9. This is followed by VR games at 6.6% and AR games at 5.1%. Augmented reality is closely related to virtual reality. Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2022: Annual Survey on Consumer Attitudes Towards Technology. 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. Virtual reality is the pinnacle of immersive experiences right now. Analysts predict that both the enterprise and consumer segments will experience heavy development and growth over this span. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. What Is the Metaverse, and How Does It Work? Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021: Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. 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. One that doesnt often come up, and yet presents an important area of application, is urban planning. expenses of running this site. Both virtual and augmented reality products are steadily finding their audience. Good VR setups are expensive, since they require a powerful PC along with a headset and controllers - a luxury that many cant afford, especially due to current GPU shortages. August 02,2022. Moreso, many believe VR is the future of gaming, science, and education. Seoul Metropolitan Government Launches Public Metaverse. That can be either affordable headsets one plugs into their smartphone, or state-of-the-art tech, like Valve Index or Pimax 8K. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. However, you have to decide how you are going to use it and why. In the US alone, hundreds of companies are exploring the possibilities of this technology, finding new ways to apply it in science and entertainment. Transforming the retail shopping experience with virtual dressing roomsMaking school and corporate training more compelling, fun, and effectiveImproving healthcare outcomes with better diagnostic toolsCreating immersive experiences for sports fans or concert-goersBuilding virtual or augmented tours of real estate properties or hotelsMore items This is nearly ten times the $30.7 billion market size registered as recently as 2021. Right now, VR is the peak of interactivity. 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. Our website also includes reviews of Virtual reality experiences garner over 15% more responses. Continuing with the VR headset sales statistics, analysts estimate there are more than 5 million Oculus Quest 2 headsets in the wild. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. 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. 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. This aligns with industry investors predictions that North America and Asia will continue to be the prime AR and VR investment regions. document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_3" ).setAttribute( "value", ( new Date() ).getTime() ); Please fill out the form below and your selected Media Kit will be sent to you. Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. 33 percent of UK customers and 29 percent of US customers do not know what the metaverse is: On one hand, companies are investing heavily in the metaverse an integrated VR space where users can communicate, collaborate, play and learn yet, market awareness has failed to reach the same momentum as nearly a third of consumers do not understand the metaverse. Its a huge and growing market. Analysts predict the value of this market will reach $50.3 billion by 2028. When one thinks of virtual reality, a VR headset is often top of mind. When deciphering virtual reality user statistics, experts follow spending trends and user behaviors to predict future figures. The statistic shows the number of virtual reality (VR) and 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). 72% of millennials report that they would rather spend money on experiences than material things. Sony followed with 21.9% and Pico came in third with 9.2%. They believe in just 3 to 4 years. The surveys virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. As of 2022, VR gaming is the biggest segment in the VR software B2C market. partnerships - it is visitors clicks on links that cover the expenses of running this site. Virtual Reality Statistics by Users. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. 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. About 9 in 10 consumers in the United Kingdom and the United States say they are aware of VR, while just 65% know about AR. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Can virtual reality be dangerous for your health? In 2022, executives arent treating virtual reality as a side project anymore. This year in 2022, there are approximately 64 million Americans using virtual reality. 42.9 million people in the US use virtual reality at least once a month. Its also bizarre, especially to people not used to the accompanying feeling of immersion. 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). In 2018, China opened one of the worlds first VR-centric theme parks. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. The global augmented reality (AR), virtual reality (VR), and mixed reality (MR) [2] The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. At this point, AR is more attractive to companies from the financial side of things, as its easier and cheaper to develop AR than VR apps. The next most interested group are Gen Z-ers, of whom nearly a fifth would buy this technology. The number of virtual reality startups has by grown over 14%, 47. Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%), which shows that the industry believes those sectors are going to see more VR usage in the future. 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. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. section do not reflect those of DataProt. 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. More than 1 in 3 US consumers would rather buy AR/VR devices from Apple: Even though Apple is yet to launch a VR headset, it has a large number of loyalists. Aug 02,2022 Of course, its easier to use VR when you have your own device. 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. The total number of active virtual reality That means Beat Sabers revenue is actually much higher. This trend is following an impressive CAGR of 19% from 2021 to 2017. If youre wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. That could be due to the fact that 30% of Americans online aged over 18 express a desire to try VR technology. VR within the engineering industry can, 40. Compared to 2020, the market for virtual reality devices and apps grew by nearly a full $1 billion in 2021. 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