VR software industry is not only the gaming sector is growing, social media platforms, sports, e-commerce, catering, tourism and other channels are beginning to accept VR technology. Like AR software, virtual reality is still in its infancy in 2019. Consumers already have some awareness of the technology, but there is room for improvement.
Here are 26 statistics related to VR, showing the public's perception of VR and the impact of VR technology.
VR popularity-related statistics Despite the fact that consumer VR products have been on the market for a long time, the popularity of the VR consumer market is still rising more slowly. Various factors, such as price and lack of available software, have hampered public interest in VR. But statistics show that once consumers try VR-related products, their interest in VR increases dramatically and their doubts disappear.
●The VR market is expected to generate $150 billion in revenue by 2020.
●(Fortune Magazine, 2015) By 2025, VR head-to-head sales are expected to reach 500 million units.
●(Piper Jaffrey, 2015) In 2016, only 26% of the public knew about VR devices, and in 2017 that figure rose to 51%, demonstrating the potential of VR.
●(Nielsen, 2017) Forty-one percent of adults said they would try VR technology if given the chance.
●(Yulio Technologies, 2018) After a brief experience, about 50 percent of the audience said they were more likely to buy or use VR technology.
●(Nielsen, 2016) Forty-four percent of those interested in buying VR devices are between the ages of 18 and 35.
●(Yulio Technologies) According to a survey of 140 respondents in the VR and AR industries, 41% of respondents said the barrier stodaway to VR's mass popularity was user experience, such as bulky devices or technical failures.
●(Perkins Cole LLP, 2018) Forty-four percent of respondents said the main legal issue facing VR's mass popularity was consumer privacy/data security. (Perkins Cole LLP, 2018)
●Among consumers who have experienced VR technology, 81% said they would share their experience with their friends, and 79% said they would do it again.
●(Singularity Hub, 2015) 65% of consumers believe that price is an important factor in the purchase of VR head/equipment, and 57% believe that quality is a factor more important than price.
●(Singularity Hub, 2015) 60% of consumers prefer to buy VR head/devices priced below $400.
●(Singularity Hub, 2015) 80% of consumers do not have a specific brand preference for VR devices. For those 20 percent who do consider the brand, 48 percent are interested in Samsung Gear VR, 48 percent are more interested in PSVR, and 44 percent prefer to buy Oculus Rift.
●(Singularity Hub, 2015) 62% of parents agree that VR provides an educational experience for their children.
●(Tech Trends, 2018) 66% of consumers are interested in the VR shopping experience. (AR VR Journey, 2018)
VR usage statistics With the improvement of VR awareness, vr users are more and more. The following statistics show that more and more consumers are starting to use VR devices.
●22.4 million Americans have become VR users.
●(Yulio Technologies, 2018) 77% of VR users want more social engagement.
●(Forbes, 2018) Of those with VR devices, 28 percent use VR devices every day, 9 percent use them at least once a week, and 19 percent use them once a month.
●(Forbes, 2018) The number of VR head shows in use is expected to reach 82 million by 2020.
●(Yulio Technologies, 2018) The number of VR head shows sold in 2016 was approximately 11 million.
●(Yulio Technologies, 2018) For families with children under the age of 18, VR usage is low. Only 21 percent of these households own VR devices, and 13 percent plan to buy VR devices next year. (Tech Trends, 2018)
VR Media Statistics The gaming industry is not the only one that applies VR technology.
Retailers, social media platforms and the tourism industry can benefit from virtual reality. VR social media platforms are changing the way people socialize, enabling remote interactions and further changing the way we communicate. These statistics demonstrate the steady growth of VR on a variety of media platforms.
●66% of consumers are interested in VR TV series, movies and videos, and 60% are interested in VR games.
●(Singularity Hub, 2015) 60% of consumers are interested in VR entertainment and are trying. 48% of consumers are interested in VR sci-fi.
●(Singularity Hub, 2015) About 3.1 million people subscribe to YouTube 360, YouTube's official VR channel.
●(YouTube, 2019) Facebook currently has about 70 million 360-degree photos and 1 million 360-degree videos. The videos and photos have been viewed more than 580 million times so far.
●(Tech Trends, 2017) The number of visitors to Destination British Columbia rose by 5% after creating a VR experience about Great Bear Rainforest.
●(AR VR Journey, 2018) By 2022, retail VR software and services revenue will reach $1.8 billion. (ABI Research, 2018)
The Future of VR As more and more consumers learn that this technology and VR devices are getting cheaper, more and more industries will embrace VR, which has plenty of room for development in the next few years, and the outlook is promising.