74 Virtual Reality Statistics You Must Know in 2023: Adoption, Usage & Market Share - Financesonline.com (2024)

Virtual Reality (VR) has donned a reputation of being an unfulfilled promise for years now. While it has not lived up to its profound potential, virtual reality statistics show that the technology is making massive leaps and bounds, and its near future is mesmerizing to behold.

After years of wandering, this fantastic technology has now entered the wider business sphere. With its innovative experience now a reality, businesses are keenly embracing the opportunities it presents. So how well prepared are you for the future when VR becomes a fixture of daily life? Was it affected by the global COVID-19 pandemic?

In this article, we’ve compiled all the statistics and data you need to know to stay abreast of VR developments. From its use in the fashion industry to its role in some of the best LMS software, these statistics will open your eyes to massive possibilities.

74 Virtual Reality Statistics You Must Know in 2023: Adoption, Usage & Market Share - Financesonline.com (1)

Virtual Reality Statistics Table of Contents

  1. Virtual Reality Adoption Statistics
  2. Virtual Reality User Statistics
  3. Virtual Reality Usage Statistics
  4. Gaming Statistics

Virtual Reality Adoption Statistics

The clunky VR simulations of the early days opened the doors to unique VR options. The revolutionary technology tantalized, everyone fell in love, but the much-hyped transformative effect never quite arrived. In fact, since its inception, virtual reality has been a slow burner, and the one-dimensional progressed offered no reassurance.

Today, the speed of growth has not changed, but the expanding VR use cases point to a rapid paradigm shift. Besides, there are massive adoption campaigns aimed at encouraging the consumer and enterprise markets to embrace this technology. No breakthrough has been reached yet, but with global brands like IKEA, Audi, DHL, and Airbus adopting the VR experience, the future looks bright.

Virtual Reality Hardware/Software Statistics

  • The global shipments of virtual and augmented reality headset shipments in 2020 amounted to 5.5 million units and it is projected to reach 11 million in 2021 and 43.5 million by 2025 (Statista, 2020).
  • The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026 (Valuates, 2020).
  • As of the second quarter of 2020, the market leaders of virtual reality headsets are Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%) (IDC, 2020).
  • The standalone VR HMD owns the largest share of the AR/VR headset market in 2020 at 43.76%, followed by the tethered VR HMD (40.88%), standalone AR HMD (5.82%), VR screenless viewer (5.55%), and the tethered AR HMD (3.49%) (IDC, 2020).
  • The global virtual reality software and hardware market size was valued at $2.6 billion in 2020, which will jump to $3.7 billion in 2021, $4.6 billion in 2022, and 5.1 billion by 2023 (SuperData, 2020).
  • As of 2020, 26 million VR headsets are owned by consumers globally (CNBC, 2020).

Virtual Reality Market Statistics

  • The combined augmented reality and virtual reality markets were worth $12 billion in 2020 with a massive annual growth rate of 54%, resulting in a projected valuation of $72.8 billion by 2024 (IDC, 2020).
  • Meanwhile, another report from Research and Markets appraised the virtual reality market at $6.1 billion in 2020 with an annual growth rate of 27.9%, projected to reach $20.9 billion by 2025 (Research and Markets, 2020).
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. It is projected to reach $77 billion by 2025 (Research and Markets, 2020).
  • In terms of VR spending by sector, consumer spending leads the way at 53%, followed by distribution and services (15.8%), manufacturing and resources (13.8%), public sector (12.7%), and infrastructure (3.2%) (IDC, 2020).
  • In terms of AR/VR spending in 2020 by region, China leads the world with $5.8 billion, followed by the US ($5.1 billion), Western Europe ($3.3 billion), and Japan ($1.8 billion). Meanwhile, the rest of the world spent $2.8 billion on AR/VR (IDC, 2019).
  • China accounted for 38.3% of the global AR/VR share in 2020. It will increase to 56% in 2021 (China Internet Watch, 2021).
  • However, the IDC sees China’s share decline to around 36% by 2024 while the US and Europe close in with CAGRs of 75.1% and 72.8% through 2024, respectively (IDC, 2020).
  • Meanwhile, the commercial use cases that are foreseen to obtain the biggest investments in 2024 are training ($4.1 billion), industrial maintenance ($4.1 billion), and retail showcasing ($2.7 billion) (IDC, 2020).

Factors Hindering Adoption Statistics

  • When it comes to factors hindering VR adoption, content offerings (27%) is the top obstacle, followed by user experience (19%), business and consumer reluctance (19%), regulation and legal risks (12%), the cost to consumers (11%), and financing and investment (9%). (Perkins Coie, 2020).
  • On the AR side of things, the biggest hindrances are user experience (32%), content offerings (18%), business and consumer reluctance (15%), regulation and legal risks (14%), financing and investment (11%), and cost to consumers (7%) (Perkins Coie, 2020).
  • The biggest concerns for investors in VR startups include the lack of an established market for technology (46%), untested technology (38%), slow business adoption (38%), slow consumer adoption (32%), and lack of trusted teams and technologies to invest in (13%) (Perkins Coie, 2020).

Other Notable VR Adoption Statistics

  • As far as VR/AR and other immersive technologies going mainstream is concerned, 37% of businesses think it will happen in two to five years, 25% within 2 years, 17% in the next 5-8 years, 15% in less than 2 years, and 6% in 8-10 years (Perkins Coie, 2020).
  • COVID-19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively (Yahoo Finance, 2020).
  • AR accounts for $4.2 billion in revenue in 2021 while VR rakes in $3.5 billion, making AR a bigger avenue for innovation (Business Insider, 2021).

Takeaway

Has VR reached maturity? The short answer is no.

Although there is no evidence that this immersive technology has gone mainstream, the statistics above point to a changing landscape. Currently, some businesses are at the fore of VR experimentation, but many are still hesitant to commit fully.

However, all is not gloom and doom, and businesses should endeavor to break the barriers of VR adoption to keep pace with consumer interests. For example, there is a need to imbue VR technology with control and convenience, implement sound user experience design, and counter the rising smartphone competition. Until then, leveraging the massive opportunities of this technology will remain elusive.

Virtual Reality User Statistics

As mentioned earlier, when VR technology first came, some overhyped it. On the other hand, many underestimated the emerging technology, and it’s no surprise, then, that VR growth stalled. That said, since its inception, the technology has created a digital imprint that has had a lasting impression on the consumer.

Until recently, consumers were dying with the hope that the technology will soon change the way they shop in-store and do things online. Finally, the dawn seems to be at hand, and the roller coaster-like hype series has giving birth to real VR experiences. It’s only the beginning, but the real-world usefulness of VR has prompted an increasing user base.

General User Statistics

  • According to eMarketer, the number of VR users in the US is 57.4 million while the number of AR users is 90.9 million (eMarketer, 2020).
  • By 2022, the number of AR users in the US will jump to 95.1 million (Business Insider, 2021).
  • The number of augmented reality users on social media in the US is around 46.9 million and will rise to 48.3 million in 2022 (eMarketer, 2020).
  • 19% of adults in the US have tried virtual reality (AR Insider, 2020).
  • As of January 2021, the official YouTube Virtual Reality channel has more than 3.4 million subscribers (YouTube, 2021).
  • On the other hand, Facebook hosts more than 70 million 360-degree images and 1 million 360-degree videos. The 360-degree videos hosted on Facebook have generated over 580 million views. (Tech Trends)
  • 30% of mobile AR users are open to the idea of making in-app purchases (ARtillery Intelligence, 2020).
  • 55% of VR users found the experience to be extremely or moderately satisfying (AR Insider, 2020).
  • Every month, over 600 million people use Spark AR on Facebook and Instagram (SocialMediaToday, 2020).
  • There are over 400,000 AR effects creators from more than 190 countries on Facebook and Instagram, publishing a total of 1.2 million effects across both platforms (SocialMediaToday, 2020).
  • VR will reach 25% (70.2 million) of internet users in the US by 2023 (ARtillery Intelligence, 2020).
  • From 2018 to 2022, the number of monthly users of VR will have increased by 75.7% (Oberlo, 2020).

Virtual Reality Revenue Statistics

  • Investments in AR and VR were estimated to be $915 million in 2020 (Superdata, 2020).
  • Advertising is the leading segment for AR revenues, raking in $1.4 billion in 2020 (ARtillery Intelligence, 2020).

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Takeaway

Virtual reality has taken off from the novelty phase, and it’s starting to show strong signs of going mainstream. However, this immersive technology has a long way to go before its transformative power can effectively bridge the gap between online and in-store shopping, as many anticipated. As it stands, there is evidence of the use of VR for furniture and room design shopping.

Do VR benefits outweigh the risks? It’s still early to speculate.

However, it’s time businesses trashed the fear they have about implementing this technology. It’s true that, for a long time, consumers have been hesitant about embracing VR technology. But that seems to be changing, and fast. Do not wait to jump the bandwagon when VR goes mainstream. Do it now. IKEA, Wayfair, and Lowe’s have implemented the VR experience, and the benefits are there for everyone to see.

Virtual Reality Usage Statistics

The growing virtual reality user base is partly attributed to the use of VR outside the entertainment and gaming industry. The technology is beginning to catch on in both the enterprise and commercial environments. The statistics below affirm its growing influence.

General Usage Statistics

  • In 2020, outside of gaming, the sectors that were anticipated to have the most immersive technology (including AR/VR) disruptions are healthcare devices (38%), education (28%), workforce development (24%), manufacturing (21%), automotive (19%), marketing and advertising (16%), logistics/transportation (16%), retail (15%), military (13%), and commercial real estate (13%) (Perkins Coie, 2020).
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology (TechRepublic, 2020).
  • The sectors with the biggest VR/AR spending growth from 2020 until 2024 are banking (126.7% CAGR), securities and investments services (106.1% CAGR), and central/federal government (102.5% CAGR) (IDC, 2020).
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2022 (Superdata, 2020).

Source: Perkins Coie 2020

Training

Today, employees in high-risk fields and heavy industries like oil and gas, construction, and manufacturing are getting the opportunity to test the waters of the virtual world. VR, together with learning management software delivers multiple benefits and is, without a doubt, helpful in training.

  • 26% of businesses are using VR/AR to train employees (TechRepublic, 2020).
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020).
  • VR training reduces the occurrence of workplace injuries by 43% (Chaos Theory Games, 2020).
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio-visual learning (20%) (FrontCore, 2020).
  • In the healthcare sector, 68% of professionals believe that AR/VR training simulations will be the primary focus of new solutions and applications through 2022 (Perkins Coie, 2020).
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments (Chaos Theory Games, 2020).
  • Police officers who received virtual training are 2.7 times more likely to participate in successful missions (SURVIVR, 2020).
  • Leading the way in implementation is DHL Express, which collaborated with Immerse to build a VR training platform to boost efficiency in Unit Load Device (ULD) stacking and safety. Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. (Virtualspeech, 2019)
  • Intel also recognizes the potential of VR for enterprises. In one of its projects dubbed “Corporate Training with Virtual Reality,” the tech giant found that 94% of traineeS asked for more VR-based courses to be availed. Besides, the company projected that the 5-year ROI of a single VR-based course could reach 300%. (Intel)
  • Furthermore, Boeing is a prime example of how heavy industry can implement VR in trainING. The global giant cut training time by 75% by implementing VR technology. (LightReading, 2017)
  • Lastly, Homegrown, a fast-casual restaurant chain based in Philadelphia, reported that within 30 days of using VR employee onboarding the number of certified members on training and culture rose from 50% to 77%. (Entrepreneur, 2017)

Most Popular LMS software

  1. TalentLMS is a cloud-based LMS software that provides a training platform for your employees, partners, and customers. It has an easy-to-use and simple interface that allows you to create winning courses and deliver a straightforward learner experience.
  2. SAP Litmos is an award-winning training platform for customer-focused enterprises. It comes with content-rich catalogs, an online course builder, and content management features that you can use for your corporate training programs.
  3. Docebo is an AI-powered LMS software that elevates learner experience through personalized and automated learning management. It has a Docebo Content 700-course library that you can access directly on the platform.
  4. iSpring Learn LMS provides an intuitive LMS platform with industry-leading and integrated authoring tools. By developing interactive courses, quizzes, and branching scenarios, the software streamlines training and helps you boost employee performance.
  5. LearnUpon offers a powerful and scalable LMS solution to help you manage and achieve your learning objectives. It allows you to meet specific learning needs and deliver an accessible and impactful training program.

Retail

The online retail space has been crippled by the inability to try on new technologies like VR.

On the other hand, as online retail grapples with the skepticism, the brick-and-mortar retailers, especially those in the fashion and apparel industries, have gone all out to implement the VR experience. Mainly, in-store retailers are determined to use VR technology to repress the home-try-on effect, which has been a vexing problem. The use of VR, coupled with a robust apparel management software, has been a revelation for retailers in this space.

  • Retail is seen to deliver the biggest commercial investment in AR/VR technology in 2024 at $7.3 billion (IDC, 2020).
  • 61% of customers prefer online shops that offer AR experiences (BigCommerce, 2020).
  • 40% of consumers would spend more on products that can be customized in AR (Threekit, 2020).
  • 70% of shoppers would be more loyal to brands that provide AR experiences (ZDNet, 2021).
  • According to pymnts.com, VR will change the way consumers shop online. It’s anticipating that the implementation of virtual stores will eliminate the home try-on effect by as much as 25% in the apparel industry. (PYMNTS, 2019; Virtual Perceptions)
  • In addition, the use of VR technology to build online virtual change rooms can help retailers improve conversion rates by more than 6.4%, increase order value by 1.6%, reduce fulfillment costs by 5%, and lower returns by 5.2%. (Virtual Perceptions)
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology (ZDNet, 2021).
  • Cosmetics brand We Make Up, upon creating an AR filter on Facebook, increased its clickthrough rate by 53%, a 28-point rise in sales, and a 7.9-point increase in brand awareness (BigCommerce, 2020; Facebook, nd).
  • At the height of the COVID-19 pandemic, retailers who leveraged AR experienced a 19% increase in customer engagement as well as a 90% spike in customer conversions (Retail Customer Experience, 2020).
  • Product pages that offered AR and 3D experiences drove a 13% increase in the average size of orders and a 21% spike in revenues per visit (Retail Customer Experience, 2020).

Manufacturing

While the use of VR is not as advanced as the use of AR in manufacturing, it’s still supporting numerous use cases. Some of the places where the use of VR is gathering steam include workplace layout and design, equipment design, and product development.

Here are some intriguing VR manufacturing statistics:

  • The discrete manufacturing sector is expected to receive commercial VR investments amounting to $5.9 billion in 2024 while process manufacturing will have 5.1 billion (IDC, 2020).
  • 53% of organizations use VR/AR technology for product engineering and virtual design (TechRepublic, 2020).
  • Airbus uses VR to optimize maintenance via simulated protocols. The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25% (Airbus, 2019).
  • Global spending by the manufacturing and resources sector on AR/VR technology in 2020 amounted to $1.66 billion (IDC, 2020).
  • Applying AR and VR in service and product development potentially influences a GDP boost of $360 billion by 2030 (PwC, 2019).

Takeaway

Currently, VR is no longer limited to gaming. This immersive technology is shaking things up across different industries, including retail and manufacturing. However, the technology seems to be very expensive for small and medium businesses. Large enterprises have taken their best foot forward, and the growing influence of VR within the enterprise environment is projected to cause prices to drop. The price drop will enable small businesses to implement VR to remain competitive in the dynamic markets.

Aside from retail, manufacturing, and training, VR is slowly creeping into the data visualization industry. The technology may soon become a permanent fixture in big data analytics. Who knows?

Maybe VR is the next big thing in magnifying learning from each customer experience for ecommerce businesses.

Virtual Reality Gaming Statistics

Compared to other industries, the virtual reality gaming space has won a notable market size. The VR gaming industry has also recorded an accelerated growth rate, and the penetration has been encouraging. This does not come as a surprise because VR found a home in gaming long before its use in other sectors was conceptualized.

General Virtual Reality Gaming Statistics

  • Gaming has the lion’s share of VR content revenue, accounting for $1.2 billion in 2020 and is projected to rise to 1.4 billion by the end of 2021 (PwC, 2020).
  • Social media content is seen as the medium with the highest VR/AR usage rate at 47%, followed by videogames (40%), live streaming (32%), film and entertainment (31%), advertising (28%), and music (28%) (Perkins Coie, 2020).
  • As of January 2021, 25.92% of gamers on Steam have Facebook’s Oculus Rift S headset, followed by Oculus Quest (16.48%), HTC Vive (16.27%), Valve Index HMD (16.13%), and Oculus Rift (9.31%) (Steam, 2021).
  • VR gaming revenue is valued at $1.1 billion and will grow to $1.6 billion in 2022, $1.9 billion in 2023, and $2.4 billion in 2024 (PwC, 2020).
  • Valued at $11.56 billion in 2019 by Grand View Research, the global VR gaming market size is anticipated to reach $92.3 billion by 2027 with a CAGR of 30.2% (Grand View Research, 2020; Grand View Research, 2020).
  • AR game Pokemon Go is the market leader in location-based gaming with a revenue of $1.2 billion in 2020 and year-over-year growth of 33% (ARtillery Intelligence, 2020).
  • Furthermore, Pokemon Go’s lifetime revenue is $4.2 billion (ARtillery Intelligence, 2020).
  • As of January 2021, there are 61 VR games on Steam (Steam, 2021).

Mobile and PC Gaming

  • PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119% (Superdata, 2020).
  • Consumer spending on mobile AR amounted to $1.3 billion in 2020, a vast majority of which coming from in-app purchases. It is projected to reach $4.1 billion by 2024 (ARtillery Intelligence, 2020).

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What Do These Statistics and Data Mean?

There you have it a compilation of the most intriguing virtual reality statistics. The truth of the matter is: VR has the potential to push the boundaries of ordinary life. Actually, after years of intense hype and empty promises, things have taken a turn for the better. This immersive technology continues to make impressive progress, exhibiting its massive potential to upend multiple industries.

The statistics above have shown that VR is still widely considered an entertainment or gamer technology. However, there are flashes of its outsized potential to streamline operations in retail, ecommerce, nongaming entertainment, employee development, manufacturing, and medical training. While it has not metamorphosed into a ubiquitous technology, we hope it will. There are reasons to believe a bright future is burgeoning for VR. And surprisingly, the COVID-19 pandemic has helped further its growth.

There are barriers to virtual reality entry. However, as statistics have shown, the barriers are breakable, and someday, the envisioned future of VR will be at your doorstep. Soon, the interactive and immersive experiences of the tech will be brought to your customers as artificial intelligence redefined customer service. What will virtual reality do? The signs are encouraging, and when all hurdles are cleared, VR’s transformative power will take full effect.

References:

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By Nestor Gilbert

Nestor Gilbert is a senior B2B and SaaS analyst and a core contributor at FinancesOnline for over 5 years. With his experience in software development and extensive knowledge of SaaS management, he writes mostly about emerging B2B technologies and their impact on the current business landscape. However, he also provides in-depth reviews on a wide range of software solutions to help businesses find suitable options for them. Through his work, he aims to help companies develop a more tech-forward approach to their operations and overcome their SaaS-related challenges.

74 Virtual Reality Statistics You Must Know in 2023: Adoption, Usage & Market Share - Financesonline.com (2024)

FAQs

What are the VR trends for 2023? ›

VR and AR mobile trends technologies in 2023 are expected to grow in popularity. The major trends for VR and AR mobile apps include augmented reality apps becoming more popular than VR apps and the growth of 3D audio technology. Virtual environment meetings will also become commonplace with VR apps.

What are the statistics on VR usage? ›

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. 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.

Are 78% of Americans familiar with VR technology now? ›

In 2020, roughly 57.4 people owned a VR headset in the United States. 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.

How many people will use VR in 2025? ›

Virtual Reality Usage in the US

More and more US residents are also expected to start using VR more frequently. This number is expected to increase to 73.7 million in 2024 and by 2025, experts estimate there will be 75.4 million VR users in the US.

What are the future trends in virtual reality? ›

The social aspects of VR platforms are likely to become more prominent in the future. Virtual reality trends suggest that we'll see more interactive social VR platforms, enabling users to engage in collaborative projects, participate in shared experiences, and build communities within the virtual world.

What is the future growth of VR? ›

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.

Who is the target audience for virtual reality? ›

Your target market is therefore unlimited! Family, players, neophytes, companies, couples, friends ... The types of clients of virtual reality rooms are varied, the content offered in it must therefore also be to meet the different ages, tastes, and desires of your clients.

How much VR a day is healthy? ›

How long should you play VR a day? Most manufacturers recommend that VR systems be used for no more than 30 minutes at a time. As long as you take a break every 30 minutes, you can play as long as you like.

What demographic uses VR the most? ›

34% of those between 16 and 24 years old use VR, and 35% of those between 25 and 34 years old also. Only 6% of people older than 55 years are users of this technology.

What will VR be like in 30 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.

Why VR is changing the world? ›

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.

How VR and AR will be used in 2025? ›

By 2025 the distinctions between AR and VR will be insignificant; the devices will converge and be multifunctional. Their vast capabilities to blend natural and synthetic vision will cause us to rethink everything—from the social norms of human interaction to how private and public spaces are designed and navigated.

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.

Will VR become addictive? ›

As with any media addiction, playing VR games for hours can cause serious mental illnesses such as depression, anxiety, attention deficit disorder, and in many cases, autism spectrum traits and features, obesity, sleep problems, increased aggression.

How much will VR be worth in 2030? ›

The VR and AR market is expected to be valued at around $451.5 billion by 2030 due to the increased use of technology in healthcare, entertainment, education, commercial, gaming, and many other sectors.

What are the pros and cons of VR? ›

Pros and cons of Virtual Reality
Pros and Cons of VR
ProsCons
Gives detail viewsUsers addict to the virtual world
Connects with peopleTechnology is still experimental
Effective communicationTraining in VR environment is not real
3 more rows

What is the future of metaverse? ›

By 2030, we could be spending more time in the metaverse than in the real world. People will be applying for jobs, earning a living, meeting with friends, shopping, even getting married using the virtual capabilities of the metaverse.

Which two features are most important for virtual reality? ›

Explanation: Immersion and Interaction are most important for virtual reality to provide a smooth and enjoyable experience for the user.

What is good example of virtual reality? ›

A common example of semi-immersive VR is the flight simulator, which is used by airlines and militaries to train their pilots. Fully immersive. This type of VR delivers the greatest level of virtual reality, completely immersing the user in the simulated 3D world. It incorporates sight, sound and, in some cases, touch.

Is VR or AR the future? ›

AR is expected to overtake the VR market spending as early as this year or by the next year. According to a report by Valuates, the VR and AR market is expected to grow at a CAGR of 63.3 percent between 2018 and 2025. It will reach $571 billion CAGR by 2025.

Why is the VR market growing? ›

The growing demand for training and research across industries such as education, aerospace & defense, automotive, and more is also driving the growth of the virtual reality industry. For instance, in October 2022, Meta Platforms, Inc. launched the Meta Quest Pro VR headset with the Snapdragon Qualcomm XR2+ chipset.

What companies are leading in virtual reality? ›

Microsoft, Google, Oculus, HTC Vive, Sony, Samsung, and Magic Leap are among the biggest AR/VR companies. Companies in the USA that specialize in augmented and virtual reality (AR/VR) will have a greater impact on the development of technology in 2023.

Who is investing in virtual reality? ›

Sony and Meta have dominated the industry since around 2015 with their headsets, mainly geared toward VR gaming. According to Grand View Research, the VR market was valued at $21.83 billion in 2021 and will expand at a compound annual growth rate (CAGR) of 15% through 2030.

Who are the leaders in virtual reality? ›

The Worlds Largest Virtual Reality Companies: Meet The Studios Dominating The Industry
  • Oculus VR.
  • Google.
  • HTC Vive.
  • Unity.
  • Microsoft.
  • Samsung.
  • Magic Leap.
  • WorldViz.
May 7, 2023

Does virtual reality affect the brain? ›

Just like with any other technology, overexposure to VR can lead to increased alterations in the brain, resulting in headaches and nausea.

What are the risks of virtual reality? ›

Exposure to virtual reality can disrupt the sensory system and lead to symptoms such as nausea, dizziness, sweating, pallor, loss of balance, etc., which are grouped together under the term "virtual reality sickness". In sensitive individuals, these symptoms may appear within the first few minutes of use.

Can VR improve eyesight? ›

When used as instructed by an optometrist, some VR headsets enable vision development and improvement. Systems have been developed to improve visual acuity in amblyopia and to enhance eye-hand coordination, depth perception, reaction time, and eye coordination.

What are the benefits of VR? ›

Here are seven benefits of virtual reality in several industries.
  • Learning can become fun. ...
  • On-the-job learning made possible. ...
  • Speed up the learning process. ...
  • The “try-before-you-buy” concept. ...
  • Remote training made possible. ...
  • Trigger an emotional response from the learners.
Dec 14, 2022

What is the adoption rate of virtual reality? ›

Statista estimates that 98 million people will be using VR hardware this year, while 23 million will be dabbling with more advanced AR technology. By 2027, both AR and VR are expected to have surpassed 100 million users worldwide, but that's still a longshot from the billions of smartphone users across the planet.

What is the difference between VR and 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.

How long until VR is realistic? ›

VR is a very exciting facet of technology that has a lot of potential for the future. While these headsets are not ready for widespread use yet, they're worth keeping an eye on. I'm very confident that we'll see major improvements in the next five to 10 years to make it more comfortable and practical for everyday use.

Will metaverse replace reality? ›

For now, the metaverse is a great way to interact with people and experience things that you would not be able to experience in real life. However, it is still too early to tell if the metaverse can truly replace real life. Only time will tell.

Will the metaverse happen? ›

Don't get left behind while competitors continue to invest in virtual environments.

Is VR dying or growing? ›

VR has been a work in progress for decades. It will slow down, but not die. The reason it feels VR is so massive is because of meta, going in and out of VR push.

Is VR declining? ›

IDC data indicates a significant decrease in the global shipment of augmented reality (AR) and virtual reality (VR) headsets during Q1'23. The AR/VR market declined by 54.4% compared to the same period in the previous year.

What problem is VR trying to solve? ›

VR is now commonly used for training because people can have a safe environment to make mistakes and learn. It can also be a cost-effective way of delivering training in an agile way. Understanding of others and connecting to people of different races, genders or disabilities can also be improved by the use of VR.

Why is virtual reality so popular? ›

One of the primary reasons VR technology is becoming more popular is its cost efficiency. Compared to other forms of entertainment, VR doesn't require expensive hardware or software to get started. Most people already own a smartphone that is capable of running a VR app.

What is the conclusion of virtual reality? ›

Conclusion: Virtual reality and Augmented reality are inverse reflections of one in another, regarding what each technology wants to accomplish. Augmented reality overlays virtual elements in the real world, while virtual reality digitally recreates a real-life setting.

What type of technology is virtual reality? ›

WHAT IS VIRTUAL REALITY? Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset or helmet.

What will virtual reality not replace? ›

In the end, even the best goggles in the world mean nothing without the VR experience developed on the same level. And of course, there are some things in life that just cannot be replaced with VR, like eating, sleeping, or using the bathroom.

How long do VR systems last? ›

It depends of the headset you bought, and what conditions you are keeping it in. If you have a quest 2 I suggest not letting the battery drain out all the way, since it damages the battery. but it should last a few years if you don't slam it too many times, I've had my quest 2 since it came out.

Will VR replace movies? ›

Someday there may be hybrid movie-games. But VR will remain a novelty experience, something like IMAX movies or those hydraulic “4-D” rides at amusem*nt parks, malls and science museums. Until someone figures out a way to tell the same story to every VR viewer, those oppressive, linear flatties will remain our cinema.

What happens if you stay in VR too long? ›

Using VR for a prolonged period of time could cause eye strain, which is why we'd say taking regular breaks is advisable. This is because your eyes are fundamentally looking at two small monitors for a prolonged period of time and looking at any screens for too long could cause eye fatigue.

Can VR affect your mental health? ›

Studies show that virtual reality may be an effective tool in the treatment of mental illness. VR helps to rewire your brain and grow healthier pathways that promote resilience, relaxation, recovery, and results.

Is VR bad for ADHD? ›

There are several ways that VR might be effective in helping kids with ADHD. Holds their attention – The immersive environment of VR means it can sustain the attention of the child. It provides a higher level of stimulation to hold their interest.

Will VR ever be popular? ›

Deloitte Global predicts that the VR market will generate $7 billion in revenue globally in 2023, an impressive 50% increase over 2022's $4.7 billion. Ninety percent of that revenue will come from headset kit sales, of which 14 million units averaging $450 each are expected to sell in 2023.

How big the VR and AR will become in the future? ›

In fact, the healthcare market for AR/VR is projected to grow at a compound annual growth rate (CAGR) of 26.88% by 2030, reaching roughly $19.6 billion in revenues.

Will VR get more advanced? ›

We will have faster, lighter, and more affordable VR and AV thanks to expected technological advances. In addition, upcoming smartphones with improved cameras and processors, as well as 5G networks, will allow us to enjoy much more sophisticated immersive experiences from anywhere.

Is the new VR headset coming out in 2023? ›

Sony: Playstation VR 2

Playstation VR 2 (info) releases worldwide on February 22, 2023, starting at $549. A long list of games for the headset is already available.

What will VR be like in 2030? ›

It's possible that by 2030, VR headsets will become smaller and more compact, resembling a pair of glasses or even contact lenses. With the rapid development of miniaturized components such as microdisplays and batteries, it's possible that the bulky form factors of current VR headsets could be significantly reduced.

What trends in metaverse in 2023 expect the virtual to be better integrated with physical world? ›

Hybrid reality combines virtual and physical reality, allowing users to interact with the virtual and physical worlds seamlessly. In 2023, we can expect to see the development of hybrid reality technologies that blur the lines between the two worlds, creating a more seamless and immersive experience.

What will VR market be worth in 2030? ›

In 2021, the market for augmented reality and virtual reality was valued at USD 22.6 billion. By 2030, it is anticipated to reach USD 451.5 billion.

How many people will own a VR headset in 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.

What is next for Metaverse? ›

AI will be the engine of the Metaverse. It will power large data processing, from visual, data-processing applications (like 3D physical-virtual view integration) to data modeling, security, and computing. AI is expected to surpass $300 billion in global spending by 2026.

What are the 3 technologies that will shape the future of the metaverse and the human experience? ›

"The Corporate Hitchhiker's Guide to the Metaverse," by Boston Consulting Group (BCG), designates the following three categories of technologies that define the metaverse: metaverse worlds (M-worlds); augmented reality (AR), virtual reality (VR) and mixed reality (MR); and. Web3 and virtual assets.

What is the metaverse trend in marketing 2023? ›

2023 will bring a slew of new advancements in this field. Besides headsets, we can anticipate to see fresh inventions in full-body haptic suits. Such inventions will be used to simulate harsh environments but will also be used to create metaverse experiences that are even more realistic and immersive for consumers.

What is the metaverse development in 2023? ›

Metaverse development is an exciting and rapidly evolving field that offers a wide range of opportunities for developers and businesses. In 2023, we can expect to see significant advancements in technology, as well as an increasing demand for immersive and engaging virtual experiences.

Who is investing the most in VR? ›

Sony and Meta have dominated the industry since around 2015 with their headsets, mainly geared toward VR gaming. According to Grand View Research, the VR market was valued at $21.83 billion in 2021 and will expand at a compound annual growth rate (CAGR) of 15% through 2030.

What is the virtual reality market prediction? ›

As per the report by Fortune Business Insights, the global virtual reality market size is projected to reach USD 227.34 billion by 2029, at a CAGR of 45.2% during the forecast period, 2022-2029.

How is VR changing the market? ›

Virtual reality connects brands and consumers on a whole new level. It allows businesses to create high-impact product presentations that are tailored for their target market. Brands can incorporate VR into their campaigns to showcase their research and development processes to potential customers.

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