In This Guide
In This Guide
- 1. The Global VR Consumer Market was to Reach $3.7 Billion on the End of 2021.
- 2. China will carry Out the Most Significant Expense of AR/VR.
- 3. Over the Next Few Years, Virtual and Augmented Reality Devices will Tremendously Grow in Demand.
- 4. Adopting Virtual Reality will Offer Significant Benefits to the Engineering Industry.
- 5. The Rise of VR is Becoming More Prominent in E-commerce.
- 6. 17.7% of Individuals in the United States have been Projected to Use VR in 2021.
- 7. One of the Most Significant Obstacles to Future VR Adoption is User Experience.
- 8. In 2020, the Largest Vendor of Virtual Reality Headsets was Facebook.
- 9. A Growth of seven.7X was Predicted to Impact the Worldwide Market Size of Virtual and Augmented Reality Between 2018 and 2022.
- 10. 53% of Worldwide Expenses on AR and VR Were Accredited to Consumers in 2020.
- 11. The Worldwide VR Market Share shall be $20.9 Billion.
- 12. In 2020, China was the Biggest Spender on AR/VR, With Over $5.8 Billion Invested.
- 13. In 2020, Over 26 Million Augmented and Virtual Reality Headsets have been Owned.
- 14. Over the Years, VR Smartphone Device Sales have Dropped Significantly.
- 15. Between 2018 and 2022, the Demand for Standalone Virtual Reality Gadgets will Grow Over 16 Times.
- 16. In 2021, VR Content and Applications Expenses have been to Reach $3.77 Billion Worldwide.
- 17. 2024 Virtual Reality Video Gaming Revenues will Reach $2.4 Billion.
- 18. In 2020, a Cosmetic Brand Created an AR Filter and Recorded Immense Growth.
- 19. Gaming Shares will Come Down Despite having the Most VR Investments.
- 20. VR Startups have Seen a 14% Increase in Less Than a Year.
- 21. By 2022, AR Users in the United States will Reach 95.1 Million.
- 22. 70% of VR Consumers who Own Headsets have Used Them for Gaming.
- 23. VR Technology is Now Standard Among 78% of Americans.
- 24. Virtual Reality Set Owners Who Use Their Devices Daily are as Low as 28%.
- 25. Younger Males are the Most Probable Category to Have Used VR Headsets.
- 26. 77% of VR Users Want Many Socializing Features on Their VR Products.
- 27. The Cost of Hardware is the Highest Barrier to Reducing the VR Adoption Rate.
- 28. 64% of VR Market Users Believe VR has Excellent Gaming Potential.
- 29. Approx. 53% of AR and VR Users Suggest that VR will Explode Faster Than AR.
- 30. Only 55% of VR Users in 2020 have been Happy with Their Experience.
- 31. The Most Popular Vrand in the VR Technology World is Samsung.
- 32. Professional Workers had VR/AR Technologies as Training Options in 2021.
- 33. 43% of Manufacturing Companies Predict VR will turn into a Significant Part of Their Organization in 3-5 years.
- 34. Virtual Reality’s Implementation Level of 51% in Manufacturing is the Highest in China.
- 35. Approx. 82% of Companies Implementing AR/VR Technologies Report More Remarkable Results than Expected.
- 36. AR/VR Implementation Efforts Focus on Manufacturing Repair and Maintenance.
- 37. 6% of Virtual Reality Users are Early Achievers who Derive More Benefits Than Other Companies.
- 38. Investments in Innovation Centers are Some Top Strategies for AR/VR Expansions.
- 39. The Trends in VR Show Progress in the Technology’s Adoption Rate in the US.
- 40. 75% of Forbes World’s Most Valuable Brands have Invested in AR/VR Growth.
- 41. 13% of VR Users Report That Their Experiences Cause Them to Shop for More in Physical Stores.
- 42. 20% of VR Consumers Say They Like VR Brands Due to Their Experiences.
In This Guide
- 1. The Global VR Consumer Market was to Reach $3.7 Billion on the End of 2021.
- 2. China will carry Out the Most Significant Expense of AR/VR.
- 3. Over the Next Few Years, Virtual and Augmented Reality Devices will Tremendously Grow in Demand.
- 4. Adopting Virtual Reality will Offer Significant Benefits to the Engineering Industry.
- 5. The Rise of VR is Becoming More Prominent in E-commerce.
- 6. 17.7% of Individuals in the United States have been Projected to Use VR in 2021.
- 7. One of the Most Significant Obstacles to Future VR Adoption is User Experience.
- 8. In 2020, the Largest Vendor of Virtual Reality Headsets was Facebook.
- 9. A Growth of seven.7X was Predicted to Impact the Worldwide Market Size of Virtual and Augmented Reality Between 2018 and 2022.
- 10. 53% of Worldwide Expenses on AR and VR Were Accredited to Consumers in 2020.
- 11. The Worldwide VR Market Share shall be $20.9 Billion.
- 12. In 2020, China was the Biggest Spender on AR/VR, With Over $5.8 Billion Invested.
- 13. In 2020, Over 26 Million Augmented and Virtual Reality Headsets have been Owned.
- 14. Over the Years, VR Smartphone Device Sales have Dropped Significantly.
- 15. Between 2018 and 2022, the Demand for Standalone Virtual Reality Gadgets will Grow Over 16 Times.
- 16. In 2021, VR Content and Applications Expenses have been to Reach $3.77 Billion Worldwide.
- 17. 2024 Virtual Reality Video Gaming Revenues will Reach $2.4 Billion.
- 18. In 2020, a Cosmetic Brand Created an AR Filter and Recorded Immense Growth.
- 19. Gaming Shares will Come Down Despite having the Most VR Investments.
- 20. VR Startups have Seen a 14% Increase in Less Than a Year.
- 21. By 2022, AR Users in the United States will Reach 95.1 Million.
- 22. 70% of VR Consumers who Own Headsets have Used Them for Gaming.
- 23. VR Technology is Now Standard Among 78% of Americans.
- 24. Virtual Reality Set Owners Who Use Their Devices Daily are as Low as 28%.
- 25. Younger Males are the Most Probable Category to Have Used VR Headsets.
- 26. 77% of VR Users Want Many Socializing Features on Their VR Products.
- 27. The Cost of Hardware is the Highest Barrier to Reducing the VR Adoption Rate.
- 28. 64% of VR Market Users Believe VR has Excellent Gaming Potential.
- 29. Approx. 53% of AR and VR Users Suggest that VR will Explode Faster Than AR.
- 30. Only 55% of VR Users in 2020 have been Happy with Their Experience.
- 31. The Most Popular Vrand in the VR Technology World is Samsung.
- 32. Professional Workers had VR/AR Technologies as Training Options in 2021.
- 33. 43% of Manufacturing Companies Predict VR will turn into a Significant Part of Their Organization in 3-5 years.
- 34. Virtual Reality’s Implementation Level of 51% in Manufacturing is the Highest in China.
- 35. Approx. 82% of Companies Implementing AR/VR Technologies Report More Remarkable Results than Expected.
- 36. AR/VR Implementation Efforts Focus on Manufacturing Repair and Maintenance.
- 37. 6% of Virtual Reality Users are Early Achievers who Derive More Benefits Than Other Companies.
- 38. Investments in Innovation Centers are Some Top Strategies for AR/VR Expansions.
- 39. The Trends in VR Show Progress in the Technology’s Adoption Rate in the US.
- 40. 75% of Forbes World’s Most Valuable Brands have Invested in AR/VR Growth.
- 41. 13% of VR Users Report That Their Experiences Cause Them to Shop for More in Physical Stores.
- 42. 20% of VR Consumers Say They Like VR Brands Due to Their Experiences.
Technology fanatics and followers of science have lengthy been attracted to Virtual Reality (VR). The time period may be defined as an umbrella phrase encompassing quite a few computer-generated experiences in a simulated setting.
It is intently associated to one other side of know-how often known as augmented Reality (AR). However, there’s a vital distinction betweenVR and AR because the latter makes use of a real-world setting the place customers can management their presence, whereas VR is solely digital.
Although many individuals are nonetheless getting aware of this know-how, the long run will allow it to attain the right recognition it deserves. Thankfully, promising progress has been entertained inside the previous couple of years, with projections for the approaching years much more mind-blowing.
The statistics in this text will illuminate how far the prevalence of Virtual Reality has unfold, its public acceptance, usefulness, and common trade adoption. So, let’s rapidly dive in!
Virtual Reality Statistics: Future Projections
Starting from the inception of Virtual Reality across the 2010s, though the primary VR headsets got here in the early-mid Nineties, progress has consistently occurred.
Every 12 months, projections are made for what new implementation might happen in the system. To date, the query, what does the long run maintain for VR, nonetheless lies throughout the lips of many builders and customers alike. Here are some VR statistics that discuss extra about previous and future projections.
1. The Global VR Consumer Market was to Reach $3.7 Billion on the End of 2021.
Despite the COVID-19 pandemic’s results on the VR sector, the 12 months was anticipated to produce a robust comeback. The client digital actuality trade (together with Hardware and software program) was anticipated to increase by $1.1 billion in contrast to 2020, exhibiting a positive rising pattern, in accordance to 2021 VR information.
(Source:Statista)
2. China will carry Out the Most Significant Expense of AR/VR.
By 2024, a substantial $72.8 billion shall be spent on AR/VR know-how, in accordance to international predictions. The United States and Western Europe shall be shut behind China, predicted to account for 36% of the AR/VR funding market share that very same 12 months. This will put the Chinese in entrance as essentially the most vital expense on the know-how made by any nation.
(Source:IDC)
3. Over the Next Few Years, Virtual and Augmented Reality Devices will Tremendously Grow in Demand.
The most up-to-date information on digital actuality gross sales exhibits a pointy improve in the distribution of VR/AR units worldwide, with projected progress to 68.6 million units being shipped in 2023. Additionally, a bullish prediction is that the mixed gross sales of AR and VR headsets will attain over 30 million by the top of the identical 12 months.
(Source:Statista)
4. Adopting Virtual Reality will Offer Significant Benefits to the Engineering Industry.
Incorporating and creating VR know-how into various facets of engineering can lower mannequindesign time by 10% and constructing time by 7%, in accordance to VR statistics in 2022. The engineering procedures turn into more practical total on account of this enhancement. Although that’s not all, these few already say so much.
(Source:Swag Soft)
5. The Rise of VR is Becoming More Prominent in E-commerce.
The use of VR in e-commerce can improve on-line purchasing charges of conversion by 17%. This improve could be a big enchancment over the present common on-line purchasing conversion price of two%, in accordance to VR information for 2022. This demonstrates digital Reality (VR) experiences’ substantial affect on customers’ buy selections, making it a vital software in e-commerce.
(Source:Swag Soft)
6. 17.7% of Individuals in the United States have been Projected to Use VR in 2021.
According to figures from the digital actuality market, 17.7% of the nation’s inhabitants, or 58.9 million individuals, will use VR at the least as soon as a month in the United States. Additionally, nearly 93.3 million people—or 28.1% of the US inhabitants—have been anticipated to use AR month-to-month. These numbers symbolize a big improve from 2020 when 52.1 million and 82.1 million US residents used augmented Reality and Virtual Reality month-to-month.
(Source:eMarketer)
7. One of the Most Significant Obstacles to Future VR Adoption is User Experience.
According to figures for 2022 on VR adoption, 27% of the know-how’s trade professionals imagine that obstacles to in depth VR adoption embody person expertise points, together with cumbersome Hardware and technological hiccups.
Furthermore, in accordance to statistics, 20% of companies and clients cite hesitation as a essential barrier. Another barrier to adoption, in accordance to 19% of respondents, is the VR trade’s want for extra thrilling content material.
(Source:Statista)
8. In 2020, the Largest Vendor of Virtual Reality Headsets was Facebook.
According to digital actuality delivery information for 2020, Facebook grew to become the clear market chief in the second quarter, claiming 38.7% of the market. These statistics have been on the fundamental calculation of offered shipments of VR and AR headsets, totaling 5.5 million models in 2020. Sony held the second spot with 21.9% of the market, and Pico took third with 9.2%.
(Source:Finances Online)
General Statistics on VR Market
This part encompasses all the pieces obligatory about that rising VR market.
9. A Growth of seven.7X was Predicted to Impact the Worldwide Market Size of Virtual and Augmented Reality Between 2018 and 2022.
The international augmented and digital Reality market was valued at $27 billion in 2018. Also, in accordance to a report by Greenlight Insights, the worldwide AR and VR market was anticipated to generate $209 billion in gross sales by 2021. Notably, 36% of this quantity got here from VR revenues.
(Source:Statista)
10. 53% of Worldwide Expenses on AR and VR Were Accredited to Consumers in 2020.
IDC predicted that 2020 the mixed worldwide market could be value $12 billion. The survey additionally famous that 53% of the overall quantity spent on VR was in the buyer sector, which accounted for essentially the most vital share.
The logistics and providers trade, which comprised 15.8% of spending, was simply behind it, whereas the manufacturing and manufacturing trade, which accounted for 13.8%, got here third.
(Source:IDC,Finance Online)
According to latest statistics, the worldwide VR market is anticipated to develop by $14.8 billion by 2025. The market dimension is anticipated to increase considerably due to the expected growth, underscoring the rising demand for and use of VR know-how throughout numerous international companies and sectors.
(Source:Finances Online)
12. In 2020, China was the Biggest Spender on AR/VR, With Over $5.8 Billion Invested.
With a complete funding of $5.1 billion, the US is the second-largest digital Reality client. Western Europe got here in second place with spending of $3.3 billion. Furthermore, in accordance to figures on the digital actuality enterprise, China accounted for a sizeable 38% of the worldwide AR/VR market in 2020. This proportion was anticipated to improve to 56% by 2021, highlighting China’s increasing energy and affect in the AR/VR market.
(Sources:IDC,Finances Online)
13. In 2020, Over 26 Million Augmented and Virtual Reality Headsets have been Owned.
The development is kind of spectacular, particularly in mild of the gross sales numbers from 2019, which confirmed that simply 14 million digital actuality devices have been shipped. Virtual Reality is changing into more and more in style and broadly accepted amongst clients worldwide, as seen by the numerous improve in gross sales and adoption of VR know-how.
(Source:Finances Online)
14. Over the Years, VR Smartphone Device Sales have Dropped Significantly.
The decline in client curiosity in smartphone-based VR units is a big issue in the lower in machine gross sales. Some of them have a number of drawbacks, together with the truth that they’re cumbersome and tether the telephone when in use.
(Source:IBC)
15. Between 2018 and 2022, the Demand for Standalone Virtual Reality Gadgets will Grow Over 16 Times.
According to latest projections, the standalone AR and VR units market will improve considerably, accounting for greater than half of all AR and VR machine gross sales by 2022, with an anticipated 29 million items offered.
It is anticipated that 18 million tethered headsets, which require an web connection to a laptop computer, cell machine, or console, shall be offered in 2022. This exhibits that tethered headsets will proceed to exist in the market at the same time as standalone units acquire recognition.
(Source:Iberdrola)
16. In 2021, VR Content and Applications Expenses have been to Reach $3.77 Billion Worldwide.
According to VR information, location-dependent VR methods will increase the market by an extra $700 million. The complete quantity spent on VR apps, content material, and location-based VR will rise from $2.54 billion to $3.77 billion between 2019 and 2021.
(Source:Statista)
17. 2024 Virtual Reality Video Gaming Revenues will Reach $2.4 Billion.
VR statistics for 2022 present that the present worth of the cash made by way of VR gaming is $1.1 billion. By 2023, it would attain $1.6 billion; by 2024, it would attain $2.4 billion. These numbers show the VR gaming market’s constant progress and potential, indicating an thrilling future for the sector.
(Source:Finances Online)
18. In 2020, a Cosmetic Brand Created an AR Filter and Recorded Immense Growth.
A Facebook AR filter was utilized by the corporate “We Make Up” in 2020, and this had a remarkably helpful impact on the model. A considerable 53% improve in clickthrough price signifies elevated person engagement. Additionally, the model noticed a big 28-point improve in income and a surprising 7.9-point improve in model recognition.
(Source:Finances Online)
According to a world examine of startup CEOs, IT enterprise executives, buyers, and consultants, 59% of contributors suppose gaming will obtain essentially the most funding in AR/VR know-how development. Meanwhile, actual property, healthcare, and different very important industries are gaining funding in AR/VR applied sciences.
(Source:Perkins Coie)
20. VR Startups have Seen a 14% Increase in Less Than a Year.
As of January 2020, 2,270 digital actuality companies have been on AngelList. It is a well-liked on-line useful resource for entrepreneurs and buyers. This is a substantial improve in contrast to greater than 1,800 startup manufacturers in May 2018. The website additionally included 978 buyers, which means that many of those VR companies have efficiently secured sizeable finance to help in the expansion of their applied sciences.
(Source:AngelList)
User Statistics of Virtual Reality
How usually do individuals use VR? How is the buyer market of this consistently enhancing know-how? Here are statistics that present the eagerness and person response to Virtual Reality.
21. By 2022, AR Users in the United States will Reach 95.1 Million.
In latest years, VR customers have skilled outstanding progress at a really excessive price. Statistics as of 2020 revealed an excellent 57.4 million customers who actively engaged in VR methods in the US. On the a part of AR, there was a large variety of over 90.9 million customers. The future predicted extra, and expectations steered that there could be over a 37.7 million improve by 2022 from the peak of 2020.
(Source: Finances Online)
22. 70% of VR Consumers who Own Headsets have Used Them for Gaming.
The overwhelming majority of VR customers who purchase video games show the recognition of gaming as the first client utilization of Virtual Reality. About 70% of individuals who personal a specialised VR headset, such because the Oculus Rift, HTC Vive, or Sony Playstation VR, have purchased video games for the machine. Similarly, greater than half of smartphone VR headset house owners have bought video games, particularly for enjoying on cell units.
(Source:Grafa)
23. VR Technology is Now Standard Among 78% of Americans.
From 45% in 2015, the share of AR/VR benefits that exceeded expectations has elevated considerably. Recent demographic research present that 90% of US and UK customers are conscious of digital Reality (VR) know-how, ascribed to cheap units and media consideration.
(Source: GlobalWebIndex)
24. Virtual Reality Set Owners Who Use Their Devices Daily are as Low as 28%.
Only 39% of customers use VR units weekly, whereas 19% achieve this month-to-month, 8% achieve this each six months, and 6% achieve this yearly. This is insignificant in mild of contemporary units like tablets, smartphones, and laptops.
In the previous, VR methods have been difficult to arrange and have a restricted content material choice. However, much less advanced devices like Oculus Go are anticipated to alleviate these worries.
(Source: Greenlight Ventures)
25. Younger Males are the Most Probable Category to Have Used VR Headsets.
According to the GlobalWebIndex analysis, 35% of customers in the 16–34 age vary had used a VR headset. For the age teams of 35 to 44, 45 to 54, and 55 to 64, this proportion falls to 26%, 12%, and a meager 6%, respectively. Only 16% of surveyed ladies had used VR headgear, in contrast to 30% of males.
(Source: GlobalWebIndex)
A startling 77% of ballot respondents who personal VR headsets indicated a need for social connections in the medium. This matches with the increasing pattern of apps for Virtual Reality that allows person interactions in these environments. To add, enjoying video games, viewing movies, and conversing are on a regular basis social VR actions.
(Source: Forbes)
27. The Cost of Hardware is the Highest Barrier to Reducing the VR Adoption Rate.
54% of customers of high-end VR units title the expense of the gear as the principle impediment to broader VR adoption. Budget and mid-range customers, in distinction, have reservations concerning the VR expertise’s usability and applicability (48 and 50%, respectively).
Users of high-end units fear much less about issues like movement illness or a scarcity of sensible purposes. The second main impediment for all customers is the necessity for extra thrilling content material that makes VR investments worthwhile.
(Source: GlobalWebIndex)
28. 64% of VR Market Users Believe VR has Excellent Gaming Potential.
Over half of the respondents in a digital actuality examine mentioned gaming could be the trade to acquire essentially the most from VR know-how. This view would possibly end result from the trade’s present emphasis on gaming, which obscures the promise in different sectors.
In descending order of expectations, different areas of projected profit embody watching motion pictures and TV (52%), sports activities (42%), studying in the classroom (41%), and social media (38%).
(Source: GloballWebIndex)
29. Approx. 53% of AR and VR Users Suggest that VR will Explode Faster Than AR.
Interesting findings are revealed when investigating how most of the people views the relative potential of augmented actuality (AR) and digital actuality (VR) know-how to revolutionize sectors. Virtual actuality statistics present customers’ views change after partaking with AR and VR.
Notably, 47% of customers assist VR, whereas 50% suppose AR has a greater probability of changing into broadly used. This exhibits that after clients have first-hand expertise with each methods, their notion will change noticeably.
(Source: GlobalWebIndex)
30. Only 55% of VR Users in 2020 have been Happy with Their Experience.
This implies that 45% of customers have discovered that VR know-how wants to measure up to the hype surrounding it. Some of the difficulties that lead some to imagine that VR is an overhyped craze embody {hardware} limitations, a scarcity of content material, and sluggish progress outdoors of gaming. This is very regarding for the end-user VR sector, which has struggled to preserve the momentum created by the know-how.
(Source: Finances Online)
31. The Most Popular Vrand in the VR Technology World is Samsung.
The finest VR answer is determined by the person’s preferences and obtainable funds; options vary from low-cost units like Google Cardboard to superior ones like HTC Vive and Oculus Rift. In the previous, Samsung’s Gear VR headgear attracted a lot consideration, whereas Sony’s PlayStation VR remains to be prevalent.
(Source: Verdict)
32. Professional Workers had VR/AR Technologies as Training Options in 2021.
Virtually limitless benefits of VR/AR are attainable. According to research, digital actuality coaching can significantly decrease occupational accidents by a vital 43%.
According to digital actuality information estimates, 70% of pros imagine VR will assist workers coaching in company and elsewhere.
(Source: Finances Online)
Virtual Reality Industry Statistics
This part exposes you to the commercial use of VR and what number of corporations put it to use for various functions.
33. 43% of Manufacturing Companies Predict VR will turn into a Significant Part of Their Organization in 3-5 years.
According to 43% of respondents in a world ballot of producing enterprises, VR know-how will turn into broadly used inside their organizations through the subsequent three to 5 years.
In distinction to digital Reality (VR), Augmented Reality (AR) has achieved broader adoption in the manufacturing sector and is extra related.
(Source: Capgemini)
34. Virtual Reality’s Implementation Level of 51% in Manufacturing is the Highest in China.
With concentrated efforts, investments, and official help, China aspires to be the worldwide chief in VR know-how. France emerges because the frontrunner in Europe, whereas the US leads in idea proof however is behind in widespread utility.
(Source: Capgemini)
Operational benefits supplied by AR and VR embody elevated productiveness, effectivity, and security. According to VR statistics, companies that undertake these applied sciences broadly are extra doubtless to expertise appreciable operational advantages.
(Source: Capgemini)
36. AR/VR Implementation Efforts Focus on Manufacturing Repair and Maintenance.
AR and VR are well-known in a number of worth chain phases. They play very important roles in immersive coaching, design and meeting, high quality assurance, and inspection. Additionally, AR and VR make it simpler for jobs like watching reference movies, getting skilled recommendation from a distance, visualizing elements, and overlaying step-by-step directions in restore and upkeep.
(Source: Capgemini)
37. 6% of Virtual Reality Users are Early Achievers who Derive More Benefits Than Other Companies.
Data on Virtual Reality clearly exhibits that early birds are reaping wonderful advantages. These companies increase effectivity by 57% on common, vs 23% for different corporations. They additionally observe a hanging distinction in measurements, like a 55% improve in security in contrast to a 23% acquire in productiveness and a 47% lower in complexity in contrast to a 19% improve.
(Source: Capgemini)
38. Investments in Innovation Centers are Some Top Strategies for AR/VR Expansions.
Both early adopters and different companies concur that AR/VR has many benefits. The following precedence actions are that order, using individuals with expertise in AR/VR, partnering with educational establishments, and upskilling personnel by way of specialised in-house coaching.
(Source: Capgemini)
39. The Trends in VR Show Progress in the Technology’s Adoption Rate in the US.
Soon, it’s anticipated that VR adoption in the US will significantly increase. By 2023, it’s predicted that 25% of those that use the net, or over 70,2 million people, shall be utilizing VR know-how.
(Source: Finances Online)
40. 75% of Forbes World’s Most Valuable Brands have Invested in AR/VR Growth.
Well-known companies are actively embracing Virtual Reality after realizing its potential. It is value noting that the quantity of VR experiences geared towards clients and workers is anticipated to be considerably increased than indicated by the 2015 figures. Since then, the trade has significantly modified and grown.
(Source: YouVisit)
41. 13% of VR Users Report That Their Experiences Cause Them to Shop for More in Physical Stores.
Customers love conventional techniques like meals and beverage choices, individualized service, and dwell product shows. Virtual actuality developments, then again, present that VR experiences are steadily creating into worthwhile ventures for companies to increase consumer engagement and promote elevated spending.
(Source: Walker Sands)
42. 20% of VR Consumers Say They Like VR Brands Due to Their Experiences.
Only 1% of shoppers have an unfavorable opinion of VR as a format for promoting, whereas 81% of VR customers unfold constructive word-of-mouth. This presents enterprises who undertake VR a big benefit.
(Source: Touchstone Research)
Conclusion
Virtual Reality is likely one of the highest trending applied sciences in the world presently, with its use most effective in the gaming sector. However, different sectors are implementing its options and usefulness. As seen in this text, a number of statistics encompass the inception of the know-how, its progress, and industrial acceptance. Ultimately, it’s nonetheless being decided how far the VR initiative will develop, however the developments are encouraging. We can solely hold trying towards what the long run holds for know-how.
FAQs
What is the projected progress price of Virtual Reality Users in the United States by 2023?
Which VR/AR know-how benefits stand out essentially the most?
How are corporations using digital Reality to interact clients and double earnings?
…. to be continued
Read the Original Article
Copyright for syndicated content material belongs to the linked Source : TechReport – https://techreport.com/statistics/virtual-reality-statistics/