Virtual Reality (VR) Collaboration Platforms Market Statistics The global virtual reality market size, valued at USD 10.32 billion in 2019, is expected to grow at a CAGR of 21.6% from 2020 to 2027. In 2022, the VR market size is worth an estimated $12 billion U.S. dollars, 18. The total number of active virtual reality That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. 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. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. In a survey conducted by Greenlight Insights, the majority of respondents said theyre familiar with VR. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. The annual revenue of the VR market will reach $4.8 billion in 2021. Virtual Reality Market Statistics. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. The following were our top virtual reality statistics and survey insights set to 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. Augmented reality is closely related to virtual reality. Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. VR within the engineering industry can, 40. Approximately 101.6 million use augmented reality today in America. These 50 virtual reality statistics prove its only a matter of time before VR becomes a daily habit at home or at work. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). 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. 9% more men have tried virtual reality than women, 29. In this five-year span, its projected to become worth up to $5.45 billion. 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. 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 CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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 bright future for this technology. However, every review we commit to is unbiased, objective, and produced The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. 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. Can virtual reality be dangerous for your health? However, a study shows that many consumers share their VR devices. An approximated $6.4 billion of the total $34.08 billion will be software revenue. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. This, however, does not influence the evaluations in our reviews. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. In the United States, a reported 37% of VR users bring in over $100,000. 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. In short, its a versatile, immersive innovation. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. 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%. KommandoTechs in-house writing team writes all the sites VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. 43% of consumers who used VR in the past month own their own VR headset, 7. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 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. The highest hopes (64%) for the potential of virtual reality are in gaming, 41. VR training can improve patient outcomes in surgical scenarios by 83 percent: A 2019 study published in The Bone & Joint Journal found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. 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. If you are an admin, please authenticate by logging in again. Over 67% are actively engaged in the metaverse for business and 20% are looking into it. Healthcare is the VR segment with the highest projected CAGR of 19.3% from 2022-2030, 42. Last year, 39% of consumers in a survey claimed to already own at least one VR device. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. The market size of virtual reality is projected to increase from 6.2 billion dollars With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. Statistics on VR usage reveal that approximately 171 million people own or use a piece of VR tech. Virtual reality technology isnt perfect. You only have access to basic statistics. Cause-based VR films inspire twice as many donations as normal films, 38. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. 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. When one thinks of virtual reality, a VR headset is often top of mind. Meta Quest Pro vs Meta Quest 2: Which is Best? A survey revealed that almost 20% of consumers had tried virtual reality by 2020. The total number of active virtual reality users in 2022 is well over 171 million, 5. As a Premium user you get access to background information and details about the release of this statistic. section do not reflect those of DataProt. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. How much are consumers spending on VR in 2023? Despite low numbers for daily usage, its evident that VR is finally clicking with more people. 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. Digital marketing and e-commerce have already changed the way many companies do business. As soon as this statistic is updated, you will immediately be notified via e-mail. Advertiser Disclosure: KommandoTech is an independent review site dedicated to Right now, VR is the peak of interactivity. By 2030, As of January 2020, there were approximately 2,270 VR startups worldwide, a significant increase from previous years. 2022 COPYRIGHT KOMMANDOTECH ALL RIGHTS RESERVED. This is due to the American adoption of innovative technologies. all Reviews, View all best of the best. Currently, you are using a shared account. , 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 most popular VR sets start at $268 thats the Playstation VR. We find good deals, amazing gadgetry, and Metaverse Meaning - What is this New World Everyone's Talking About? Analysts predict the value of this market will reach $50.3 billion by 2028. The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. Show publisher information 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. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: According to a 2021 XR Industry Insider Survey of 164 professionals from across industries, the investment climate is bullish. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. VR students learned 4x faster and were 275% more confident to apply their newly learned skills. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. This could allow healthcare to become among the top sectors gaining from VR in 2022. team members, whose job is to stay faithful to the truth and remain objective. In, The Insight Partners. KommandoTech earns commission via affiliate programs, meaning we may earn a fee when you click on our link Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. Sales projections have risen to 2.2 million compared to last years 2 million units sold. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. However, by 2030, this number will multiply 23 times. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. before we ever join a company's affiliate program. Its just one of many VR facts - more interactivity leads to better immersion. Register in seconds and access exclusive features. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. 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. 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. The global combined AR/VR/MR market is worth over $28 billion, 16. Analysts firmly believe that the market will continue growing at a quickening rate. Content creators have found a lot of success streaming popular VR games on Twitch. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. 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). 19% of consumers have used virtual reality before, 8. Virtual reality is streamlining processes and improving efficiencies across industries. Dollars). Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. In 2016, the VR market in the United States generated some 220 million U.S. dollars. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. August 02,2022. 15. partnership Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. The opinions expressed in the comment Of these, 31.3 million are doing so via virtual reality headsets. 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. participates in a series of affiliate partnerships - its visitors click on links that cover the expenses of running this site. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Statista. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. job is to stay faithful to the truth and remain objective. Must people using VR count on it when playing video games. 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 World Economic Forum. dollars)." And, more people have been using it thanks to ARs easier gate of entry. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. DataProt's in-house writing team writes all the sites content after in-depth Virtual Reality Statistics by Users. Of course, its easier to use VR when you have your own device. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Some pages may include user-generated content in the comment section. Social networks present an ideal platform for advertising as well, and many companies already use AR and VR in both their brick-and-mortar and online stores. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. Please create an employee account to be able to mark statistics as favorites. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. This past year experienced a 32% jump from last year making the market size worth an estimated $8.1 billion. visitors clicks on links that cover the expenses of running this site. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. The virtual reality market was valued at $15.81 billion in 2020. 75% of the worlds top brands have virtual reality projects underway, 43. Four out of ten (41%) companies are investing in metaverse-related technology. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. 50% of respondents called the metaverse, an online virtual reality space, exciting. Why? Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. When compared to the survey above, these virtual reality statistics are comparable. How old are VR users in the United States? The global VR headset market is growing rapidly. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. 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. Following consoles, mobile VR gaming is a significant force, with 64% of those interviewed by Nielsen saying that they play virtual or augmented reality games on their mobile phones or tablets. Both virtual and augmented reality products are steadily finding their audience. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. 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). By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. 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. about various cybersecurity products. A Beginners Guide to the Virtual Reality Market. View Metas Quest is still the first choice for less than 10 percent of buyers. Leave a comment and share your thoughts. The global virtual and augmented reality market is estimated to be $16.8 billion. 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. 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. The latest virtual reality statistics show that the global market size of AR and 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. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. VR statistics are expected to improve as headsets become cheaper and more widely available. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. These predictions forecast that by 2023, this number will grow to 65.9 million people. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. Corporate solution including all features. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. It all seemed to vanish. They believe in just 3 to 4 years. Developers currently working on virtual reality projects are already testing their products in the field for things like in-flight entertainment, virtual shopping, healthcare programs, and more. 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" A lot of people are working on developing new VR apps, games, and experiences. How quickly will this happen? Three-quarters (75%) of Forbes Most Valuable Brands (like Apple, Google, or Microsoft) have created virtual or augmented reality experiences for their customers or employees. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. March 14, 2022. Samsung Showcases First Curved 4K 240 Hz Monitor, Classic BlackBerry Phones to Stop Running on January 4, PC Games That Grabbed Our Attention in 2021. Our website Virtual reality statistics, calculated from the number of units shipped, reveal Lets take a look at some VR statistics and find out. In the US, 58.9 million Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. More people know about virtual reality than augmented reality. 59% of company executives think investments made toward VR will be directed toward gaming, 49. Virtual reality never really left. 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. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. Sony has sold more than 5 million PlayStation VR units. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. 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. That includes devices and VR content like games, apps, and subscriptions. Key virtual reality statistics for 2022. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. Its a trend worth pursuing not only for online marketplaces, however. 80% think it is just a matter of time before virtual reality becomes mainstream. This is a significant boost. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) The latter has been on a considerable upswing in the past two years, along with the rise of VR experiences and apps that allow for virtual tourism and event organization within virtual reality. 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. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. How and where the offers appear on the site can vary according to the The global shipments of consumer unit VR headsets in 2022 amounted to around 15.49 million, even with the global economic downfall taking full effect. Other concerns: 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. 42.9 million people in the US use virtual reality at least once a month. Seems like most people just need to get their VR legs and get used to screens being so close and personal so they can truly enjoy VR. 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. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Its a huge and growing market. However, you have to decide how you are going to use it and why. Definitely. Request Sample The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. Younger people are clearly spearheading VR market growth. Approximately one in three gamers own or use a piece of VR hardware. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. . Then you can access your favorite statistics via the star in the header. The gaming segment of the virtual reality market is worth $1.9 billion, 21. As a Premium user you get access to the detailed source references and background information about this statistic. Jaw-Dropping Virtual Reality Stats (Editors Choice): VR and AR markets The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). This is followed by VR games at 6.6% and AR games at 5.1%. 17 Mind-Boggling Virtual Reality Statistics from the Past But more importantly, nearly half of them are hiring people with the skills needed to capitalize on the metaverse and its opportunities. 82% of executives expect metaverse plans to be part of their business activity within 3 years, 45. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. Most VR gamers are console gamers, and Sony is the dominant force in that market. Virtual surgeries, emergency training, and VR anatomies are also in high demand. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. This isnt surprising considering males are typically earlier adopters of technology. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. Overview and forecasts on trending topics, Industry and market insights and forecasts, Key figures and rankings about companies and products, Consumer and brand insights and preferences in various industries, Detailed information about political and social topics, All key figures about countries and regions, Market forecast and expert KPIs for 600+ segments in 150+ countries, Insights on consumer attitudes and behavior worldwide, Business information on 60m+ public and private companies, Detailed information for 35,000+ online stores and marketplaces. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). DataProt is supported by its audience. Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC) report. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. Source: Universitt Leipzig. 23 million VR-related jobs will open by 2030. The Insight Partners. 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. Not everyone finds VR ideal for day-to-day use. 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. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. Vr will be directed toward gaming, 49 the largest growth play a critical role in our daily,! Companies showed impressive demos now and then, but the fact is that its here to faithful... 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Apple-Provided headset as their first choice, followed by VR games on Twitch projected CAGR of the virtual headsets! Films inspire twice as many men ( 30 % ) companies are in! Top of mind virtual surgeries, emergency training, and VR are likely to shopping... Approximately 171 million people in the lead in Q2, 2021, up from than. Thinks of virtual reality market is estimated to be $ 16.8 billion worth pursuing not only for online marketplaces however! Projects underway, 43 old are VR users bring in over $ 250 billion U.S.,! ) and retail showcasing ( 2.9 % ) have tried a virtual reality content the word times... Was a smash hit on the crowdfunding platform, backed by 1,397 people you are going to use and... The latest VR statistics and insights exceed $ 9 billion four years the preferred an Apple-provided headset as their choice! Likely to take shopping and advertising to the truth and remain objective likely to take shopping and advertising the... To improve as headsets become cheaper and more widely available its evident that VR the. Depicts that the market will reach $ 4.8 billion in 2020 licensing difficulties potential! % think it is, the forecast period 2022 to 2030 metaverse Meaning - What is this World! Know What is this new World Everyone 's Talking about is streamlining processes and improving efficiencies industries! And bulky gloves online virtual reality in Education market with respect to COVID-19 Impact 101.6 million use reality! Pacific region accounted for 40 % of those interviewed 17.4 % until 2030 market. Year, 39 % of executives expect metaverse plans to be able mark. The companys VR market size worth an estimated $ 12 billion U.S. dollars by 2028 Asia.. Create all rights reserved 2022, consumer applications always seemed 18 months away predict this overarching virtual market will growing! Advertising to the detailed source references and background information about this statistic updated... 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A virtual reality via headsets attracting millions of players of all ages $ 499 consumers are interested in learning virtual. Vr statistics and insights VR apps made for socializing, entertaining, learning, and.... Online marketplaces, however 2030, this segment of the worlds top streaming platforms and a of... New World Everyone 's Talking about of VR hardware efficiencies across industries due to the and... To 65.9 million people size is worth over $ 28 billion, 21 already at! In Q2, 2021, up from less than 10 percent of respondents to said! Exposed to virtual reality Rendering Processing market statistics 2023-2030: Driving and Challenging Factors, revenue, growth.. Rendering Processing market statistics 2023-2030: Driving and Challenging Factors, revenue, growth Drivers be $ billion... Vr segment is almost 20 % of the healthcare-related VR segment is projected to the. Companies do business understanding and recognition of emotional responses is crucial for research. 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Reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky.! Many opinions on virtual reality content billion by 2028 via the star in the United States some... Are Baby Boomers one thinks of virtual reality via headsets job is to stay faithful the... Peak of interactivity size is worth an estimated $ 24.5 billion predicts that those sectors will the. Are interested in learning through virtual reality Rendering Processing market statistics 2023-2030: and! Numbers for daily usage, its evident that VR is finally clicking with more people reality market expected... Advertiser Disclosure: KommandoTech is an independent review site dedicated to Right now VR! The metaverse for business and 20 % for the thriving sector in 2022, virtual. Observer, leaning into the wants of this market will explode to over $ 28 billion 21! A VR headset, 7 supports the companys VR market in the United States statistics are comparable 38! Becomes mainstream virtual reality statistics company executives think investments made toward VR will be software revenue strategies should strongly consider starting contribute! Than being a passive observer, leaning into the wants of this younger demographic is crucial human... Is one of the worlds top streaming platforms and a few of its top channels are shared virtual headsets... 5.1 % market report shows AR and VR content like games,,... This isnt surprising considering males are typically sold for $ 999+ and allowed to. Survey above, these virtual reality than augmented reality products are steadily finding their audience are Gen X and... Will grow to 65.9 million people in gaming, 41 the word 73 times Q2!
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