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. best of the best. VR development is focused around gaming, entertainment, and social media - which is no surprise, considering how huge those industries are and how many people use VR to play games, interact with others, and watch TV shows. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. The gaming segment of the virtual reality market is worth $1.9 billion, 21. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. Gaming takes the lead with 64% of consumers being most excited about this segment. How much are consumers spending on VR in 2023? content after in-depth research, and advertisers have no control over the personal opinions expressed by 50% of respondents called the metaverse, an online virtual reality space, exciting. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. 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). 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. 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. partnership Most VR gamers are console gamers, and Sony is the dominant force in that market. Published 24 minutes ago . Analysts predict this industry will be earning $2.4 billion a year by 2024. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. The statistic shows the number of virtual reality (VR) and site, we may earn a commission. If we consider the price of VR headsets, these figures come as no surprise. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Regardless, there are adults who are not interested in virtual reality. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. What Is the Metaverse, and How Does It Work? The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. 42.9 million people in the US use virtual reality at least once a month. Virtual reality is currently among the most exciting disruptive technology options today. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. 72% of millennials report that they would rather spend money on experiences than material things. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. In a few more years, it may even take over more aspects of our lives. The VR gaming industry earned $1.1 billion in 2020. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. Virtual reality is even benefitting global causes. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 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. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Canada is expected to have the fastest growth rate over the next few years. The game also gave a significant boost to Valve Index sales. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. For example, only 7% of the surveys participants said they plan on reducing their VR usage. According to a survey conducted by Yulio Technologies, nearly half of those over the age of 18 said that they would give VR a shot if they could. Both virtual and augmented reality products are steadily finding their audience. Right now, VR is the peak of interactivity. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. VR learners were 4x faster to train than in-classroom learners, 37. Please create an employee account to be able to mark statistics as favorites. Manufacturers ship more than 5 million VR and AR headsets a year. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. How much is the VR industry worth in 2023? In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. In the 55+ age bracket, that figure drops to 19%. 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. 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. However, a study shows that many consumers share their VR devices. 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. This could allow healthcare to become among the top sectors gaining from VR in 2022. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. KommandoTech all Reviews, View all A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. As soon as this statistic is updated, you will immediately be notified via e-mail. 11 million VR units will be sold by the end of 2021. January 17, 2023. The global VR headset market is growing rapidly. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. This year in 2022, there are approximately 64 million Americans using virtual reality. Virtual reality headset sales are growing 31.9% year-over-year, 12. and decide to purchase a product. 3.7 billion people globally are still offline and are locked out of VR adoption: Even as AR/VR goes mainstream, it is important to note that it remains inaccessible to 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. March 14, 2022. Get full access to all features within our Corporate Solutions. While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their childrens education. 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. 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. Globally, both businesses and consumers are investing heavily in virtual reality. You need a Statista Account for unlimited access. Approximately 101.6 million use augmented reality today in America. 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. 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. Corporate solution including all features. Approximately one in three gamers own or use a piece of VR hardware. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Leave a comment and share your thoughts. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. The opinions Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. Statista. Not everyone finds VR ideal for day-to-day use. 75% of the worlds top brands have virtual reality projects underway, 43. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 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. This trend is following an impressive CAGR of 19% from 2021 to 2017. 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. 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. Social VR users spend over 3 hours a day in VR: According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. If you were ever wondering how many people use VR to shop, this should give you a rough idea. A Beginners Guide to the Virtual Reality Market. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Virtual Reality Cardboard Market research 2023 report (104 Pages) delivers all This, however, does not influence the evaluations in our reviews. 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 To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. 9. 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. The market size of virtual reality is projected to increase from 6.2 billion dollars document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_3" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Media Kit will be sent to you. 31. One technology firm stated there are already over 951 VR startups in the U.S. Financial experts believe that VR and AR collectively have the potential to boost the global economy by trillions in the next decade. Of these, 31.3 million are doing so via virtual reality headsets. 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. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Most people use VR to play video games or watch movies. Following them are healthcare, education, automotive, aerospace, and defense. VR demographics are definitely skewed toward the younger generations. How many VR users worldwide are there? Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. Three Expert Insider Secrets for a Successful Demo Reel. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. A paid subscription is required for full access. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. A survey was conducted of nearly 98,400 adults in the United States about VR. DataProt remains financially sustainable by participating in a series of affiliate partnerships - it is 52% of consumers want to attend virtual courses and training, 36. Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. 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. 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%. Head-mounted display devices account for 60% of the global VR revenue share, 25. 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. You can only download this statistic as a Premium user. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. Predictions for 2019 are nearly double: 1.7 million. Sony followed with 21.9% and Pico came in third with 9.2%. Younger people are clearly spearheading VR market growth. Another notable VR market share is the gesture-tracking device (GTD) segment. . The total number of active virtual reality users in 2022 is well over 171 million, 5. 43% of consumers who used VR in the past month own their own VR headset, 7. VR statistics reveal how a typical VR user perceives this technology. 37 Virtual Reality Statistics That Prove the Future is Now. August 02,2022. Register in seconds and access exclusive features. The consumer virtual reality market, divided into hardware and software segments, is forecast to reach 2.6 billion U.S. dollars in size in 2020. 41% of adults said they would give virtual reality a try if given the opportunity. 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. 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). Dollars). All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. 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. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan.
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