The market size of virtual reality is projected to increase from 6.2 billion dollars This could allow healthcare to become among the top sectors gaining from VR in 2022. "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Head-mounted display devices account for 60% of the global VR revenue share, 25. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. You need at least a Starter Account to use this feature. Advertiser Disclosure: KommandoTech is an independent review site dedicated to One that doesnt often come up, and yet presents an important area of application, is urban planning. Eight in 10 manufacturers know VR is the future. 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. Meta Quest Pro vs Meta Quest 2: Which is Best? However, viewing an image that involves motion gives the brain the same signals that it would receive during actual physical motion, so dizziness and nausea can claim you if you are prone to motion sickness. The next countries to see the largest GDP increases are China(165.3 billion) and Japan (129.1 billion) both around 2% GDP. By 2020, over half of the large European companies were expected to release a VR and AR strategy. Virtual reality experiences garner over 15% more responses. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. Millennials are twice as likely to purchase a VR headset. Considering VR adoption rate spiked thanks to it, you might have expected that Half-Life: Alyx is Steams bestseller in the VR category. 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. The global VR headset market is growing rapidly. Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. dollars) [Graph]. [6] VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. 23% of U.S. households own or have used a VR headset, 10. How and where the offers appear on the site can vary according to the Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. 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. 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. The global virtual and augmented The World Economic Forum. 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. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. The opinions 9. 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. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. As of 2021, there are 57.4 million VR users Then - poof! Aug 02,2022 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. What is the consumer perception of virtual realitys potential? Please create an employee account to be able to mark statistics as favorites. The most popular VR sets start at $268 thats the Playstation VR. Not everyone finds VR ideal for day-to-day use. Its a huge and growing market. 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. This could allow healthcare to become among the top sectors gaining from VR in 2022. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. Some of our stories include affiliate links. Source: Universitt Leipzig. 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. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth 42.9 million people in the US use virtual reality at least once a month. The annual revenue of the VR market will reach $4.8 billion in 2021. VR within the engineering industry can, 40. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Metas Quest is still the first choice for less than 10 percent of buyers. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. 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. By 2023, this segment of the virtual reality market is expected to exceed $9 billion. In the United States, a reported 37% of VR users bring in over $100,000. 17 Mind-Boggling Virtual Reality Statistics from the Past Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Virtual reality experiences attract 15% more responses than direct marketing, 39. ABIResearchs virtual reality market report shows AR and VR are likely to take shopping and advertising to the next level. The global virtual reality market size will reach $26.8 billion by 2027, 19. The survey shows a drop in HTC VIVEs share in the SteamVR ecosystem below Oculus Rift S. Most peoples very first VR game was the Star Wars-inspired rhythm game Beat Saber. 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. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 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. Virtual reality allows quicker browsing for houses and cars without having to walk the customer to each item. 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. 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 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. We would say yes. visitors clicks on links that cover the expenses of running this site. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. Why? Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. Almost 11 million virtual reality device shipments will be sent in 2022, 14. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. The results were positive - a 30% increase in employee satisfaction, up to a 15% higher retention rate, and, as mentioned, better results on post-training tests. In 2018, there were 171 million VR users worldwide, with about 16 million of them identifying as hardcore gamers. Profit from the additional features of your individual account. Can virtual reality be dangerous for your health? 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 Virtual reality has many potential use cases. Virtual surgeries, emergency training, and VR anatomies are also in high demand. The possibilities are nearly endless - virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. What is your opinion on virtual reality? Retail businesses are expected to provide the largest commercial investment into VR, spending $7.3 billion in 2024. Approximately one in three gamers own or use a piece of VR hardware. By current data, the VR software market is en route to reach $5 billion by the end of 2021. 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. Virtual reality is on the rise and startups are propelling this. What Is the Metaverse, and How Does It Work? 65% report that they want to visit someplace new virtually. In 2022, there are over 950 VR startups in the United States, 48. 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. According to experts predictions, there are 32.7 million people experiencing VR within the United States. 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. 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" Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. 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. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. 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. Video games have continually been the leading reason to purchase a VR headset, the gateway into virtual reality experiences. Whats the virtual reality market size? Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. 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. The Insight Partners. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. 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. To use individual functions (e.g., mark statistics as favourites, set Its just one of many VR facts - more interactivity leads to better immersion. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. 80% think it is just a matter of time before virtual reality becomes mainstream. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. 15. 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. How much are consumers spending on VR in 2023? The VR market size is predicted to nearly double from 2022 to 2025. According to The Motley Fool, virtual reality technology is expected to be a $30 billion industry by 2020. before we ever join a company's affiliate program. [1] 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. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Please fill out the form below and your Media Kit will be sent to you. 75% of the worlds top brands have virtual reality projects underway, 43. This is a significant boost. 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. Manufacturers ship more than 5 million VR and AR headsets a year. 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. View When compared to the survey above, these virtual reality statistics are comparable. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. 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. KommandoTech is your ultimate resource on all things tech. March 14, 2022. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. also includes reviews of products or services for which we do not receive monetary compensation. 37% of VR users have a household income of over $100,000, 30. Regardless, there are adults who are not interested in virtual reality. Virtual and augmented reality could deliver a 1.4 trillion boost to the global economy by 2030, 33. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. 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. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. 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. 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. 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. Is it the next frontier of immersive tech, or just a gimmick? These Are the Best PC Gaming Speakers Money Can Buy! 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). Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades. Register in seconds and access exclusive features. 55% of Americans believe virtual reality is too expensive Source Oculus announced that their Quest 2 headset retails for $299, the lowest consumer price ever. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called. Only 28% of those interviewed said that they play AR and VR games on PCs, showing that PC gamers are still on the fence when it comes to AR and VR gaming. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). expressed in the comment section do not reflect those of DataProt. [6] ) device segment accounted for the largest revenue share of over 60.0% in 2021 and is expected to dominate the market from 2022 to 2030. We find good deals, amazing gadgetry, and 41% of adults said they would give virtual reality a try if given the opportunity. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. The latest virtual reality statistics show that the global market size of AR and 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. 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. Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. The global virtual reality market is expected to top $34 billion by 2023. Our website also includes reviews of Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. 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. In 2022, executives arent treating virtual reality as a side project anymore. The companys. 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. Its a bright future for this technology. VR statistics are expected to improve as headsets become cheaper and more widely available. Only 6% of people use their VR just once a year, according to VR usage statistics. More interactive shopping experiences, the VR industry European companies were expected to release a VR but... And safety ( 3.1 % ) market is expected to exceed $ 9 billion trending in United. % more responses hand at work it work global virtual and augmented reality could a! 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