25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (2024)

Research Summary. Augmented and virtual reality technology has become increasingly accessible and widely used over the past few years and only seems to be growing in popularity. Here are the key AR and VR statistics:

  • The global VR market is projected to reach $26.9 billion by 2027.

  • There are 65.9 million VR users in the U.S., which is 15% of the country’s population.

  • There are 110.1 million AR users in the U.S.

  • There are over 171 million VR users worldwide.

  • The VR industry market size is $7.72 billion.

  • 47% of Americans say they are familiar with VR.

For further analysis, we broke down the data in the following ways:
Companies | Devices | Trends and Projections
25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (1)

Virtual Reality Statistics by Users

  • As of 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S.

    25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (2)

  • There are an estimated 171 million VR users worldwide.

  • As of 2022, the VR gaming industry has a market size of $12.13 billion.

  • 25- to 34-year-olds account for 23% of VR/AR device users.

  • The top barrier to VR adoption is that it’s too expensive, with 55% of survey respondents listing this as their hesitation.

  • 57% of VR or AR device owners are male, while 43% are female.

  • 69% of those who intend to purchase an AR or VR device are male, while only 31% of those intending to make such a purchase are female.

Virtual Reality Statistics by Companies

  • As of 2019, Sony holds the largest percentage of the VR market at 36.7%.

    This is down from the 43% it held in 2018. Oculus, owned by Meta, is catching up quickly, as the percentage of shipments it holds increased from 19.4% in 2018 to 28.3% in 2019.

    Other companies with high shares of the VR market include HTC and Microsoft.

    25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (3)

  • 75% of industrial companies that have implemented large-scale VR and AR technologies saw a 10% increase in operations.

    This results in millions to hundreds of millions of dollars that these companies are saving or earning.

    The sectors where AR and VR technology has been this beneficial include:

  • The number of U.S. jobs that use AR or VR is projected to reach 2.32 million in 2030.

    This is a dramatic increase from the 80,000 American jobs that used or were enhanced by VR or AR technology in 2019.

Virtual Reality Statistics by Devices

  • It was estimated that 6.1 million VR headsets would be sold in 2021.

    This would mean that there would be a total of 16.44 million VR headsets in use around the world.

  • The number of VR users in the U.S. has increased from 22.5 million in 2017 to 50.2 million in 2020.

    This number is projected to reach 65.9 million by 2023.

    In addition, the number of AR users in the U.S. has increased from 37.6 million in 2017 to 83.7 million in 2020, and it is projected to hit 110.1 million in 2023.

  • The Oculus Quest 2 was the top-selling VR headset at the end of 2020, with over one million units sold.

    In comparison, PlayStation’s VR headset sold 125,000 units at the end of 2020.

Virtual Reality Statistics by Trends and Projections

  • VR gaming revenue is expected to reach $2.4 billion in 2024.

    This is a sharp increase from the $0.8 billion in revenue the global industry earned in 2019.

    25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (4)

  • 47% of Americans are at least somewhat familiar with VR, up from 41% who said the same just three months earlier.

    The remaining 53% say they’d never heard of VR before the survey or that they know of VR, but not much more than that.

    In comparison, 18% say they’ve followed it for years and know it well or would almost call themselves experts.

    These numbers were collected in November 2019 and are up from the 41% who said they were at least somewhat familiar with VR in August 2019, showing that the amount of awareness is going up quickly.

  • The global VR market is worth $7.72 billion.

    This statistic is for 2020, and the market is expected to reach $26.9 billion in value by 2027. In 2016, the market was worth about $2.02 billion.

  • The VR market size is expected to have a CAGR of 19% from 2021 to 2027.

    This is based on expectations that the global market value will increase from $7.7 billion in 2020 to $26.9 billion in 2027.

  • Worldwide spending on AR and VR technology is expected to reach $72.8 billion in 2024.

    This is up from the approximately $12 billion spent on AR and VR in 2020 and creates a five-year CAGR of 54%.

    It’s predicted that commercial AR and VR purchases will add up to about $10.9 billion, while consumer spending will amount to $17.6 billion in 2024.

Virtual Reality Statistics FAQ

  1. What country spends the most on VR?

    China spends the most on VR. In 2020, China’s AR and VR purchases accounted for more than half of the $12 billion spent on this technology worldwide that year.

    Of the estimated $72.8 billion projected to be spent on AR and VR in 2024, China is expected to account for 36% of that.

    However, the U.S. and Western Europe are close behind China and are expected to start catching up by 2024, thanks to five-year CAGRs of 75.1% and 72.8%, respectively.

  2. How many people are using VR today?

    There are over 171 million people using VR today. In the U.S. alone, there are 50.2 million VR users. This is about 15% of the U.S. population.

    However, there are even more AR users in the U.S., with 83.7 using this technology.

  3. How big is the market for VR?

    The market for VR is $7.72 billion. This global market value is up significantly from 2016, when it was worth just over $2 billion, and it’s expected to keep growing. Experts predict that it will be worth almost $27 billion by 2027, which would be a CAGR of about 19% from 2021 to 2027.

  4. Is VR growing in popularity?

    Yes, VR is growing in popularity. In 2017, there were just 22 million VR users in the U.S., and by 2020 there were 50.2 million users. This number is expected to continue to grow and reach just under 70 million by 2023.

    In addition, worldwide spending on AR and VR technology is expected to grow from $12 billion in 2020 to $73 billion in 2024.

Conclusion

Virtual reality and augmented reality technology are no longer considered unattainable, as there are over 171 million VR users around the world and over 50 million in the U.S. alone. AR is even more commonplace in the U.S. and has 83.7 million users.

In addition, 47% of Americans say they’re at least somewhat familiar with VR as a concept, and this percentage is only continuing to increase.

Most people think of gaming when they think of AR, and this is understandable, as the VR gaming industry is worth $1.1 billion. Currently, the global VR market as a whole is worth $7.72 billion and is expected to reach $26.9 billion by 2027.

VR and AR are also used in professional settings, as there are currently 80,000 jobs in the U.S. that employ this technology, and this is projected to reach 2.32 million by 2030. Companies are eager to implement it, as 75% of those who use AR and VR on a large scale see at least a 10% increase in operations.

References

  1. Statista. “Number of Virtual Reality (VR) and Augmented Reality (AR) Users in the United States From 2017 to 2023.” Accessed on February 1, 2022.

  2. Statista. “Forecast for the Number of Active Virtual Reality Users Worldwide From 2014 to 2018.” Accessed on February 1, 2022.

  3. Statista. “Virtual Reality (VR) Gaming Revenue Worldwide From 2017 to 2024.” Accessed on February 1, 2022.

  4. Statista. “Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Age Group.” Accessed on February 1, 2022.

  5. Statista. “Familiarity With VR Increases but Cost Remains a Hurdle.” Accessed on February 1, 2022.

  6. Statista. “Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Gender.” Accessed on February 1, 2022.

  7. Statista. “Estimated VR Device Shipment Share by Vendor Worldwide in 2018 and 2019.” Accessed on February 1, 2022.

  8. NIX United. “Uses of Virtual and Augmented Reality by Industrial Companies.” Accessed on February 1, 2022.

  9. Statista. “Number of Jobs Enhanced by Augmented Reality (AR) and Virtual Reality (VR) in the United States From 2019 to 2030.” Accessed on February 1, 2022.

  10. Statista. “Virtual Reality (VR) Headset Unit Sales Worldwide From 2019 to 2024.” Accessed on February 1, 2022.

  11. Statista. “Virtual Reality (VR) Headset Unit Sales Worldwide in 4th Quarter 2019 and 4th Quarter 2020, by Device.” Accessed on February 1, 2022.

  12. PR Newswire. “Virtual Reality (VR) Market Size is Projected To Reach USD 26860 Million By 2027 at a CAGR of 19.0% – Valuates Reports.” Accessed on February 1, 2022.

  13. Globe Newswire. “2016 Virtual Reality (VR) Market Size Revenue To Grow by USD 26.89 Billion in 2022.” Accessed on February 1, 2022.

  14. IDC. “Worldwide Spending on Augmented and Virtual Reality Forecast To Deliver Strong Growth Through 2024, According to a New IDC Spending Guide.” Accessed on February 1, 2022.

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25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (5)

Author

Chris Kolmar25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (6)

Chris Kolmar is a co-founder of Zippia and the editor-in-chief of the Zippia career advice blog. He has hired over 50 people in his career, been hired five times, and wants to help you land your next job.His research has been featured on the New York Times, Thrillist, VOX, The Atlantic, and a host of local news.More recently, he's been quoted on USA Today, BusinessInsider, and CNBC.

25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia (2024)

FAQs

25+ Amazing Virtual Reality Statistics [2023]: The Future Of VR + AR - Zippia? ›

As of 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S. There are an estimated 171 million VR users worldwide. As of 2022, the VR gaming industry has a market size of $12.13 billion. 25- to 34-year-olds account for 23% of VR/AR device users.

How many people use VR in 2023? ›

Predictions show that 5.9 million Americans will adopt VR by next year. This year in 2022, there are approximately 64 million Americans using virtual reality. These predictions forecast that by 2023, this number will grow to 65.9 million people.

What is the state of VR in 2023? ›

#1: The State of the VR in 2023

According to NewZoo, the VR install base is expected to reach 46 million by 2024. The number is indeed far below that of mobile and PC & console markets — according to NewZoo, there were 3.2 billion gamers in 2022.

Is VR 75% virtual and 25% real? ›

Think of VR as 75% digital and 25% reality. The space you occupy is real, but the world you see and the objects you interact with may be entirely digital. This hardware usually includes a headset capable of displaying the digital world on a monitor and hand-held peripherals that allow the user to perform actions.

How big is the AR VR market in 2023? ›

Revenue in the AR & VR market is projected to reach US$31.12bn in 2023. Revenue is expected to show an annual growth rate (CAGR 2023-2027) of 13.72%, resulting in a projected market volume of US$52.05bn by 2027. The largest market is AR Software with a market volume of US$11.58bn in 2023.

What to expect from VR in 2023? ›

In 2023, we can expect to see virtual reality become more easily available to users, which will motivate more users and businesses to get on the trend and start using VR—whether it be to enhance their gaming experience, simplify the way they shop, build their skills within their profession, or streamline their business ...

Will VR become addictive? ›

The main impact of playing VR for long hours is that it may damage the brain in a way that people will not be able to distinguish between VR and reality.” This behavioral addiction is a subset of internet addiction and gaming disorder.

Will AR or VR be the future? ›

The latest AR/VR market forecasts say that the industry will earn $13.8 billion in revenues for 2022 and grow to $50.9 billion in 2026, a five-year compound growth rate of 32.3%. This projected growth is significant, building on the multiple ways AR/VR technologies are already being used by a wide range of industries.

Will VR replace real life? ›

Whilst current and potential future developments in the virtual reality field could go a long way to providing a convincing and realistic experience of such things, there are some events that virtual reality simply cannot and never will be able to replace.

Does NASA use VR? ›

Virtual reality technologies developed under Goddard and NASA research and development programs make designing spacecraft, instruments and repair missions easier, allowing engineers to experience the space before they start to build it.

Will the military use VR? ›

Another use of VR in the military is the work with defence equipment. It's not only used for training, but also for designing and manufacturing.

Is VR more realistic than AR? ›

AR uses a real-world setting while VR is completely virtual. AR users can control their presence in the real world; VR users are controlled by the system. VR requires a headset device, but AR can be accessed with just a smartphone. AR enhances both the virtual and real world while VR only enhances a fictional reality.

Is VR growing in 2023? ›

Despite the revised outlook, total AR/VR headset shipments are expected to grow 14% in 2023 and accelerate over the 2023-2027 forecast period with a five-year compound annual growth rate (CAGR) of 32.6%.

How advanced will VR be in 10 years? ›

By 2030, the latest VR screens now have 8k resolution, which has 4 times the number of pixels as 4k screens. When you view character models and objects up close with these devices, there is zero visible pixilation resulting in breathtaking detail and realism.

How much will VR be worth in 2030? ›

Global Virtual Reality in Gaming Market is valued at USD 9.13 Billion in 2022 and is projected to reach a value of USD 76.36 Billion by 2030 at a CAGR of 30.40% over the forecast period.

How will VR impact our lives in the future? ›

VR has the Ability to Bring Space to YOU

In the physical world, if we want to experience a certain space, we are often required to bring our physical bodies to those exact coordinates on Earth. In the virtual world, we can capture space and bring it directly to us, no matter where our physical bodies reside.

Where will VR be in 10 years? ›

In 10 years VR will still be 4k and have a wider field of view. It will use eye tracking technology to apply greater processing time to the area you're looking at. Tracking will be perfect on all platforms without messy installation, and it will be incredibly comfortable. In short, what we have now but better.

Why is VR becoming more popular? ›

Over the last few years, VR has become more widely adopted due to increasing consumer and enterprise demand, growing use cases, and a booming ecosystem.

How many people will use VR in 2025? ›

According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to increase to 216 million users.

How many VR users by 2030? ›

The number of consumer human machine interface devices dedicated to augmented reality (AR) and virtual reality (VR) throughout the world is forecast to grow to more than 73 million by 2030, an increase of more than 65 million compared to 2020.

How many people use VR now? ›

As of 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S. There are an estimated 171 million VR users worldwide. As of 2022, the VR gaming industry has a market size of $12.13 billion. 25- to 34-year-olds account for 23% of VR/AR device users.

What percentage of people use VR? ›

This figure rose to 37.7 million in 2022. Experts believe demand for VR headsets will continue to gain steam due to increased adoption rates. Reports also found that nearly 78 percent of US citizens are already familiar with VR technologies.

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