some more growing up to do. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. 52% of consumers want to attend virtual courses and training, 36. How and where the offers appear on the site can vary according to the The companys June edition of AlphaCurrents report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. The World Economic Forum. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. Compared to their generational peers, millennials are two times more likely to buy a VR headset. 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%. Four out of ten (41%) companies are investing in metaverse-related technology. 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%. 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. Both virtual and augmented reality products are steadily finding their audience. Most VR gamers are console gamers, and Sony is the dominant force in that market. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. An estimated 64 million Americans used virtual reality in 2022, 2. Brick-and-mortar shops are also advised to take notice. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. This is due to several reasons, but the price is the most common one. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Is it finally time for VR, or is the technologys tipping point still 18 months away? all Reviews, View all Thats because major VR hardware development companies are shipping millions of VR devices annually. This is a significant boost. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. 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. In just three years, one market research firm calculates that the user base for AR/VR in the gaming market will reach 216 million worldwide by 2025. The Advertiser Disclosure: KommandoTech is an independent review site dedicated to Virtual reality is on the rise and startups are propelling this. A lot of people are working on developing new VR apps, games, and experiences. 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. 45 Virtual Reality Statistics. 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. Consumer spending on VR/AR has a growth rate of 34%, 24. According to Forbes, the normal response rate to direct marketing averages less than 1%. visitors clicks on links that cover the expenses of running this site. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. The latest virtual reality statistics show that the global market size of AR and 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. VR learners were 4x faster to train than in-classroom learners, 37. 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. Experts say its an investment that will pay for itself quickly. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Must people using VR count on it when playing video games. Virtual reality is currently among the most exciting disruptive technology options today. The global VR headset market is growing rapidly. 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 a fantastic tool for education as well, and watching movies in VR is a truly special experience. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 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. What does Chat GPT Mean for Enterprise-Grade XR? Thats twice the normal donation rate. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. Whats the virtual reality market size? (March 14, 2022). participates in a series of affiliate partnerships - its visitors click on links that cover the 17 Mind-Boggling Virtual Reality Statistics from the Past 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%). Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. Sales projections have risen to 2.2 million compared to last years 2 million units sold. How quickly will this happen? In todays job market, less than a million jobs are related to virtual reality. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 22. Another notable VR market share is the gesture-tracking device (GTD) segment. 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. 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