What is the difference between augmented reality and virtual reality? Definitely. 23 million VR-related jobs will open by 2030. Over 80% of manufacturers think VR will become mainstream. The total number of active virtual reality users in 2022 is well over 171 million, 5. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. Meta Quest Pro vs Meta Quest 2: Which is Best? You need a Statista Account for unlimited access. For example, only 7% of the surveys participants said they plan on reducing their VR usage. Thats because major VR hardware development companies are shipping millions of VR devices annually. 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. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. This is up from the $7.7 billion it was worth in 2020. 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. 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. 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). This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. The global combined AR/VR/MR market is worth over $28 billion, 16. content after in-depth research, and advertisers have no control over the personal opinions expressed by (March 14, 2022). A lot of people are working on developing new VR apps, games, and experiences. Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. How and where the offers appear on the site can vary according to the The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. 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. 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. 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. Yes. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. KommandoTechs in-house writing team writes all the sites 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. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. An approximated $6.4 billion of the total $34.08 billion will be software revenue. 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. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). 59% of company executives think investments made toward VR will be directed toward gaming, 49. 9% more men have tried virtual reality than women, 29. DataProt's in-house writing team writes all the sites content after in-depth partnerships - it is visitors clicks on links that cover the expenses of running this site. In short, its a versatile, immersive innovation. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. VR demographics are definitely skewed toward the younger generations. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. 1. VR within the engineering industry can, 40. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. 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. This number is much lower than in 2018 (41%), suggesting that VR is getting more user-friendly. Is it the next frontier of immersive tech, or just a gimmick? An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. Younger people are clearly spearheading VR market growth. 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. Metaverse Meaning - What is this New World Everyone's Talking About? Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. 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. Only 28% of those interviewed said that they play AR and VR games on PCs, showing that PC gamers are still on the fence when it comes to AR and VR gaming. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. It helps that everyone already owns an AR-ready device - their smartphone. 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. Its expected to grow at an 18% CAGR during the next seven years. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. This year in 2022, there are approximately 64 million Americans using virtual reality. In 2022, executives arent treating virtual reality as a side project anymore. The number of VR-related startups has increased 14 times within just a year. You can only download this statistic as a Premium user. , 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. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. Brick-and-mortar shops are also advised to take notice. As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. The VR global gaming market is expected to continue growing at a CAGR of 32.75% from 2021 to 2026. 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 One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. 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). Experts say its an investment that will pay for itself quickly. Well dive into how popular virtual reality is, its demographics, and the economy behind it. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Advertiser Disclosure: KommandoTech is an independent review site dedicated to However, every review we commit to is unbiased, objective, and produced Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Most people use VR to play video games or watch movies. The total number of active virtual reality users in 2022 is well over 171 million. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Nonetheless, a lot of people believe thats precisely the aspect that needs improvement. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. KommandoTech is your ultimate resource on all things tech. How much are consumers spending on VR in 2023? 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. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. Virtual Reality Market Statistics. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. 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. Four out of ten (41%) companies are investing in metaverse-related technology. 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. Of course, its easier to use VR when you have your own device. Of these, 31.3 million are doing so via virtual reality headsets. This number is significantly lower than the 2018 predictions (59%). They believe in just 3 to 4 years. Another notable VR market share is the gesture-tracking device (GTD) segment. Our website Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. A paid subscription is required for full access. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. 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. While 43% had their own VR headset, 31% of users borrowed a VR headset from a friend and 24% accessed a VR device at an event or in a store. Leave a comment and share your thoughts. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. In 2020, 83.7 million people used AR at least once per month in the U.S. 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. 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. expressed in the comment section do not reflect those of DataProt. This is no surprise considering 59% of company executives worldwide believe that gaming will dominate any investment made toward VR technology. section do not reflect those of DataProt. 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. 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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. You only have access to basic statistics. 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). 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. The ideal entry-level account for individual users. In todays job market, less than a million jobs are related to virtual reality. Price is another factor. Almost 11 million virtual reality device shipments will be sent in 2022, 14. Canada is expected to have the fastest growth rate over the next few years. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. 50% of respondents called the metaverse, an online virtual reality space, exciting. If you are an admin, please authenticate by logging in again. The opinions 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. 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. Seoul Metropolitan Government Launches Public Metaverse. site, we may earn a commission. 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). The global virtual reality market is expected to top $34 billion by 2023. 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. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. 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. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 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. However, by 2030, this number will multiply 23 times. 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. How old are VR users in the United States? The market size of virtual reality is projected to increase from 6.2 billion dollars Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. 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. How much is the VR industry worth in 2023? 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. This is followed by VR games at 6.6% and AR games at 5.1%. 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. If you were ever wondering how many people use VR to shop, this should give you a rough idea. about various cybersecurity products. At the same time, most of the money will be received from the sale of virtual reality headsets, games and videos. Both virtual and augmented reality products are steadily finding their audience. 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. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Researchers say 48% of the content is developed for the video game industry and 31% is social. Please create an employee account to be able to mark statistics as favorites. 37 Virtual Reality Statistics That Prove the Future is Now. Learn more about how Statista can support your business. 19% of consumers have used virtual reality before, 8. Source: Universitt Leipzig. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. The survey shows a drop in HTC VIVEs share in the SteamVR ecosystem below Oculus Rift S. Most peoples very first VR game was the Star Wars-inspired rhythm game Beat Saber. Approximately 101.6 million use augmented reality today in America. The most popular VR sets start at $268 thats the Playstation VR. Millennials are twice as likely to purchase a VR headset. Our website also includes reviews of This could allow healthcare to become among the top sectors gaining from VR in 2022. How many VR users worldwide are there? By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. More people know about virtual reality than augmented reality. Head-mounted display devices account for 60% of the global VR revenue share, 25. [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. and remain objective. Virtual reality has many potential use cases. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. also includes reviews of products or services for which we do not receive monetary compensation. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. 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%). 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