Have you heard about Virtual Reality (VR)? Or maybe seen people with a headset playing video games, or virtually traveling around the Maldives?
So, how about learning something else about virtual reality statistics to get a complete insight into the industry?
First things first:
Virtual Reality is the simulated, sensory experience including sight, hearing, smell, touch, and even taste. The difference between regular user experience and VR is that VR places the user inside the experience. So, by using virtual reality, users are able to interact with the 3D virtual reality and be a part of it.
VR isn’t only used in the entertainment industry. it’s also becoming a part of industries that are vital to humanity, such as healthcare. Using VR in healthcare education is a great way to prepare medical students for their future practice.
So, we can see the trend of growth of the market size of virtual reality. Today, we’ll share with you the most intriguing virtual reality statistics 2020 to get an insight into the virtual reality market growth.
Shocking VR Statistics (Editor’s Picks)
- Around 77% of users say that they are in need of more social engagement in VR.
- The US virtual reality users will reach 57.1% by 2021. Within this percentage, 30.6% will be VR users not using a headset, while 26.5% will be VR headset users.
- 39% of VR users use their VR headset at least once a week, 28% use it daily, while only 6% use the set once a year.
- VR statistics for 2020 predict that by 2025, every employee will be trained with the help of VR concerning labor protection and industrial safety. This practice will reduce the risks by 30%.
- When applied to engineering, VR can reduce design time by 10% and construction time by 7%.
- Experts predict that by 2025, about 500 million VR headsets will be sold.
- About 41% of adults will say yes to a VR set whenever they are given the opportunity to do so.
- About 60% of consumers would like to spend $400 or less on a VR set.
Virtual Reality Report for Recent Years
1. According to virtual reality statistics for 2018, virtual reality revenue reached $3.6 billion – even higher than the predicted figure of $3.3 billion.
(Source: Viar 360)
According to SuperData research reports, the year-to-year increase in VR revenue has been 30%. In fact, the leader on the market was Sony’s VR Playstation, which sold a whopping 700,000 headset units. They sold the highest number of headsets within the US. Apparently, VR has been rocking in 2018, and it still is.
2. 77% of VR and AR users in the United States in 2018 were smartphone-based.
(Source: Statista & Markets and Markets)
The virtual reality market in 2018 was estimated at $7.9 billion. Nevertheless, the real question is:
On which device are VR and AR users most concentrated?
Let’s explore some augmented reality statistics as well as virtual reality statistics to find out:
The share of VR and AR users in the US seems to have the highest percentage of smartphone-based users. As stated in the virtual reality user statistics for 2018,
the percentage of PC or console-based VR/AR users is 35%, while 19% are standalone users.
3. In 2018, the active users of virtual reality were estimated at 171 million, which together represent more than $5 billion in revenues.
How popular is virtual reality?
Virtual reality, which aims to create an immersive multimedia environment and provide users with a sensory experience, is one of the fastest-growing new technologies.
In fact, virtual reality market projections show that the market has grown exponentially in recent years, as it offers more and more novel functionalities. The platform also offers opportunities for use in entertainment, media, wellness, healthcare, and many other areas.
4. The virtual reality hardware market was estimated at $4.4 billion in 2019, VR statistics reveal.
Virtual reality systems have a wide range of applications. However, the majority of commercial activities are currently focused on video games. To immerse into the gaming environment, an important device for users is the head-mounted screen. The virtual reality statistics market size was at $4.4 billion in 2019.
Due to the growing interest and increasing availability of VR products, according to virtual reality statistics sales of virtual reality devices, the purchase will increase in the coming years.
On the other hand, the market for virtual reality software was estimated at $1.9 billion in 2019.
Given the stats so far, is virtual reality growing in 2020 and the near future?
Let’s what we’re going to focus on next:
Virtual Reality Statistics Market
5. The consumer virtual reality market is forecast to reach $2.6 billion worldwide in 2020.
The consumer virtual reality market is divided into hardware and software segments. According to VR stats for 2020, it is forecast to reach $2.6 billion worldwide.
In comparison to VR statistics for 2019, there is a decrease of $0.7 billion due to the negative economic impact of the COVID -19 pandemic.
6. The market for virtual reality software will reach a value of around $24.5 billion by 2020.
According to the virtual reality stats for 2020, the market for virtual reality software will continue to grow steadily and reach a value of around $24.5 billion.
New Virtual Reality Trends
7. Around 77% of users say that they are in need of more social engagement in VR.
(Source: Green Light Insight)
According to a new survey, over three-quarters of users say that they are in need of more social engagement in VR. More specifically, Generation Z and Millenials say that interacting socially is what VR actually lacks.
Key takeaway:People who own a VR headset say they are interested in interacting socially with other people in VR. Click To Tweet
8. 39% of VR users use their VR headset at least once a week.
(Source: Green Light Insight)
In comparison with other technologies such as smartphones, computers, and TVs, which are typically used several times a day, 39% of VR users use their VR headset at least once a week.
The reason might be that the VR sets are complicated, with multiple wires, controls and time-consuming setup and adjustment. Additionally, 28% of VR headset owners use theirs daily, while only 6% of owners use the device once a year. 8% of people use their set only once every six months, and 6% use it about once a year
The Virtual Reality Industry
9. The largest consumer use cases for VR tech are VR gaming and VR video. It’s expected that around $20.8 billion will be spent on these two areas in 2023.
VR Games and VR video represent the largest consumer VR technology use cases, with close to $21 billion expected to be spent in 2023 in these areas alone. However, the benefits of VR technology will also impact the industry. As a result, industrial use is expected to be three times as large as consumer use by 2023.
That being said:
Industry leaders have expressed concerns about certain barriers to adoption that need to be removed in order for the VR technology to be used on a larger scale for business applications, particularly in relation to user experience issues.
Nevertheless, there is no doubt that, as the technology continues to improve, the use cases for extended reality technologies (XR), including VR, will expand and develop as businesses reach their full potential.
10. The US virtual reality users will reach 57.1% by 2021, virtual reality statistics confirm.
North America is the region that has invested heavily in the AR/VR market over the last 12 months and is predicted to experience the fastest growth over the next 5 years. In 2017, the large companies accounted for around two-thirds of total revenues.
It gets better:
The US virtual reality users will reach 57.1% by 2021. Within this percentage, 30.6% will be VR users not using a headset, while 26.5% will be VR headset users.
However, they are expected to have a larger market share by 2025, with a greater focus on using technology to efficiently scale their processes.
11. When applied to engineering, VR can reduce design time by 10% and construction time by 7%.
(Source: Swag Soft)
VR can allow users to interact with designers and view and share designs in a 3D environment. Both customers and employees can preview drawings. In addition to the immersive experience users get, customers can see what graphic designers are offering.
Virtual Reality Data
12. 23% of owners of VR /AR devices are between 25 and 34 years.
Are you wondering what age group uses virtual reality?
Here’s the scoop:
According to the virtual reality statistics by age in the United States and in relation to the ownership of virtual reality (VR) and augmented reality (AR) devices and the purchase intention of consumers, it was found that 23% of the VR / AR users were between 25 and 34 years old, and 27% of those who were considering buying such a device.
In any case, the VR adoption rate varies from country to country. For example, the penetration rate of virtual reality devices was highest among 15-to-25-year-olds (4%), followed by 26-to-35-year-olds (3%) in Norway in 2017.
13. 38% of parents believe that VR can help children empathize with people who are different from them.
(Source: Common Sense Media)
According to a virtual reality survey, parents are skeptical about the potential VR for empathy; only 38% believe it can help children empathize with people who are different from them.
Actually, research shows that when users embody an avatar in VR, these perspective-taking experiences can reduce implicit racial bias, create empathy for people with color blindness, and encourage prosocial reactions in virtual interactions where an avatar needs help.
On the other hand, VR can increase the empathy of adult participants with people who are different from them. Embodied Avatar experiences may not be as effective at this until children develop social perspective skills.
14. 62% of parents believe VR will provide their children with educational experiences.
(Source: Common Sense Media)
Many believe in the educational potential of VR. So, it should come as no surprise that nearly two-thirds of parents believe VR will provide their children with educational experiences.
The thing is:
VR has been shown to facilitate learning for a variety of skills and content areas, such as visualizing fractions, learning about plant growth, water and sunlight, learning about gorilla behavior, and learning standards-based mathematical and scientific concepts.
However, when comparing the learning outcomes of video or desktop games, VR still has to demonstrate the potential for factual storage compared to non-immersive platforms.
The main concern is whether the tendency of children to focus on the novel sensory experiences of a virtual environment will disturb them from the narrative information that is supposed to build knowledge.
15. Virtual reality demographics: 70% of US children between the ages of 8 and 15 reported that they were “extremely” or “fairly” interested in having VR experiences.
(Source: Common Sense Media)
In relation to virtual reality user demographics, seven in ten US children between the ages of 8 and 15 reported that they were “extremely” or “fairly” interested in having VR experiences, and 64% of parents reported the same.
However, parents seemed to need more persuasion to actually buy VR equipment.
Check this out:
The most common reason for parents not buying VR and not planning to do so was that they are not interested (56%), followed by lack of knowledge about it (31%), it is too expensive (28%), and/or they are concerned about negative health effects (20%).Children are likely to drive the market for VR hardware and content in the coming years. Click To Tweet
It has been shown that children adopt technology early, even if it’s not intended for them.
16. 60% of parents say that they are at least “somewhat concerned” that VR will have negative health effects on their children.
(Source: Common Sense Media)
Although most studies showed that VR has positive effects on adults, fewer studies have been conducted on children’s users. So, parents are cautious, especially with small children.
Only 13% of parents say that VR is appropriate for children under 7 years of age, which is typically the age at which children understand the plausibility of media events
In contrast, almost half of the parents (45%) say VR is appropriate for children under 13, which is the age recommendation for VR devices with more technical features.
17. 76% of children who have used VR did so to play games.
(Source: Common Sense Media)
Parents and carers are well-advised to think carefully about a new technology with such strong positive and negative potential. They have to be mindful of the content that children consume through media.
Which begs the following question:
How realistic is virtual reality?
Some video games offer intentional escape for the users to use their imagination and role-playing as a functional means of coping with external stress factors. In this way, users could be offered the opportunity to experience affirmation and empowerment through their VR experience.
In the US alone, there are now over 100 VR arcades. Outside the US, there are even more, with the latest VR arcade statistics estimating as many as 4000 worldwide.
18. PlayStation VR has sold-through more than 3 million PSVR headsets and 21.9 million PS VR games and experiences.
People are willing to invest money and time and are interested in this type of technology. In fact, according to Playstation VR statistics, PlayStation has sold-through more than 3 million PSVR headsets and 21.9 million PS VR games and experiences.
And that’s not all:
When people are playing games with VR, they will want to consume other content in this way. It’s also a great opportunity for people to interact with this type of technology for the first time. If people have access to VR through games, this alone will benefit the world of immersive technology.
Virtual reality statistics show this technology is one of the fastest-growing out there. We have seen rapid growth in the past few years, and the projections for the near future are equally as exciting.
VR adoption in 2020 is increasing thanks to the many new developments on the market. The big technology companies are making VR systems ubiquitous, and systems that would have cost a fortune a few years ago now cost less than a typical television set. This has led to a wealth of VR technology and its entry into the mainstream.