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. Spending on AR content and apps is nearly 2.5 times that on VR content and is expected to grow at a higher pace as well. These openings include jobs for game designers, producers, programmers, artists, as well as business, sales, and marketing roles. Then – poof! study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US. The following, (both the hardware and software segment) market size is projected to experience, in augmented and virtual reality worldwide. Wanna keep up with the latest VR trends? This is closely followed by upskilling employees by in-house specialized training, partnering with academic institutions, and hiring people with AR/VR expertise, in that order. 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. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. 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. 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. Virtual reality never really left. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. Virtual reality user demographics also indicate millennials are willing to pay $54 more on average than any other group for a headset. These days, you can get the power of hundreds of horses in a single rechargeable battery. Both AR and VR industry growth are predicted to skyrocket in the coming years, and the VR adoption rate will keep increasing. 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. For travel and destination marketers, the question of who uses and who wants to use virtual reality is important. 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. Gaming and entertainment media hold 40.5% of the virtual reality market share. According to virtual reality stats for 2020, the total AR/VR spending is projected to reach $18.8 billion globally by the end of the year. 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). Related. The lifelike rendering of experiences encourages consumers to spend money to experience the real deal, too. Researchers say 48% of the content is developed for the video game industry and 31% is social. If we look at how many VR headsets they sold so far in 2019, Sony remains the undisputed king of virtual reality devices with its Playstation VR gaming console. VR experiences can significantly influence the purchasing decision of customers. Report. Charts. Budget and mid-range users are more likely to find issues with the user interface or the viability of VR. 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. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). Augmented and mixed reality systems often use smartphone cameras while consumers are transported into virtual worlds through headsets that shut out the physical world around them. 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. Those still on the fence won’t be there for long. Even the jump between 2017 and 2018—90%—shows how rapid the growth of the market is. First, you need to consider the duration of the user session. VR demographics are definitely skewed toward the younger generations. Virtual reality (VR) user interfaces are currently more difficult for users to manipulate than a traditional GUI, partly because of more degrees of freedom and partly because VR is still new, so people have less experience using it. Let’s take a look at some VR statistics in 2019 and find out. This is a significant boost when compared to what we had in. The spending patterns are expected to be similar for the next few years. on marketing shows that the environment is ripe for marketers to move fast to capture audience interest. Q4 2020 Digital Video Trends. DUBLIN, July 25, 2019 /PRNewswire/ -- The "Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, … Other vendors like Oculus (Facebook) and HTC recorded a total sales of 1.7 million and 0.8 million units in 2019, respectively. Let’s start with some general facts about the market. Issues like motion sickness with prolonged use or lack of viable use-cases are not a major concern for high-end device users. From an earlier prediction of 121 million units being sold by 2022, CCS Insight revised the number to 52 million. show the companies that implement these technologies on a large scale are more likely to experience noticeable operational benefits. Spending on AR content and apps is nearly 2.5 times that on VR content and is expected to grow at a higher pace as well. Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). Most people use VR to play video games or watch movies. No longer do we have to plug into the likes of the Morton Heilig Sensorama – an arcade-style theatre cabinet that fully immersed the individual in the film by stimulating the user’s senses (sight, sound, smell, and touch included). 41%. Nearly 70% of consumers who own a dedicated VR headset such as, This is a remarkable improvement from just 45% in 2015. Between 2018 and 2021, the US is expected to witness some acceleration in growth, while APeJ might see its spending growth slow down somewhat by the end of 2020. The US scores very high on companies that have. Following them are healthcare, education, automotive, aerospace, and defense. Tech has revolutionized the way we live, communicate, and create value. Japan is in a distant third place with $1.76 billion, followed by western Europe ($1.74 billion). of the total US population. As these virtual reality statistics you’ll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. Top 10 Tech Trends for 2020. Must people using VR count on it when playing video games. 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. But they wouldn’t ac. Other parts of the value chain where AR and VR are seeing major implementation are design and assembly, immersive training, and inspection and quality assurance. Virtual reality usage statistics. 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. This represents 13.0% and 20.8% of the population, respectively. 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. Forecasts. Think of all the tiny parts within your computer as a construction crew. According to various. you’ll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. This accounts for 15.7% and 25% of the total US population. Sales projections have risen to 2.2 million compared to last year’s 2 million units sold. Of the $17.8 billion global market size, the largest amount of spending is on consumer hardware, followed by VR games (6.6%), AR games (5.1%), and Onsite assembly and safety (3.1%), Retail showcasing (2.9%). This is great news for marketers. As it happens with any new technology, estimates from different sources do not always match up; even one year of slower or faster performance than predicted can force major revisions in estimates, and the entry of a major player like Apple can completely change the ecosystem. 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. , 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 survey’s virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried i… We would say yes. 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%. The lackluster performance of the VR industry in 2018 has forced many stakeholders to revise their predictions. 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. The list also mentions 978 investors, meaning that many of these startups have also managed to find significant funding to develop their projects. in the US used AR and VR at least once per month. This has made research firms recalibrate their predictions for the near future. It’s a well-researched fact that VR sessions shouldn’t be longer than 20-30 minutes because people … However, most of the content produced for VR platforms is aimed at gaming and social interaction. When it comes to both augmented and virtual reality headsets, mobile devices are in the lead. This number matches earlier research by Nielsen, which reported in 2017 that millennials (aged 18 to 34) account for 44% of those interested in purchasing VR devices. 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. 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. Required fields are marked *. This number looks a bit small, considering there are about 1 billion AR users alone in 2020. According to IDC’s augmented and virtual reality industry report, the US is closely followed by China at $6 billion. Experts say it’s an investment that will pay for itself quickly. Nearly half – 48% – of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. Best Video Editing Software for Beginners, The Stupendous World of Google Search Statistics, The consumer VR market worldwide is set to reach. In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. It’s clear that the high equipment price is a major factor slowing the wider adoption of VR. This is probably explained by the fact that gaming is currently the major draw of VR, and males still make up the majority of today’s gaming audience. The number of users of virtual reality has been growing at an extraordinary pace in the last 6 years. show that VR experiences are catching up as a technology investment that business owners can make to encourage customers to spend more. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). Despite the recent surge in VR devices, nearly 60% of people are still not aware of Virtual Reality and only 8% of people have tried Virtual Reality. Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. 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. 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. Which VR is the best? Virtual & Augmented Reality Users, US. Another recent. 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. , changes in perception among consumers, and its utility in business. With that in mind, we are sure these latest set of statistics will help provide a clearer idea of. As it happens with any new technology, estimates from different sources do not always match up; even one year of slower or faster performance than predicted can force major revisions in estimates, and the entry of a major player like Apple can completely change the ecosystem. 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. Augmented & Virtual Reality Market Research Report by Technology (Augmented Reality and Virtual Reality), by Product (Hardware and Software), by Industry, by End User - Global Forecast to 2025 - Cumulative Impact of COVID-19New York, Dec. 24, 2020 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Augmented & Virtual Reality Market Research Report by … The estimation of the global VR and AR market by IDC is a little lower than the size according to the source cited by Statista. Mobile VR gaming will show the highest growth in revenue, followed by PC and console segments. Under severe circumstances, it could lead to hallucinations. If you’re wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. Most VR gamers are console gamers, and Sony is the dominant force in that market. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. The US scores very high on companies that have proof of concepts or pilots but lags a bit in terms of wider-scale implementation.