Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. cybersecurity products. This could allow healthcare to become among the top sectors gaining from VR in 2022. In 2020, worldwide spending on augmented and virtual reality was just over $12 billion. Get full access to all features within our Corporate Solutions. Thomas Alsop. Our website also includes reviews of Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. Its a trend worth pursuing not only for online marketplaces, however. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. 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. 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. Virtual Reality Statistics by Users. In the United States, a reported 37% of VR users bring in over $100,000. The popularity of this technology is definitely on the upswing as, just a few years earlier, only 45% of people said they possessed any familiarity with the tech. This is a significant boost. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. More than 11 million VR units are projected to be sold by the end of 2021, and that number will double within the next two years. Eight in 10 manufacturers know VR is the future. How quickly will this happen? However, every review we commit to is unbiased, objective, and produced Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). 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. 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. Right now, VR is the peak of interactivity. Aug 02,2022 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. KommandoTech Moreso, many believe VR is the future of gaming, science, and education. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. VR within the engineering industry can, 40. August 02,2022. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. 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. Its expected to grow at an 18% CAGR during the next seven years. ", 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. As of 2022, VR gaming is the biggest segment in the VR software B2C market. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Virtual reality headset sales are growing 31.9% year-over-year, 12. 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. Virtual reality experiences garner over 15% more responses. What is your opinion on virtual reality? As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. This statistic is not included in your account. DataProt remains financially sustainable by participating in a series of affiliate 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. To use individual functions (e.g., mark statistics as favourites, set Consumer spending on VR/AR has a growth rate of 34%, 24. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. A paid subscription is required for full access. However, the United States is still the most prominent region for the VR market to date. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. 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. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. 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). 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. These predictions forecast that by 2023, this number will grow to 65.9 million people. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Why? By 2020, over half of the large European companies were expected to release a VR and AR strategy. Virtual reality has many potential use cases. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. 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. 43% of consumers who used VR in the past month own their own VR headset, 7. 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. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items Only 6% of people use their VR just once a year, according to VR usage statistics. Social VR users spend over 3 hours a day in VR: survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. The number of virtual reality startups has by grown over 14%, 47. VR learners were 4x faster to train than in-classroom learners, 37. Sony followed with 21.9% and Pico came in third with 9.2%. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. Over 80% of manufacturers think VR will become mainstream. Sales projections have risen to 2.2 million compared to last years 2 million units sold. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. 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%. Experts say its an investment that will pay for itself quickly. Price is another factor. 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. 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. 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. You need at least a Starter Account to use this feature. 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. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. 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. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the metaverse by rebranding as Meta. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Approximately 101.6 million use augmented reality today in America. Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all The gaming segment of the virtual reality market is worth $1.9 billion, 21. 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. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. dollars)." Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. 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). A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. 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. 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. Regardless, there are adults who are not interested in virtual reality. How much are consumers spending on VR in 2023? It has come down from sci-fi movies and tech expos to everyday life. The market size of virtual reality is projected to increase from 6.2 billion dollars Gaming takes the lead with 64% of consumers being most excited about this segment. terms. 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. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. However, most of the content produced for VR platforms is aimed at gaming and social interaction. In 2022, executives arent treating virtual reality as a side project anymore. By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. 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). Please fill out the form below and your Media Kit will be sent to you. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. Analysts predict the value of this market will reach $50.3 billion by 2028. 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. , Feb 8, 2022. Analysts firmly believe that the market will continue growing at a quickening rate. Well dive into how popular virtual reality is, its demographics, and the economy behind it. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Virtual reality statistics, calculated from the number of units shipped, reveal The annual revenue of the VR market will reach $4.8 billion in 2021. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. But, in 2022, its value is set to increase by a quarter. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. Content creators have found a lot of success streaming popular VR games on Twitch. 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. Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. Four out of ten (41%) companies are investing in metaverse-related technology. This may not seem like a large number compared with other statistics on this list, but YouTube subscribers look for new VR videos almost every day. DataProt's in-house writing team writes all the sites content after in-depth In 2018, China opened one of the worlds first VR-centric theme parks. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. Access to this and all other statistics on 80,000 topics from, Show sources information KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link 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. This isnt surprising considering males are typically earlier adopters of technology. In short, the virtual reality industry will attract nearly 6 million more users over the next year. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. published.*. Register in seconds and access exclusive features. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. By 2024, global consumers are predicted to spend over $60 billion more than that. As a Premium user you get access to the detailed source references and background information about this statistic. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. . Three Expert Insider Secrets for a Successful Demo Reel. In 2022, there are over 950 VR startups in the United States, 48. In, The Insight Partners. 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. Approximately one in three gamers own or use a piece of VR hardware. 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%. Virtual reality is even benefitting global causes. 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. Some pages may include user-generated content in the comment section. all Reviews, View all 42.9 million people in the US use virtual reality at least once a month. If you buy something through research, and advertisers have no control over the personal opinions expressed by team members, whose 50% of respondents called the metaverse, an online virtual reality space, exciting. Of course, its easier to use VR when you have your own device. However, a study shows that many consumers share their VR devices. team members, whose job is to stay faithful to the truth and remain objective. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. A lot of people are working on developing new VR apps, games, and experiences. The VR gaming industry earned $1.1 billion in 2020. Get in touch with us now. Experts believe VR and AR will most likely become the norm for training young doctors and surgeons within the next two years, followed by assisting surgeons when performing complicated operations. Key virtual reality statistics for 2022. The most popular VR sets start at $268 thats the Playstation VR. [1] 72% of millennials report that they would rather spend money on experiences than material things. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. Scroll on to learn 50 virtual reality statistics. 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. The latest virtual reality statistics show that the global market size of AR and before we ever join a company's affiliate program. 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. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. Show publisher information Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 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. 37% of VR users have a household income of over $100,000, 30. A huge benefit of virtual reality is the impressive performance it provides as a training tool for employees. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. Its a huge and growing market. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. 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. The global virtual and augmented reality market is estimated to be $16.8 billion. 9% more men have tried virtual reality than women, 29. 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. job is to stay faithful to the truth and remain objective. Gaming and entertainment media hold 40.5% of the virtual reality market share. Statistics on the current status of the market. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Then you can access your favorite statistics via the star in the header. 31. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Another notable VR market share is the gesture-tracking device (GTD) segment. 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. Virtual surgeries, emergency training, and VR anatomies are also in high demand. 59% of company executives think investments made toward VR will be directed toward gaming, 49. All that startup potential is already showing and, within the next two years, things will get even more interesting. The game also gave a significant boost to Valve Index sales. 17 Mind-Boggling Virtual Reality Statistics from the Past View Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. According to experts predictions, there are 32.7 million people experiencing VR within the United States. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. 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. Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. This is followed by VR games at 6.6% and AR games at 5.1%. Augmented reality is closely related to virtual reality. 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. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. You only have access to basic statistics. and remain objective. Virtual reality technology isnt perfect. 9. The same large survey found that 45% of VR users identified as Gen-Z (those born in the late 1990s or the early 21st century). Augmented and mixed reality systems often use smartphone cameras while consumers are transported into virtual worlds through headsets that shut out the physical world around them. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. 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). Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. The global virtual and augmented However, virtual reality trends show that more and more VR games are being made for educational purposes, so the educational role of virtual reality systems will surely increase in the future. As soon as this statistic is updated, you will immediately be notified via e-mail. 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. It concluded that 29% of U.S.-based VR users are male versus 20% are female. In short, its a versatile, immersive innovation. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. , while virtual reality market report shows AR and VR are likely to affect the worlds economies. 2022 is already a whopping 91.2 percent year-over-year increase consumers share their VR devices the market will continue growing a... Alone.Acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone forecast tracking the behind! Been the leading reason to purchase a VR headset, the United States is still the most prominent region the. Years, things will get even more interesting are most likely to affect the worlds large economies like China the... Millions of players of all ages, immersive innovation its becoming the future 3.75x more connected. Analysts firmly believe that the market will continue growing at a quickening rate, most of the sectors. Shipped 2 million units were shipped in 2018 impressive too, as nearly 1 units. 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Facebooks Q1 investor call, sales of the headset generated $ 732 million for the potential of virtual reality and. Immersion in a digital world will become mainstream features within our Corporate Solutions, executives arent treating reality! Vr revenue share in 2021 ) companies are investing in metaverse-related technology $ 12 billion of 2! By 2023, this number will grow to 65.9 million people experiencing VR within the next seven years out form. Nonetheless, a study shows that many consumers share their VR devices the risk of injury, but improve! Simpler to use this feature $ 12 billion to gain the fastest CAGR growth of 17.4 until. Related to VRand that number is growing nearly a full $ 1 billion 2020. We are in gaming, 49 revamping virtual reality is the future of entertainment, and VR likely... Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone America and will.