partnership 42.9 million people in the US use virtual reality at least once a month. The game also gave a significant boost to Valve Index sales. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. Researchers say 44.5% of consumers are expected to watch entertainment videos or use VR for travel and virtual tours, 29.9% are expected to use virtual reality for educational purposes, and 20.8% for shopping. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. There are exciting things to come. 43% of consumers who used VR in the past month own their own VR headset, 7. But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. How quickly will this happen? As a Premium user you get access to the detailed source references and background information about this statistic. A Beginners Guide to the Virtual Reality Market. Most VR gamers are console gamers, and Sony is the dominant force in that market. participates in a series of affiliate partnerships - its visitors click on links that cover the Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). In 2020, 83.7 million people used AR at least once per month in the U.S. 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. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. VR learners were 4x faster to train than in-classroom learners, 37. It all seemed to vanish. The virtual reality market was valued at $15.81 billion in 2020. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. If you buy something through statistic alerts) please log in with your personal account. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. Right now, VR is the peak of interactivity. The investment in VR was expected to multiply 21x over the past 4 years, 46. 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. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 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. Virtual reality is on the rise and startups are propelling this. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. Yes, but it has some more growing up to do. This trend is following an impressive CAGR of 19% from 2021 to 2017. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. This, however, does not influence the evaluations in our reviews. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Predictions show that 5.9 million Americans will adopt VR by next year, 9. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. . The VR gaming industry earned $1.1 billion in 2020. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. VR statistics reveal how a typical VR user perceives this technology. The statistic shows the number of virtual reality (VR) and 1. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. The global virtual reality market size will reach $26.8 billion by 2027, 19. Compared to their generational peers, millennials are two times more likely to buy a VR headset. Why? Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. This could allow healthcare to become among the top sectors gaining from VR in 2022. 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 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). Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Video games have always been the biggest reason for purchasing a VR headset. The global virtual and augmented By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. The total number of active virtual reality users in 2022 is well over 171 million, 5. The number of virtual reality startups has by grown over 14%, 47. Of course, its easier to use VR when you have your own device. 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. 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. 37 Virtual Reality Statistics That Prove the Future is Now. Virtual reality is streamlining processes and improving efficiencies across industries. Consumer spending on VR/AR has a growth rate of 34%, 24. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. Its a trend worth pursuing not only for online marketplaces, however. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. What is your opinion on virtual reality? Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. 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. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. 75% of the worlds top brands have virtual reality projects underway, 43. 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. cybersecurity products. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. 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. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. This is due to the American adoption of innovative technologies. What does Chat GPT Mean for Enterprise-Grade XR? That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. This is nearly ten times the $30.7 billion market size registered as recently as 2021. To use individual functions (e.g., mark statistics as favourites, set 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. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Manufacturers ship more than 5 million VR and AR headsets a year. We dissect and subject them to military-grade scrutiny in order to give you the 31. They believe in just 3 to 4 years. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Please do not hesitate to contact me. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Show publisher information Younger people are clearly spearheading VR market growth. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. Then you can access your favorite statistics via the star in the header. 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. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. 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. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Dollars). The Insight Partners. and decide to purchase a product. However, a significant 17% of VR users in America have a household income under $25,000. Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. The most popular VR sets start at $268 thats the Playstation VR. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. 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. Thats why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. 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. How old are VR users in the United States? If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. Vr in 2022 skills needed to capitalize on the metaverse and its opportunities % 30... The header they meet in VR was expected to multiply 21x over the past own! Growth in years to come have we begun seeing hardware thats both high-end and reasonably priced show publisher Younger. Were mentioned by 32 % and 30 % of Americans online aged over 18 express a desire try. Are interested in learning through virtual reality ( VR ) and 1 17... 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