Virtual Reality (VR) Statistics 2022 - Market Size, Usage & Trends

User Statistics on Virtual Reality

Healthcare industry is projected to experience the most disruption by immersive technologies like virtual reality.

Source: PwC

More than 55% of VR users found the experience extremely or moderately satisfying.

Source: AR Insider

Active VR users in the US currently stands at

57.4 M

Source: eMarketer

AR/VR Market is projected to reach

$1.5 Trillion

Source: Statista

General Statistics on Virtual Reality Market

The VR Market is forecasted to be worth $138.3 Billion by 2025

  • The Virtual Reality market stood at $13.5 Billion in 2020. It is forecasted to register dramatic growth and reach $138.5 billion by 2025.

$3.5 Billion investment by Venture Capitalist

  • In the past two years, Venture Capitalists have invested more than $3.5 billion into 225 AR/VR companies.

Facebook acquired Oculus for $2 Billion

  • Facebook paid a whooping $2 Billion to acquire Oculus(VR Hardware Maker) in March 2014.

2 Million head-mounted Google Cardboard VR Devices sold

  • Since its launch in June 2014, Google has sold over 2 Million head-mounted Google Cardboard VR devices.

200,000 developers have registered to build on Oculus, VR Platform

  • Oculus has registered over 200,000 developers to create games on the VR Platform.

Consumer Spending takes the lion's share of the total VR Spending

  • Consumer spending takes the lions share of 53% of the total VR spending, followed by distribution & services at 15.8%, manufacturing & resources at 13.8%, public sector at 12.7%, and, infrastructure (3.2%).

57.4 million VR users in the US

  • The number of Virtual Reality users in the US currently stands at 57.4 million. (eMarketer, 2020).

200+ VR Games are available for Oculus

  • Over 200 titles are available now on the Oculus VR Platform.

AR/VR Market is projected to reach $250 Billion by 2028

  • The global market size of Augmented Reality (AR) & Virtual Reality (VR) stood at $28 billion dollars in 2021. It is projected to cross the $250 billion mark by 2028.

55% of users have found VR Experience very satisfying

  • More than 55% of VR users found the experience extremely or moderately satisfying (AR Insider, 2020).

19% of total adults have tried VR in US

  • 19% of total adults have tried VR in the United States. (AR Insider, 2020).

AR & VR industry will create 23 Million jobs globally by 2030

  • In 2019, AR & VR sector created around 824,634 jobs globally. Recent projections predict that by 2030 AR/VR would add 23,360,639 more jobs globally.

Recent Involvement of Tech Giants in Virtual Reality Market

Date Company Details
Jan 2012

Qualcomm

Raised seed funding for the mobile augmented reality startup Blippar.

April 2012

Google

Introduced augmented reality glasses, Google Glass, to the public.

March 2014

Sony

Sony announced Project Morpheus, later renamed PlayStation VR.

March 2014

HP

Launched Aurasma 3.0, an augmented reality platform that it acquired through Autonomy.

March 2014

Facebook

Acquired Oculus, a virtual reality startup, for $2 Billion.

September 2014

Samsung

Revealed its own head-mounted display, Samsung Gear VR, partnering with Oculus.

October 2014

Google

Invested $542 Million in the startup Magic Leap.

April 2015

Intel

Invested in Series A funding for the virtual reality startup WorldViz.

May 2015

Apple

Reportedly acquired Metaio, an augmented reality software maker.

September 2015

Disney

Lead a $65 Million funding round in Jaunt, a VR content startup.

October 2015

Microsoft

Acquired Havok, a 3D physics engine used for videogames.

November 2015

Comcast & Time Warner

Participated in a $30.5 Million funding round for NextVR, which captures live events in VR.

November 2015

Apple

Acquired Faceshift, a facial recognition capture & animation company.

January 2016

Fox

Acquired minority stake in Osterhout Design Group, a VR/AR HMD maker.

The Rise of VR & AR

As per the economic impact assessment conducted by PwC, by 2030, VR and AR can potentially boost the global economy by to $1.5 trillion from the 46.4 Billion in 2019. The technology can contribute by offering new customer experiences, speeding up product development and improving workplace safety.

Expected GDP contribution of AR/VR Sector – 

  • 2019 – $ 46.4 Billion 
  • 2025 – $ 476.4 Billion
  • 2030 – $ 1.5 Trillion

VR vs AR: Comparing economic contributions

In the below graph, we show a comparison expected GDP contribution of Augmented Reality Technology vs Virtual Reality Technology (Forecast between 2019 to 2030)

Augmented Reality  –

  • 2019 – $ 33 Billion 
  • 2025 – $ 338.1 Billion
  • 2030 – $ 1,092.4 Billion

 

Virtual Reality

  • 2019 – $ 13.5 Billion 
  • 2025 – $ 138.3 Billion
  • 2030 – $ 450.5 Billion

Sectors expected to experience most disruption by immersive technologies like virtual reality

According to a PwC analysis, AR/VR will continue to be a major contributor to the global economy. In 2019, AR was set off at $33bn whereas VR was at $13bn. While the trajectory of AR is set to boost to $338.1bn by 2025, VR is expected to stands at $123.3bn. By 2030, AR will contribute a colossal amount of $1,092.4bn, while VR would contribute approximately $450.5bn. This change in dynamic will lead to a disruption in some sectors.

Healthcare & Medical Devices
38%
Education
28%
Workforce Training & Development
24%
Manufacturing
21%
Automotive
19%
Marketing & Advertising
16%
Logistics/Transportation
16%
Retail/Ecommerce
15%
Military & Defense
13%
Commercial Real Estate
13%
Residential Real Estate
10%
Residential Real Estate
10%
Tourism
5%
Others
4%

Enterprise solutions (within immersive technologies) that businesses are most likely to focus on over the next 12 months

Employee Training & Development
70%
Workflow Management
50%
Real-time feedback/evaluation
48%
Collaboration with remote employees
47%
Enhancement of customers’ experiences with company, products, and brand
36%
Others
2%

Statistics on Virtual Reality in Retail

Retail sector is estimated to invest $7.3 billion into Virtual Reality

  • The biggest investment in VR of $7.3 billion is expected to arrive from the Retail sector by 2024.

Virtual change room facilities can improve conversion rates drastically

  • Using VR technology to offer virtual change room facilities can 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)

Statistics on Virtual Reality in Manufacturing

Manufacturing sector is estimated to invest $5.9 Billion in VR technology

  • The manufacturing sector is expected to invest around $5.9 billion in VR Technology by 2024.

Statistics on Virtual Reality in Gaming

VR gaming market is projected to grow at a CAGR of 31.4%

  • The VR gaming market is projected to grow at a CAGR of 31.4% in the period between 2021-2028.

Revenue from VR Gaming is expected to generate $2.4 Billion

  • VR gaming revenue is expected to reach $2.4 billion by 2024. (PwC, 2020).

VR Gaming market to reach $92.3 Billion by 2027

  • As per Grand View Research, the global VR gaming market size may reach $92.3 billion by 2027 with a CAGR of 30.2%.

Beat Saber, a VR Game, generated $69.7 million earnings

  • Beat Saber, the highest-grossing VR game, generated lifetime earnings of $69.7 million. (S&P Global)