Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. Analysts predict this industry will be earning $2.4 billion a year by 2024. 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. The total number of active virtual reality users in 2022 is well over 171 million, 5. The opinions If youre curious to learn what virtual reality is, what benefits virtual reality provides, who is using it, and what industries are advancing with it, youre in the right place. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. 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. DataProt is supported by its audience. Its also bizarre, especially to people not used to the accompanying feeling of immersion. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Predictions show that 5.9 million Americans will adopt VR by next year, 9. Yes. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. By 2026, this trend expects over 31 million to be shipped. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: Annual Survey on Consumer Attitudes Towards Technology. Then you can access your favorite statistics via the star in the header. Must people using VR count on it when playing video games. Sony followed with 21.9% and Pico came in third with 9.2%. 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. 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. 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. alone, according to a report by DigiBC. Three Expert Insider Secrets for a Successful Demo Reel. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Over 23 million jobs will depend on VR by 2030, 34. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. The World Economic Forum. By current data, the VR software market is en route to reach $5 billion by the end of 2021. ", The Insight Partners, Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) Statista, https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/ (last visited January 18, 2023), Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph], The Insight Partners, March 14, 2022. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. To use individual functions (e.g., mark statistics as favourites, set Request Sample But, in 2022, its value is set to increase by a quarter. 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). According to a report from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. Virtual surgeries, emergency training, and VR anatomies are also in high demand. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Please do not hesitate to contact me. 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. Profit from the additional features of your individual account. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. Manufacturers ship more than 5 million VR and AR headsets a year. What is your opinion on virtual reality? The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. Its a huge and growing market. VR is expected to generate $6.7 billion in revenues. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. This, however, does not influence the evaluations in our reviews. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. VR statistics reveal how a typical VR user perceives this technology. 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. An approximated $6.4 billion of the total $34.08 billion will be software revenue. It all seemed to vanish. 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. Of these, 31.3 million are doing so via virtual reality headsets. 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. According to experts predictions, there are 32.7 million people experiencing VR within the United States. 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. VR within the engineering industry can, 40. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. Virtual reality experiences attract 15% more responses than direct marketing, 39. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Currently, you are using a shared account. Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%), which shows that the industry believes those sectors are going to see more VR usage in the future. 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. Then - poof! Over the past few years, 2018 to 2021, virtual reality (VR) users in the United 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. The global virtual and augmented reality market is estimated to be $16.8 billion. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. cybersecurity products. one of these links, we may earn an. The global VR headset market is growing rapidly. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. Your email address will not be published. Digital marketing and e-commerce have already changed the way many companies do business. Its clear that the high equipment price is a major factor slowing the wider adoption of VR. Some of our stories include affiliate links. In 2016, the VR market in the United States generated some 220 million U.S. dollars. More VR users mean more apps and games sold, too. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. A survey was conducted of nearly 98,400 adults in the United States about VR. The global virtual reality market in 2021 is estimated at $21.83 billion. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. It also found 83 percent said that the pace of investment will increase in 2022 and 37 percent expect a significantly higher pace of investment than in previous years. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. Head-mounted display devices account for 60% of the global VR revenue share, 25. 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" 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). Today, the VR headset market size is worth approximately $8.1 billion, 20. The latest virtual reality statistics show that the global market size of AR and 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. Of course, its easier to use VR when you have your own device. This is a key factor in the VR adoption rate - if the technology is to become truly profitable, more people need access to it. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. expressed in the comment section do not reflect those of DataProt. This number matches earlier research by Nielsen, which reported in 2017 that millennials (aged 18 to 34) account for 44% of those interested in purchasing VR devices. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. Whats the virtual reality market size? Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. The increased popularity of commercial and consumer VR is great for pretty much everyone. Get full access to all features within our Corporate Solutions. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. Gaming takes the lead with 64% of consumers being most excited about this segment. (March 14, 2022). content after in-depth research, and advertisers have no control over the personal opinions expressed by Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. A paid subscription is required for full access. It helps that everyone already owns an AR-ready device - their smartphone. Lets take a look at some VR statistics and find out. Predictions for 2019 are nearly double: 1.7 million. How old are VR users in the United States? Millennials are twice as likely to purchase a VR headset. Right now, VR is the peak of interactivity. . Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. 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