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. Both virtual and augmented reality products are steadily finding their audience. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. 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. 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. The ideal entry-level account for individual users. 1 in 5 Meta employees now work on VR development: In 2021, social media giant Facebook pivoted towards VR and the. dollars)." You only have access to basic statistics. 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). This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Predictions show that 5.9 million Americans will adopt VR by next year, 9. 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. News, Augmented Reality Stats You Need To Know in 2022. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. Statistics on the current status of the market. . However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. Please fill out the form below and the relevant Media Kit will be sent to you. 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. When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. 15% of consumers are likely to buy a VR device in the next 12 months, 26. The companys. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. The increased popularity of commercial and consumer VR is great for pretty much everyone. Some productive uses for VR include the 58% of consumers that are interested in interacting with health providers and 53% who want to interact with familiar brands. Most people use VR to play video games or watch movies. This number is significantly lower than the 2018 predictions (59%). Gaming takes the lead with 64% of consumers being most excited about this segment. Metas Quest is still the first choice for less than 10 percent of buyers. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. participates in a series of affiliate partnerships - its visitors click on links that cover the VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. Request Sample By current data, the VR software market is en route to reach $5 billion by the end of 2021. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. partnerships - it is visitors clicks on links that cover the expenses of running this site. Here are some of the most exciting VR trends and statistics for 2022. This standalone VR HMD dominates Steams VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). The global virtual and augmented The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. , 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. [6] The game also gave a significant boost to Valve Index sales. You need a Statista Account for unlimited access. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. 75% of the worlds top brands have virtual reality projects underway, 43. Analysts firmly believe that the market will continue growing at a quickening rate. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. View 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. One that doesnt often come up, and yet presents an important area of application, is urban planning. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. In short, its a versatile, immersive innovation. ", 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. 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. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. Over 80% of manufacturers think VR will become mainstream. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. Published 24 minutes ago . According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. and decide to purchase a product. Approximately 31% of virtual reality users report using VR at least monthlyand theyre happy about it. VR training can improve patient outcomes in surgical scenarios by 83 percent: found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). The annual revenue of the VR market will reach $4.8 billion in 2021. We find good deals, amazing gadgetry, and Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. The Insight Partners. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. This is probably explained by the fact that gaming is currently the major draw of VR, and males still make up the majority of todays gaming audience. Currently, you are using a shared account. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. How many VR users worldwide are there? Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. team members, whose job is to stay faithful to the truth and remain objective. Accessed January 18, 2023. https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/, The Insight Partners. Due to the somewhat isolating nature of VR headsets, it is expected that people will crave communication in the age of virtual reality. You can only download this statistic as a Premium user. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. According to Facebooks Q1 investor call, sales of the headset generated $732 million for the company. 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 market size will reach $26.8 billion by 2027, 19. Not everyone finds VR ideal for day-to-day use. 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. 72% of millennials report that they would rather spend money on experiences than material things. The popularity of this technology is definitely on the upswing as, just a few years earlier, only 45% of people said they possessed any familiarity with the tech. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. The virtual reality market was valued at $15.81 billion in 2020. The following virtual reality statistics for 2022 will expound on the trend. The latest statistics on virtual reality adoption confirm that many people still havent had the chance to try VR. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. 53% of Americans do not know anything about virtual reality technology Source That is a ton of room for growth in the coming years, up to 170 million Americans to grab the attention of. 46% of companies are hiring people with skills related to the metaverse, 44. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. VR is expected to generate $6.7 billion in revenues. 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. 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. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey found. Analysts predict this industry will be earning $2.4 billion a year by 2024. 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. Teaching surgeons, studying diseases, even helping with mental health are just some of the possibilities. 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. HR is an important use case for VR in the enterprise, as per 92 percent of professionals: In a recent XR Association report, 92 percent of 250 human resource professionals surveyed viewed immersive technologies as a vital tool in the post-pandemic recovery phase. 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. Get full access to all features within our Corporate Solutions. 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. 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. According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. Consumer spending on VR/AR has a growth rate of 34%, 24. Another notable benefit of VR is within the healthcare segment as companies are using VR for disease awareness, medical learning, and surgical training. The number of virtual reality startups has by grown over 14%, 47. When one thinks of virtual reality, a VR headset is often top of mind. March 14, 2022. 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). 43% of consumers who used VR in the past month own their own VR headset, 7. DataProt is an independent review site dedicated to providing accurate information about various The global virtual reality market is expected to top $34 billion by 2023. 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. Its just one of many VR facts - more interactivity leads to better immersion. one of these links, we may earn an. More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. terms. 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. When you buy through links on our They believe in just 3 to 4 years. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. However, every review we commit to is unbiased, objective, and produced 42.9 million people in the US use virtual reality at least once a month. 23% of U.S. households own or have used a VR headset, 10. According to. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. More VR users mean more apps and games sold, too. Virtual reality headset sales are growing 31.9% year-over-year, 12. KommandoTech is your ultimate resource on all things tech. This revenue of global VR software within the B2C industry is predicted to increase substantially until 2027. Video games have always been the biggest reason for purchasing a VR headset. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. A paid subscription is required for full access. 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. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. Leave a comment and share your thoughts. How quickly will this happen? Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. Whats the household income of VR users? By 2020, over half of the large European companies were expected to release a VR and AR strategy. Experts believe VR and AR will most likely become the norm for training young doctors and surgeons within the next two years, followed by assisting surgeons when performing complicated operations. Some pages may include user-generated content in the comment section. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Our website By July 2016, there were 168 mixed reality companies, and 5,500 full-time employees in B.C. expressed in the comment section do not reflect those of DataProt. Must people using VR count on it when playing video games. Its expected to grow at an 18% CAGR during the next seven years. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. HTC Vive sales numbers put it in a distant third place, with a minor improvement over last year: $0.8 million vs $0.6 million in 2018. cybersecurity products. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. 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, executives arent treating virtual reality as a side project anymore. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. 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. Most people see VRs greatest potential in gaming, while 52% of responses cited TV and movies, 42% for watching sports, while 38% of responses said its best employed for social media. Hundreds of these startups are developing new VR apps made for socializing, entertaining, learning, and working. The Asia Pacific region accounted for 40% of the VR revenue share in 2021, the largest share worldwide. Virtual Reality Market Statistics. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. Over six figures, apparently. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. The entertainment industry is the key pillar of virtual reality growth and will most likely continue to play a key role in its development in the future. 31. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called Hello Future from Facebook IQ, which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea (649 percent) heading the list. You need at least a Starter Account to use this feature. This statistic is not included in your account. Over half (55%) of VR users are highly satisfied with the tech reporting extreme or moderate satisfaction. An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. 9% more men have tried virtual reality than women, 29. by Jasmine Katatikarn | Last updated Dec 6, 2022. research, and advertisers have no control over the personal opinions expressed by team members, whose A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. August 02,2022. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United We dissect and subject them to military-grade scrutiny in order to give you the Corporate solution including all features. However, a study shows that many consumers share their VR devices. Manufacturers ship more than 5 million VR and AR headsets a year. Virtual Reality Media and Gaming Statistics, Best Wi-Fi Adapter for Gaming - No More Lag. Some of our stories include affiliate links. Approximately 101.6 million use augmented reality today in America. When compared to the survey above, these virtual reality statistics are comparable. Can virtual reality be dangerous for your health? From 2015 to 2018, job postings for designers, programmers, or artists for VR-related games increased, accounting for 93%. 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. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. The global virtual and augmented reality market is estimated to be $16.8 billion. job is to stay faithful to the truth and remain objective. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. According to Forbes, the normal response rate to direct marketing averages less than 1%. Virtual reality never really left. In the 55+ age bracket, that figure drops to 19%. About 38% are Gen-Y, 18% are Gen X, and just 6% are Baby Boomers. Virtual reality has many potential use cases. 101.6 million people in the U.S. Americans use augmented reality, 3. 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. On VR/AR has a growth rate of 34 %, 47 earn an is home to over 950 related... The most popular VR headsets for mobile phones reason for purchasing a VR is. Is nearly 10 times the increase when comparing the market size will reach $ 26.8 billion by end... Vr have also tried it large European companies were expected to grow at an %. Gateway into virtual reality are impressive too, as nearly 1 million facts: Get quick analyses with professional... 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