GITNUX MARKETDATA REPORT 2024

Vr Industry Statistics

The VR industry is expected to continue growing rapidly, with revenue projected to reach $16.3 billion by 2022.

Highlights: Vr Industry Statistics

  • The global virtual reality (VR) market is projected to reach $92.31 billion by 2027.
  • Virtual Reality is projected to reach 57 million users in the United States by 2025.
  • VR training could reduce training time by 40%.
  • 75% of the world's most valuable brands have created some form of virtual reality or augmented reality experience for customers.
  • 70% of younger consumers are interested in brands that offer VR experiences.
  • The top three companies dominating the virtual reality market are Sony, Facebook, and HTC.
  • VR gaming market revenue in the United States is expected to reach $5.1 billion by 2025.
  • In 2021, 6.4% of U.S. respondents said they use a VR headset daily.
  • The North American VR market is projected to reach $21.6 billion by 2027.
  • Facebook-owned Oculus was the best-selling VR headset in 2020.
  • Virtual Reality had a global economic impact of $4.5B in 2019.
  • The Asia Pacific VR market accounted for the highest revenue in 2020.
  • The standalone VR headset market is expected to grow at a CAGR of 21.5% from 2021-2026.
  • Nearly 22 million Americans were using VR in 2020.
  • Worldwide VR headset device shipments are projected to reach 30.7 million by 2024.

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The Latest Vr Industry Statistics Explained

The global virtual reality (VR) market is projected to reach $92.31 billion by 2027.

This statistic indicates the expected growth and size of the global virtual reality (VR) market by the year 2027, with a projected value of $92.31 billion. This projection suggests a significant expansion in the VR industry, driven by technological advancements, increased adoption in various sectors such as gaming, entertainment, healthcare, education, and training, as well as rising consumer demand for immersive and interactive experiences. The substantial growth forecast highlights the potential for VR technology to continue to evolve and have a significant impact on various industries and businesses worldwide in the coming years.

Virtual Reality is projected to reach 57 million users in the United States by 2025.

The statistic that Virtual Reality is projected to reach 57 million users in the United States by 2025 implies a significant growth in the adoption of this technology over the next few years. This projection suggests that an increasing number of individuals will be engaging with Virtual Reality applications and devices, such as VR headsets, for various purposes including entertainment, education, training, and more. The widespread acceptance of Virtual Reality in the US market is indicative of the potential opportunities and advancements that this technology may bring in the near future, leading to an immersive and interactive digital experience for a large segment of the population.

VR training could reduce training time by 40%.

The statistic “VR training could reduce training time by 40%” suggests that utilizing virtual reality technology in training programs has the potential to significantly decrease the amount of time required for individuals to acquire new skills or knowledge. By immersing trainees in realistic and interactive virtual environments, VR training can enhance engagement, retention, and learning outcomes, leading to more efficient and effective training experiences. A 40% reduction in training time indicates a substantial improvement in productivity and cost-effectiveness for organizations seeking to streamline their training processes and upskill their workforce.

75% of the world’s most valuable brands have created some form of virtual reality or augmented reality experience for customers.

The statistic that 75% of the world’s most valuable brands have implemented virtual reality or augmented reality experiences for customers reflects a growing trend in the business world to enhance customer engagement through immersive technologies. Virtual reality and augmented reality offer innovative ways for brands to provide unique and interactive experiences to their consumers, thus setting themselves apart from competitors and increasing customer loyalty. By leveraging these technologies, companies can create more memorable and personalized interactions with their target audience, ultimately leading to increased brand awareness and customer satisfaction. This statistic highlights the importance of embracing cutting-edge technologies to stay competitive in today’s rapidly evolving market landscape.

70% of younger consumers are interested in brands that offer VR experiences.

The statistic “70% of younger consumers are interested in brands that offer VR experiences” indicates that a significant majority of younger individuals show interest in brands that provide virtual reality (VR) experiences. This suggests that incorporating VR technology into a brand’s marketing strategy or products may effectively engage and attract younger consumers. VR experiences have the potential to create immersive and interactive engagements with brands, appealing to the preferences and expectations of the younger demographic. Leveraging VR technology in branding initiatives could offer a competitive edge by catering to the interests and desires of the target audience, ultimately influencing their purchasing decisions and brand loyalty.

The top three companies dominating the virtual reality market are Sony, Facebook, and HTC.

The statistic indicates that Sony, Facebook, and HTC are the top three companies in terms of market dominance within the virtual reality sector. This domination suggests that these companies have a significant share of the market and are likely to influence the direction of virtual reality technology and products. Sony, Facebook, and HTC’s positions at the top of the market suggest that they are strong competitors with a competitive edge in terms of innovation, resources, and market presence, making them key players in shaping the future of virtual reality technology.

VR gaming market revenue in the United States is expected to reach $5.1 billion by 2025.

The statistic indicates that the virtual reality (VR) gaming market revenue in the United States is projected to increase significantly, reaching $5.1 billion by the year 2025. This signifies a notable growth in the adoption and consumer interest in VR gaming technologies within the country. Factors contributing to this expected revenue growth may include advancements in VR hardware and software, the development of immersive gaming experiences, increased accessibility of VR devices, and growing consumer demand for unique and interactive gaming options. The impressive forecasted revenue figure highlights the potential for further expansion and innovation within the VR gaming industry, presenting opportunities for businesses and investors operating in this sector to capitalize on the anticipated market growth.

In 2021, 6.4% of U.S. respondents said they use a VR headset daily.

The statistic “In 2021, 6.4% of U.S. respondents said they use a VR headset daily” indicates the prevalence of daily VR headset usage among a sample of U.S. residents surveyed in the year 2021. This statistic suggests that a small but not insignificant portion of the U.S. population actively engages with VR technology on a daily basis. Given the increasingly popular applications of VR in various industries such as gaming, education, healthcare, and training, this statistic may reflect a growing interest and adoption of VR technology among consumers. However, it is important to note that the interpretation of this statistic should consider factors such as the size and representativeness of the surveyed sample, as well as potential biases that may influence respondents’ self-reported usage habits.

The North American VR market is projected to reach $21.6 billion by 2027.

This statistic indicates the projected growth of the virtual reality (VR) market in North America, with an expected value of $21.6 billion by the year 2027. This forecast suggests a significant increase in the adoption and investment in VR technology within the region over the coming years. Factors contributing to this growth may include advancements in VR technology, increasing consumer interest, expanding application areas across industries such as gaming, entertainment, education, and healthcare, as well as growing investments and partnerships in the VR industry. The projection serves as an important indicator of the potential economic impact and opportunities associated with the VR market in North America in the near future.

Facebook-owned Oculus was the best-selling VR headset in 2020.

The statistic that Facebook-owned Oculus was the best-selling VR headset in 2020 indicates that Oculus, a virtual reality headset brand under the umbrella of Facebook, generated the highest sales volume compared to other VR headset brands during the year 2020. This suggests that Oculus was successful in capturing a significant portion of the VR market share and was preferred by consumers over competing brands. The popularity of Oculus may be attributed to various factors such as brand reputation, product quality, affordability, and effective marketing strategies employed by Facebook. This statistic underscores Oculus’s dominance in the VR headset market in 2020 and highlights its strong position within the industry.

Virtual Reality had a global economic impact of $4.5B in 2019.

The statistic ‘Virtual Reality had a global economic impact of $4.5B in 2019’ indicates the estimated total value of economic activity generated by the virtual reality industry worldwide in the year 2019. This figure includes various components such as revenues from sales of virtual reality hardware and software, investments in virtual reality startups, job creation within the industry, and the overall contribution of virtual reality technology to different sectors of the economy. The $4.5 billion economic impact highlights the growing significance of virtual reality as a thriving industry that is not only shaping consumer experiences but also driving innovation and growth across multiple sectors including entertainment, healthcare, education, and manufacturing.

The Asia Pacific VR market accounted for the highest revenue in 2020.

The statistic indicating that the Asia Pacific virtual reality (VR) market generated the highest revenue in 2020 suggests that this region experienced the most significant economic activity and growth in the VR industry compared to other global regions during that timeframe. This statistic underscores the increasing adoption and popularity of VR technology in the Asia Pacific markets, driven by factors such as a large population base, growing digital infrastructure, and increasing investments in innovation and technology. The revenue generated in this region likely reflects the sales of VR hardware, software, services, and applications, highlighting the region’s potential as a key player in the global VR market.

The standalone VR headset market is expected to grow at a CAGR of 21.5% from 2021-2026.

This statistic indicates the projected compound annual growth rate (CAGR) for the standalone virtual reality (VR) headset market between the years 2021 and 2026. A CAGR of 21.5% suggests a strong anticipated growth rate for this market segment over the specified time period. In practical terms, this means that the sales and adoption of standalone VR headsets are expected to increase significantly each year, with an average growth rate of 21.5%. Factors such as advancements in technology, increasing demand for immersive gaming and entertainment experiences, as well as expanding applications in various industries like education and healthcare, may be contributing to this forecasted growth in the standalone VR headset market.

Nearly 22 million Americans were using VR in 2020.

The statistic that nearly 22 million Americans were using virtual reality (VR) in 2020 is a measure of the widespread adoption of VR technology in the United States. This figure indicates the approximate number of individuals who engaged with VR technology for various purposes, such as gaming, entertainment, education, training, or virtual meetings. The statistic underscores the growing popularity and acceptance of VR as a form of immersive technology that is being integrated into various aspects of daily life. The large number of users highlights the increasing accessibility and availability of VR devices and content, suggesting a trend towards broader acceptance and utilization of VR technologies in the future.

Worldwide VR headset device shipments are projected to reach 30.7 million by 2024.

This statistic indicates the projected total number of Virtual Reality (VR) headset devices that are expected to be shipped worldwide by the year 2024. VR headsets are immersive technology devices that allow users to experience virtual environments and interact with digital content in a more engaging way. The projected figure of 30.7 million shipments suggests a growing trend and increasing adoption of VR technology across various industries, including gaming, entertainment, education, and training. This projection serves as a valuable insight for companies operating in the VR market, helping them to understand the potential demand and market opportunities for VR headset devices in the upcoming 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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