{"id":306,"date":"2023-04-11T07:36:07","date_gmt":"2023-04-11T07:36:07","guid":{"rendered":"https:\/\/dataprot.net\/?p=306"},"modified":"2023-05-06T06:00:16","modified_gmt":"2023-05-06T06:00:16","slug":"virtual-reality-statistics","status":"publish","type":"post","link":"https:\/\/dataprot.net\/statistics\/virtual-reality-statistics\/","title":{"rendered":"37 Virtual Reality Statistics That Prove the Future is Now"},"content":{"rendered":"\n
Is it the next frontier of immersive tech, or just a gimmick? There are many opinions on virtual reality, but the fact is that it\u2019s here to stay and better than ever. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment.<\/p>\n\n\n\n
To fully understand VR\u2019s popularity, we\u2019ve gathered and analyzed the latest virtual reality statistics. From market size and headset units sold, to commercial use and gaming, here\u2019s what we found out about this exciting technology:<\/p>\n\n\n\n
Attention-Grabbing VR Stats:<\/strong><\/p>\n\n\n\n <\/p>\n\n\n\n (Grand View Research)<\/em><\/p>\n\n\n\n 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. It\u2019s expected to grow at an 18% CAGR during the next seven years. Analysts predict the value of this market will reach $50.3 billion by 2028.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. The COVID-19 pandemic didn\u2019t help improve the VR sales numbers, but with the release of Oculus Quest 2 and some killer apps along the way, the VR market has once again found its footing.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Analysts firmly believe that the market will continue growing at a quickening rate. Looking at the projections for the market\u2019s growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined).<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Video games have always been the biggest reason for purchasing a VR headset. Although its entry point is still significantly more expensive than consoles for the average consumer, VR statistics confirm that the VR gaming industry is steadily growing. Analysts predict this industry will be earning $2.4 billion a year by 2024.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Virtual reality technology isn\u2019t perfect. It\u2019s also bizarre, especially to people not used to the accompanying feeling of immersion. But, thanks to many VR companies working on bringing it closer to people, it may very well become the next smartphone in terms of adoption rate. More than 80% of manufacturers believe it\u2019s just a matter of time before VR becomes mainstream.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Both virtual and augmented reality products are steadily finding their audience. At this point, AR is more attractive to companies from the financial side of things, as it\u2019s easier and cheaper to develop AR than VR apps. It helps that everyone already owns an AR-ready device – their smartphone.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n Despite the global pandemic, chip shortage, and shipping crisis, manufacturers still delivered their devices to retailers and, ultimately, consumers. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. It\u2019s a bright future for this technology.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n As the prices of VR systems drop and more people become interested in this new technology, so its sales numbers go up. 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.<\/p>\n\n\n\n (Facebook)<\/em><\/p>\n\n\n\n Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. According to Facebook\u2019s Q1 investor call, sales of the headset generated $732 million for the company. Considering Quests are typically sold for $299 to $399, that turns into 2 million units in a single quarter alone.<\/p>\n\n\n\n (Sony Interactive Entertainment)<\/em><\/p>\n\n\n\n Sony\u2019s VR headset might not be selling as hotcakes compared to consoles, but it\u2019s still one of the hottest pieces of tech you can own. In 2019, the sales of the PlayStation VR headset hit 5 million units, making it one of the most popular choices for VR gaming, although Sony has yet to update its virtual reality sales statistics. With a recent announcement of PSVR 2, the number of PlayStation gamers that own a VR setup is sure to increase.<\/p>\n\n\n\n (Statista)<\/em><\/p>\n\n\n\n More VR users mean more apps and games sold, too. By current data, the VR software market is en route to reach $5 billion by the end of 2021. But, in 2022, its value is set to increase by a quarter.<\/p>\n\n\n\n (Perkins Coie)<\/em><\/p>\n\n\n\n When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. That includes devices and VR content like games, apps, and subscriptions. VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. The latter has been on a considerable upswing in the past two years, along with the rise of VR experiences and apps that allow for \u201cvirtual tourism\u201d and event organization within virtual reality.<\/p>\n\n\n\n (Forbes)<\/em><\/p>\n\n\n\n So, how many people even know what VR is and what it can do? In a survey conducted by Greenlight Insights, the majority of respondents said they\u2019re familiar with VR. The popularity of this technology is definitely on the upswing as, just a few years earlier, only 45% of people said they possessed any familiarity with the tech.<\/p>\n\n\n\n (ARtillery Intelligence)<\/em><\/p>\n\n\n\n The latest statistics on virtual reality adoption confirm that many people still haven\u2019t had the chance to try VR. While the technology is there and widely available, for an average consumer, it\u2019s still a bit too pricey and weird. Even so, millions of Americans have already tried virtual reality, either in the comfort of their homes, at parties, or VR arcades.<\/p>\n\n\n\n (IDC)<\/em><\/p>\n\n\n\n While we\u2019re still far from seeing a virtual reality headset become as common in people\u2019s homes as a laptop or a TV set, the number of VR users is growing every year. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million.<\/p>\n\n\n\n (findly.in)<\/em><\/p>\n\n\n\n Gamers aren\u2019t as fast at adopting VR tech as many believe. This is due to several reasons, but the price is the most common one. Good VR setups are expensive, since they require a powerful PC along with a headset and controllers – a luxury that many can\u2019t afford, especially due to current GPU shortages.<\/p>\n\n\n\n (IDC)<\/em><\/p>\n\n\n\n VR statistics reveal how a typical VR user perceives this technology. Most people see VR\u2019s greatest potential in gaming, while 52% of responses cited TV and movies, 42% for watching sports, while 38% of responses said it\u2019s best employed for social media<\/a>.<\/p>\n\n\n\n (Forbes)<\/em><\/p>\n\n\n\n Not everyone finds VR ideal for day-to-day use. That\u2019s why the biggest share of respondents (39%) said they use their VR headsets on a weekly basis, while 19% of users turn on their sets once per month. Only 6% of people use their VR just once a year, according to VR usage statistics.<\/p>\n\n\n\n (Forbes)<\/em><\/p>\n\n\n\n Despite low numbers for daily usage, it\u2019s evident that VR is finally clicking with more people. For example, only 7% of the survey\u2019s participants said they plan on reducing their VR usage. Seems like most people just need to get their \u201cVR legs\u201d and get used to screens being so close and personal so they can truly enjoy VR.<\/p>\n\n\n\n\n
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Virtual Reality Market Statistics<\/h2>\n\n\n\n
The virtual reality market was valued at $15.81 billion in 2020.<\/h4>\n\n\n\n
The VR market\u2019s annual revenue is predicted to reach $4.8 billion by the end of 2021.<\/h4>\n\n\n\n
By 2024, the VR market\u2019s annual revenue will triple.<\/h4>\n\n\n\n
The VR gaming industry earned $1.1 billion in 2020.<\/h4>\n\n\n\n
VR is expected to become mainstream in the next 3-4 years.<\/h4>\n\n\n\n
Consumer spending on VR and AR, according to VR market statistics, is expected to reach $72 billion by 2024.<\/h4>\n\n\n\n
Manufacturers shipped 5.5 million AR and VR headsets in 2020.<\/h4>\n\n\n\n
11 million VR units will be sold by the end of 2021.<\/h4>\n\n\n\n
Facebook sold 2 million units of Oculus Quest 2 in Q1 2021.<\/h4>\n\n\n\n
Sony has sold more than 5 million PlayStation VR units.<\/h4>\n\n\n\n
The VR software market will be worth $6.4 billion in 2022.<\/h4>\n\n\n\n
Product placement and advertising is a monetization method for 47% of VR developers.<\/h4>\n\n\n\n
Virtual Reality Usage Statistics<\/h2>\n\n\n\n
78% of Americans know about VR.<\/h4>\n\n\n\n
One in five US adults has tried VR so far.<\/h4>\n\n\n\n
On a global scale, 171 million people use VR in some manner.<\/h4>\n\n\n\n
Less than 30% of gamers own a VR system.<\/h4>\n\n\n\n
For 64% of VR users, gaming is where this technology shines.<\/h4>\n\n\n\n
Only 28% of people who own a VR setup use it daily.<\/h4>\n\n\n\n
70% of VR users plan to increase their VR usage in the upcoming year.<\/h4>\n\n\n\n
VR is most popular among people aged 25 to 34.<\/h4>\n\n\n\n