We dissect and subject them to military-grade scrutiny in order to give you the 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. A recent experiment conducted by Walmart had employees train via VR. 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. Younger people are clearly spearheading VR market growth. participates in a series of affiliate partnerships - its visitors click on links that cover the Then you can access your favorite statistics via the star in the header. VR is expected to generate $6.7 billion in revenues. ", 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. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. To fully understand VRs popularity, weve gathered and analyzed the latest virtual reality statistics. Of course, its easier to use VR when you have your own device. Aug 02,2022 Yes, but it has some more growing up to do. 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. The market size of virtual reality is projected to increase from 6.2 billion dollars 45 Virtual Reality Statistics. Learn more about how Statista can support your business. The much lower price compared to console and PC headsets - and the fact mobile headsets are often bundled with premium phones - are key factors that contribute to their rapid market proliferation. 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). It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. [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. Metas Quest is still the first choice for less than 10 percent of buyers. no control over the personal opinions expressed by team members, whose job is to stay faithful to the truth 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. partnership 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. This, however, does not influence the evaluations in our reviews. Three Expert Insider Secrets for a Successful Demo Reel. 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. 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). You only have access to basic statistics. 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. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. Then - poof! Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. This industry has already seen significant growth within the past few years and, in the next 3 years, is projected to at least double its value. Meanwhile, 15% of survey respondents said they are likely to buy a VR device in the next year. If you buy something through By 2023, this segment of the virtual reality market is expected to exceed $9 billion. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. This percentage rests at about 18%. Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. Experts predict this overarching virtual market will explode to over $250 billion U.S. dollars by 2028. Whats the virtual reality market size? 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 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. As of 2021, there are 57.4 million VR users There are 171 million active VR users in the world. 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. In 2022, there are over 950 VR startups in the United States, 48. 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. However, the United States is still the most prominent region for the VR market to date. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Thats because major VR hardware development companies are shipping millions of VR devices annually. According to experts predictions, there are 32.7 million people experiencing VR within the United States. Key virtual reality statistics for 2022. The 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). Dollars). More VR users mean more apps and games sold, too. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. The global market size of VR (virtual reality) gaming market is set to hit around the $100 billion mark in 2027. 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. 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. Approximately 101.6 million use augmented reality today in America. These Are the Best PC Gaming Speakers Money Can Buy! The total number of active virtual reality Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. The global virtual reality market in 2021 is estimated at $21.83 billion. Virtual reality headset sales are growing 31.9% year-over-year, 12. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Is it something you are currently using or wish to do in the future? In, The Insight Partners. This is nearly ten times the $30.7 billion market size registered as recently as 2021. January 17, 2023. Consumer spending on VR/AR has a growth rate of 34%, 24. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. terms. As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. The most popular VR sets start at $268 thats the Playstation VR. 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. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. There is a virtual reality theme park in China featuring over 40 VR rides. Head-mounted display devices account for 60% of the global VR revenue share, 25. Regardless, there are adults who are not interested in virtual reality. If you are eager to know what is ahead for the thriving sector in 2022, here are the latest VR statistics and insights. Profit from the additional features of your individual account. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. Another notable VR market share is the gesture-tracking device (GTD) segment. The global combined AR/VR/MR market is worth over $28 billion, 16. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. Companies looking to expand their marketing strategies should strongly consider starting to contribute to VR statistics in 2019 if they havent done so already. When one thinks of virtual reality, a VR headset is often top of mind. This could allow healthcare to become among the top sectors gaining from VR in 2022. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. Statistics on the current status of the market. They were also 3.75x more emotionally connected to the learning content resulting in 4x more focus than standard eLearning peers. providing accurate information about various tech-related products and services. Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. Price is another factor. This year promises to become a big one for VR, with several announcements expected from Meta and others, and VR already making a splash at CES. As soon as this statistic is updated, you will immediately be notified via e-mail. Virtual Reality Market Statistics. all Reviews, View all Corporate solution including all features. 1. News, Augmented Reality Stats You Need To Know in 2022. By 2024, global consumers are predicted to spend over $60 billion more than that. Sonys VR headset might not be selling as hotcakes compared to consoles, but its still one of the hottest pieces of tech you can own. research, and advertisers have no control over the personal opinions expressed by team members, whose 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. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. 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