[2024] EXCLUSIVE 100+ Virtual Reality Stats
Event Planning Reimagined: 100+ Exclusive Virtual Reality Stats for 2024's Business Innovators!
Step into the captivating dimension of Virtual Reality (VR) - a realm where the lines between digital innovation and tangible reality blur, creating immersive experiences that once seemed consigned to the realm of sci-fi.
Virtual Reality is a booming industry, reaching across different market sectors from entertainment and gaming to corporate training and retail.
Buckle up as we embark on a fascinating journey exploring the dynamic realm of VR, aided by nothing but cold, hard facts and some of the most intriguing statistics from 2024.
This piece will be your guide, your map, your DeLorean to understanding the growth, adoption, and application of VR.
Table Of Contents 📖
Virtual Reality has truly arrived on the corporate scene, influencing various business processes. Let's check out the VR corporate market stats.
The global shipments of virtual and augmented reality headset shipments in 2020 amounted to 5.5 million units and are projected to reach 43.5 million by 2025.
The market size of virtual reality HMDs was $5.5 billion in 2019, projected to reach $18.6 billion by 2026.
The market leaders of virtual reality headsets as of 2020 were Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%).
The global virtual reality software and hardware market size was valued at $2.6 billion in 2020, projected to increase to $5.1 billion by 2023.
The combined augmented reality and virtual reality markets were worth $12 billion in 2020 with a projected valuation of $72.8 billion by 2024.
The virtual reality market was valued at $6.1 billion in 2020 with a projected value of $20.9 billion by 2025.
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%).
The commercial use cases projected to obtain the biggest investments in 2024 are training ($4.1 billion), industrial maintenance ($4.1 billion), and retail showcasing ($2.7 billion).
The global market size of AR and VR is forecast to hit $296.9 billion in 2024.
Between 2021 and 2028, the compound annual growth rate of the VR market is expected to be 18 percent.
The realm of Virtual Reality is expanding rapidly, with its adoption and popularity reaching unprecedented levels. Let's look into the VR market statistics that reveal this trend.
As of 2023, VR users in the U.S. total 65.9 million and AR users reach 110.1 million.
Globally, there are approximately 171 million VR users as of 2023.
The VR gaming market stood at $12.13 billion in size in 2022.
Individuals aged 25 to 34 make up 23% of VR/AR device users.
The main obstacle to VR adoption is cost, with 55% of respondents citing it as a deterrent.
Of VR or AR device owners, 57% are male and 43% are female.
Of those planning to buy a VR or AR device, 69% are male and 31% are female.
VR users in the U.S. increased from 22.5 million in 2017 to 50.2 million in 2020, with a forecast of 65.9 million by 2023.
The global VR market, valued at $7.72 billion in 2020, is expected to rise to $26.9 billion by 2027. The market was worth approximately $2.02 billion in 2016.
As a pillar of the digital revolution, VR has seeped into our daily lives. Let's examine the VR usage stats reflecting this growing prevalence.
The YouTube 360 channel, YouTube’s official VR channel, boasts approximately 3.4 million subscribers.
Roblox VR social platform caters 58.8 million daily active users.
In the first half of 2022, over a third of VR users made purchases on VR platforms after sampling or browsing products in VR stores.
Products advertised with AR/VR content experience a 94% higher conversion rate than those without such content.
A third of Gen Z shoppers are eager to explore and shop in virtual stores.
Global shipments of VR and AR headsets were at 5.5 million units in 2020, projected to reach 11 million in 2021 and 43.5 million by 2025.
VR headset market size was $5.5 billion in 2019, with a CAGR of 22.3%, projected to reach $18.6 billion by 2026.
As of Q2 2020, the market leaders of VR headsets were Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%).
The combined AR and VR markets were worth $12 billion in 2020, projected to reach $72.8 billion by 2024, with a massive annual growth rate of 54%.
The global market size of AR and VR is forecast to hit $296.9 billion in 2024, nearly ten times the $30.7 billion market size in 2021.
The number of VR and AR devices shipped was 14.94 million in 2022, a 54.2% increase from 2021, expected to increase to 23.22 million in 2023, 32.76 million in 2024, and 43.87 million by 2025.
The figure for the global market size of AR and VR in 2022 was a 91.2% year-over-year increase, set to more than double to $124.4 billion in 2023.
70% of VR headset-owning consumers have bought a game on it.
Only 28% of VR set owners use these devices daily.
77% of people who use VR want more social engagement in it.
70% of VR users intend to increase their use in the next year.
Hardware cost is the biggest entry barrier keeping the VR adoption rate down.
64% of VR users think VR has the greatest potential in gaming.
In 2020, 55% of users found the VR experience satisfying.
Three in ten bought a VR kit to check out its buzz.
88% of VR owners use it a few times a month; 60% use it weekly.
70% of VR users play games with their VR sets.
42% of VR owners watch films or TV on their devices.
35% of VR owners use it for exercise, and 22% for creating art or music.
40% of consumers fear a VR horror experience.
Only 13% of users would stay in VR for over an hour without a break.
Virtual Reality is significantly shaping the corporate world, offering transformative solutions. Let's explore the stats that reveal how VR is integrated into the corporate sector.
The market size of VR Head-Mounted Displays (HMDs) was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026.
Global shipments of VR and augmented reality (AR) headsets in 2020 were 5.5 million units and it was projected to reach 11 million in 2021 and 43.5 million by 2025.
In terms of VR spending by sector, consumer spending leads at 53%, followed by distribution and services at 15.8%, manufacturing and resources at 13.8%, public sector at 12.7%, and infrastructure at 3.2%.
The largest commercial investments in VR in 2024 are projected to be in training ($4.1 billion), industrial maintenance ($4.1 billion), and retail showcasing ($2.7 billion).
The global market size of AR and VR is forecasted to hit $296.9 billion in 2024, up from $30.7 billion in 2021.
Between 2021 and 2028, the compound annual growth rate of the VR market is expected to come in at 18 percent.
As of 2022, 14.94 million VR and AR devices were shipped, a 54.2 percent increase from 2021’s 9.69 million, with this number expected to increase further to 23.22 million in 2023, and to 32.76 million in 2024. By 2025, experts estimate that 43.87 million devices will be shipped worldwide.
Nearly one in five (19 percent) of US consumers used VR in 2020, a three-percentage point increase from 16 percent in 2019.
VR usage in the US is projected to reach 70.8 million people in 2023.
Virtual Reality has opened new doors in the marketing world, providing immersive customer experiences. Here are the stats that show how VR is making waves in marketing.
VR headsets have gained popularity, with over 43 million users worldwide since their release.
Around 44% of all people say they're "very interested" in VR in general.
Google Cardboard, a VR platform, has more than 10 million downloads on the Play Store.
About 98% of all VR headsets sold are mobile devices, indicating the potential of VR in mobile technologies.
VR advertising has been found to be significantly more effective than mobile or desktop advertising.
The success rate of installing programs from VR ads stands at an impressive 12.5%.
Overall, VR ads have a success rate of 29.8%. This means that nearly one in three people who view a VR ad follow through on the ad's call-to-action.
The number of VR users has shown exponential growth. From 200,000 users in 2014, it grew to 43 million users in 2016.
By 2018, the number of VR users was expected to increase by an additional 397% to 171 million people.
81% of people who try VR tell their friends about it, indicating strong word-of-mouth potential.
There's substantial interest in VR among Generation Z, with 73% expressing interest.
Approximately 66% of all consumers are interested in VR shopping.
About 53% of adults have indicated that they would prefer to buy from a brand that uses VR over a brand that doesn’t.
An estimated 30% of B2C companies on the Forbes 2000 list were expected to utilize VR in their marketing efforts.
The gaming world has been completely revolutionized by the advent of Virtual Reality. Let's check out the VR gaming stats that demonstrate this transformation.
Only 1.8% of Steam users own a VR headset, equivalent to 2.16 million gamers with VR headsets.
Oculus Quest 2 is the most popular VR headset on Steam, capturing 33% of the market share as of 2023.
Beat Saber is the highest-grossing VR game, with $69.7 million in lifetime total earnings.
Half-Life: Alyx generated $64.6 million in revenue during its first six months.
Phasmophobia is currently the top-selling VR game on Steam.
Kat Walk C is the highest-earning VR accessory on Kickstarter with $1.7 million in funding.
Twitch viewers watched 17.3 million hours of VR gaming content in 2020.
VR's impact on businesses is substantial and far-reaching. Let's review the business statistics that highlight VR's influence.
Commercial applications represent 53% of total VR technology usage.
Over 950 VR startups are operational in the United States.
According to VR industry stats, 85% of VR companies in the U.S. have active projects or are about to launch one.
It's estimated that 23.3 million jobs will be generated by the VR industry by the end of this decade.
The U.S. GDP is projected to increase by $537 billion by 2030 due to VR and AR jobs.
Workplace injuries could decrease by 43% with the adoption of VR.
VR training has enhanced employee success rates by 70%.
In 2021, the consumer market saw 9.54 million AR/VR headset shipments, compared to 1.69 million in the commercial market.
AR/VR headset shipments in the consumer market are projected to hit 13.24 million units in 2022.
The global revenue for the VR headsets segment in the consumer electronics market is projected to increase by $2.3 billion (+25.05%) continuously from 2023 to 2028.
By 2028, the revenue of the VR headsets segment in the consumer electronics market is expected to reach $11.44 billion, marking the fifth consecutive year of growth.
The global extended reality (XR) market, encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR), stood at $29.26 billion in 2022.
The XR market is projected to surge past $100 billion by 2026.
Headsets are a fundamental part of the VR experience, constantly evolving to improve user immersion. Let's inspect the stats related to VR headsets and their increasing popularity.
The revenue in the VR headsets segment of the consumer electronics market in the US is forecast to decrease by 0.03 billion U.S. dollars (-1.6 percent) between 2023 and 2028.
In 2022, the global metaverse market stood at 65.5 billion U.S. dollars, expected to rise to 936.6 billion U.S. dollars by 2030.
The global volume in the VR headsets segment of the consumer electronics market is forecast to increase by 5.5 million pieces (+25.28 percent) between 2023 and 2028.
In 2022, Meta (formerly Facebook) incurred advertising expenses of over 2.6 billion U.S. dollars.
During the first quarter of 2023, Meta reported 3.02 billion people were using at least one of the company's core products every day.
Between 2018 and 2020, global downloads of the Meta Quest mobile app experienced a moderate increase, doubling in 2021 to reach 10.43 million downloads in 2022.
Just over 42 percent of Steam users with a VR headset stated that they had an Oculus Quest 2.
The Meta Quest 3 device was priced at 499 U.S. dollars, while the Meta Quest Pro was priced at 999 U.S. dollars.
Apple Vision Pro, debuted in June 2023, is expected to ship 350,000 devices in the first year of the launch, rising to 1.48 million devices in the second year.
According to a 2022 study, over half of US consumers consider good image resolution an important feature when choosing a VR headset. Other key features include comfort and device compatibility.
The global average revenue per user (ARPU) in the VR headsets segment of the consumer electronics market is forecast to increase by 0.2 U.S. dollars (+16.67 percent) between 2023 and 2028, reaching 1.43 U.S. dollars in 2028.
The education sector hasn't been untouched by VR's groundbreaking influence. Let's delve into the stats that showcase VR's significant role in education.
The global virtual reality in education market size increased from $8.67 billion in 2022 to $11.95 billion in 2023, growing at a compound annual growth rate (CAGR) of 37.9%.
Despite disruptions due to the Russia-Ukraine war, the VR in education market size is projected to reach $46.14 billion by 2027, growing at a CAGR of 40.2%.
In 2021, India's multinational educational tech company, Byju's, expanded its virtual reality education product portfolio through the acquisition of Whodat Tech Private Limited, an AR and VR solutions provider.
North America was the largest region in the virtual reality education market in 2022.
The development of Augmented Reality (AR) applications is gaining momentum in the US with the aid of 5G technology. For instance, in March 2021, Fisk University, HTC VIVE, T-Mobile, and VictoryXR collaborated to launch the first-ever interactive 5 G-enabled VR human cadaver lab for learning delivery to pre-med and biology-related majors.
Major players in the US virtual reality education market include Google, Microsoft Corporation, Facebook Technologies LLC, IBM Corporation, and HTC Corporation.
Virtual reality in education is being applied in all levels of education in the US, including K-12, higher education, and vocational training.
The USA, being a hub of technological innovation, has widely adopted VR. Let's explore the statistics that detail VR's presence in the USA.
As of 2023, approximately 69.9 million Americans are expected to be using virtual reality, an increase of about 5.9 million from the previous year.
About 25% of U.S. households own or have used a VR headset, a slight increase from the 23% reported in 2022.
Virtual Reality headset sales continue to show strong growth in the U.S. with a projected 35% year-over-year increase by 2023.
An estimated 45% of consumers who have used VR in the past month own their own VR headset, a slight increase from the previous year's 43%.
The VR market size in the U.S. is projected to be worth approximately $13 billion by the end of 2023, an increase from $12 billion in 2022.
The virtual reality metaverse continues to intrigue U.S. consumers, with 52% finding the concept "exciting," a slight increase from the 50% reported in the previous year.
The VR headset market size in the U.S. is expected to exceed $9 billion by the end of 2023, an increase from the estimated $8.1 billion in 2022.
The U.S. VR gaming market is predicted to continue its rapid growth, reaching an estimated $2.5 billion in value by 2023.
Across the pond, the UK is making leaps and bounds in the virtual realm. The UK is riding high on the wave of VR, adopting it in various sectors. Let's look into the VR statistics from the UK.
Revenue in the VR headsets segment of the consumer electronics market in the UK was forecasted to increase by 60.81%, or 193.7 million GBP, between 2023 and 2028. This growth follows five consecutive years of increases, with a peak revenue of 512.29 million GBP expected in 2028.
The revenue in the AR & VR market in the UK is projected to reach approximately US$1,167.00 million in 2023.
The market revenue is expected to show an annual growth rate (CAGR) of 13.84% from 2023 to 2027, resulting in a projected market volume of US$1,960.00 million by 2027.
The largest segment of the AR & VR market in the UK is VR Hardware, with a projected market volume of US$417.50 million in 2023.
The number of users in the AR & VR market in the UK is expected to grow to 49.83 million by 2027.
User penetration of AR & VR technologies is expected to be 61.9% in 2023 and is predicted to increase to 71.4% by 2027.
The average revenue per user (ARPU) in the AR & VR market is expected to be US$27.42. These revenue values are B2C revenues, covering only the consumer part of the total AR & VR market.
Australia and Oceania are catching up in the VR race, making strides in its adoption. Let's check out the VR statistics in these regions.
The revenue in the AR & VR market is projected to reach approximately $1.05B USD in 2023.
The market revenue is expected to show an annual growth rate (CAGR) of 14.83% from 2023 to 2027, resulting in a projected market volume of $1.83B USD by 2027.
The largest segment of the AR & VR market is AR Software, with a projected market volume of $487.10 million USD in 2023.
The number of users in the AR & VR market is expected to increase to 23.91 million by 2027.
User penetration of AR & VR technologies is projected to be 43.5% in 2023 and is expected to increase to 54.9% by 2027.
The average revenue per user (ARPU) in the AR & VR market is expected to be $58.06 USD.
Additional Resources ⛏️
Looking to dive deeper into the world of Virtual Reality stats? Check out these informative resources filled with in-depth analysis, forecasts, and intriguing insights that paint the complete picture of the ever-evolving VR landscape.
G2
Finances Online
Digital Tripathi
Conclusion 👋
From corporate training rooms to gamer's dens, from virtual marketplaces to immersive advertisements, the VR landscape is as vast as it is varied. As we've seen through our journey, the growth and adoption of VR is accelerating at a breathtaking pace, with projections painting an even brighter future.
Despite the barriers, the opportunities and possibilities presented by VR are immense and undeniable. As we continue to traverse the digital age, VR stands as a lighthouse, illuminating the path towards a future that's more immersive, interactive, and incredible.
Sources:
FinancesOnline, Oberlo, PwC, Twitch, YouTube, LinkedIn, Mordor Intelligence, Statista, Grand View Research, Chaos Theory Games, Meta, TechInjury, ARtillery Intelligence, IDC, GWI, Steam, G2, Swag Soft, Greenlight Insights, CNBC, Iberdrola, Big Commerce, Perkins Coie, AngelList, GlobalWebIndex
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