50% of respondents called the metaverse, an online virtual reality space, exciting. Experts anticipate VR headset shipments to rise to 31 million by the end of 2026. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. Metaverse Meaning - What is this New World Everyone's Talking About? 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). This is followed by 26% allocated to creating advertising content, 25% to live streaming, 24% to film and entertainment, 22% to news and 20% to music. The commercial sector has seen the biggest usage of VR tech, either in retail, showrooms, or real estate. Virtual reality has many potential use cases. This statistic is not included in your account. However, every review we commit to is unbiased, objective, and produced VR also offers enterprise users and consumers immersive experiences for gameplay, learning new skills, collaboration, and remote productivity. Based on the current VR sale statistics, data analysts predict that AR and VR headset manufacturers will ship 26 million per year by 2023. published.*. 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. The statistic shows the number of virtual reality (VR) and Valves latest entry in the beloved Half-Life series is also one of the fastest-selling VR games of all time. This is followed by VR games at 6.6% and AR games at 5.1%. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. This is based on a five-year CAGR for global VR/AR spending growing at an impressive 54%. As a Premium user you get access to background information and details about the release of this statistic. View That means Beat Sabers revenue is actually much higher. HR is an important use case for VR in the enterprise, as per 92 percent of professionals. Show publisher information An approximated $6.4 billion of the total $34.08 billion will be software revenue. The total number of active virtual reality users in 2022 is well over 171 million, 5. Meanwhile, 66% of business leaders reported that their companies are actively engaged in virtual reality and in the metaverse. These past four years would have been expansive investment growth in the sector reaching 15.5 billion Euros in 2022. Meta Quest Pro vs Meta Quest 2: Which is Best? Over half of consumers are interested in learning through virtual reality, another clear benefit to this technology. In 2020, the gaming industry earned $1.1 billion. VR trends, when it comes to monetization, are moving toward in-app purchases within freemium apps (41%) and in-app advertising (39%). Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. partnership Advertiser Disclosure: KommandoTech is an independent review site dedicated to This is a significant boost. 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. As soon as this statistic is updated, you will immediately be notified via e-mail. Can virtual reality be dangerous for your health? Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. Worldwide spending on VR content and apps is expected to reach a whopping $3.77B in 2021. Nearly one-quarter of homes in the United States have been exposed to virtual reality via headsets. section do not reflect those of DataProt. 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. The global virtual reality market size will reach $26.8 billion by 2027, 19. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey found. 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. If we consider the price of VR headsets, these figures come as no surprise. This survey also found that 23% of these consumers used a VR headset or had a VR experience in the past month. 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. Augmented reality (AR) headsets are facing a short-term decline of 8.7% nearing the end of 2022. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. When one thinks of virtual reality, a VR headset is often top of mind. As you can see, virtual reality is rapidly growing. Dollars). According to a Greenlight Insights survey, 38% of respondents intend to use VR a lot more and 32% a little more. Only 7% of those interviewed said that they will use it less. These jobs are most likely to affect the worlds large economies like China, the United States, the United Kingdom, and Germany. The global VR headset market is growing rapidly. For example, only 7% of the surveys participants said they plan on reducing their VR usage. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. Facebook groups related to AR/VR have increased by 27 percent to 649 percent: Meta has launched a new quarterly series called Hello Future from Facebook IQ, which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea (649 percent) heading the list. Consumer spending is expected to maintain a CAGR of 34.1% over a five-year period. 15. "Augmented reality (AR), virtual reality (VR), and mixed reality (MR) market size worldwide in 2021 and 2028 (in billion U.S. Augmented and mixed reality systems often use smartphone cameras while consumers are transported into virtual worlds through headsets that shut out the physical world around them. Every year, its developing into a more elaborate, exciting, and newfound territory of technology for industries and individuals worldwide. The VR market size is predicted to nearly double from 2022 to 2025. Twitch is one of the worlds top streaming platforms and a few of its top channels are shared virtual reality content. Approximately one in three gamers own or use a piece of VR hardware. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. The following were our top virtual reality statistics and survey insights set to influence the industry in 2022. 46% of companies are hiring people with skills related to the metaverse, 44. This is nearly 10 times the increase when comparing the market size of 2021 (above) to 2028. 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. Globally, both businesses and consumers are investing heavily in virtual reality. Aside from the $29.99 base game, developer Beat Games also sells additional songs for $1.99 a pop, but they werent used to calculate this VR statistic. A sibling - augmented reality - has found widespread adoption by delivering many of VRs promised benefits without the clunky helmets and bulky gloves. VR statistics reveal how a typical VR user perceives this technology. Following them are healthcare, education, automotive, aerospace, and defense. The global virtual and augmented reality market is estimated to be $16.8 billion. That was certainly the case for its first six months out, but then Phasmophobia was released in September 2020 and has outsold it since. VR is one of the fastest-rising tech industries, with numerous applications outside of entertainment. This is due to several reasons, but the price is the most common one. In 2021, 5% of the top 1,000 channels streamed a virtual reality game a minimum of one time. KommandoTech This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Whether youre interested in the latest PC and console gaming news, antivirus software, or smartphone reviews, or simply want to learn about the newest geeky gadgets around, we at KT have you covered, and Ivans likely the one well ask. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. 23 million VR-related jobs will open by 2030. So, how many people even know what VR is and what it can do? visitors clicks on links that cover the expenses of running this site. Virtual reality is currently among the most exciting disruptive technology options today. DataProt is an independent review site dedicated to providing accurate information about various Virtual reality is even benefitting global causes. This isnt surprising considering males are typically earlier adopters of technology. Another 32% have a household income of $75k-$100k and 25% make $50k-$75k. This relatively newer technology is spanning industries and growing quicker than many people think, leading to many interesting virtual reality statistics. Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a. 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. [6] ) device segment accounted for the largest revenue share of over 60.0% in 2021 and is expected to dominate the market from 2022 to 2030. 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. 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 highest hopes (64%) for the potential of virtual reality are in gaming, 41. 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. It just shifted focus from entertainment to fields like medicine and military training. According to Forbes, the normal response rate to direct marketing averages less than 1%. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. Gaming takes the lead with 64% of consumers being most excited about this segment. 3.7 billion people globally are still offline and are locked out of VR adoption: Even as AR/VR goes mainstream, it is important to note that it remains inaccessible to many. Contrary to popular belief, gaming isnt why so many virtual reality headsets are sold out as soon as they leave the factory floors. Globally, VR revenues will surpass $12 billion by 2024: Although VR revenues dipped slightly in 2020 due to COVID-19, demand has picked up and is expected to grow steadily. This percentage rests at about 18%. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. This industry has already seen significant growth within the past few years and, in the next 3 years, is projected to at least double its value. 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. In 2016, the VR market in the United States generated some 220 million U.S. dollars. site, we may earn a commission. USA Virtual Reality Rendering Processing Market Statistics 2023-2030: Driving and Challenging Factors, Revenue, Growth Drivers. However, a significant 17% of VR users in America have a household income under $25,000. This segment is projected to gain the fastest CAGR growth of 17.4% until 2030. The annual revenue of the VR market will reach $4.8 billion in 2021. 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. Virtual Reality Rendering Processing Market Report, 2023 to 2030The Virtual Reality Rendering Processing market report is assembled for the forecast years 2023 to 2030. 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