GITNUX MARKETDATA REPORT 2024

Vr And Ar Industry Statistics

The VR and AR industries are expected to experience significant growth in the coming years, with projections showing a steady increase in revenue and adoption rates.

Highlights: Vr And Ar Industry Statistics

  • The valuation of the global augmented reality and virtual reality market in 2021 is approximately $30.7 billion.
  • The AR and VR market is expected to grow at a compound annual growth rate (CAGR) of 63.3% from 2021 to 2028.
  • The global VR market is forecasted to reach $20.9 billion by 2025.
  • As of 2021, the largest segment of the AR/VR market is the Video Games industry.
  • 14% of the organizations that participate in VR and AR usage operate in the medical and healthcare industry.
  • It is predicted that by 2024, over 46 million AR smart glasses will be shipped.
  • Apple is expected to have sold over 10 million units of its AR glasses by 2022.
  • Augmented reality advertising is expected to generate over $13 billion in revenue by 2022.
  • Total AR/VR investment in 2019 reached $4.1 billion.
  • By 2025, over 500 million VR headsets are estimated to be sold.
  • By 2023, the number of AR mobile users in the U.S. is projected to reach 77.7 million.
  • It is estimated that 43% of VR headsets will have built-in eye-tracking technology by 2025.
  • In 2020, approximately 6.3 million units of PlayStation VR were sold globally.
  • It's predicted that AR, VR, and MR could create a $354 billion industry by 2026.
  • The global AR in education market size was estimated at USD 1.08 billion in 2020, and is expected to grow a CAGR 27.6% from 2021 to 2028.
  • In 2020, the revenue from AR games exceeded $1 billion.
  • VR training can lead to a 40% improvement in employee learning recall.
  • By 2020, 82% of all VR headsets sold were mobile VR.

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The Latest Vr And Ar Industry Statistics Explained

The valuation of the global augmented reality and virtual reality market in 2021 is approximately $30.7 billion.

The statistic indicates that the global augmented reality and virtual reality market was valued at approximately $30.7 billion in 2021. This valuation represents the combined revenue generated from the sale of AR and VR hardware, software, applications, and services worldwide during that year. The figure highlights the growing adoption and investment in augmented reality and virtual reality technologies across various industries such as gaming, healthcare, education, and enterprise. The market valuation serves as a key indicator of the expanding scope and potential impact of AR and VR on the global economy, signaling significant opportunities for businesses, investors, and consumers in the evolving digital landscape.

The AR and VR market is expected to grow at a compound annual growth rate (CAGR) of 63.3% from 2021 to 2028.

The statistic stating that the Augmented Reality (AR) and Virtual Reality (VR) market is projected to grow at a compound annual growth rate (CAGR) of 63.3% from 2021 to 2028 indicates a rapid expansion of these technologies within the specified timeframe. This growth rate signifies a significant increase in market value and adoption of AR and VR technologies across various industries and consumer segments. Such a high CAGR suggests strong market demand, advancements in technology, and increasing applications of AR and VR in areas such as gaming, healthcare, education, and retail. Overall, the forecasted growth rate highlights a promising future for AR and VR technologies, with potentially transformative impacts on how individuals interact with digital content and the physical world in the coming years.

The global VR market is forecasted to reach $20.9 billion by 2025.

The statistic ‘The global VR market is forecasted to reach $20.9 billion by 2025’ indicates a projected value of the virtual reality (VR) market worldwide by the year 2025. This prediction suggests a significant growth in the VR industry, with a forecasted market size of $20.9 billion, reflecting increasing consumer interest and adoption of VR technology across various sectors such as gaming, entertainment, education, healthcare, and more. This statistic serves as a valuable insight for businesses and investors looking to capitalize on the potential opportunities within the expanding VR market in the coming years.

As of 2021, the largest segment of the AR/VR market is the Video Games industry.

The statistic that the largest segment of the Augmented Reality/Virtual Reality (AR/VR) market as of 2021 is the Video Games industry highlights the significant role that gaming plays in driving the adoption and growth of AR/VR technologies. Video games have long been at the forefront of leveraging immersive experiences for players, making them early adopters of AR/VR applications. The demand for more engaging and interactive gaming experiences has propelled the AR/VR market, leading to substantial investments and advancements in technology within the video game sector. This statistic underscores the importance of the video game industry as a key driver of innovation and market expansion within the AR/VR landscape.

14% of the organizations that participate in VR and AR usage operate in the medical and healthcare industry.

This statistic indicates that 14% of organizations that are involved in virtual reality (VR) and augmented reality (AR) technologies operate within the medical and healthcare industry. This implies that there is a noteworthy presence of VR and AR usage specifically tailored for applications in the medical and healthcare field. The statistic suggests that a substantial portion of organizations utilizing VR and AR technologies have focused their efforts on developing solutions, services, or products targeting the medical and healthcare sector, indicating a growing trend in the use of these immersive technologies for enhancing medical treatments, training healthcare professionals, improving patient care, and advancing medical research within this industry.

It is predicted that by 2024, over 46 million AR smart glasses will be shipped.

The statistic suggests that the shipment of augmented reality (AR) smart glasses is expected to grow significantly by the year 2024, with over 46 million units estimated to be shipped. This indicates a rising trend in the adoption and utilization of AR technology in the form of smart glasses for various applications such as gaming, communication, navigation, and industrial use. The projected increase in shipments reflects a growing interest and investment in AR technology, with potential implications for industries ranging from consumer electronics to healthcare and manufacturing. This statistic highlights the growing importance of AR smart glasses in shaping the future of technology and how they are anticipated to become more mainstream in the coming years.

Apple is expected to have sold over 10 million units of its AR glasses by 2022.

The statistic implies that Apple is projected to achieve significant sales of its augmented reality (AR) glasses, with estimates exceeding 10 million units by the year 2022. This forecast suggests a high level of consumer interest and acceptance in the market for these AR glasses, indicating a potential shift towards widespread adoption of wearable AR technology. The expected sales figure also reflects Apple’s strong brand presence and innovation capabilities, positioning the company as a key player in the AR hardware industry. Overall, the statistic highlights the growing popularity and potential success of Apple’s AR glasses in the upcoming years.

Augmented reality advertising is expected to generate over $13 billion in revenue by 2022.

The statistic that augmented reality advertising is projected to generate over $13 billion in revenue by 2022 highlights the growing significance and potential of this technology in the advertising industry. Augmented reality offers marketers a unique and interactive way to engage with consumers, creating immersive brand experiences that drive customer engagement and ultimately lead to increased sales and brand loyalty. As consumer behavior continues to shift towards digital platforms, the adoption of augmented reality in advertising is expected to grow rapidly, with the potential to revolutionize traditional marketing strategies. The projected revenue figure underscores the increasing investment and confidence in the effectiveness of augmented reality advertising as a powerful tool for reaching and captivating modern consumers.

Total AR/VR investment in 2019 reached $4.1 billion.

The statistic “Total AR/VR investment in 2019 reached $4.1 billion” indicates the total amount of money that was invested in the augmented reality (AR) and virtual reality (VR) industries in the year 2019. This figure represents the combined investments made by various investors, including venture capital firms, corporations, and other entities, into AR and VR technology companies and startups. The substantial investment amount highlights the growing interest and potential of AR and VR technologies, suggesting a promising future for these immersive technologies across industries such as gaming, entertainment, healthcare, education, and more.

By 2025, over 500 million VR headsets are estimated to be sold.

The statistic stating that over 500 million VR headsets are estimated to be sold by 2025 suggests a growing trend and increasing demand for virtual reality technology in the consumer market. This projection implies significant expansion and adoption of VR technology across various industries and applications, including entertainment, education, healthcare, and gaming. The rapid pace of technological advancements, coupled with enhanced user experiences and lower costs, is likely driving the surge in VR headset sales. As consumer preferences continue to favor immersive and interactive digital experiences, the estimate of over 500 million VR headset sales by 2025 indicates a strong potential for continued growth and innovation within the virtual reality industry.

By 2023, the number of AR mobile users in the U.S. is projected to reach 77.7 million.

The statistic “By 2023, the number of AR mobile users in the U.S. is projected to reach 77.7 million” indicates a forecasted growth in the adoption of augmented reality (AR) technology among mobile users in the United States. This projection suggests that there will be a significant increase in the number of individuals using AR applications on their mobile devices by the year 2023. This growth trend highlights the growing popularity and integration of AR technology into everyday experiences, with a substantial portion of the U.S. population expected to engage with AR content and services through their mobile devices in the near future.

It is estimated that 43% of VR headsets will have built-in eye-tracking technology by 2025.

This statistic suggests that by the year 2025, approximately 43% of virtual reality (VR) headsets available in the market will come equipped with built-in eye-tracking technology. Eye-tracking technology in VR headsets allows for a more immersive and interactive experience by detecting and responding to the movement and direction of the user’s eyes. This statistic indicates a growing trend towards incorporating advanced technology into VR devices to enhance user experiences, potentially leading to more personalized and intuitive interactions within virtual environments. It also highlights the increasing adoption and integration of eye-tracking technology as a standard feature in VR headsets as the technology continues to evolve and become more accessible to consumers in the coming years.

In 2020, approximately 6.3 million units of PlayStation VR were sold globally.

The statistic that approximately 6.3 million units of PlayStation VR were sold globally in 2020 signifies a strong market demand for virtual reality gaming technology. By reaching this level of sales, PlayStation VR has established itself as a leading player in the virtual reality market segment, appealing to consumers worldwide. The significant number of units sold suggests a growing interest in immersive gaming experiences and highlights the success of Sony’s virtual reality product in capturing a substantial market share. This statistic not only showcases the popularity and adoption of virtual reality technology in the gaming industry but also demonstrates the potential for further growth and innovation in this space.

It’s predicted that AR, VR, and MR could create a $354 billion industry by 2026.

The statistic that AR (Augmented Reality), VR (Virtual Reality), and MR (Mixed Reality) could create a $354 billion industry by 2026 indicates the potential growth and market opportunity within the extended reality (XR) technologies. This projection suggests a substantial increase in revenue generated by various applications and services utilizing AR, VR, and MR technologies across industries such as gaming, entertainment, healthcare, education, and more. The forecasted growth reflects the increasing adoption and integration of XR technologies into everyday life, driving innovation, enhancing user experiences, and creating new business opportunities for companies operating within the space.

The global AR in education market size was estimated at USD 1.08 billion in 2020, and is expected to grow a CAGR 27.6% from 2021 to 2028.

This statistic indicates that the global Augmented Reality (AR) in education market was valued at USD 1.08 billion in 2020 and is projected to experience rapid growth with a compound annual growth rate (CAGR) of 27.6% from 2021 to 2028. The substantial CAGR suggests a strong potential for expansion within the AR education sector, driven by advancements in technology, increased adoption of AR in educational settings, and growing demand for immersive and interactive learning experiences. This growth trajectory signifies a significant market opportunity for AR technology providers, educational institutions, and other stakeholders in the education industry to capitalize on the benefits and opportunities presented by integrating AR into educational practices.

In 2020, the revenue from AR games exceeded $1 billion.

The statistic that the revenue from Augmented Reality (AR) games exceeded $1 billion in 2020 indicates a significant financial milestone for the AR gaming industry. This suggests that AR games, which integrate digital content with the physical world, have gained popularity and profitability in the market. The surpassing of the $1 billion mark signals that consumers are increasingly embracing AR gaming experiences, leading to increased investments, sales, and overall revenue generation within the industry. This statistic highlights the growing potential and importance of AR games in the gaming market, with the industry poised for further growth and innovation in the future.

VR training can lead to a 40% improvement in employee learning recall.

The statistic stating that virtual reality (VR) training can lead to a 40% improvement in employee learning recall means that participants who undergo VR training are able to remember and retain knowledge at a significantly higher rate compared to traditional training methods. This demonstrates the efficacy of VR technology in enhancing the learning experience and increasing the effectiveness of training programs. The 40% improvement suggests a substantial impact on employees’ ability to recall information, indicating that VR training can be a valuable tool for organizations looking to improve learning outcomes and enhance employee skills and knowledge retention.

By 2020, 82% of all VR headsets sold were mobile VR.

The statistic “By 2020, 82% of all VR headsets sold were mobile VR” indicates that by the year 2020, a significant majority (82%) of virtual reality headsets sold were categorized as mobile VR devices. This suggests that there was a clear preference among consumers for VR headsets that offer portability and can be used with mobile devices such as smartphones. The data highlights the growing popularity and accessibility of mobile VR technology, likely driven by factors such as convenience, affordability, and the increasing power and capabilities of mobile devices. This trend underscores the importance of mobile VR in the virtual reality market and its influence on shaping the future of immersive technology experiences.

References

0. – https://www.www.statista.com

1. – https://www.www.forbes.com

2. – https://www.www.emarketer.com

3. – https://www.www.trainingmag.com

4. – https://www.www.cyberith.com

5. – https://www.techjury.net

6. – https://www.www.gamesindustry.biz

7. – https://www.www.prnewswire.com

8. – https://www.www.businessinsider.com

9. – https://www.www.grandviewresearch.com

10. – https://www.www.gamasutra.com

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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