65% report that they want to visit someplace new virtually. The ideal entry-level account for individual users. 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. More VR users mean more apps and games sold, too. 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. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. 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. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. 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. 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). Not everyone finds VR ideal for day-to-day use. Brick-and-mortar shops are also advised to take notice. 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. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase. VR demographics are definitely skewed toward the younger generations. report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. In 2020, the gaming industry earned $1.1 billion. The opinions The latest virtual reality statistics show that the global market size of AR and Sony followed with 21.9% and Pico came in third with 9.2%. 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. A recent experiment conducted by Walmart had employees train via VR. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. According to IDCs augmented and virtual reality industry report, the US is closely followed by China at $6 billion. The forecast is a clear indication that the technologys popularity is set to skyrocket. In the United States alone, the growth of AR/VR tech will create 2.3 million jobs. [6] Virtual reality is on the rise and startups are propelling this. 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. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) Is it something you are currently using or wish to do in the future? Must people using VR count on it when playing video games. Directly accessible data for 170 industries from 50 countries and over 1 million facts: Get quick analyses with our professional research service. 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. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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. 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. Global consumer spending on VR/AR will exceed $72.8 billion by 2024, 23. 11 million VR units will be sold by the end of 2021. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. January 17, 2023. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. 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. In short, the virtual reality industry will attract nearly 6 million more users over the next year. Aug 02,2022 This could allow healthcare to become among the top sectors gaining from VR in 2022. best of the best. There are many opinions on virtual reality, but the fact is that its here to stay and better than ever. The statistic shows the number of virtual reality (VR) and An industry forecast report shows that the VR market worldwide is projected to reach $28.6 billion in the next five years. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. 9. The virtual reality market was valued at $15.81 billion in 2020. Nearly half - 48% - of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. The companys June edition of AlphaCurrents report mentioned the word 73 times in Q2, 2021, up from less than 10 times in Q4 the previous year. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. As of this year, the U.S. is home to over 950 startups related to VRand that number is growing. This device was selling for $999+ and allowed gamers to experience the thrill of VR arcades in the comfort of their own home. statistic alerts) please log in with your personal account. The VR market snapshot from 2020 to 2027 depicts that the fastest-growing market for VR is the Asia Pacific. By 2024, global consumers are predicted to spend over $60 billion more than that. The U.S. is expected to see a 484.2 billion boost to its economy by 2030 increasing GDP by 2.83%. Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. 42.9 million people in the US use virtual reality at least once a month. The low entry cost and exceptional build quality helped push Oculus Quest 2 through the door. Summary: Physicists have once again gained a deeper understanding of the mechanism behind superconductors. By 2030, However, every review we commit to is unbiased, objective, and produced 2021 was a big year for virtual reality. A survey was conducted of nearly 98,400 adults in the United States about VR. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. 80% think it is just a matter of time before virtual reality becomes mainstream. As a Premium user you get access to the detailed source references and background information about this statistic. An estimated 64 million Americans used virtual reality in 2022, 2. 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. 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. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. 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. You only have access to basic statistics. The number of VR-related startups has increased 14 times within just a year. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. A virtual reality device could soon become a part of onboarding procedures in many companies across the world. 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. In 2022, executives arent treating virtual reality as a side project anymore. Definitely. In the 55+ age bracket, that figure drops to 19%. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. 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 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. Virtual reality technology isnt perfect. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. partnerships - it is visitors clicks on links that cover the expenses of running this site. Over the past few years, 2018 to 2021, virtual reality (VR) users in the United Please do not hesitate to contact me. By 2020, over half of the large European companies were expected to release a VR and AR strategy. Lets take a look at some VR statistics and find out. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. The tech is becoming more affordable, apps and games more immersive, and more people are interested in it, according to statistics on VR users. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Eight in 10 manufacturers know VR is the future. Please fill out the form below and your Media Kit will be sent to you. Leave a comment and share your thoughts. Another notable VR market share is the gesture-tracking device (GTD) segment. 37 Virtual Reality Statistics That Prove the Future is Now. We are currently witnessing an explosive increase in the use of virtual reality in the gaming industry, with 16 million VR users defining themselves as hardcore gamers, That adds up to 13% of the total population. The global virtual reality market is expected to top $34 billion by 2023. According to Statistas augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2023. From market size and headset units sold, to commercial use and gaming, heres what we found out about this exciting technology: According to market reports gathered after the end of the fiscal year 2020, the VR market is on the road to becoming one of the most lucrative tech branches. A worldwide forecast tracking the hardware behind virtual reality revealed that 10.81 million shipments of VR headsets will be shipped this year. 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. Analysts predict this industry will be earning $2.4 billion a year by 2024. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. 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). 23% of U.S. households own or have used a VR headset, 10. Sales projections have risen to 2.2 million compared to last years 2 million units sold. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. Are you interested in testing our corporate solutions? DataProt's in-house writing team writes all the sites content after in-depth Head-mounted display devices account for 60% of the global VR revenue share, 25. to incorporate the statistic into your presentation at any time. The consumer virtual reality market, divided into hardware and software segments, is forecast to reach 2.6 billion U.S. dollars in size in 2020. Seoul Metropolitan Government Launches Public Metaverse. 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virtual reality statistics