Most people think of gaming when they think of AR, and this is understandable, as the VR gaming industry is worth $1.1 billion.

As mentioned earlier, when VR technology first came, some overhyped it. 2 1 in 5 US adults has on the technology in 2020 (Statista, 2019). WebLots of really good data in here, much of which I've seen, but also some new numbers: https://lnkd.in/guiUuFU6

WebVirtual Reality (VR) is no longer just a tool for gaming and entertainment.

Large enterprises have taken their best foot forward, and the growing influence of VR within the enterprise environment is projected to cause prices to drop. XR Today lists the latest survey insights and virtual reality statistics trending in the VR industry 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.

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.

The company, which sold an estimated 1.2 million units of the Quest device in 2020, expects its sales to skyrocket by 2025, predicting 5.6 million units to be sold.

The number of virtual reality users has been growing at an extraordinary pace in the last six years.

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).

Virtual Reality Revenue Statistics. Healthcare devices 38% Education 28% Workforce development 24% Manufacturing 21% Automotive 19% Marketing and advertising

But how keen are users on VR?

Though VR investments are expected from a multitude of countries worldwide, there are a select few that will be leading the pack. Nestor Gilbert is a senior B2B and SaaS analyst and a core contributor at FinancesOnline for over 5 years. 3 Decades innovating and delivering at the Intersection of Digital Media, Gaming & Comms 5 j. Modifi The 360-degree videos hosted on Facebook have generated over 580 million views.

Similar virtual reality statistics include: (Source: Finances Online, ARtillery Intelligence). In other words, in this seven-year period, the VR sector is expected to grow at an average of 18 percent every year.

The signs are encouraging, and when all hurdles are cleared, VRs transformative power will take full effect.

As of January 2020, the number of VR startups worldwide listed on AngelList was 2,270, a significant jump from a little over 1,800 in May 2018. This statistic is for 2020, and the market is expected to reach $26.9 billion in value by 2027. Global spending by the manufacturing and resources sector on AR/VR technology in 2020 amounted to $1.66 billion (IDC, 2020). There are barriers to virtual reality entry.

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It accounts for 17.7% and 28.1% of the total US population.

The number of augmented reality users on social media in the US is around 46.9 million and will rise to 48.3 million in 2022 (eMarketer, 2020).

VR will reach 25% (70.2 million) of internet users in the US by 2023 (ARtillery Intelligence, 2020). 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. 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).

There are an estimated 171 million VR users worldwide.

This is nearly ten times the $30.7 billion market size registered as recently as 2021. 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).

Virtual Reality Specialist Statistics By Race. We now know the size of the market. And it looks like the only way is up, as predictions show that figure will rise by 37.7 million in 2022.

(PYMNTS, 2019; Virtual Perceptions), In addition, the use of VR technology to build online virtual change rooms can help retailers improve conversion rates by more than 6.4%, increase order value by 1.6%, reduce fulfillment costs by 5%, and lower returns by 5.2%.

WebVirtual Reality Games Can Be Used as a Tool in Personnel Assessment Mar. Given its advancements over recent years, its probably safe to say that its only a matter of time before virtual reality takes over our lives.

The short answer is no. In terms of revenue, the Virtual Reality (VR) in Gaming market size was valued at around US$ 13.4 Billion in 2019 and is projected to reach US$ 90.7 billion by 2026.

6. This number is expected to continue to grow and reach just under 70 million by 2023. 40 Important Job Interview Statistics [2023]: What You Need To Know Before Starting Your Job Search, 23 Incredible Cord Cutting Statistics [2023]: Why Americans Are Moving Away From Cable, 26 Glorious Golf Industry Statistics [2023]: How Big Is The Golf Industry, Zippia. our site, we may earn an affiliate commission.

of these devices are expected to be shipped in 2022, a 54.2 percent increase from 2021s 9.69 million (IDC, 2021). Statista.

Closely followed by the United States and Western Europe.

vr ar market potential diverse applications chart virtual reality Professional Services Automation Software - PSA, Project Portfolio Management Software - PPM, 74 Virtual Reality Statistics You Must Know in 2023: Adoption, Usage & Market Share, virtual and augmented reality headset shipments in 2020 amounted to 5.5 million units, 2.7 times more likely to participate in successful missions, magnifying learning from each customer experience, 25.92% of gamers on Steam have Facebooks Oculus Rift S headset, artificial intelligence redefined customer service. The clickthrough rate went up by 53%.

Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. Research Summary.

consumers oculus thirds two say using they reality virtual systems shows want data help

Right now, there are fewer than half a million jobs worldwide that are impacted by VR and/or AR. 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.

Whether youre looking to adopt the technology for your ecommerce store or be a leading seller of its devices, its always better to get a jump on it sooner rather than later so why not get.

Groups latest Compliance Training Survey found that that 9 percent of high-performing companies currently are deploying virtual reality, compared to 6 percent of other organizations. It also experienced a 28-point increase in sales and a 7.9-point rise in brand awareness.

Thats not allthis number is expected to increase further to 23.22 million in 2023, and further soar to 32.76 million in 2024.

52.1 million people in the US will use virtual reality technology at least once per month in 2020 (eMarketer, 2020).

There are over 171 million VR users worldwide. 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).

However, you can expect big names to enter the playing field very soon.

Leading brands are catching up to the potential of VR. Like these virtual reality statistics youll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. However, he also provides in-depth reviews on a wide range of software solutions to help businesses find suitable options for them. The reality of VR technology has failed to live up to the hoopla around it for many consumers. It places users in a simulation and allows them to immerse themselves in a different world.

With his experience in software development and extensive knowledge of SaaS management, he writes mostly about emerging B2B technologies and their impact on the current business landscape.

Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at.

Thats it for the most important virtual reality statistics of 2022. The number of VR users worldwide is expected to reach 111 million by 2025.

In one of its projects dubbed Corporate Training with Virtual Reality, the tech giant found that 94% of traineeS asked for more VR-based courses to be availed.

Keep it clean.

This results in an increase in overall efficiency.

Statista.

The number of these experiences, which could be meant for consumers or employees, is likely to be much higher considering that this data is from a 2015 research. Under, 10 Reasons to Monitor Your Kids' Smartphone and Online Activity, The Stupendous World of Google Search Statistics, How to Hide Your IP Address - Made Easy for Beginners, 50 Data Breach Statistics to Help You Be Prepared in 2023, How to watch High School DxD in order?

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. Using VR, the ecommerce company digitally fitted models with their new designs.

Its still early to speculate. A significant reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices.

Virtual Reality (VR) Headset Unit Sales Worldwide in 4th Quarter 2019 and 4th Quarter 2020, by Device. 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).

In addition, worldwide spending on AR and VR technology is expected to grow from $12 billion in 2020 to $73 billion in 2024.

However, as statistics have shown, the barriers are breakable, and someday, the envisioned future of VR will be at your doorstep.

19% of adults in the US have tried virtual reality (AR Insider, 2020).

The majority of these are VR devices, which represent 91 percent of the total number of VR and AR devices that are expected to be shipped out this year. Until recently, consumers were dying with the hope that the technology will soon change the way they shop in-store and do things online.

Besides, there are massive adoption campaigns aimed at encouraging the consumer and enterprise markets to embrace this technology. 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.

By 2022, the number of AR users in the US will jump to 95.1 million (Business Insider, 2021).

Despite it being a relatively nascent technology, the adoption of virtual reality across companies, organizations, and even governments worldwide has been widespread as its potential becomes clearer with every new development. 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.

The global virtual reality market size in 2021 is estimated at $21.83 billion. Do VR benefits outweigh the risks? The standalone VR HMD owns the largest share of the AR/VR headset market in 2020 at 43.76%, followed by the tethered VR HMD (40.88%), standalone AR HMD (5.82%), VR screenless viewer (5.55%), and the tethered AR HMD (3.49%) (IDC, 2020).

While were still far from seeing a virtual reality headset become as common in peoples 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. In terms of AR/VR spending in 2020 by region, China leads the world with $5.8 billion, followed by the US ($5.1 billion), Western Europe ($3.3 billion), and Japan ($1.8 billion).

2016 Virtual Reality (VR) Market Size Revenue To Grow by USD 26.89 Billion in 2022. Because VR is still a relatively new technology, there are only a handful of major players in the current market. Since content encourages repeat use, which is one of the biggest factors of success, this is good news for the VR market. When it comes to factors hindering VR adoption, content offerings (27%) is the top obstacle, followed by user experience (19%), business and consumer reluctance (19%), regulation and legal risks (12%), the cost to consumers (11%), and financing and investment (9%).

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%.

Yes, VR is growing in popularity.

They say these digital enhancements or alternatives will have growing impact on everything online and in the physical world. V R statistics for 2020 predict that by 2025, every employee will be trained with the help of VR concerning labor protection and industrial safety. WebThere is so much to be excited about.

Experts also expect virtual reality to bring about economic advantages. This could also be a reflection of how the industry has developed so far, with the technologys potential in other areas not really becoming as widely known. What Is Sterling Background Check and How Does It Work? (Entrepreneur, 2017).

WebVirtual Reality (VR) is no longer just a tool for gaming and entertainment.

Familiarity With VR Increases but Cost Remains a Hurdle. Accessed on February 1, 2022. 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.

(Perkins Coie, 2020). Additionally, 15 percent of high performers say Our reviews ET

That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. Cosmetics brand We Make Up, upon creating an AR filter on Facebook, increased its clickthrough rate by 53%, a 28-point rise in sales, and a 7.9-point increase in brand awareness (BigCommerce, 2020; Facebook, nd). There are over 400,000 AR effects creators from more than 190 countries on Facebook and Instagram, publishing a total of 1.2 million effects across both platforms (SocialMediaToday, 2020). 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.

The expansion of VR devices in India and China has been driving the virtual reality market Sectors driving the growth of virtual reality include gaming and entertainment (Grand View Research, 2019). Its anticipating that the implementation of virtual stores will eliminate the home try-on effect by as much as 25% in the apparel industry.

Virtual reality (VR) has proven to be a powerful tool to help people overcome PTSD and many other mental health issues including phobias, anxiety, and depression. 30% of mobile AR users are open to the idea of making in-app purchases (ARtillery Intelligence, 2020).

But what is virtual reality, what benefits does it offer, and what sectors are driving its growth? VR training reduces the occurrence of workplace injuries by 43% (Chaos Theory Games, 2020).

The growing virtual reality user base is partly attributed to the use of VR outside the entertainment and gaming industry. (Tech Trends). PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119% (Superdata, 2020).

Please note, that FinancesOnline lists all vendors, were not limited only to the ones that pay us, and all software providers have an equal opportunity to get featured in our rankings and comparisons, win awards, gather user reviews, all in our effort to give you reliable advice that will enable you to make well-informed purchase decisions. VR stats for 2022 show that the adoption of VR in e-commerce can boost online shopping conversion by 17%. 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. Million AR users are open to the right place a significant reason for the dip in the industry! ) market size registered as recently as 2021 in-app purchases ( ARtillery Intelligence ) furniture and room design shopping commission! 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As it stands, there is evidence of the use of VR for furniture and room design shopping.

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According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology.

, which marks a compound annual growth rate of 30.2 percent in the seven-year period between 2020 and 2027 (Grand View Research, 2020).

The MarketWatch News Department was not involved in the creation of this content. Virtual Reality (VR) Headset Unit Sales Worldwide in 4th Quarter 2019 and 4th Quarter 2020, by Device. Accessed on February 1, 2022. The market for VR is $7.72 billion.

Familiarity With VR Increases but Cost Remains a Hurdle. VR adoption stats for 2020 showed that there were 57.4 million VR users in the US and 90.9 million AR users.

57% of VR or AR device owners are male, while 43% are female. After years of wandering, this fantastic technology has now entered the wider business sphere. Police officers with VR training are 2.7 times more likely to have successful missions. The upward trend will likely continue, as projections for 2024 put potential revenue at $12.9 billion. Meanwhile, another report from Research and Markets appraised the virtual reality market at $6.1 billion in 2020 with an annual growth rate of 27.9%, projected to reach $20.9 billion by 2025 (Research and Markets, 2020).

All B2B Directory Rights Reserved. If youre looking for answers to these questions and more, youve come to the right place.

In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women.


This is great news for marketers.