Virtual reality headset sales are growing 31.9% year-over-year, 12. published.*. It just shifted focus from entertainment to fields like medicine and military training. sturdy software. According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. DataProt is an independent review site dedicated to providing accurate information about various 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. about various cybersecurity products. document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_3" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Media Kit will be sent to you. This is up from the $7.7 billion it was worth in 2020. 15% of consumers are likely to buy a VR device in the next 12 months, 26. The virtual reality market was valued at $15.81 billion in 2020. 23 million VR-related jobs will open by 2030. VR is expected to generate $6.7 billion in revenues. and remain objective. 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 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. 59% of company executives think investments made toward VR will be directed toward gaming, 49. 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. Cause-based VR films inspire twice as many donations as normal films, 38. 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. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. The global combined AR/VR/MR market is worth over $28 billion, 16. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. Top 13 Best Virtual Reality Game SystemsPlayStation 4 Slim Bundle Virtual Reality Game SystemsOculus Quest All-in-one VR Gaming Headset 128GBHTC Vive Virtual Reality Game SystemOculus Rift S PC- Powered VR Gaming HeadsetHTC Vive Pro Focus Plus 6DOF Virtual Reality HeadsetHTC Vive Cosmos Elite Virtual Reality SystemHTC Vive Pro Eye Virtual Reality SystemMore items Request Sample Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. 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. You only have access to basic statistics. The World Economic Forum. Sales projections have risen to 2.2 million compared to last years 2 million units sold. Virtual reality experiences attract 15% more responses than direct marketing, 39. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. 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. If we consider the price of VR headsets, these figures come as no surprise. content after in-depth research, and advertisers have no control over the personal opinions expressed by To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. Is it something you are currently using or wish to do in the future? Almost one-third of VR users use virtual reality at least monthly, 4. Approximately 101.6 million use augmented reality today in America. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Sony has sold more than 5 million PlayStation VR units. 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. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. The game also gave a significant boost to Valve Index sales. 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. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. By 2030, Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. Meta Quest Pro vs Meta Quest 2: Which is Best? All that startup potential is already showing and, within the next two years, things will get even more interesting. Please do not hesitate to contact me. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. 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 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. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. DataProt is supported by its audience. How much is the VR industry worth in 2023? Is it finally time for VR, or is the technologys tipping point still 18 months away? In 2022, executives arent treating virtual reality as a side project anymore. 50% of respondents called the metaverse, an online virtual reality space, exciting. However, a significant 17% of VR users in America have a household income under $25,000. As a Premium user you get access to background information and details about the release of this statistic. Virtual reality is even benefitting global causes. The total number of active virtual reality users in 2022 is well over 171 million, 5. As a Premium user you get access to the detailed source references and background information about this statistic. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. A Beginners Guide to the Virtual Reality Market. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. Approximately one in three gamers own or use a piece of VR hardware. Well dive into how popular virtual reality is, its demographics, and the economy behind it. That includes devices and VR content like games, apps, and subscriptions. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. cybersecurity products. 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%). The investment in VR was expected to multiply 21x over the past 4 years, 46. An estimated 64 million Americans used virtual reality in 2022, 2. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. Your email address will not be 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. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. Over 23 million jobs will depend on VR by 2030, 34. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. 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. This year in 2022, there are approximately 64 million Americans using virtual reality. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. 45 Virtual Reality Statistics. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. A paid subscription is required for full access. It concluded that 29% of U.S.-based VR users are male versus 20% are female. [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. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Virtual reality can have many different uses and, according to VR application statistics, it could prove to be a lifesaver - pun intended - for healthcare professionals. The global virtual and augmented These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. By current data, the VR software market is en route to reach $5 billion by the end of 2021. research, and advertisers have no control over the personal opinions expressed by team members, whose A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. It has come down from sci-fi movies and tech expos to everyday life. XR fans can follow this space for more VR statistics as the year unfolds. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. They believe in just 3 to 4 years. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. 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. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. Yes, but it has some more growing up to do. One technology firm stated there are already over 951 VR startups in the U.S. Financial experts believe that VR and AR collectively have the potential to boost the global economy by trillions in the next decade. 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. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. 1. 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. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. 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. Its a huge and growing market. Moreso, many believe VR is the future of gaming, science, and education. Virtual surgeries, emergency training, and VR anatomies are also in high demand. , 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. How old are VR users in the United States? Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. In 2020, the gaming industry earned $1.1 billion. 65% report that they want to visit someplace new virtually. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Manufacturers ship more than 5 million VR and AR headsets a year. The VR gaming industry is steadily growing. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. More people know about virtual reality than augmented reality. There are 171 million active VR users in the world. 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. Your email address will not be published. Aug 02,2022 alone, according to a report by DigiBC. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. 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. [Online]. 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. The VR market size is predicted to nearly double from 2022 to 2025. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. Virtual reality experiences garner over 15% more responses. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. 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. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. 72% of millennials report that they would rather spend money on experiences than material things. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. 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. Profit from the additional features of your individual account. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. (March 14, 2022). Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. 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 global VR headset market is growing rapidly. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Metaverse Meaning - What is this New World Everyone's Talking About? But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. However, every review we commit to is unbiased, objective, and produced The annual revenue of the VR market will reach $4.8 billion in 2021. Two-thirds of businesses have moved past virtual reality experimentation and are ready to implement their efforts. This trend is following an impressive CAGR of 19% from 2021 to 2017. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. 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. 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. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. However, by 2030, this number will multiply 23 times. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. 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. 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. 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. 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. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. However, most of the content produced for VR platforms is aimed at gaming and social interaction. What is the consumer perception of virtual realitys potential? 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. 2021 was a big year for virtual reality. Some pages may include user-generated content in the comment section. Published 24 minutes ago . The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. 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. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. 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. Key virtual reality statistics for 2022. Advertiser Disclosure: KommandoTech is an independent review site dedicated to If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. You can only download this statistic as a Premium user. 22. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. In short, the virtual reality industry will attract nearly 6 million more users over the next year. Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. The global virtual reality market in 2021 is estimated at $21.83 billion. Seoul Metropolitan Government Launches Public Metaverse. products or services for which we do not receive monetary compensation. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information More VR users mean more apps and games sold, too. This statistic is not included in your account. This is due to several reasons, but the price is the most common one. 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. 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. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. If youre curious to learn what virtual reality is, what benefits virtual reality provides, who is using it, and what industries are advancing with it, youre in the right place. 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. Can virtual reality be dangerous for your health? Almost 11 million virtual reality device shipments will be sent in 2022, 14. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. 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%. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. The market size of virtual reality is projected to increase from 6.2 billion dollars