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. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. A recent experiment conducted by Walmart had employees train via VR. The global virtual reality market in 2021 is estimated at $21.83 billion. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. In the engineering sector, the growth and use of VR have decreased model time by 10% and construction time by 7%. 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%. 65% of consumers want to explore new places virtually, 35. Last year, 39% of consumers in a survey claimed to already own at least one VR device. We find good deals, amazing gadgetry, and Metas Quest is still the first choice for less than 10 percent of buyers. This is nearly ten times the $30.7 billion market size registered as recently as 2021. dont affect the reviews content in any way. VR Star Theme Park has over 40 virtual reality rides and is a direct cause for the increased popularity of VR entertainment in the region. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. 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. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Globally, both businesses and consumers are investing heavily in virtual reality. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. Almost one-third of VR users use virtual reality at least monthly, 4. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. This statistic is not included in your account. Approximately 101.6 million use augmented reality today in America. VR demographics are definitely skewed toward the younger generations. partnership Gaming and entertainment media hold 40.5% of the virtual reality market share. Gamers arent as fast at adopting VR tech as many believe. Whether youre interested in the latest PC and console gaming news, antivirus software, or smartphone reviews, or simply want to learn about the newest geeky gadgets around, we at KT have you covered, and Ivans likely the one well ask. by Jasmine Katatikarn | Last updated Dec 6, 2022. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. 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. 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). Price is another factor. When you buy through links on our This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. According to. How much are consumers spending on VR in 2023? 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. Only 6% of people use their VR just once a year, according to VR usage statistics. 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. 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. Your email address will not be 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. 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. All that startup potential is already showing and, within the next two years, things will get even more interesting. 22. What is the consumer perception of virtual realitys potential? 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. job is to stay faithful to the truth and remain objective. Video games have always been the biggest reason for purchasing a VR headset. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. The market size of virtual reality is projected to increase from 6.2 billion dollars In the United States, a reported 37% of VR users bring in over $100,000. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 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. Digital marketing and e-commerce have already changed the way many companies do business. 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. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. This isnt surprising considering males are typically earlier adopters of technology. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Moreso, many believe VR is the future of gaming, science, and education. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. 101.6 million people in the U.S. Americans use augmented reality, 3. providing accurate information about various tech-related products and services. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. 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. Currently, you are using a shared account. The game also gave a significant boost to Valve Index sales. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. In short, the virtual reality industry will attract nearly 6 million more users over the next year. 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. 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. This is up from the $7.7 billion it was worth in 2020. Cause-based VR films inspire twice as many donations as normal films, 38. cybersecurity products. When one thinks of virtual reality, a VR headset is often top of mind. Regardless, there are adults who are not interested in virtual reality. An estimated 64 million Americans used virtual reality in 2022, 2. The opinions The Insight Partners. There was a time in the early 1990s when you couldn't pick up a magazine or watch a movie without virtual reality experiences tempting you to tumble down a digital rabbit hole with Alice and the White Rabbit. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. Not everyone finds VR ideal for day-to-day use. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. 43% of consumers who used VR in the past month own their own VR headset, 7. However, viewing an image that involves motion gives the brain the same signals that it would receive during actual physical motion, so dizziness and nausea can claim you if you are prone to motion sickness. 46% of companies are hiring people with skills related to the metaverse, 44. 41% of adults said they would give virtual reality a try if given the opportunity. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Gaming takes the lead with 64% of consumers being most excited about this segment. Why? Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. In 2020, the gaming industry earned $1.1 billion. participates in a series of affiliate partnerships - its visitors click on links that cover the There are exciting things to come. What Is the Metaverse, and How Does It Work? Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Can virtual reality be dangerous for your health? Virtual reality is even benefitting global causes. 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. 31. However, a significant 17% of VR users in America have a household income under $25,000. 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%. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Metas Quest is still the first choice for less than 10 percent of buyers. However, every review we commit to is unbiased, objective, and produced 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. The VR gaming industry earned $1.1 billion in 2020. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. Register in seconds and access exclusive features. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. 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. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. Remote control through VR could not only decrease the risk of injury, but also improve productivity in many industries. 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. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. 45 Virtual Reality Statistics. 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. Four out of ten (41%) companies are investing in metaverse-related technology. section do not reflect those of DataProt. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. Brick-and-mortar shops are also advised to take notice. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). 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. 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. 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