Virtual Reality Statistics By Market Size, Users, Usage, Revenue and Facts

Rohan Jambhale
Written by
Rohan Jambhale

Updated · Jul 15, 2024

Aruna Madrekar
Edited by
Aruna Madrekar

Editor

Virtual Reality Statistics By Market Size, Users, Usage, Revenue and Facts

Introduction

Virtual Reality Statistics: Virtual Reality resonates like something directly out of a science fiction movie, but believe it or not, it has already become a part of our daily lives as of 2023. This corresponding new technology is bridging industries and developing quicker than most people believe, and that leads to many interesting virtual reality statistics.

The virtual reality sector is divided into three sections: fully immersive, semi-immersive, and non-immersive. Virtual Reality shows an imitated experience that casts back the real world. While we might believe that most of the Virtual Reality use is done in the entertainment and gaming sectors, you may be astonished to see how much it has enlarged everywhere.

Editor’s Choice

  • As per Finances Online, just 55% of the Virtually Reality active users were satisfied with their experience in 2022.
  • The global spending on Virtual Reality healthcare is estimated to reach $30.4 billion by 2026.
  • By 2023, the worldwide virtual reality consignment is predicted to reach almost 52.31 million units.
  • China will have the biggest job industry, with almost 6.8 million job openings.
  • By 2027, the worldwide Virtual Reality market is estimated to reach $26.9 billion.
  • There are nearly 65.0 million virtual reality users, which is almost 15% of the population of the United States.
  • By 2024, the global virtual reality headset device consignment will be valued at almost 30.7 million.
  • Unique and boundary-pushing games are key to attracting and retaining users.
  • Roughly 57% of the users of Virtual Reality are males, whereas 43% of the users are females.
  • Global spending on virtual reality technology may be valued at $72.8 billion by 2025.
  • Almost 2.3 million jobs will be upgraded by Virtual Reality and AR techniques by 2030 in the United States.
  • By 2024, the Virtual Reality in academics is predicted to reach 13 billion.
  • Nearly 77% of Virtual reality users wish to have socializing features on their Virtual Reality products.

Important Virtual Reality Statistics

  • Worldwide smartphone virtual reality device consignments are valued at almost 14.6 million units.
  • The VR can generate almost $150 billion globally, with a notable contribution that can be generated from the advertising industry.
  • The live virtual reality program platform MelodyVR created $2.5 million in revenue.
  • There has been an 88% growth in the installed base of AR and VR globally in the past few years.
  • Around half of the active virtual reality users are on a free trial basis due to the adoption of virtual reality.
  • According to 84% of the users, the most basic use of virtual reality is in gaming.
  • Nearly 74% of the virtual reality headset owners are males from the United States.
  • 78% of the virtual Reality users are between 18 years and 34 years old.
  • By 2025, virtual Reality is estimated to have an industry that values 360.7 billion globally.
  • Total worldwide virtual reality training imitation expenditure reached almost 1.8 dollars.
  • In 2022, the worldwide virtual reality end-user expense is predicted to be almost $7.32 billion.
  • More or less $1.42 billion was spent on hardware for virtual reality.
  • By 2023, the worldwide virtual reality consignment is predicted to reach almost 52.31 million units.
  • The education sector is estimated to invest almost $700 million in virtual Reality software by 2025.
  • In 2020, North America accounted for almost 33% of the worldwide virtual reality industry.
  • Almost 22% of the population in the United States has used VR technology at least for one time in their lifetime.
  • In 2020, Facebook was the largest vendor for the virtual reality industry, with almost 39% share in the industry.
  • In 2020, more than 86 million VR headsets were globally sold.
  • Generally, 62% of the total virtual reality content expenditure went into the gaming sector in the past years.
  • In 2020, the cost of virtual gaming was almost $15.3 billion.
  • In 2020, the worldwide expense of Virtual Reality and its applications was valued at $3.77 billion.
  • Between 2021 and 2028, the VR industry is predicted to grow at a 21.6% CAGR.

Virtual Reality Industry Statistics

  • The Virtual Reality technique in the educational sector is estimated to grow to $ 1.7 billion by 2024.
  • 31% of all Steam users had a virtual reality headset in September 2022.
  • By 2027, the health sector virtual reality industry is projected to value $33,72 billion.
  • The number of virtual reality users on Steam has reached a height of almost 2.6 million users in 2021.
  • By 2026, the virtual reality software is estimated to have a value above $4.5 billion, with a 30% growth rate.
  • From 2021 to 2028, the virtual Reality CAGR is predicted to grow at 21.6%.
  • In 2025, the enterprise Virtual reality software and hardware will grow from $1 billion to $12.8 billion yearly.
  • Just 8% of households in the United States have a virtual reality headset.
  • The Sony PlayStation virtual reality headset has almost 30% of the VR industry share.
  • Around 14% of professionals globally use virtual reality to teach students.
  • Nearly 41% of the people intend to own a virtual reality.
  • There are almost 171 million active virtual reality users globally.
  • In 2020, the biggest user of Virtual Reality was the gaming industry, which accounts for almost 40% of virtual reality applications.
  • North America is forecasted to hold the biggest virtual reality market globally.
  • By 2026, the virtual reality industry is estimated to value $70.9 billion in the United States.
  • By 2026, the virtual reality industry is projected to value at $120.5.
  • In 2020, the worldwide VR market size was $15.81 billion.
  • By 2024, the global virtual reality headset device consignment will be valued at almost 30.7 million.
  • Between 2021 and 2026, the value of just the virtual reality headset market is predicted to increase at a 21.5% CAGR.
  • Sony, Facebook, and HTC are the three top companies that dominate the virtual reality industry.
  • Almost 70% of teenagers and youths are interested in the brands that provide Virtual reality experiences.
  • Roughly 75% of the global valuable brands have made some form of their VR experience for their customers.
  • Virtual training can decrease training time by almost 40%.

Virtual Reality in Gaming Sector Statistics

  • VR gaming is a growing industry. Over 171 million people worldwide use VR technology. In 2018, the U.S.
  • The VR gaming industry made $286 million in revenue. It costs about $5,000 to make a basic VR game.
  • Cost is a big issue for potential VR users, with 55% saying it’s a major hurdle. However, VR gaming is popular, especially among younger people.
  • Gen Z and Millennials make up 76% of VR users.
  • Games like Beat Saber, Lost Recipes, and Resident Evil 4 VR have been hit.
  • Beat Saber, for example, combines music and exercise, making it enjoyable and repayable.
  • The US and Asia Pacific are key markets for VR gaming. Oculus Quest 2 has 75% of the market share.
  • VR gaming is expected to generate $53.44 billion globally by 2028.
  • Most VR headset owners, about 70%, use them for gaming. However, only 13% spend more than an hour gaming at a time.
  • The VR gaming market is expected to grow to $430 billion by 2035.
  • While big companies have made successful VR games, it’s challenging for smaller ones due to high costs and competition.
  • Limited space and motion sickness are barriers for some VR users.
  • About 65% of non-owners cite cost as a reason for not buying a VR headset.
  • The VR gaming industry needs to innovate to stay relevant.
  • Unique and boundary-pushing games are key to attracting and retaining users.

Disadvantages of Virtual Reality Statistics

When we look at virtual Reality (VR) and its challenges, we see a few important things that affect how many people use it.

  • Better Technology: Poe is improving VR headsets compared to VR headsets. They want the clarity of the picture and how well the headset follows your movements. They want to add things like touch feedback and tracking where your eyes look to make VR feel more real.
  • More VR Programs: More VR games, experiences, and apps are coming out all the time. People are making different kinds of VR things, like games you can play with friends, stories that make you feel like you’re in them, and programs to help you learn things. It’s getting easier to make VR stuff for different devices.
  • Money and Growth: People are spending a lot of money on VR, and it’s expected to keep growing. By 2024, it’s estimated that people will spend $72.8 billion on VR stuff. It’s predicted that VR will help add $1.5 trillion to the global economy by 2030. In healthcare, VR is becoming big for things like training doctors and planning surgeries. By 2029, it’s expected to reach $6.2 billion.
  • Who’s Interested: Many adults want to try VR, and many parents think it could help their kids learn. But they’re worried about kids seeing things they shouldn’t. Most people who want VR are between 18 and 35 years old, and more men want VR than women.
  • Socializing in VR: Many people who use VR want more ways to talk to others. They want to be able to hang out with friends and meet new people while using VR.
  • The VR Market: VR is expected to be worth $34.08 billion by 2023. In North America, people think it’s a good idea to invest in VR because it has great growth potential.
  • Big Companies are Involved: Companies like Google, Microsoft, Sony, and Samsung are investing in VR. For example, Microsoft is making special headsets for the US Army, and Sony’s PlayStation VR is VR as well.
  • Startups Have Challenges: Small companies that want to make new VR think VR is difficult because there are so many different VR head VRs, and they’re not all the same quality. It’s also hard because VR technology isn’t perfect yet, so there are limits on what startups can do.

User Statistics of Virtual Reality

  • The AR Users are estimated to reach 95.1 million by 2024 in the United States.
  • According to Grafa, almost 70% of virtual reality customers who own a headset use them for gaming purposes.
  • As per a survey done by GlobalWebIndex, Virtual technology is not common among almost 78% of the citizens of the United States.
  • Greenlight Ventures states that just 28% of people use virtual reality headsets daily.
  • As per GlobalWebIndex, users between the ages of 16 and 35 years are just 35% of those who use VR headphones.
  • Nearly 77% of Virtual reality users wish to have socializing features on their Virtual Reality products.
  • Hardware costs are a high barrier to reducing the adoption rate of virtual reality, as per the GlobalWebIndex survey.
  • About 64% of active users in the Virtual Reality industry think that VR has VR gaming capability.
  • Approximately 53% of the AR and AR active users think that Virtual Reality will grow faster than AR.
  • As per Finances Online, just 55% of the Virtually Reality active users were satisfied with their experience in 2022.
  • Samsung is a famous and popular virtual reality brand in the world of technology.
  • Finances Online states that professional users have Virtual Reality technology as a training option before 2022.

Virtual Reality Revenue Statistics

  • The revenue from the customers and enterprise VR comb VR reached $11.97 billion, which represents an uptick from the last year in 2022.
  • In 2023, Virtual Reality is estimated to rise to $15.82 billion.
  • By 2023, an income of $160 billion is estimated in Virtual Reality trends that continue to develop at their present head-spin rate.
  • The predicted economic impact of the virtual reality technique maybe $15.6 billion.
  • The value of virtual reality gaming is predicted to reach $2.4 billion in 2024.
  • By 2024, the virtual gaming market will gradually increase, and the analysis estimates that this market will value $2.4 billion annually.
  • The Virtual Reality market’s yearly value will grow three times, and it is predicted to value $12 billion in revenue by 2024.
  • The Virtual Reality gallery accounts for almost 28% of commercial virtual reality use, whereas 36% of studied Virtual Reality organizations offer paid virtual programs like concerts.
  • By 2030, the US GDP is set to grow by $537 billion from Virtual Reality.
  • Only in the USA will virtual reality technology generate almost 2.3 million jobs.
  • The growth of Virtual Reality jobs will lead to a $183.3 billion growth in GDP by the end of the decade in China.
  • China will have the biggest job industry, with almost 6.8 million job openings.
  • From 2022 to 2030, the HMD device section accounts for the biggest value share of almost 60%.
  • In 2021, the commercial section created a high revenue that surpassed 50% and is predicted to continue its position in the estimated period.

Advantages of Virtual Reality

  • Virtual reality techniques provide related solutions like AI and micA.I. ED displays, cloud and edge, and other solutions.
  • In addition, Virtual reality startups are abusing the tools, which leads to 14% growth in small and medium companies, and notably contributing to the worldwide economy.
  • Virtual Reality offers critical support for preserving students’ awareness in the classroom.
  • According to Virtual Reality Statistics, the Virtual Reality education solutions give a quadruple growth in learner retention.
  • Almost 23.3 million jobs will be generated by the end of the decade, and by 2030, the industry will grow on a global base by $1.5 trillion.
  • Virtual Reality helps to generate an active experience rather than passive information.
  • Virtual reality improves the teaching techniques for teachers who use virtual reality by providing a deep level of knowledge.

Virtual Adoption Statistics

  • Almost 29% of Virtual Reality users think that VR will be conventional In the next 2 to 3 years, and almost 34% predict it to be flatter conventional in the next 5 to 6 years.
  • Almost 6% of Virtual Reality users accept that it is already conventional, and a minor share of users do not think it will become conventional.
  • Nearly 65% of the studied people state that cost is the essential factor in the adoption of a Virtual Reality device.
  • Roughly 50% of the people stated no need or wish to own a Virtual Reality handset, whereas 10% of the health problems were a confrontation in VR adoption.

Commercial Virtual Reality Statistics and Trends

  • Almost 2.3 million jobs will be upgraded by Virtual Reality and AR technology by 2030 in the United States.

Conclusion

Virtual Reality is a growing technology that has gained more demand in the industry. With the growth of demand for Virtual Reality, Virtual Reality Statistics show that the market is growing very fast and is predicted to reach 44.7 billion by 2024. Moreover, the other sections are executing its features and usefulness. Many statistics surround the foundation of technology, growth, and industrial acceptance. In the end, it is still being intended how far the Virtual Reality initiative will grow, but the courses are motivating.

Rohan Jambhale
Rohan Jambhale

Rohan is a senior editor at Techno Trenz. He knows a lot about digital marketing, SEO, and social media optimization. Rohan is great at creating and editing detailed articles with accurate statistics that readers find useful. As a senior editor, he reviews and checks the quality of content from many writers before it is published. He also makes infographics to go with the statistics, making the information easier to understand and more engaging. Rohan's hard work ensures that Techno Trenz provides high-quality and informative content to its readers.

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