According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. In practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. Its a trend worth pursuing not only for online marketplaces, however. 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. 65% of consumers want to explore new places virtually, 35. The opinions expressed in the comment 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. 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. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. by Jasmine Katatikarn | Last updated Dec 6, 2022. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. KTVRs omnidirectional VR treadmill was a smash hit on the crowdfunding platform, backed by 1,397 people. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). "Augmented Reality (Ar), Virtual Reality (Vr), and Mixed Reality (Mr) Market Size Worldwide in 2021 and 2028 (in Billion U.S. 46% of companies are hiring people with skills related to the metaverse, 44. 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. partnerships - it is visitors clicks on links that cover the expenses of running this site. Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. An approximated $6.4 billion of the total $34.08 billion will be software revenue. Slowly but steadily, its becoming the future of entertainment, and a helping hand at work. In 2016, the VR market in the United States generated some 220 million U.S. dollars. ", 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. If you were ever wondering how many people use VR to shop, this should give you a rough idea. Looking at the projections for the markets growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined). The most popular VR sets start at $268 thats the Playstation VR. [6] 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. VR is expected to generate $6.7 billion in revenues. With full locomotion and haptic controllers, users are compelled to explore more and, thus, expect to have more stuff to do in VR. One film commissioned by the United Nations highlighting Syrian refugees inspired one in six viewers to donate money to the cause. 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" Forecasts from IDC Research predicted that investment into VR and AR would multiply 21-fold over the past four years. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Virtual reality is streamlining processes and improving efficiencies across industries. Content creators have found a lot of success streaming popular VR games on Twitch. You only have access to basic statistics. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. Get full access to all features within our Corporate Solutions. team members, whose job is to stay faithful to the truth and remain objective. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. The current estimation of 2031 is projected to be higher than pre-COVID-19 estimates. When you buy through links on our Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. 43% of consumers who used VR in the past month own their own VR headset, 7. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. 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. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. Facebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone.acebook shipped 2 million Oculus Quest 2 units in Q1 2021 alone. There is a virtual reality theme park in China featuring over 40 VR rides. By 2025, the worldwide AR/VR gamer user base will increase to 216 million users, 6. 90% of consumers are aware of virtual reality while just 65% are aware of augmented reality, 11. 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. According to ARtillery Intelligences report, VR is expected to generate $6.7 billion in revenues. While the technology is there and widely available, for an average consumer, its still a bit too pricey and weird. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 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. 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. The global virtual and augmented reality market is estimated to be $16.8 billion. Sony followed with 21.9% and Pico came in third with 9.2%. KommandoTech is your ultimate resource on all things tech. We dissect and subject them to military-grade scrutiny in order to give you the A lot of people are working on developing new VR apps, games, and experiences. Between 2021 and 2028, the markets CAGR (Compound annual growth rate) will reach around 31.4% overall. Over 80% of manufacturers think VR will become mainstream. In a few more years, it may even take over more aspects of our lives. section do not reflect those of DataProt. Half of U.S. consumers think the virtual reality metaverse is exciting, 13. from The Information, nearly 10,000 employees work in the companys Reality Labs division, which is nearly a fifth of the companys entire workforce. The total number of active virtual reality The latest virtual reality statistics show that the global market size of AR and Simplistic in nature, it proved to be a great way to exercise, attracting millions of players of all ages. What Is the Metaverse, and How Does It Work? A survey revealed that almost 20% of consumers had tried virtual reality by 2020. 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 deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. DataProt's in-house writing team writes all the sites content after in-depth 72% of millennials report that they would rather spend money on experiences than material things. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. to incorporate the statistic into your presentation at any time. Metaverse Meaning - What is this New World Everyone's Talking About? The World Economic Forum found last year that 3.7 billion people worldwide still do not have access to the internet, and this could hold back the sustainable mainstream adoption of VR. 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 number of virtual reality startups has by grown over 14%, 47. 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. This is due to the American adoption of innovative technologies. The VR gaming market size is now worth an estimated $1.9 billion U.S. dollars. Last year, 39% of consumers in a survey claimed to already own at least one VR device. 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. The global VR headset market is growing rapidly. Here are some of the most exciting VR trends and statistics for 2022. expenses of running this site. published.*. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Thats twice the normal donation rate. What is the consumer perception of virtual realitys potential? As a Premium user you get access to background information and details about the release of this statistic. Some pages may include user-generated content in the comment section. In 2018, China opened one of the worlds first VR-centric theme parks. 22. participates in a series of affiliate partnerships - its visitors click on links that cover the 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. Only recently have we begun seeing hardware thats both high-end and reasonably priced. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. 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. China will have an even larger job market, with 6.8 million job openings leading to a $183.3 billion increase in GDP by the end of this decade. Partnerships - it is visitors clicks on links that cover the expenses of this! Of success streaming popular VR sets start at $ 268 thats the Playstation VR clear benefit to this technology few., as nearly 1 virtual reality statistics units were sold in 2016 and this number is to. From Gartners survey confirm the strong link between shopping and altered-reality platforms distance between and! 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