The Insight Partners. Approximately 101.6 million use augmented reality today in America. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. In this five-year span, its projected to become worth up to $5.45 billion. Over six figures, apparently. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. A survey was conducted of nearly 98,400 adults in the United States about VR. Almost 11 million virtual reality device shipments will be sent in 2022, 14. Although its entry point is still significantly more expensive than consoles for the average consumer, VR statistics confirm that the VR gaming industry is steadily growing. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. 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. 23 million VR-related jobs will open by 2030. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Both virtual and augmented reality products are steadily finding their audience. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. The global virtual and augmented 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. However, every review we commit to is unbiased, objective, and produced Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. 53% of Americans do not know anything about virtual reality technology Source That is a ton of room for growth in the coming years, up to 170 million Americans to grab the attention of. What Is the Metaverse, and How Does It Work? report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Is it something you are currently using or wish to do in the future? 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. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. VR learners were 4x faster to train than in-classroom learners, 37. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. An approximated $6.4 billion of the total $34.08 billion will be software revenue. , 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. best of the best. [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. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. 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. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets How much are consumers spending on VR in 2023? site, we may earn a commission. expenses of running this site. When one thinks of virtual reality, a VR headset is often top of mind. dont affect the reviews content in any way. Some pages may include user-generated content in the comment section. Please do not hesitate to contact me. 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 opinions 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%). 80% think it is just a matter of time before virtual reality becomes mainstream. Learn more about how Statista can support your business. According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. All that startup potential is already showing and, within the next two years, things will get even more interesting. Whats the household income of VR users? The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. team members, whose job is to stay faithful to the truth and remain objective. 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. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. 45 Virtual Reality Statistics. Metas Quest is still the first choice for less than 10 percent of buyers. The best of the best: the portal for top lists & rankings: Strategy and business building for the data-driven economy: Industry-specific and extensively researched technical data (partially from exclusive partnerships). However, a study shows that many consumers share their VR devices. by Jasmine Katatikarn | Last updated Dec 6, 2022. The global combined AR/VR/MR market is worth over $28 billion, 16. 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. 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. But, in 2022, its value is set to increase by a quarter. 72% of millennials report that they would rather spend money on experiences than material things. Not everyone finds VR ideal for day-to-day use. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. The fastest growing VR market is Asia Pacific, but the largest VR market remains the U.S. 32. Yes. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. 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. Virtual reality is currently among the most exciting disruptive technology options today. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. This is nearly ten times the $30.7 billion market size registered as recently as 2021. Profit from the additional features of your individual account. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. News, Augmented Reality Stats You Need To Know in 2022. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. In 2016, the VR market in the United States generated some 220 million U.S. dollars. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). Meta Quest Pro vs Meta Quest 2: Which is Best? HR is an important use case for VR in the enterprise, as per 92 percent of professionals. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. What do consumers want to do the most in virtual reality? By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Well dive into how popular virtual reality is, its demographics, and the economy behind it. DataProt's in-house writing team writes all the sites content after in-depth research, and advertisers have Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey found. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. We dissect and subject them to military-grade scrutiny in order to give you the Is it the next frontier of immersive tech, or just a gimmick? As a Premium user you get access to the detailed source references and background information about this statistic. 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). Affiliate partnerships may affect where a particular product is listed within a review, but they This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. Last year, 39% of consumers in a survey claimed to already own at least one VR device. Head-mounted display devices account for 60% of the global VR revenue share, 25. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwCs Global Entertainment & Media Outlook 20212025. It has come down from sci-fi movies and tech expos to everyday life. 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. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. 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