That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. An approximated $6.4 billion of the total $34.08 billion will be software revenue. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. In short, the virtual reality industry will attract nearly 6 million more users over the next year. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Analysts predict this industry will be earning $2.4 billion a year by 2024. Thats because major VR hardware development companies are shipping millions of VR devices annually. The companys June edition of AlphaCurrents report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. Must people using VR count on it when playing video games. 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. August 02,2022. 65% report that they want to visit someplace new virtually. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. [1] Cause-based VR films inspire twice as many donations as normal films, 38. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. document.getElementById( "ak_js_4" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_5" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_6" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Smart Guide will be sent to you. VR statistics reveal how a typical VR user perceives this technology. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. March 14, 2022. There are 171 million active VR users in the world. document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. 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. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. 9. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. Show publisher information 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. 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. Virtual Reality Market Statistics. As a Premium user you get access to the detailed source references and background information about this statistic. 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. Sexually explicit content and abusive language and behaviorPrivacy and data collection on users, like eye movement and facial recognitionPotential psychological risks, like "addiction, increased aggression and dissociation from reality" Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. As a Premium user you get access to background information and details about the release of this statistic. A paid subscription is required for full access. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. According to. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. This adds up to approximately 64 million Americans who used VR in 2022. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. 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. Only 6% of people use their VR just once a year, according to VR usage statistics. The global virtual reality market is expected to top $34 billion by 2023. 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. terms. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). That figure was up from 16% the previous year. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. The total number of active virtual reality Well dive into how popular virtual reality is, its demographics, and the economy behind it. job is to stay faithful to the truth and remain objective. 37% of VR users have a household income of over $100,000, 30. 43% of consumers who used VR in the past month own their own VR headset, 7. Metas Quest is still the first choice for less than 10 percent of buyers. The global VR headset market is growing rapidly. 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. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. 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). 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). As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. 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). 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. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. In 2022, there are over 950 VR startups in the United States, 48. Chart. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. Canada is expected to have the fastest growth rate over the next few years. After earning $1.1 billion in 2020, this niche gaming industry is projected to double by 2024 by earning over $2.4 billion. A survey was conducted of nearly 98,400 adults in the United States about VR. 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. Virtual reality statistics, calculated from the number of units shipped, reveal Virtual reality stats are not quite as impressive as those of AR, but they are catching up in terms of market penetration and global usage. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. partnership Not everyone finds VR ideal for day-to-day use. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. and decide to purchase a product. The World Economic Forum found 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. 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. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. In 2020, 83.7 million people used AR at least once per month in the U.S. Virtual reality is streamlining processes and improving efficiencies across industries. 75% of the worlds top brands have virtual reality projects underway, 43. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. 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. 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. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. More than 80% of manufacturers believe its just a matter of time before VR becomes mainstream. 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). 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