Sony followed with 21.9%, and Pico placed third with 9.2%. Virtual reality statistics for 2020 show that as of the second quarter of the year, Facebook was the market leader when it came to headset shipments, accounting for 38.7%. In 2020, there were 5.5 million units of VR and AR headsets shipped. Facebook was the world’s largest vendor of VR headsets in 2020. Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR.
bulky hardware and technical glitches) is an obstacle to the mass adoption of VR. VR adoption stats for 2021 show that 27% of VR industry experts claim that user experience (e.g. User experience is one of the greatest obstacles to VR adoption. This is a significant boost compared to what we had in 2020 – 52.1 million and 82.1 million people in the US used AR and VR at least once per month. It accounts for 17.7% and 28.1% of the total US population. Virtual reality market statistics predict that 58.9 million and 93.3 million people in the United States will use VR and AR respectively at least once a month this year. In 2021, 17.7% of people will use VR in the US. VR experiences can significantly influence the purchasing decision of customers. For comparison, the average eCommerce conversion rate is 2%. VR stats for 2021 show that the adoption of VR in e-commerce can boost online shopping conversion by 17%. VR is gradually gaining ground in e-commerce. This results in an increase in overall efficiency. The engineering industry will derive great benefits from the adoption of VR.Īccording to VR statistics for 2021, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. What’s more, AR and VR headsets are projected to have massive sales of over 30 million units annually by the end of 2023. Virtual reality sales statistics show that the number of VR/AR devices shipped worldwide is expected to increase to 68.6 million units in 2023. VR/AR devices will see a growing increase in demand over the next few years. Closely followed by the United States and Western Europe. Predictions have been made that China will have the most significant AR/VR spending at 36% by the same year. Virtual reality market projections show that worldwide spending on AR/VR is likely to reach $72.8 billion by 2024. China is projected to have the most substantial AR/VR spending worldwide in 2024. VR statistics for 2021 indicate that the consumer virtual reality (both hardware and software) market size is projected to experience an increase of $1.1 billion, compared to what we had in 2020. The consumer VR market worldwide is predicted to reach $3.7 billion at the end of 2021.Īlthough the COVID-19 pandemic harmed the VR market worldwide, it is expected to make a good recovery this year. So what does the future hold for the VR market? The following virtual reality statistics for 2020 will expound on the trend. That said, let’s check out the latest VR stats: The Real Virtual Reality 2021 Statistics With that in mind, we are sure these latest sets of statistics will help provide a clearer idea of virtual reality market growth, changes in perception among consumers, and its utility in business. The projections for the next few years are even more awe-inspiring.Īs it happens with any new technology, estimates from different sources do not always match up even one year of slower or faster performance than predicted can force major revisions in estimates, and the entry of a major player like Apple can completely change the ecosystem. Thanks to a number of factors-more affordable hardware, faster internet speeds, and a receptive audience-the growth figures have been striking over the last 4-5 years.
Like these virtual reality statistics you’ll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. Virtual reality, the overarching term for a variety of computer-generated experiences taking place within a simulated environment, has been a topic of interest among tech enthusiasts (and sci-fi fans) for years.