GITNUX MARKETDATA REPORT 2024

Vr Content Industry Statistics

The VR content industry is expected to experience significant growth with a projected revenue of over $20 billion by 2024.

Highlights: Vr Content Industry Statistics

  • Over 171 million people could be using VR hardware and software worldwide by 2022.
  • Spending on VR content and apps is projected to reach 24.5 billion dollars by 2023.
  • As of 2019, the global VR market size is forecast to be worth more than 16 billion US dollars.
  • The VR hardware market is forecast to reach 62.1 billion dollars by 2027.
  • Oculus Quest is the top-selling VR headset, having sold around 705,000 units in 2019 alone.
  • In the U.S, 43% of people in 2018 said they were "very interested" in using VR technology.
  • About 16% of U.S. video viewers use a VR device at least once per month.
  • By 2022, the number of mobile VR users is forecast to reach 547 million.
  • The VR content creation market size was valued at $431.4mn in 2019 and is projected to reach $46.54bn by 2027.
  • By 2023, VR in gaming is expected to generate $22.9 billion in revenue.
  • VR technology revenue in the U.S. is projected to reach 19.3 billion U.S. dollars by 2025.
  • More than 70% of consumers believe there are valuable applications for VR beyond gaming.
  • More than 50% of global VR professionals believe that gaming, training, and education are the sectors with the greatest potential for VR.
  • VR advertising could deliver costs per impression that are 2x to 4x higher than traditional digital marketing.
  • 77% of VR users want more social engagement in VR.
  • The VR content market is predicted to reach a value of $40.2 billion by 2026.
  • VR technology in the healthcare sector is expected to reach $2.2 billion by 2025.
  • The VR in education market is expected to reach $200 billion by 2021.
  • The total number of active VR users is forecast to reach 171 million by 2022.

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The virtual reality (VR) content industry continues to experience rapid growth and innovation, reshaping the way we consume entertainment and engage with technology. In this blog post, we will explore the latest statistics and trends in the VR content industry, providing valuable insights into this exciting and evolving sector.

The Latest Vr Content Industry Statistics Explained

Over 171 million people could be using VR hardware and software worldwide by 2022.

The statistic suggests that by the year 2022, the global market for virtual reality (VR) hardware and software is projected to reach a user base exceeding 171 million individuals. This estimate signifies a significant growth in the adoption of VR technology across various industries and among consumers worldwide. The increasing availability of VR devices, the development of immersive content, and the integration of VR into areas such as gaming, education, healthcare, and training programs are likely contributors to this predicted surge in users. The statistic highlights the expanding relevance and popularity of VR technology in modern society, pointing towards a future where millions of people are actively engaging with virtual reality experiences.

Spending on VR content and apps is projected to reach 24.5 billion dollars by 2023.

The statistic indicates that the total amount of money spent on virtual reality (VR) content and applications is expected to increase significantly in the coming years, reaching a projected amount of 24.5 billion dollars by the year 2023. This surge in spending reflects the growing popularity and adoption of VR technology across various industries and consumer markets. The considerable investment in VR content and apps suggests a strong market demand for immersive and interactive experiences, driving innovation and development within the VR industry. The projected spending highlights the potential for continued growth and expansion in the VR market as companies and consumers increasingly integrate virtual reality into their everyday lives.

As of 2019, the global VR market size is forecast to be worth more than 16 billion US dollars.

The statistic stating that the global virtual reality (VR) market size is forecasted to exceed 16 billion US dollars as of 2019 indicates the significant growth and potential of the VR industry. This figure represents the total estimated value of the VR market, including hardware, software, and services related to virtual reality technology. The projection suggests that VR has gained traction and is being adopted across various industries such as gaming, entertainment, healthcare, education, and more. The substantial market size forecast also highlights the increasing consumer interest and investment in VR technology, pointing towards a promising future for the industry as it continues to evolve and expand globally.

The VR hardware market is forecast to reach 62.1 billion dollars by 2027.

The statistic indicates that the virtual reality (VR) hardware market is projected to grow significantly, with a forecasted value of 62.1 billion dollars by the year 2027. This suggests a trend of increasing demand for VR hardware products such as headsets, controllers, and other accessories over the next few years. Factors driving this growth may include advancements in VR technology, expanding applications across industries such as gaming, entertainment, education, and healthcare, as well as increasing consumer interest and adoption. The forecasted value of 62.1 billion dollars highlights the substantial market potential for VR hardware industry players and signals opportunities for innovation, investment, and market expansion in the coming years.

Oculus Quest is the top-selling VR headset, having sold around 705,000 units in 2019 alone.

The statistic indicates that the Oculus Quest VR headset was the best-selling virtual reality headset in 2019, with approximately 705,000 units sold in that year. This suggests that the Oculus Quest was highly popular among consumers compared to other VR headsets on the market during that time. The high sales figure reflects a strong demand for the Oculus Quest’s features, performance, and overall user experience. As a top-selling VR headset, the Oculus Quest likely offered a compelling combination of technological innovation, comfort, content variety, and affordability that resonated with a significant portion of the consumer base interested in virtual reality experiences. Overall, the statistic highlights the Oculus Quest’s success in the competitive VR headset market for the specified time period.

In the U.S, 43% of people in 2018 said they were “very interested” in using VR technology.

The statistic stating that 43% of people in the U.S expressed being “very interested” in using VR technology in 2018 indicates a significant level of enthusiasm and openness towards adopting virtual reality technologies among the American population during that period. This finding suggests a strong potential market demand for VR products and services, highlighting a growing trend towards embracing innovative technological advancements for immersive experiences. Companies and developers in the VR industry could leverage this statistic to tailor their marketing strategies and product offerings to cater to this receptive consumer segment, potentially driving further growth and adoption of VR technology in the U.S market.

About 16% of U.S. video viewers use a VR device at least once per month.

The statistic indicates that approximately 16% of individuals who watch videos in the United States use a virtual reality (VR) device at least once per month. This implies that a sizeable proportion of video viewers are engaging with VR technology on a regular basis, demonstrating a growing interest and adoption of immersive and interactive media experiences. By leveraging VR devices, users have the opportunity to enhance their viewing experiences by immersing themselves in a simulated environment, offering a unique and engaging way to consume content. This statistic highlights the increasing popularity and integration of VR technology within the realm of video consumption, underscoring the evolving landscape of digital media consumption habits in the U.S.

By 2022, the number of mobile VR users is forecast to reach 547 million.

The statistic indicates a projected significant increase in the number of mobile virtual reality (VR) users by the year 2022, with an estimated count of 547 million users. This suggests a growing trend in the adoption and utilization of mobile VR technologies for various applications such as gaming, entertainment, education, training, and other immersive experiences. The forecasted number highlights the expanding market and popularity of mobile VR devices, indicating a shifting preference towards portable and accessible VR experiences. As the technology continues to advance and become more accessible to the general public, the statistic reflects the potential for widespread integration of mobile VR into everyday activities and industries.

The VR content creation market size was valued at $431.4mn in 2019 and is projected to reach $46.54bn by 2027.

This statistic indicates the rapid growth expected in the virtual reality (VR) content creation market, with a significant increase from $431.4 million in 2019 to a projected $46.54 billion by 2027. This substantial growth suggests a strong demand and interest in VR technology for creating immersive content across various industries such as gaming, entertainment, education, and training. The significant expansion in market size highlights the increasing adoption of VR technology and the potential for innovation in creating interactive and engaging virtual experiences in the coming years.

By 2023, VR in gaming is expected to generate $22.9 billion in revenue.

The statistic “By 2023, VR in gaming is expected to generate $22.9 billion in revenue” refers to the projected revenue that virtual reality technology within the gaming industry is estimated to generate by the year 2023. This statistic suggests that the market for virtual reality gaming is anticipated to experience significant growth and financial success in the near future. The substantial revenue projection of $22.9 billion indicates a strong consumer demand and investment in VR gaming products and experiences, highlighting the potential economic impact and market opportunities within the virtual reality sector for both developers and investors in the gaming industry.

VR technology revenue in the U.S. is projected to reach 19.3 billion U.S. dollars by 2025.

The statistic indicates that the revenue generated from virtual reality (VR) technology within the United States is expected to increase significantly to 19.3 billion U.S. dollars by the year 2025. This projection suggests a growing market demand and adoption of VR technology among consumers and businesses alike. Factors contributing to this anticipated revenue growth may include advancements in VR technology, increased applications across various industries such as gaming, healthcare, education, and training, as well as a greater awareness and acceptance of VR experiences among the general population. The statistic suggests that VR technology is poised for substantial growth and offers potential opportunities for businesses to capitalize on this emerging market trend in the coming years.

More than 70% of consumers believe there are valuable applications for VR beyond gaming.

The statistic that more than 70% of consumers believe there are valuable applications for virtual reality (VR) beyond gaming indicates a significant shift in consumer perceptions towards the technology. This high percentage suggests a growing recognition among consumers that VR has practical and beneficial uses in various industries beyond entertainment, such as education, healthcare, training, and retail. The statistic signifies a broader acceptance and adoption of VR as a tool for enhancing experiences and outcomes in a wide range of sectors, highlighting its potential to revolutionize how people interact with technology and the world around them.

More than 50% of global VR professionals believe that gaming, training, and education are the sectors with the greatest potential for VR.

This statistic indicates that a majority of global VR professionals, more than half, view gaming, training, and education as the sectors with the highest potential for Virtual Reality (VR) technology. These professionals likely see gaming as a significant driver of VR adoption, given the immersive and interactive experiences it offers. Furthermore, the mention of training and education suggests that VR is perceived as a valuable tool for enhancing learning experiences and skills development. Overall, the statistic highlights a general consensus among industry experts regarding the most promising applications of VR technology, pointing towards a future where VR plays a central role in sectors such as gaming, training, and education.

VR advertising could deliver costs per impression that are 2x to 4x higher than traditional digital marketing.

This statistic suggests that virtual reality (VR) advertising has the potential to be more expensive in terms of cost per impression compared to traditional digital marketing methods. Specifically, VR advertising could cost two to four times more per impression than traditional digital marketing channels such as display ads or social media advertising. This higher cost could be attributed to the innovative and immersive nature of VR technology, which offers a unique and engaging experience for consumers. Despite the higher costs, VR advertising may still be an attractive option for businesses looking to differentiate themselves and capture the attention of their target audience in a more impactful way.

77% of VR users want more social engagement in VR.

The statistic indicates that 77% of users of virtual reality (VR) express a desire for increased social engagement experiences within the VR environment. This suggests a significant proportion of VR users are seeking opportunities to interact with others and engage in social activities while using VR technology. These findings highlight the growing importance of social interactions and connectedness in the realm of virtual reality, with implications for developers and content creators to incorporate more social features and multiplayer capabilities into VR applications to meet the needs and preferences of the user base. Additionally, it signifies a trend towards enhancing the social aspects of VR experiences to make them more immersive, interactive, and enjoyable for users.

The VR content market is predicted to reach a value of $40.2 billion by 2026.

The statistic ‘The VR content market is predicted to reach a value of $40.2 billion by 2026’ indicates the projected growth and value of the virtual reality content industry in the future. This prediction suggests that the demand for VR content is expected to significantly increase over the coming years, driven by advancements in technology, increasing adoption of VR devices, and a growing interest in immersive experiences across various sectors such as entertainment, gaming, education, and healthcare. The substantial market value of $40.2 billion by 2026 highlights the potential economic opportunities and investments associated with the development and distribution of VR content, making it an appealing sector for businesses and investors to explore and capitalize on.

VR technology in the healthcare sector is expected to reach $2.2 billion by 2025.

This statistic indicates the anticipated growth and investment in virtual reality (VR) technology within the healthcare sector, with a projected market value of $2.2 billion by the year 2025. The increasing adoption of VR technology in healthcare is likely driven by its potential to revolutionize medical training, patient care, and therapy by offering immersive and interactive experiences. This statistic suggests a significant financial commitment to leveraging VR technology in improving healthcare services, enhancing medical education, and advancing patient outcomes, highlighting the industry’s recognition of the value and potential impact of incorporating VR into healthcare practices.

The VR in education market is expected to reach $200 billion by 2021.

The statistic “The VR in education market is expected to reach $200 billion by 2021” signifies the projected market value of virtual reality technology specifically within the education sector by the year 2021. This statistic encapsulates the anticipated growth and significance of integrating virtual reality into educational settings. The forecasted market value of $200 billion underscores the increasing investments, adoption, and reliance on VR technology to enhance and revolutionize the learning experience. As virtual reality continues to gain traction in the education industry, this statistic highlights the transformative potential of VR in providing immersive, interactive, and engaging educational opportunities for students and educators alike.

The total number of active VR users is forecast to reach 171 million by 2022.

The statistic states that the total number of active virtual reality (VR) users is projected to grow to 171 million by the year 2022. This forecast suggests that VR technology is gaining significant popularity and adoption among users worldwide, with an increasing number of individuals engaging with VR applications and experiences. The rise in active VR users indicates a growing interest in immersive virtual reality technology across various industries such as gaming, entertainment, education, and healthcare. The statistic highlights the expanding opportunities and potential for VR as a medium for content consumption and interactive experiences in the coming years.

References

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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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