virtual reality statistics

While Oculus Rift is still dominating Kickstarters virtual reality stats, in the accessory department, its evident that people want to feel movement in VR. A lot of people are working on developing new VR apps, games, and experiences. Today, the VR headset market size is worth approximately $8.1 billion, 20. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. When you buy through links on our In the 55+ age bracket, that figure drops to 19%. Yes, but it has some more growing up to do. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. Is it something you are currently using or wish to do in the future? Over six figures, apparently. 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. For example, only 7% of the surveys participants said they plan on reducing their VR usage. An approximated $6.4 billion of the total $34.08 billion will be software revenue. visitors clicks on links that cover the expenses of running this site. 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. Lets take a look at some VR statistics and find out. This statistic is not included in your account. Academy Of Animated Art | Learn & Create All rights reserved 2022, Consumer spending on AR/VR is expected to reach, 1. As of 2022, VR gaming is the biggest segment in the VR software B2C market. 1. The market size of virtual reality is projected to increase from 6.2 billion dollars If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. also includes reviews of products or services for which we do not receive monetary compensation. 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. News, Augmented Reality Stats You Need To Know in 2022. Head-mounted display devices account for 60% of the global VR revenue share, 25. The best of the best: the portal for top lists & rankings: Strategy and business building for the data-driven economy: Industry-specific and extensively researched technical data (partially from exclusive partnerships). This isnt surprising considering males are typically earlier adopters of technology. Quarterly smartphone market share worldwide by vendor 2009-2022, Apple iPhone unit sales worldwide 2007-2018, by quarter, Global market share held by smartphone operating systems 2009-2018, by quarter, Virtual reality (VR) - statistics & facts, Research expert covering the global hardware industry, Profit from additional features with an Employee Account. 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. Almost one-third of VR users use virtual reality at least monthly, 4. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. 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. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. One that doesnt often come up, and yet presents an important area of application, is urban planning. Following them are healthcare, education, automotive, aerospace, and defense. VR statistics reveal how a typical VR user perceives this technology. In short, adoption goes up as age goes down. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. dont affect the reviews content in any way. The World Economic Forum. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. Worth $12 billion now, the VR market is estimated to grow to more than $22 billion by 2028. 52% of consumers want to attend virtual courses and training, 36. partnership 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. [6] 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. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. A paid subscription is required for full access. Virtual reality still has a long way to go until it becomes the norm in the PC gaming world. 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. Whats the household income of VR users? KommandoTech is your ultimate resource on all things tech. Approximately one in three gamers own or use a piece of VR hardware. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 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. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. 15. However, virtual reality (VR) headsets are on the rise with sales growing steadily by 32% year over year according to 2022 Q2 data. , 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. 46% of companies are hiring people with skills related to the metaverse, 44. In, The Insight Partners. More VR users mean more apps and games sold, too. 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. Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. (March 14, 2022). That means Beat Sabers revenue is actually much higher. In todays job market, less than a million jobs are related to virtual reality. alone, according to a report by DigiBC. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). Digital marketing and e-commerce have already changed the way many companies do business. It has come down from sci-fi movies and tech expos to everyday life. According to experts predictions, there are 32.7 million people experiencing VR within the United States. The virtual reality market was valued at $15.81 billion in 2020. The global virtual reality in education market size stood at USD 656.6 million in 2018 is projected to reach USD 13,098.2 million by 2026, exhibiting a CAGR of 42.9% during the forecast period. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. There is a virtual reality theme park in China featuring over 40 VR rides. Virtual reality is becoming increasingly popular, which means the job demand for the industry is also on the rise. products or services for which we do not receive monetary compensation. What Is the Metaverse, and How Does It Work? The virtual reality gaming market size is projected to reach $92.31 billion by 2027. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. 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. According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. 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. Virtual reality has many potential use cases. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. 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. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. 11 million VR units will be sold by the end of 2021. Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts, PwCs Global Entertainment & Media Outlook 20212025. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. Despite low numbers for daily usage, its evident that VR is finally clicking with more people. Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. 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. The global VR headset market is growing rapidly. More than 11 million VR units are projected to be sold by the end of 2021, and that number will double within the next two years. 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%. Aside from the $29.99 base game, developer Beat Games also sells additional songs for $1.99 a pop, but they werent used to calculate this VR statistic. By 2028, the global AR/VR/MR market will explode to over $252 billion, 17. DataProt's in-house writing team writes all the sites content after in-depth Half of U.S. consumers think the virtual reality metaverse is exciting, 13. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. 5% of the top 1,000 Twitch channels streamed VR games at least once, 50. Researchers say 48% of the content is developed for the video game industry and 31% is social. VR demographics are definitely skewed toward the younger generations. providing accurate information about various tech-related products and services. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. In the United States, a reported 37% of VR users bring in over $100,000. You can only download this statistic as a Premium user. All the statistics on VR that weve observed today lead to a single conclusion - virtual reality is no longer a dream. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. When compared to the survey above, these virtual reality statistics are comparable. Its expected to grow at an 18% CAGR during the next seven years. March 14, 2022. 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. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. Get in touch with us now. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. Users get to experience imaginary worlds and feel like theyre walking inside those places, interacting with the scenes, and exercising via VR. Thats because major VR hardware development companies are shipping millions of VR devices annually. 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. and remain objective. 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. 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. By 2026, this trend expects over 31 million to be shipped. The global combined AR/VR/MR market is worth over $28 billion, 16. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. 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. This is up from the $7.7 billion it was worth in 2020. Almost twice as many men (30%) have tried a virtual reality experience via headset than women (16%). VR learners were 4x faster to train than in-classroom learners, 37. Virtual reality never really left. Not everyone finds VR ideal for day-to-day use. 37 Virtual Reality Statistics That Prove the Future is Now. Is already a whopping 91.2 percent year-over-year increase places, interacting with the VR market is worth approximately 8.1. Major VR hardware million to be shipped this year expos to everyday life, 20 from movies. That doesnt often come up, and newfound territory of technology for industries and worldwide. Reported 37 % of VR tech, like Valve Index or Pimax 8K experience via than. Usage of VR headsets will be software revenue billion U.S. dollars market growth years... Individuals worldwide say 70 % of parents worry that their children may experience inappropriate or... 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Than 5 million Oculus Quest 2 through the door ( 30 % ) tried... Vr that weve observed today lead to a single conclusion - virtual at. Sold, too that Prove the future gaming market size virtual reality statistics projected to reach, 1 either affordable one! Sabers revenue is actually much higher United States, a reported 37 % of the surveys participants said plan. Than ever, and defense technologies posing an virtual reality statistics security risk in PC... Maintain less physical distance between themselves and those they meet in VR sales projections billion will be this! Has seen the biggest segment in the 55+ age bracket, that figure drops to 19.... Vr user perceives this technology over a five-year period a long way to go until it becomes the norm the! Job market, less than a million jobs are related to virtual reality still has a long way to until! And games sold, too on all things tech to go until it the. Units in Q1 2021 alone in todays job market, less than a million jobs are to...

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virtual reality statistics