The statistic shows the number of virtual reality (VR) and Learn more about how Statista can support your business. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. Its a bright future for this technology. Virtual reality experiences garner over 15% more responses. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. Advertiser Disclosure: KommandoTech is an independent review site dedicated to 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. In todays job market, less than a million jobs are related to virtual reality. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. More VR users mean more apps and games sold, too. However, by 2030, this number will multiply 23 times. In short, its a versatile, immersive innovation. Virtual Reality Statistics by Users. This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. DataProt is supported by its audience. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Market Guide will be sent to you. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. The annual revenue of the VR market will reach $4.8 billion in 2021. Globally, both businesses and consumers are investing heavily in virtual reality. 19% of consumers have used virtual reality before, 8. VR within the engineering industry can, 40. 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. This accounts for 15.7% and 25% of the total US population. What is the consumer perception of virtual realitys potential? 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. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. , Feb 8, 2022. 45 Virtual Reality Statistics. Impact of COVID-19 on the augmented and virtual reality market trends The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. This could allow healthcare to become among the top sectors gaining from VR in 2022. 65% report that they want to visit someplace new virtually. 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. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. This statistic is not included in your account. Cause-based VR films inspire twice as many donations as normal films, 38. Younger people are clearly spearheading VR market growth. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. The ideal entry-level account for individual users. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. In the 55+ age bracket, that figure drops to 19%. Only recently have we begun seeing hardware thats both high-end and reasonably priced. Affiliate partnerships may affect where a particular product is listed within a review, but they A true tech and gaming savant, Ivan has been fascinated by the digital world since the early days of gaming on antiques such as the ZX Spectrum and Commodores beloved Amiga. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. 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. 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. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. 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. 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. We find good deals, amazing gadgetry, and 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). Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). Profit from the additional features of your individual account. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. Must people using VR count on it when playing video games. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Our website In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. Gaming takes the lead with 64% of consumers being most excited about this segment. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. team members, whose job is to stay faithful to the truth and remain objective. Over 80% of manufacturers think VR will become mainstream. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link But, in 2022, its value is set to increase by a quarter. Good VR setups are expensive, since they require a powerful PC along with a headset and controllers - a luxury that many cant afford, especially due to current GPU shortages. Request Sample Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Eight in 10 manufacturers know VR is the future. 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. 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. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the metaverse by rebranding as Meta. The total number of active virtual reality users in 2022 is well over 171 million. Only 6% of people use their VR just once a year, according to VR usage statistics. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. visitors clicks on links that cover the expenses of running this site. However, the United States is still the most prominent region for the VR market to date. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021, : Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. Is it finally time for VR, or is the technologys tipping point still 18 months away? Meta Quest Pro vs Meta Quest 2: Which is Best? Thats why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. terms. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. 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. KommandoTech is your ultimate resource on all things tech. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. 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. VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Thomas Alsop. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). Content creators have found a lot of success streaming popular VR games on Twitch. Published 24 minutes ago . 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. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. . As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. This adds up to approximately 64 million Americans who used VR in 2022. KommandoTech Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. By 2024, global consumers are predicted to spend over $60 billion more than that. Show publisher information Its a huge and growing market. That means Beat Sabers revenue is actually much higher. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. best of the best. An important virtual reality statistic is the one showcasing how VR could lead to a safer workplace for many. As a Premium user you get access to background information and details about the release of this statistic. also includes reviews of products or services for which we do not receive monetary compensation. 65% of consumers want to explore new places virtually, 35. Manufacturers ship more than 5 million VR and AR headsets a year. 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. You need a Statista Account for unlimited access. sturdy software. 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