83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. Are you interested in testing our corporate solutions? DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. 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. Please do not hesitate to contact me. Following them are healthcare, education, automotive, aerospace, and defense. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. Content creators have found a lot of success streaming popular VR games on Twitch. cybersecurity products. Metaverse Meaning - What is this New World Everyone's Talking About? 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. 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. An estimated 64 million Americans used virtual reality in 2022, 2. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. 101.6 million people in the U.S. Americans use augmented reality, 3. Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC). 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. We would say yes. This is nearly ten times the $30.7 billion market size registered as recently as 2021. The latest virtual reality statistics show that the global market size of AR and 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. Right now, VR is the peak of interactivity. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. Virtual reality technology isnt perfect. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. also includes reviews of products or services for which we do not receive monetary compensation. Statista. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. , 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. VR statistics are expected to improve as headsets become cheaper and more widely available. What is the consumer perception of virtual realitys potential? The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. This could allow healthcare to become among the top sectors gaining from VR in 2022. 65% of consumers want to explore new places virtually, 35. The market size of virtual reality is projected to increase from 6.2 billion dollars In this five-year span, its projected to become worth up to $5.45 billion. Whats the household income of VR users? 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. Approximately one in three gamers own or use a piece of VR hardware. best of the best. More VR users mean more apps and games sold, too. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. As you can see, virtual reality is rapidly growing. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC) report. content after in-depth research, and advertisers have no control over the personal opinions expressed by 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. dollars)." A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. Virtual reality is even benefitting global causes. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Both virtual and augmented reality products are steadily finding their audience. In the United States, a reported 37% of VR users bring in over $100,000. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 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 VR gaming industry is steadily growing. 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. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). However, a study shows that many consumers share their VR devices. How old are VR users in the United States? VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. 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). 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. Here are some of the most exciting VR trends and statistics for 2022. Get full access to all features within our Corporate Solutions. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. Virtual reality headset sales are growing 31.9% year-over-year, 12. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. . VR within the engineering industry can, 40. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. The global virtual reality market size will reach $26.8 billion by 2027, 19. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. Over 23 million jobs will depend on VR by 2030, 34. By 2026, this trend expects over 31 million to be shipped. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. before we ever join a company's affiliate program. Over six figures, apparently. 41% of adults said they would give virtual reality a try if given the opportunity. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called Hello Future from Facebook IQ, 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. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. Virtual surgeries, emergency training, and VR anatomies are also in high demand. Why? , Feb 8, 2022. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. 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. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 65% report that they want to visit someplace new virtually. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. 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. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. 2021 was a big year for virtual reality. Predictions show that 5.9 million Americans will adopt VR by next year, 9. When you buy through links on our In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. PwC conducted a survey of over 5,000 consumers and 1,000 executives in the United States. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. about various cybersecurity products. According to Forbes, the normal response rate to direct marketing averages less than 1%. Aug 02,2022 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 mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. The companys. Is it something you are currently using or wish to do in the future? Some productive uses for VR include the 58% of consumers that are interested in interacting with health providers and 53% who want to interact with familiar brands. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. That includes devices and VR content like games, apps, and subscriptions. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. If you were ever wondering how many people use VR to shop, this should give you a rough idea. How quickly will this happen? Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. VR is expected to generate $6.7 billion in revenues. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Must people using VR count on it when playing video games. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. 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. Its a trend worth pursuing not only for online marketplaces, however. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. 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. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Virtual reality is on the rise and startups are propelling this. The global virtual reality market is expected to top $34 billion by 2023. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. In the US, 58.9 million KommandoTechs in-house writing team writes all the sites In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. 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. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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. 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. Cause-based VR films inspire twice as many donations as normal films, 38. This, however, does not influence the evaluations in our reviews. expressed in the comment section do not reflect those of DataProt. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. 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. 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. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. 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. A paid subscription is required for full access. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. 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. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. 15% of consumers are likely to buy a VR device in the next 12 months, 26. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. This trend is following an impressive CAGR of 19% from 2021 to 2017. site, we may earn a commission. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. 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. Paired with that, managing traffic is another often overlooked field of potential use. Aside from the $29.99 base game, developer Beat Games also sells additional songs for $1.99 a pop, but they werent used to calculate this VR statistic. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link VR learners were 4x faster to train than in-classroom learners, 37. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: Annual Survey on Consumer Attitudes Towards Technology. Get in touch with us now. 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. 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. Gamers arent as fast at adopting VR tech as many believe. What is the difference between augmented reality and virtual reality? 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. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth Register in seconds and access exclusive features. 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. A recent experiment conducted by Walmart had employees train via VR. So, how many people even know what VR is and what it can do? Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. 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. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. The global VR headset market is growing rapidly. Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Statistics on the current status of the market. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. Of course, its easier to use VR when you have your own device. statistic alerts) please log in with your personal account. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Definitely. The gaming segment of the virtual reality market is worth $1.9 billion, 21. Learn more about how Statista can support your business. It all seemed to vanish. 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. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). 23% of U.S. households own or have used a VR headset, 10. They believe in just 3 to 4 years. Can virtual reality be dangerous for your health? In 2020, the gaming industry earned $1.1 billion. Its also bizarre, especially to people not used to the accompanying feeling of immersion. 72% of millennials report that they would rather spend money on experiences than material things. Head-mounted display devices account for 60% of the global VR revenue share, 25. For example, only 7% of the surveys participants said they plan on reducing their VR usage. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. Show publisher information Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. However, by 2030, this number will multiply 23 times. Canada is expected to have the fastest growth rate over the next few years. Analysts firmly believe that the market will continue growing at a quickening rate. 22. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. VR statistics reveal how a typical VR user perceives this technology. Our website 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. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. The World Economic Forum. That figure was up from 16% the previous year. As a Premium user you get access to background information and details about the release of this statistic. You need a Statista Account for unlimited access. Consumer spending on VR/AR has a growth rate of 34%, 24. 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. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. 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. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. 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. 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. Key virtual reality statistics for 2022. What do consumers want to do the most in virtual reality? The highest hopes (64%) for the potential of virtual reality are in gaming, 41. 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. 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). "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S.