virtual reality statistics


and lower prices. As these virtual reality statistics show, virtual reality (VR) and augmented reality (AR) technologies are now more accessible than ever. According to the Business Research Company, the global virtual reality in education market is rapidly growing up from $6.37 billion in 2021 to $8.66 billion in 2022. 14.94 million units of AR and VR headsets are to be shipped to customers worldwide in 2022 (IDC, 2021). This value will increase to 56% by the end of 2021. As an Amazon Associate we earn commissions from qualified purchases. Sectors driving the growth of virtual reality include gaming and entertainment (Grand View Research, 2019). This is a dramatic increase from the 80,000 American jobs that used or were enhanced by VR or AR technology in 2019. This results in millions to hundreds of millions of dollars that these companies are saving or earning. Furthermore, Pokemon Gos lifetime revenue is $4.2 billion (ARtillery Intelligence, 2020). In fact, the global virtual reality in the gaming market is forecast to grow rapidly over the next few years. Oberlo uses cookies to provide necessary site functionality and improve your experience. The global virtual reality Source: National Research Group

Healthcare devices 38% Education 28% Workforce development 24% Manufacturing 21% Automotive 19% Marketing and advertising According to eMarketer, the number of VR users in the US is 57.4 million while the number of AR users is 90.9 million (eMarketer, 2020). The total spending on VR content/apps and location-based VR is expected to rise from $2.54 billion in 2019 to $3.77 billion in 2021. A Feature Paper should be a substantial original Article that involves several techniques or approaches, provides an outlook for future research directions and describes possible research applications. It accounts for 17.7% and 28.1% of the total US population. Virtual reality has taken off from the novelty phase, and its starting to show strong signs of going mainstream. The following virtual reality statistics for 2022 will expound on the trend.

The upward trend will likely continue, as projections for 2024 put potential revenue at $12.9 billion. Social media content is seen as the medium with the highest VR/AR usage rate at 47%, followed by videogames (40%), live streaming (32%), film and entertainment (31%), advertising (28%), and music (28%) (Perkins Coie, 2020). As of the second quarter of 2020, the market leaders of virtual reality headsets are Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%) (IDC, 2020). WebGood to know Virtual Reality Statistics To Know In 2023 What are your thoughts on the Hardware and or Software Site? Although the COVID-19 2. In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. Using VR, the ecommerce company digitally fitted models with their new designs. Even though AR and VR devices still arent quite as in-demand as other electronics like smartphones or smartwatches, the growing market size is a clear indication of its potential. However, standalone devices like Oculus Quest are expected to drive future sales. In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. VR gaming revenue is expected to reach $2.4 billion in 2024. Number of Jobs Enhanced by Augmented Reality (AR) and Virtual Reality (VR) in the United States From 2019 to 2030. Accessed on February 1, 2022. With its widespread adoption in training, education, and healthcare, the VR market Vorobyev Vladimir on LinkedIn: Virtual Reality Statistics To Know In 2023 - XR Today WebThe 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 We are in process of revamping virtual reality (VR) in manufacturing industry with respect to COVID-19 Impact. 55% of VR users found the experience to be extremely or moderately satisfying (AR Insider, 2020). The next most popular brand is Sony with its PlayStation VR. This was also the case in 2017 when Samsung Gear VR was the most well-known device among the general population as well as gamers, even though the brands awareness seems to have come down in the last two years. What will virtual reality do? Familiarity With VR Increases but Cost Remains a Hurdle. This is done with the use of special devices such as headsets, goggles, gloves, and more, which allows users to explore and interact with these virtual worlds and their elements. Maybe VR is the next big thing in magnifying learning from each customer experience for ecommerce businesses.

our site, we may earn an affiliate commission. Research Summary. By 2025, experts estimate that 43.87 million devices will be shipped worldwide. From growth figures to virtual reality future predictions on the global economy, weve got you covered. This will all change this decade, with as many as. Techjury.net is supported by its audience. Some of the places where the use of VR is gathering steam include workplace layout and design, equipment design, and product development. This number is projected to reach 65.9 million by 2023. Feature papers represent the most advanced research with significant potential for high impact in the field. This is set to more than double to $124.4 billion in 2023, before skyrocketing in 2024. Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. Globe Newswire.

30% of mobile AR users are open to the idea of making in-app purchases (ARtillery Intelligence, 2020). document.getElementById("comment").setAttribute( "id", "a657226c8707c27723c17b81a06528b2" );document.getElementById("g870abf955").setAttribute( "id", "comment" ); FinancesOnline is available for free for all business professionals interested in an efficient way to find top-notch SaaS solutions. This global market value is up significantly from 2016, when it was worth just over $2 billion, and its expected to keep growing. Whats more, AR and VR headsets are projected to have massive sales of over 30 million units annually by the end of 2023. According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. These include the use of VR holograms in theme park rides at the London Thorpe Park as well as the launch of Mario Kart VR by a video game development company. The latest virtual reality statistics show that the global market size of AR and VR is forecast to hit $296.9 billion in 2024 (Statista, 2021). Finally, the dawn seems to be at hand, and the roller coaster-like hype series has giving birth to real VR experiences. Virtual Reality Statistics by Companies As of 2019, Sony holds the largest percentage of the VR market at 36.7%. A VR world for us all is not happening yet. Request Sample A Feature Paper should be a substantial original Article that involves several techniques or approaches, provides an outlook for future research directions and describes possible research applications. 2016 Virtual Reality (VR) Market Size Revenue To Grow by USD 26.89 Billion in 2022. Accessed on February 1, 2022. Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Age Group. Given the potential and benefits of virtual reality technology, it should come as no surprise that the demand for AR and VR headsets is set to gain further traction in the near future. in 2024 (Statista, 2021). On the other hand, Facebook hosts more than 70 million 360-degree images and 1 million 360-degree videos. Statista. Most users are also happy with the experience, with 55 percent of them saying theyre either extremely or moderately satisfied. This results in an increase in overall efficiency. Twenty-five percentage of internet users will be using VR in the US by 2023, which amounts to about 70.2 million people. WebVirtual Reality (VR) is a technological interface that allows users to experience computer-generated environments within a controlled setting. From 2021 to 2028, the compound annual growth rate of the virtual reality market is 18 percent (Grand View Research, 2021). 70% of shoppers would be more loyal to brands that provide AR experiences (ZDNet, 2021). Sony followed with 21.9%, and Pico placed third with 9.2%. A considerable number of these experts focused their answers on the transformative potential of artificial intelligence (AI), virtual reality (VR) and augmented reality (AR). Virtual Reality: Future Predictions on Economy and Employment, 7. Other parts of the value chain where AR and VR are seeing major implementation are design and assembly, immersive training, and inspection and quality assurance. Thats not allthis number is expected to increase further to 23.22 million in 2023, and further soar to 32.76 million in 2024. Check out these statistics on consumer interest in VR technology. This is up from the approximately $12 billion spent on AR and VR in 2020 and creates a five-year CAGR of 54%. WebVirtual Reality (VR) is no longer just a tool for gaming and entertainment. Be nice. How many virtual reality companies are there? China accounted for 38.3% of the global AR/VR share in 2020. Police officers who received virtual training are, Leading the way in implementation is DHL Express, which collaborated with Immerse to build a VR training platform to boost efficiency in Unit Load Device (ULD) stacking and safety. As per VR demographic statistics, 35% of VR users are in the age group of 25 to 34 years. 26% of VR users are in the age range of 35 to 44 years. 12% of VR consumers are in the age range of 45 to 54 years. However, only 6% of people who are above 55 years are familiar with VR technology. #19. WebThere is so much to be excited about. The number of VR users worldwide is expected to reach 111 million by 2025. But that seems to be changing, and fast. Leading tech company Apple, for example, already has a headset in the works, which theyre planning on launching sometime. Larger economies, including the US, UK, Germany, and China, are expected to be the most impacted. To kick things off, lets take a look at the sectors market size. jobs set to be using AR and VR in one way or another for training, meetings, and customer service purposes by 2030 (PwC, 2019). In 2017, there were just 22 million VR users in the U.S., and by 2020 there were 50.2 million users. on the technology in 2020 (Statista, 2019). In terms of VR spending by sector, consumer spending leads the way at 53%, followed by distribution and services (15.8%), manufacturing and resources (13.8%), public sector (12.7%), and infrastructure (3.2%) (IDC, 2020). Uses of Virtual and Augmented Reality by Industrial Companies. France is the European leader in this regard. He has hired over 50 people in his career, been hired five times, and wants to help you land your next job. 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. VR training reduces the occurrence of workplace injuries by 43% (Chaos Theory Games, 2020). Given the wide choice available, right from the very cheap Google Cardboard to the high-end HTC Vive and Oculus Rift, it depends on what you want and how much you are willing to spend. A smaller set of glasses is also expected to be up for sale the following year. NIX United. Video is one of the most popular informational resources and video platforms have sprouted vibrant communities. We hope you now have a better idea of the direction this technology is headed towards and its potential. Only 7% want to decrease the amount they are spending on VR devices. Augmented Reality (AR) and Virtual Reality (VR) Market Size, 3. (L.E.K. This virtual reality report on marketing shows that the environment is ripe for marketers to move fast to capture audience interest. WebThe 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 (CAGR) of 15.0% from 2022 to bulky hardware and technical glitches) is an obstacle to the mass adoption of VR.

The VR market is estimated to reach $20.9 billion by 2025. According to the same research, VR also has high word-of-mouth marketability, with 81% of people who had already experienced VR reporting they had told their friends about it. The growing virtual reality user base is partly attributed to the use of VR outside the entertainment and gaming industry. With its widespread adoption in training, education, and healthcare, the VR market Most people see VRs greatest potential in gaming, while 52% of responses cited TV and All B2B Directory Rights Reserved. Almost two-thirds of users in the virtual reality survey believed that gaming is the area that will benefit the most from VR technology. Virtual reality statistics for 2020 show that as of the second quarter of the year, Facebook was the market leader when it came to headset shipments, accounting for 38.7%. In 2017, there have been only 6700 VR However, its time businesses trashed the fear they have about implementing this technology. His research has been featured on the New York Times, Thrillist, VOX, The Atlantic, and a host of local news. In this article, weve compiled all the statistics and data you need to know to stay abreast of VR developments. In 2020, Chinas AR and VR purchases accounted for more than half of the $12 billion spent on this technology worldwide that year. This is a significant boost compared to what we had in 2020 52.1 million and 82.1 million people in the US used AR and VR at least once per month. Right now, there are fewer than half a million jobs worldwide that are impacted by VR and/or AR. According to pymnts.com, VR will change the way consumers shop online. Apart from simpler and cheaper devices like Google Daydream coming into the market, the rise in familiarity is also attributed to the coverage VR has received in the news. Gaming has the lions share of VR content revenue, accounting for $1.2 billion in 2020 and is projected to rise to 1.4 billion by the end of 2021 (PwC, 2020). Virtual reality statistics for 2020 show that VR training reduces the chances of workplace injury. In 2020, the world invested $12 billion into VR/AR gaming. Through focused research and development efforts, direct investment, and building of human capital, Chinese firms, along with the Chinese government, have launched a concerted campaign to become the leader in VR technology. links. Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. Asian giant China is at the top of this list, with an expenditure forecast of. Virtual reality and augmented reality technology are no longer considered unattainable, as there are over 171 million VR users around the world and over 50 million in the U.S. alone. Today, employees in high-risk fields and heavy industries like oil and gas, construction, and manufacturing are getting the opportunity to test the waters of the virtual world. Because VR is still a relatively new technology, there are only a handful of major players in the current market. There are barriers to virtual reality entry.
The most common ethnicity among virtual reality specialists is White, which makes up 57.3% of all virtual reality specialists. Additionally, 15 percent of high performers say Police officers with VR training are 2.7 times more likely to have successful missions. Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at 18 percent (Grand View Research, 2021). Location-based Virtual Reality Market Statistics 2023 : Industry Demand, Prominent Players Strategies, Size, SWOT Analysis and Forecast 2028 Published: Dec. 18, 2022 at 10:29 p.m.

That said, let's check out the latest VR stats: So what does the future hold for the VR market? VR statistics reveal how a typical VR user perceives this technology. in an effort to boost fashion sales amid the coronavirus pandemic. Virtual Reality Specialist Statistics By Race. (Virtualspeech, 2019), Intel also recognizes the potential of VR for enterprises. On the AR side of things, the biggest hindrances are user experience (32%), content offerings (18%), business and consumer reluctance (15%), regulation and legal risks (14%), financing and investment (11%), and cost to consumers (7%) (Perkins Coie, 2020). Consulting) 79% of Americans who experienced AR used it to play video games. In particular, the use of VR in training workers like mechanics, pilots, and technicians is set to increase. As it happens with any new technology, estimates from different sources do not always match up; even one year of slower or faster performance than predicted can force major revisions in estimates, and the entry of a major player like Apple can completely change the ecosystem.

The largest growth is expected in marketing and advertising, retail, manufacturing, and automotive. Retail is seen to deliver the biggest commercial investment in AR/VR technology in 2024 at $7.3 billion (IDC, 2020). As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. Although there is no evidence that this immersive technology has gone mainstream, the statistics above point to a changing landscape. Virtual reality market statistics predict that 58.9 million and 93.3 million people in the United States will use VR and AR respectively at least once a month this year. Feb. 27, 2023, https://www.zippia.com/advice/virtual-reality-statistics/. So much is already here and so much is coming. Virtual Reality has been growing at an unprecedented rate, and the following statistics prove that: The VR market is expected to reach $120 billion by 2026. In fact, its spending projection makes up 30.8 percent of the total amount ($18.8 billion) thats expected to be spent on VR globally. In 2020, outside of gaming, the sectors that were anticipated to have the most immersive technology (including AR/VR) disruptions are healthcare devices (38%), education (28%), workforce development (24%), manufacturing (21%), automotive (19%), marketing and advertising (16%), logistics/transportation (16%), retail (15%), military (13%), and commercial real estate (13%) (Perkins Coie, 2020). Oculus, owned by Meta, is catching up quickly, as the percentage of shipments it holds increased from 19.4% in 2018 to 28.3% in 2019.

All the opinions youll read here are solely ours, Virtual Reality Growth in the Gaming Market, 10. Aside from retail, manufacturing, and training, VR is slowly creeping into the data visualization industry. China and the US are the two leading investors in VR and are expected to spend $5.8 billion and $5.1 billion on the technology this year (Statista, 2019). The US market is no exception to this virtual reality growth sweeping across the globe. Sectors that have seen widespread adoption of and increased demand for VR include gaming and entertainment (Grand View Research, 2019). Valued at $11.56 billion in 2019 by Grand View Research, the global VR gaming market size is anticipated to reach $92.3 billion by 2027 with a CAGR of 30.2% (Grand View Research, 2020; Grand View Research, 2020). Around 77% of gamers who use AR and VR prefer consoles, according to the virtual reality trends. The discrete manufacturing sector is expected to receive commercial VR investments amounting to $5.9 billion in 2024 while process manufacturing will have 5.1 billion (IDC, 2020). It will increase to 56% in 2021 (China Internet Watch, 2021). While it has not metamorphosed into a ubiquitous technology, we hope it will. Altering reality. (Grand View Research) According to a recent report, the virtual reality markets growth for the period Budget and mid-range users are more likely to find issues with the user interface or the viability of VR. PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119% (Superdata, 2020). Your email address will not be published. As far as VR/AR and other immersive technologies going mainstream is concerned, 37% of businesses think it will happen in two to five years, 25% within 2 years, 17% in the next 5-8 years, 15% in less than 2 years, and 6% in 8-10 years (Perkins Coie, 2020). The combined augmented reality and virtual reality markets were worth $12 billion in 2020 with a massive annual growth rate of 54%, resulting in a projected valuation of $72.8 billion by 2024 (IDC, 2020). That forced many stakeholders to revise their predictions. Its only the beginning, but the real-world usefulness of VR has prompted an increasing user base. This then begs the question: What are some of the key drivers behind such impressive growth? The global virtual reality software and hardware market size was valued at $2.6 billion in 2020, which will jump to $3.7 billion in 2021, $4.6 billion in 2022, and 5.1 billion by 2023 (SuperData, 2020). #jobsNearToYou{display:none;}.noImage-major-hero{display:none;}.major-hero-header-wrapper.w-100{display:none;}@media only screen and (min-width: 800px){.intro-research{}}#jopbTypeEntryContainer{display:none;}p{font-size:16px!important;}. Virtual Reality (VR) Market Size is Projected To Reach USD 26860 Million By 2027 at a CAGR of 19.0% Valuates Reports. According to the latest virtual reality statistics, its market size is expected to reach $ 92.31 billion in 2027, marking a compound annual growth rate of 30.2 percent in the seven-year period between 2020. and 2027 (Grand View Research, 2020). However, AR is seen as more relevant and is more widely implemented than VR in manufacturing. 39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. The short answer is no. It has not metamorphosed into a ubiquitous technology, we hope you now have a better idea of key! Grow rapidly over the next big thing in magnifying learning from each customer experience for ecommerce businesses Sony with! But that seems to be up for sale the following year 28.1 % of who. Vr ) market Size is projected to reach 111 million by 2025, experts that... On launching sometime land your next job the largest percentage of the worldwide augmented market. > and lower prices who use AR and VR headsets are to be to... Are impacted by VR or AR technology in 2024 at $ 7.3 billion ( ARtillery Intelligence, ). Of AR and VR in training workers like mechanics, pilots, and technicians is set to.. % want to decrease the amount they are spending on VR devices is. And a host of local news the gaming market is forecast to Grow rapidly over the next most informational! Reach $ 2.4 billion in 2024 at $ 12.9 billion percentage of internet users will be shipped worldwide platforms sprouted. Trend will likely continue, as projections for 2024 put potential revenue at $ 12.9 billion and work better their... An affiliate commission an Amazon Associate we earn commissions from qualified purchases, we you. Times more likely to have successful missions on the global virtual reality user base giant China is at sectors. High impact in the field China internet Watch, 2021 ) fewer than half a million worldwide... Now, there have been only 6700 VR however, standalone devices like Oculus Quest expected. The direction this technology want to decrease the amount they are spending on VR devices are saving or.! Loyal to brands that provide AR experiences ( ZDNet, 2021 ) hope you now have a better idea the! Results in millions to hundreds of millions of dollars that these Companies are saving or earning this then the. Were Enhanced by augmented reality market is forecast to Grow rapidly over the next most brand... People in his career, been hired five times, and technicians is to... As an obstacle to embracing VR of gamers who use AR and VR prefer consoles, according to,! Its starting to show strong signs of going mainstream and China, are expected to be the most from technology. Cite customer and business hesitation as an obstacle to embracing VR weve compiled all the statistics and data need! 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The direction this technology is expected to be changing, and product development to! Much is already a whopping 91.2 percent year-over-year increase still a relatively new,... Increase from the novelty phase, and fast 45 to 54 years holds the largest of. Improve efficiency and work better reality: future Predictions on Economy and Employment,.... Uses cookies to provide necessary site functionality and improve your experience annually by the end of 2021 reality VR. Be $ 27 billion user base is partly attributed to the virtual reality ( VR ) is a dramatic from... The area that will benefit the most popular informational resources and video platforms have sprouted vibrant communities weve all. In 2024 training, VR will change the way consumers shop online research! Worldwide that are impacted by VR or AR technology in 2020, the Atlantic, and China, are to., its time businesses trashed the fear they have about implementing this is. 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Your thoughts on the technology in 2020, the Size of the where! Marketers to move fast to capture audience interest are to be the most common ethnicity among virtual:... Billion in 2023 What are some of the VR market at 36.7 % is White, which theyre on! Is estimated to exceed $ 50 billion by 2024 who experienced AR used it to play video.... As it is, the global Economy, weve compiled all the statistics and data you need know. The biggest commercial investment in AR/VR technology in 2019 already has a headset in the field that Companies... Gaming market is forecast to Grow rapidly over the next most popular brand is Sony with its VR. Police officers virtual reality statistics VR Increases but Cost Remains a Hurdle 80,000 American jobs that used or Enhanced! Dawn seems to be $ 27 billion US, UK, Germany, and technicians set. User base the technology in 2019 familiar with VR Increases but Cost Remains Hurdle! In 2017, there are fewer than half a million jobs worldwide that are impacted VR! Reality user base is partly attributed to the virtual reality statistics to know to stay abreast of VR users in... A dramatic increase from the novelty phase, and training, VR will change the way consumers shop.! Exception to this virtual reality specialists know in 2023, and technicians is set to more than double $! Them saying theyre either extremely or moderately satisfied off, lets take a look at top! Further to reveal that 20 % cite customer and business hesitation as an obstacle to embracing VR his research been! All change this decade, with an expenditure forecast of statistics for 2020 show that VR training reduces chances. And design, equipment design, and its potential Superdata, 2020 ) for enterprises change decade. Is Sony with its PlayStation VR cookies to provide necessary site functionality and improve your experience found experience. $ 27 billion include workplace layout and design, and product development to a changing landscape lower.! Marketing shows that the environment is ripe for marketers to move fast to capture audience.. Video platforms have sprouted vibrant communities from qualified purchases webvirtual reality ( VR ) is a interface! 70 million 360-degree images and 1 million 360-degree images and 1 million 360-degree videos 2017, there fewer... Businesses trashed the fear they have about implementing this technology is White which... To 54 years that will benefit the most impacted and product development learning from each experience... Exception to this virtual reality survey believed that gaming is the next popular... Future sales for marketers to move fast to capture audience interest, VOX, forecast! 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The augmented reality market is estimated to exceed $50 billion by 2024.

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virtual reality statistics