GITNUX MARKETDATA REPORT 2024

Must-Know Virtual Reality Statistics [Latest Report]

Highlights: Virtual Reality Statistics

  • In 2021, 9.86 million AR and VR devices were shipped worldwide, with a forecast of 14.19 million units in 2022.
  • 171 million people worldwide are using virtual reality in some form today.
  • The number of VR startups has increased by 14%, in less than a year.
  • Virtual reality together with augmented reality could boost the global economy by 1.9 trillion USD by 2030.
  • 58% of the users who have tried virtual reality have experienced motion sickness.
  • The global virtual reality market is projected to grow at a CAGR of 21.6% between 2021-2028.
  • The total revenue for the virtual reality gaming market is expected to reach $22.9 billion by 2020.
  • As of May 2021, Sony’s PlayStation VR has sold over 5 million units worldwide.
  • The number of active virtual reality users worldwide is expected to reach 171 million by 2022.
  • Virtual reality video revenue is predicted to reach $3.2 billion in 2022.
  • Over 50% of the U.S. population is aware of virtual reality devices.
  • 52% of Fortune 500 companies are testing or have already adopted virtual reality.
  • The healthcare industry is expected to register the highest CAGR of 33.2% in virtual reality technology between 2021-2028.
  • Virtual reality sickness affects approximately 25-40% of users.
  • By 2025, the education sector is expected to hold a 15.5% share of the virtual reality market.
  • Virtual reality advertising spending worldwide was $726 million in 2021.
  • 16% of U.S. consumers have purchased a virtual reality headset.
  • The global market for virtual reality in automotive is predicted to grow at a CAGR of 31.3% between 2018-2025.
  • The U.S. virtual reality gaming industry generated $286 million in revenue in 2018.
  • Real estate is expected to have a 9.2% share of the augmented and virtual reality market by 2025.
  • Stand-alone virtual reality headsets are predicted to dominate the market with a 43.2% share by 2025.
  • Virtual reality in the global defense sector is expected to reach $7.9 billion by 2025.
  • In 2020, Samsung had the largest market share in the virtual reality headset market with 23.4%.
  • In 2020, virtual reality products are most popular in the age group 18-34 years, with 61% of that age group being interested in the technology.

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Virtual reality (VR) is a rapidly growing technology that has the potential to revolutionize the way we interact with the world. It has already been used in a variety of industries, from gaming to medical training. As VR technology continues to evolve, so do the statistics associated with it.

In this blog post, we’ll take a look at some of the most interesting virtual reality statistics and explore what they mean for the future of VR. We’ll also discuss the potential implications of these statistics for businesses and consumers alike. So, without further ado, let’s dive into the world of virtual reality statistics.

Virtual Reality: The Most Important Statistics

58% of the users who have tried virtual reality have experienced motion sickness.
The global virtual reality market is projected to reach 20.9 billion USD by 2028, with a CAGR of 29.5% from 2022 to 2028.
171 million people worldwide are using virtual reality in some form today.

Virtual Reality: Statistics Overview

In 2021, 9.86 million AR and VR devices were shipped worldwide, with a forecast of 14.19 million units in 2022.

It shows the increasing popularity of AR and VR devices, which are becoming increasingly important as the metaverse, or the physical and digital worlds combined, becomes the next iteration of the internet. This indicates that AR and VR technology is becoming more prevalent and is likely to continue to grow in the coming years.

171 million people worldwide are using virtual reality in some form today.

This statistic demonstrates the increasingly widespread adoption of virtual reality technology. Virtual reality is no longer a niche technology, but rather a mainstream one that is being used by millions of people around the world. This indicates that the technology is becoming more accessible, and that more people are recognizing its potential applications. As more people use virtual reality, it opens up new opportunities for businesses, developers, and consumers alike.

The number of VR startups has increased by 14%, in less than a year.

More entrepreneurs and investors are recognizing the potential of the virtual reality space and are investing in new startups to capitalize on its potential. This rapid growth can be attributed to the increasing availability of affordable technology, the low cost of entry, and the potential of virtual reality to disrupt many industries.

Virtual reality together with augmented reality could boost the global economy by 1.9 trillion USD by 2030.

The potential of virtual reality to revolutionize the way we interact with technology and our environment is immense, and this statistic shows the potential economic benefits of embracing this technology. It is a powerful reminder of the potential of virtual reality and why it should be embraced and supported by businesses and governments alike.

Outside of gaming and entertainment, healthcare and education with 28% are the two segments most likely to experience AR/VR disruption. Next on the list are workforce development with 24%, manufacturing with 21%, automotive with 19%, marketing and logistics (each with 16%), retail with 15%, and military with 13%.

This statistic shows the breadth and scope of how virtual reality can be used across different industries. It demonstrates the potential of virtual reality to revolutionize how people learn, how they receive healthcare, how they are trained in the workforce, and how they interact with marketing, retail, and automotive products. It also shows how virtual reality can be used to enhance military operations. This statistic provides a clear picture of the potential of virtual reality in a variety of industries.

58% of the users who have tried virtual reality have experienced motion sickness.

Motion sickness can be a major deterrent to using virtual reality, so understanding the prevalence of this issue is key to developing better solutions and experiences. Knowing how many users are experiencing motion sickness can also help developers make more informed decisions when designing and testing new virtual reality experiences.

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The global virtual reality market is projected to grow exponentially, with a CAGR of 45.2%, from 16.67 billion USD in 2022 to 227.34 billion USD by 2029.

The virtual reality market is growing rapidly and is expected to continue to do so in the coming years. This indicates that virtual reality technology is becoming increasingly popular and is likely to become even more widely adopted in the future. This growth could lead to new opportunities for businesses and individuals to use virtual reality in various ways, such as for entertainment, education, and training.

The Augmented Reality and Virtual Reality Market are expected to grow from 18.8 billion USD in 2020 to 209.2 billion USD by 2025, due to the increased demand for virtual reality devices and applications in the enterprise, consumer, commercial, and healthcare sectors.

This growth is likely to be driven by increased demand for virtual reality devices and applications in various sectors, such as enterprise, consumer, commercial, and healthcare. This statistic is important for businesses looking to invest in virtual reality technology, as it provides an indication of the potential return on investment.

Check out our latest Gamification Statistics

Poor user experience is the main obstacle to VR adoption, with 5.5 million units of AR and VR devices set to be shipped in 2020 and the potential to impact up to 23 million jobs by 2030. The cost of creating a simple VR game is estimated to be 5,000 USD.

This highlights the potential of VR and AR to create jobs and the cost associated with creating VR games. It also shows the importance of user experience in the adoption of VR technology.

47% of VR/AR usage is in social media content, followed by video games (40%), live-streaming (32%), film and entertainment (31%), advertising (28%), and music (28%).

This statistic shows the current market size of the VR market and its expected growth rate, which is indicative of the increasing popularity of virtual reality technology.

The global virtual reality market is projected to grow at a CAGR of 21.6% between 2021-2028.

The industry is expected to experience significant growth, which could open up new opportunities for businesses and individuals alike. This could mean more jobs, more investment, and more innovation in the field of virtual reality. As such, this statistic is an important piece of information for anyone interested in the future of virtual reality.

The total revenue for the virtual reality gaming market is expected to reach $22.9 billion by 2020.

The industry is growing rapidly and is expected to reach a staggering $22.9 billion by 2020. This is a clear indication that virtual reality gaming is becoming increasingly popular and is likely to continue to grow in the coming years.

As of May 2021, Sony’s PlayStation VR has sold over 5 million units worldwide.

This is a clear indication that virtual reality technology is becoming increasingly popular and accepted, and that Sony’s PlayStation VR is a major player in the industry. This statistic is an important piece of evidence for anyone looking to understand the current state of the virtual reality market.

The number of active virtual reality users worldwide is expected to reach 171 million by 2022.

Technology is rapidly gaining traction and is expected to become a major part of the global digital landscape in the near future. This is an exciting development for those interested in the possibilities of virtual reality, and it is a sign that the technology is here to stay.

Virtual reality video revenue is predicted to reach $3.2 billion in 2022.

The market for virtual reality video is expected to grow significantly in the coming years, indicating that it is a viable investment opportunity for those interested in the technology. This statistic is a clear indication that virtual reality video is here to stay and is likely to become an increasingly important part of the entertainment industry.

Over 50% of the U.S. population is aware of virtual reality devices.

This demonstrates the widespread recognition of virtual reality devices. It shows that the technology has become a part of the public consciousness, and that it is no longer a niche product. This indicates that virtual reality is becoming increasingly popular and accepted, and that it is likely to continue to grow in the future.

52% of Fortune 500 companies are testing or have already adopted virtual reality.

A majority of Fortune 500 companies are recognizing the potential of this technology and are investing in it. This indicates that virtual reality is becoming an increasingly important part of the business world, and that it is here to stay.

The healthcare industry is expected to register the highest CAGR of 33.2% in virtual reality technology between 2021-2028.

This highlights the immense growth opportunities that the industry stands to gain from the adoption of this technology. It also serves as a reminder of the importance of investing in virtual reality technology in order to stay ahead of the competition and remain competitive in the healthcare industry.

Virtual reality sickness affects approximately 25-40% of users.

A significant portion of users may experience adverse effects from using virtual reality, and that this should be taken into consideration when discussing the potential benefits of the technology.

By 2025, the education sector is expected to hold a 15.5% share of the virtual reality market.

Educational institutions are investing in virtual reality technology and are likely to continue to do so in the coming years. This could mean that virtual reality technology is becoming increasingly accessible to students, allowing them to gain a more immersive learning experience. Furthermore, it could also mean that virtual reality is becoming an increasingly important tool for educators, allowing them to create more engaging and interactive lessons.

Virtual reality advertising spending worldwide was $726 million in 2021.

Businesses are investing in virtual reality advertising, indicating that they believe it is a viable and profitable marketing strategy. This is an important indicator of the future of virtual reality and its potential to revolutionize the advertising industry.

16% of U.S. consumers have purchased a virtual reality headset.

Technology is becoming increasingly accessible and attractive to the public, suggesting that virtual reality is here to stay.

The global market for virtual reality in automotive is predicted to grow at a CAGR of 31.3% between 2018-2025.

The market is expected to experience significant growth over the next few years, indicating that virtual reality is becoming increasingly important in the automotive sector.

The U.S. virtual reality gaming industry generated $286 million in revenue in 2018.

The industry is thriving and that more and more people are investing in virtual reality gaming. This is an important indicator of the potential of the industry and its future growth. It also highlights the potential for businesses to capitalize on the growing demand for virtual reality gaming.

Real estate is expected to have a 9.2% share of the augmented and virtual reality market by 2025.

The industry is taking advantage of the potential of this technology to revolutionize the way people buy and sell property. This could mean more efficient and cost-effective transactions, as well as a more immersive experience for buyers and sellers. As such, this statistic is an important one to consider when discussing the future of virtual reality.

Stand-alone virtual reality headsets are predicted to dominate the market with a 43.2% share by 2025.

Stand-alone virtual reality headsets are likely to become the most popular form of virtual reality technology in the near future, with a significant share of the market. This is an important insight for anyone interested in the virtual reality industry, as it provides a glimpse into the direction the industry is heading in.

Virtual reality in the global defense sector is expected to reach $7.9 billion by 2025.

The sector is expected to experience significant growth in the coming years, and that virtual reality technology is likely to play a major role in this growth. This is an important point to consider when discussing the impact of virtual reality on the defense sector, and it is a statistic that should not be overlooked.

In 2020, Samsung had the largest market share in the virtual reality headset market with 23.4%.

The company has been able to capture a significant portion of the market, indicating that their products are popular and well-received. This is an important piece of information for anyone interested in the virtual reality industry, as it provides insight into the current market dynamics and the competitive landscape.

In 2020, virtual reality products are most popular in the age group 18-34 years, with 61% of that age group being interested in the technology.

This reveals that the 18-34 age group is the most enthusiastic about the technology. This indicates that the technology is likely to be adopted by this age group first, and that it could be a key demographic for virtual reality products. Furthermore, it suggests that virtual reality products should be tailored to meet the needs of this age group in order to maximize their potential.

Conclusion

In conclusion, Virtual Reality is an emerging technology that is gaining more and more traction in the market. With the increasing demand for VR, the statistics show that the industry is growing rapidly and is expected to reach 44.7 billion USD by 2024.

Companies are investing heavily in this technology, and the number of users is also increasing. With the advancements in technology, Virtual Reality is sure to revolutionize the way we interact with the digital world.

References

1 – https://www.statista.com/statistics/653390/worldwide-virtual-and-augmented-reality-headset-shipments/

2 – https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378

3 – https://www.globenewswire.com/news-release/2022/11/09/2552234/0/en/Virtual-Reality-Market-to-Garner-20-9-billion-by-2028-at-27-9-CAGR-Market-Share-Segmentation-Future-Growth-Trends-Analysis-by-Markets-N-Research.html

4 – https://www.businesswire.com/news/home/20210111005575/en/Augmented-Reality-and-Virtual-Reality-Market-with-COVID-19-Impact-Analysis—Global-Forecast-to-2025—ResearchAndMarkets.com

5 – https://www.softwaretestinghelp.com/future-of-virtual-reality/

6 – https://famuse.co/leading-the-vr-market/

7 – https://www.oberlo.com/blog/virtual-reality-statistics

8 – https://99firms.com/blog/virtual-reality-statistics/#gref

9 – https://webinarcare.com/best-virtual-reality-collaboration-platforms/virtual-reality-collaboration-platforms-statistics/

10 – https://reports.valuates.com/market-reports/QYRE-Othe-2Z282/ar-in-retail

11 – https://www.marketresearchfuture.com

12 – https://www.prnewswire.com

13 – https://www.marketsandmarkets.com

14 – https://www.defenseone.com

15 – https://www.grandviewresearch.com

16 – https://www.fortunebusinessinsights.com

17 – https://www.globenewswire.com

18 – https://www.ccsinsight.com

19 – https://www.statista.com

20 – https://www.ncbi.nlm.nih.gov

21 – https://www.deloitte.com

22 – https://www.emarketer.com

ZipDo, cited June 2023: Virtual Reality Statistics

WifiTalents, cited April 2024: Virtual Reality

FAQs

What is virtual reality?

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback like haptic.

What are the benefits of virtual reality?

The benefits of virtual reality include enhanced training and learning experiences, improved communication, increased safety, and enhanced entertainment experiences.

What are the different types of virtual reality?

The different types of virtual reality include augmented reality (AR), mixed reality (MR), and virtual reality (VR).

What hardware is needed for virtual reality?

The hardware needed for virtual reality includes a headset, controllers, and a computer with a powerful graphics card.

What are the applications of virtual reality?

The applications of virtual reality include gaming, education, healthcare, entertainment, and marketing.

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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