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. Tech has revolutionized the way we live, communicate, and create value. Let’s start with some general facts about the market. We anticipate that 42.9 million people will use VR and 68.7 million will use AR at least once per month. Younger people are clearly spearheading VR market growth. 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 … Other major sectors seeing investment are education, health care, and real estate. The lifelike rendering of experiences encourages consumers to spend money to experience the real deal, too. 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. Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. 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. Virtual reality technology is widely used for various purposes. This compares poorly with other technologies like smartphones, tablets, and laptops. 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. Let’s take a look at some VR statistics in 2019 and find out. 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. 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. How Many Cyber Attacks Happen Per Day in 2020? (Source: Greenlight Insights, GlobalWebIndex). 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. Related. The operational benefits of AR and VR include increased efficiency, productivity, and safety. 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. 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. It’s predicted that by 2018, the number of U.S. virtual reality users will grow to 36.7 million, over a … These openings include jobs for game designers, producers, programmers, artists, as well as business, sales, and marketing roles. Their definitions change as the industry does as new visual design and interaction design conventions are introduced. According to virtual reality user statistics 2018, only about 16 million of the 171 million users were innovators or hardcore gamers, while the rest were early adopters of different kinds. 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. and partial VR viewability of events like the Super Bowl and the Winter Olympics have also contributed. 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. Gaming in VR is a fantastic experience, but even though prices are coming down, virtual reality gaming systems are still expensive. 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. Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. This benefits Sony pretty well, as its PS4 console can seamlessly be upgraded with a VR headset. The number of users of virtual reality has been growing at an extraordinary pace in the last 6 years. We all enjoy an easy ride, and the console is all so easy to upgrade. VR revenues will account for about 36% of this sum. Is it finally time for VR, or is the technology’s tipping point still 18 months away? Sol Rogers Former Contributor. 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. study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US. It’s a trend worth pursuing not only for online marketplaces, however. However, most of the content produced for VR platforms is aimed at gaming and social interaction. Then – poof! (e.g. 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. Report. The most well-known brand in VR, however, is Samsung, thanks to its Gear VR headset. This aligns with industry investors’ predictions that North America and Asia will continue to be the prime AR and VR investment regions. This results in an increase in overall efficiency. 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. Given the wide choice available, right from the very cheap Google Cardboard to the high-end HTC Vive and Oculus Rift, it depends on what you want and how much you are willing to spend. Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. Even the jump between 2017 and 2018—90%—shows how rapid the growth of the market is. 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. However, standalone devices like Oculus Go, which do not require a smartphone to be inserted into the headset, are expected to drive future sales. Virtual Reality Marketing is a huge hit nowadays because it lets you reach and engage your target audience. See All. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). Over one billion people will regularly access virtual reality and AR content by 2020. The international virtual reality market today has moved far beyond. In terms of the scale of implementation. 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. It’s a well-researched fact that VR sessions shouldn’t be longer than 20-30 minutes because people … However, virtual reality trends show that more and more VR games are being made for educational purposes, so the educational role of virtual reality systems will surely increase in the future. Virtual reality statistics from Gartner’s survey confirm the strong link between shopping and altered-reality platforms. 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. VR statistics are expected to improve as headsets become cheaper and more widely available. As VR awareness sets in, so does VR usage. This number looks a bit small, considering there are about 1 billion AR users alone in 2020. Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. Canada is expected to have the fastest growth rate over the next few years. Virtual & Augmented Reality Users, US. Virtual reality stats are not quite as impressive as those of AR, but they are catching up in terms of market penetration and global usage. 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. This may not seem like a large number compared with other statistics on this list, but YouTube subscribers look for new VR videos almost every day. The lackluster performance of the VR industry in 2018 has forced many stakeholders to revise their predictions. Must people using VR count on it when playing video games. This interest is also reflected in. © 2021 Copyright kommandotech All rights reserved. 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. in the US used AR and VR at least once per month. First, you need to consider the duration of the user session. 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. How are this year’s forecasts different from last year’s? VR demographics are definitely skewed toward the younger generations. So what does the future hold for the VR market? This number has come down from 78% in 2017 earlier. A major reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices. 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. Virtual Reality Revenue Statistics In 2018, US consumers spent $6.4 billion on VR/AR. Within repair and maintenance, jobs that get done using AR and VR include viewing of reference videos and digital manuals, remote expert assistance, visualization of specific components and functions behind physical barriers, and superimposition of step-by-step instructions. 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. It just shifted focus from entertainment to fields like medicine and military training. you’ll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. Nearly 70% of consumers who own a dedicated VR headset such as, This is a remarkable improvement from just 45% in 2015. Well, the gaming side is cool, while VR helps players to fully immerse into an exciting computer-generated world. If you’re wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. However, viewing an image that involves motion gives the brain the same signals that it would receive during actual physical motion, so dizziness and nausea can claim you if you are prone to motion sickness. According to a Greenlight Insights survey, 38% of respondents intend to use VR “a lot more” and 32% “a little more.” Only 7% of those interviewed said that they will use it less. The spending patterns are expected to be similar for the next few years. Best Video Editing Software for Beginners, The Stupendous World of Google Search Statistics, The consumer VR market worldwide is set to reach. VR can be used by many companies. However, VR market share is increasing as virtual reality technology gets more sophisticated and simpler to use. However, sets can go as high as $699 for the new HTC Vive Cosmos and $999 for the Steam VR solution, Valve Index. There are no major studies that we know of, but ophthalmologists agree that VR is no worse for the eyes than a computer screen. Researchers say 44.5% of consumers are expected to watch entertainment videos or use VR for travel and virtual tours, 29.9% are expected to use virtual reality for educational purposes, and 20.8% for shopping. The market is projected to grow to $22.9 billion by 2020 from less than a billion dollars’ worth in 2015. According to another recent report by Greenlight Insights, global AR and VR revenues will total $209 billion by 2021. document.getElementById("comment").setAttribute( "id", "a6a9f7f04d7db18cd6de5ef5b11718a2" );document.getElementById("edbcf9d6f6").setAttribute( "id", "comment" ); Save my name, email, and website in this browser for the next time I comment. This is great news for marketers. 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. So, if you’re targeting the group of people we described below, VR Marketing will definitely work for you. 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. Samsung Gear and Google Daydream are the most popular VR headsets for mobile phones. 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. 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. 17% of this growth took place during 2017-2018. If we consider the price of VR headsets, these figures come as no surprise. 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. 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. Virtual reality statistics for 2020 show that the coronavirus pandemic has had a negative impact on the VR market worldwide. 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. 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. This was also the case in 2017 when Samsung Gear VR was the most well-known device among the general population as well as gamers, even though the brand’s awareness seems to have come down in the last two years. So, in reality, how much is the VR market worth? This. Despite the high prices of VR headsets, virtual reality market growth is mostly stymied by the poor user experience offered by current products. Top 10 Tech Trends for 2020. It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. Sales projections have risen to 2.2 million compared to last year’s 2 million units sold. But the industry is growing and there are surely amazing things ahead. US Virtual and Augmented Reality Users 2020. Other vendors like Oculus (Facebook) and HTC recorded a total sales of 1.7 million and 0.8 million units in 2019, respectively. Applications of virtual reality include entertainment (e.g. 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. Reports show that the United States is following closely with a spending of $5.1 billion. Movies like Ready Player One and partial VR viewability of events like the Super Bowl and the Winter Olympics have also contributed. 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. So why aren’t we all rushing out to car de. Related. A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. This has made research firms recalibrate their predictions for the near future. This is great news for marketers. S, 50+ Supercharged Electric Car Statistics You Should Know in 2020, King Richard III would have given his kingdom for just one horse. 12-17 Demographic Report on Virtual Reality rdolishny February 29, 2016 February 29, 2016 Blog Post As we build our Virtual Reality Animation studio, just when we finish a round of details that feed into our marketing and growth efforts, the rules get re-written. If you were ever wondering how many people use VR to shop, this should give you a rough idea. The method is based on a theory of interaction that extends Norman’s (1986) model of action. Among social VR activities of interest, playing games, watching videos, and video communication rank the highest. 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). Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Apart from simpler and cheaper devices like Google Daydream coming into the market, the rise in familiarity is also attributed to the coverage VR has received in the news. When working on virtual reality UX design, you need to consider the capabilities of people who will use the VR product. on marketing shows that the environment is ripe for marketers to move fast to capture audience interest. 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