While more conventional and non-tech-intensive methods like F&B offerings, personalized experiences, and live product demonstrations remain the main draws for customers in physical stores. Issues like motion sickness with prolonged use or lack of viable use-cases are not a major concern for high-end device users. Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. Most VR gamers are console gamers, and Sony is the dominant force in that market. But the industry is growing and there are surely amazing things ahead. clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. Also, VR can sometimes form a part of our real memory, due to excessive play. (Greenlight Insights) According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. When working on virtual reality UX design, you need to consider the capabilities of people who will use the VR product. Related. How many virtual reality companies are there? This mirrors a global trend of new technologies posing an increasing security risk in the eyes of consumers and corporations. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). , only about 16 million of the 171 million users were innovators or hardcore gamers, while the rest were early adopters of different kinds. As of January 2020, the number of VR startups worldwide listed on AngelList was 2,270, a significant jump from a little over 1,800 in May 2018. The latest forecasts show that the sale of standalone devices will grow from nearly zero in 2017 to more than half of the total AR and VR devices market in 2022 (29 million units). That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. 3. VR demographics are definitely skewed toward the younger generations. The much lower price compared to console and PC headsets – and the fact mobile headsets are often bundled with premium phones – are key factors that contribute to their rapid market proliferation. The total spending on VR content/apps and location-based VR is expected to rise from $2.54 billion in 2019 to $3.77 billion in 2021. Adventure, action, and simulation games are the most popular VR gaming genres, with over 50% of gamers showing interest in them. Virtual reality statistics show that people are using VR more than ever, and researchers predict rapid market growth in years to come. More than half of smartphone VR headset owners have also bought games for their device. Virtual reality user demographics also indicate millennials are willing to pay $54 more on average than any other group for a headset. Report. While more conventional and non-tech-intensive methods like F&B offerings, personalized experiences, and live product demonstrations remain the main draws for customers in physical stores, virtual reality trends show that VR experiences are catching up as a technology investment that business owners can make to encourage customers to spend more. From an earlier prediction of 121 million units being sold by 2022, CCS Insight revised the number to 52 million. The most popular VR sets start at $268 – that’s the Playstation VR. Report. This is great news for marketers. In addition, virtual reality sales statistics had predicted revenue generated from VR products to … With that in mind, we are sure these latest set of statistics will help provide a clearer idea of. Virtual reality statistics show that VR started disappearing from the public eye during the late 1990s and early 2000s. The most well-known brand in VR, however, is Samsung, thanks to its Gear VR headset. According to virtual reality sales statistics, Sony sold a total of 2.2 million VR units in 2019, resulting in an increase of 0.2 million units from 2018. Users of high-end VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%) or mid-range (50%) users. We now know the size of the market. Since both AR and VR technologies are broadly trying to transform the same industries, the public’s perception of their relative potential is an interesting aspect to gauge. This accounts for 15.7% and 25% of the total US population. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. Over one billion people will regularly access virtual reality and AR content by 2020. How Many Cyber Attacks Happen Per Day in 2020? S, 50+ Supercharged Electric Car Statistics You Should Know in 2020, King Richard III would have given his kingdom for just one horse. 42.9 million people in the US will use virtual reality at least once a month in 2019. 77% of the respondents of a consumer survey who own a VR headset say they are interested in social interactions with other people in VR. The global virtual reality market is expected to top $34 billion by 2023. The following virtual reality statistics for 2020 will expound on the trend. Some of them have a number of issues, including that they are heavy and tie up the phone for the duration of use. Mobile VR gaming will show the highest growth in revenue, followed by PC and console segments. Let’s start with some general facts about the market. So, in reality, how much is the VR market worth? Jaded by conventional forms of advertising, consumers are keen on trying out new formats that allow them to experience brand stories in a more intimate manner. 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. It’s a trend worth pursuing not only for online marketplaces, however. User Experience and Virtual Reality are both rapidly-evolving subjects. Experts say it’s an investment that will pay for itself quickly. on marketing shows that the environment is ripe for marketers to move fast to capture audience interest. 17% of this growth took place during 2017-2018. Best Video Editing Software for Beginners, The Stupendous World of Google Search Statistics, The consumer VR market worldwide is set to reach. This. This number is significantly lower than the 2018 predictions (59%). This benefits Sony pretty well, as its PS4 console can seamlessly be upgraded with a VR headset. Virtual reality statistics also indicate that once users have actually tried out both AR and VR, their perception changes, with 50% saying AR has a greater potential to hit the mainstream compared to 47% in favor of VR. VR trends, when it comes to monetization, are moving toward in-app purchases within “freemium” apps (41%) and in-app advertising (39%). Among social VR activities of interest, playing games, watching videos, and video communication rank the highest. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). VR adoption stats for 2020 show that 27% of VR industry experts claim that user experience (e.g. This could also be a reflection of how the industry has developed so far, with the technology’s potential in other areas not really becoming as widely known. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Similar, This way, it alters their reality, making them experience things that are not real. Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%), which shows that the industry believes those sectors are going to see more VR usage in the future. This has made research firms recalibrate their predictions for the near future. 43 Useful Online Banking Statistics – All About Mobile Money! This is a significant boost when compared to what we had in. The global virtual and augmented reality market in 2019 is estimated to be $16.8 billion. Even the jump between 2017 and 2018—90%—shows how rapid the growth of the market is. France is the European leader in this regard. The opportunities for gaming jobs saw a major spurt after the launch of Apple’s ARKit and Google’s ARCore, two game development kits that. Social networks present an ideal platform for advertising as well, and many companies already use AR and VR in both their brick-and-mortar and online stores. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. The state of virtual and augmented reality industry is one which would make any investor happy: the technology is becoming more and more mainstream, with high adoption rates among consumers and fields of business and industry. While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their children’s education. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women. VR allows us to immerse ourselves in video gamesas if we were one of the characters, learn how to perform heart surgery or improve the quality of sports training to maximise … The boom of AR and VR devices continues on the same growing trend started in 2016 and is encouraged by new startups and creative product ideas. These statistics showcase the increasing numbers behind consumers using virtual reality. Other vendors like Oculus (Facebook) and HTC recorded a total sales of 1.7 million and 0.8 million units in 2019, respectively. bulky hardware and technical glitches) is, by the VR industry was cited as an obstacle by, The company is also predicted to retain its position as the world’s number 1 vendor of VR devices. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. virtual environment or, equivalently, a virtual reality as “a computer-generated display that allows or compels the user (or users) to have a sense of being present in an environment other than the one they are actually in, and to interact with that environment” (Schroeder, 1996, p. 25). Augmented reality games like PokemonGo are major contributors to the popularity of mobile gaming, and AR headsets tend to be much cheaper and more widely available than their VR counterparts. According to the research, in 2016 millennials are most likely to consider purchasing a virtual reality headset for their game-console systems in 2016 (50%). The lifelike rendering of experiences encourages consumers to spend money to experience the real deal, too. Forecasts. The survey’s virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried i… According to startup and small-business owners, as well as industry experts and consultants interviewed by Perkins Coie, social media plays a large role in learning about virtual reality facts and trends. Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. How many people in the US will use virtual and augmented reality in 2019? The survey’s virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. This is followed by 26% allocated to creating advertising content, 25% to live streaming, 24% to film and entertainment, 22% to news and 20% to music. This aligns with industry investors’ predictions that North America and Asia will continue to be the prime AR and VR investment regions. With a market size of $10.32 billion in 2019 and an expected annual growth rate of 21.6% from 2020 to 2027, the virtual reality market surely is growing. Virtual reality sales statistics show that the number of VR/AR devices shipped worldwide is expected to increase to 68.6 million units in 2023. The reality of VR technology has failed to live up to the hoopla around it for many consumers. Also, VR can sometimes form a part of our real memory, due to excessive play. Charts. According to the GlobalWebIndex study of virtual reality user demographics in the UK and US, 35% of users in the 16 to 34 age group have used a VR headset, while the figure is 26% for the 35-44 group, 12% for the 45-54 group, and just 6% for the 55-64 group. In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. IDC predicted last year that the compelling combination of virtual reality and augmented reality content will have a global audience that tops this crazy number by the turn of the next decade. Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. A major reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices. How are this year’s forecasts different from last year’s? According to various VR statistics, gaming is considered to account for about 50% of the VR software market, giving the approximate market value of VR software as $30 billion in 2019. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Report. Your email address will not be published. This is followed by VR games at 6.6% and AR games at 5.1%. That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. It all seemed to vanish. Only 1% would feel negative about it while the remaining consumers are neutral. With that in mind, we are sure these latest set of statistics will help provide a clearer idea of virtual reality market growth, changes in perception among consumers, and its utility in business. For a travel and tour company’s VR Marketing to be successful, they need to know who uses virtual reality. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). This number looks a bit small, considering there are about 1 billion AR users alone in 2020. Virtual reality usage statistics. According to various. The number of people using VR is growing daily as virtual reality finds its place in more and more aspects of daily life. A sibling – augmented reality – has found widespread adoption by delivering many of VR’s promised benefits without the clunky helmets and bulky gloves. A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. A noteworthy 49% of respondents mentioned liability and health-and-safety issues as obstacles. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. Operating System Market Share – Bill Gates Is Still Alone at the Top! Students will explore novel user interfaces in virtual and augmented reality that are centered around the hands and present their ideas, and, ideally, implementations of new VR/AR user interface elements at the end of the semester in the form of a blog post. Similar virtual reality statistics include: A VR world for us all is not happening yet. medical or military training).Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR. © 2021 Copyright kommandotech All rights reserved. Another recent virtual reality demographics study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US. The list also mentions 978 investors, meaning that many of these startups have also managed to find significant funding to develop their projects. This is a matter of particular concern for the consumer VR industry that has failed to sustain the momentum behind the technology. Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. Only 7% want to decrease the amount they are spending on VR devices. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. Budget and mid-range users are more likely to find issues with the user interface or the viability of VR. Virtual reality never really left. show that VR experiences are catching up as a technology investment that business owners can make to encourage customers to spend more. Their definitions change as the industry does as new visual design and interaction design conventions are introduced. According to a new report published by Slice Intelligence, virtual reality got a huge push at last week’s Electronic Entertainment Expo (E3) event in Los Angeles. VR is a fantastic tool for education as well, and watching movies in VR is a truly special experience. Those still on the fence won’t be there for long. According to the GlobalWebIndex study of virtual reality user demographics in the UK and US, 35% of users in the 16 to 34 age group have used a VR headset, while the figure is 26% for the 35-44 group, 12% for the 45-54 group, and just 6% for the 55-64 group. in the US used AR and VR at least once per month. We can expect large online retailers such as Amazon, Walmart, and AliExpress to pick up on these trends and incorporate more AR and VR content into their shopping platforms. The opportunities for gaming jobs saw a major spurt after the launch of Apple’s ARKit and Google’s ARCore, two game development kits that augmented reality statistics show have made it simpler to integrate AR/VR features in mobile games and apps. The demographics. Advice for how to employ usability studies to alleviate this problem. Virtual Reality is a technology that uses software for creating an artificial environment. VR experiences can significantly influence the purchasing decision of customers. According to virtual reality statistics for 2020, there are 3 main types of VR: VR immerses users in a different environment, thus altering how the brain processes the body. Price is another factor. Similar contrasting figures for other metrics are 55% vs. 23% for safety increase, 52% vs. 21% for productivity increase, and 47% vs. 19% for complexity reduction. Your email address will not be published. This year, the consumer virtual reality (both the hardware and software segment) market size is projected to experience a decrease of $0.7 billion, compared to what we had in 2019. Virtual Reality Marketing is a huge hit nowadays because it lets you reach and engage your target audience. This represents 13.0% and 20.8% of the population, respectively. Samsung Gear and Google Daydream are hovering at the $100 range – compare that to $999 for Valve Index and it all starts to make sense. The possibilities are nearly endless – virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. 39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. 2019: The Year Virtual Reality Gets Real. Thanks to a number of factors—more affordable hardware, faster internet speeds, and a receptive audience—the growth figures have been striking over the last 4-5 years. The world of virtual reality merges the power of 3D graphics. First, you need to consider the duration of the user session. Since both AR and VR technologies are broadly trying to transform the same industries, the public’s perception of their relative potential is an interesting aspect to gauge. video games) and education (e.g. The lackluster performance of the VR industry in 2018 has forced many stakeholders to revise their predictions. Related. Virtual reality technology is widely used for various purposes. Virtual reality, the overarching term for a variety of computer-generated experiences taking place within a simulated environment, has been a topic of interest among tech enthusiasts (and sci-fi fans) for years. But how keen are users on VR? In the virtual industry, one of the latest advances is the integration of physics and its laws with virtual reality experiences. So why aren’t we all rushing out to car de. Other vendors like, Augmented reality refers to the addition of digital elements to a live view (e.g., Google Glass, Pokemon Go) while VR implies a complete immersion into a simulated world. This interest is also reflected in. With increasing familiarity and more content, there seems to be the possibility of a noticeable increase in VR use in the coming months. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. Gaming and entertainment media hold 40.5% of the virtual reality market share. Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. Another recent. As of January 2020, the number of VR startups worldwide listed on AngelList was 2,270, a significant jump from a little over 1,800 in May 2018. According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology. We are currently witnessing an explosive increase in the use of virtual reality in the gaming industry, with 16 million VR users defining themselves as hardcore gamers, That adds up to 13% of the total population. All members of the team specialize in something. So, if you’re targeting the group of people we described below, VR Marketing will definitely work for you. Movies like Ready Player One and partial VR viewability of events like the Super Bowl and the Winter Olympics have also contributed. An approximated $6.4 billion of the total $34.08 billion will be software revenue. Sales projections have risen to 2.2 million compared to last year’s 2 million units sold. According to VR statistics for 2020, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. It makes some artificial senses such as touching, hear and sight. The second biggest entry barrier turns out to be the lack of sufficient content that can justify the investment in VR. Reports show that the United States is following closely with a spending of $5.1 billion. Even the jump between 2017 and 2018—90%—shows how rapid the growth of the market is. Jaded by conventional forms of advertising, consumers are keen on trying out new formats that allow them to experience brand stories in a more intimate manner. US Hispanics in a Time of Pandemic. Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Through focused research and development efforts, direct investment, and building of human capital, Chinese firms, along with the Chinese government, have launched a concerted campaign to become the leader in VR technology. According to. This is a significant boost when compared to what we had in 2019 – 43.1 million and 59.5 million people in the US used AR and VR at least once per month. There was a slight dip in the virtual reality market in 2018, with only 8 million devices being sold worldwide after reaching the figure of 10 million devices in 2017. If we consider the price of VR headsets, these figures come as no surprise. It’s a well-researched fact that VR sessions shouldn’t be longer than 20-30 minutes because people … Asia/Pacific (excluding Japan) was the next biggest spender with $5.1 billion in 2018, followed by EMEA at $3 billion. Is it finally time for VR, or is the technology’s tipping point still 18 months away? In momentary terms, this will translate to market value in, From close to 8 million such units being sold in 2017, the number fell to 3 million according to. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. If you’re wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. The next most popular brand is Sony with its PlayStation VR. The spending patterns are expected to be similar for the next few years. Following them are healthcare, education, automotive, aerospace, and defense. Virtual & Augmented Reality Users, US. 22.4 Million Americans Are Virtual Reality Users A recent study examined U.S. virtual reality use and found that 22.4 million Americans experience virtual reality at least once a month. Leading brands are catching up to the potential of VR. Among social VR activities of interest, playing games, watching videos, and video communication rank the highest. In momentary terms, this will translate to market value in 2022 of $ 8.5 billion. However, AR is seen as more relevant and is more widely implemented than VR in manufacturing. Reports show that the, , the implementation and development of VR in engineering can. Nearly 70% of consumers who own a dedicated VR headset such as Oculus Rift, HTC Vive, or Sony Playstation VR have bought games for it. Wanna keep up with the latest VR trends? Virtual reality sales are still predominantly focused around gaming, so we can expect investments in this sector to increase in the future as well. However, standalone devices like Oculus Go, which do not require a smartphone to be inserted into the headset, are expected to drive future sales. That said, let’s check out the latest VR stats: So what does the future hold for the VR market? Required fields are marked *. While VR failed to live up to its promise in the 90s, it seems to be finally picking up now. Adventure, action, and simulation games are the most popular VR gaming genres, with over 50% of gamers showing interest in them. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. Augmented reality is still more popular thanks to cheaper headsets and mobile AR games like PokemonGo, but VR has its own large and growing place in the market. Over the past few decades, guidelines on user experience have been growing, resulting in a diverse set of opinions. Tethered headsets, which require a connection with a computer, smartphone, or gaming console for use, will stay around for a while, selling 18 million units in 2022. Tech has revolutionized the way we live, communicate, and create value. Virtual reality statistics from Gartner’s survey confirm the strong link between shopping and altered-reality platforms. Mobile VR gaming will show the highest growth in revenue, followed by PC and console segments. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). The US scores very high on companies that have. Under severe circumstances, it could lead to hallucinations. 10 Key Digital Trends for 2021. 21+ Revealing Web Browser Market Share Statistics for 2020, 33 Astonishing Customer Experience Statistics for 2020, How Many Companies Use Cloud Computing in 2020? VR stats for 2020 show that the adoption of VR in e-commerce can boost online shopping conversion by 17%. Severe circumstances, it alters their reality, how much is the dominant force in that market potential... Reality market was estimated to be finally picking up now systems are expensive... Can boost online shopping conversion by 17 % of the user interface or the viability of VR headsets, reality... 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