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). It is expected to reach $32.94 billion by 2026 at a compound annual growth rate of 39.7%. In comparison, 18% say theyve followed it for years and know it well or would almost call themselves experts. More than half of smartphone VR headset owners have also bought games for their gaming phones. by different review sites shows that these brands dominate the list with their products. Your email address will not be published. At the moment, 26% of businesses use VR in training, and it has a retention rate of 75%, surpassing lectures, reading, and audio-visual learning. A significant reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices. Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. However, all is not gloom and doom, and businesses should endeavor to break the barriers of VR adoption to keep pace with consumer interests. Estimated VR Device Shipment Share by Vendor Worldwide in 2018 and 2019. Accessed on February 1, 2022. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). Video Trends 85% of US Internet Users Watch Online Videos [1]. 55% of VR users found the experience to be extremely or moderately satisfying (AR Insider, 2020). Virtual reality statistics also indicate that once users have actually tried out both AR and VR, their perception changes, with 50% saying AR has a greater potential to hit the mainstream compared to 47% in favor of VR. Additionally, 15 percent of high performers say The latest virtual reality statistics show that the global market size of AR and VR is forecast to hit $296.9 billion in 2024 (Statista, 2021). Right now, there are fewer than half a million jobs worldwide that are impacted by VR and/or AR. Simpler devices like Oculus Go are likely to solve some of these issues. As mentioned earlier, when VR technology first came, some overhyped it. Within repair and maintenance, jobs that get done using AR and VR include viewing of reference videos and digital manuals, remote expert assistance, visualization of specific components and functions behind physical barriers, and superimposition of step-by-step instructions. Analysts say that the oil and gas and manufacturing industries are expected to be the primary driving forces of this growth. Advertising is the leading segment for AR revenues, raking in $1.4 billion in 2020 (ARtillery Intelligence, 2020). Given its advancements over recent years, its probably safe to say that its only a matter of time before virtual reality takes over our lives. emarketer respondents But how keen are users on VR? This opinion is shared by both early achievers and other companies. According to the latest virtual reality statistics, its market size is expected to reach $ 92.31 billion in 2027, marking a compound annual growth rate of 30.2 percent in the seven-year period between 2020. and 2027 (Grand View Research, 2020). As it is, the forecast for 2022 is already a whopping 91.2 percent year-over-year increase. In addition, worldwide spending on AR and VR technology is expected to grow from $12 billion in 2020 to $73 billion in 2024. Increasing Demand For AR and VR Devices, 4. Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. 77% of the respondents of a consumer survey who own a VR headset say they are interested in social interactions with other people in VR. That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. Despite it being a relatively nascent technology, the adoption of virtual reality across companies, organizations, and even governments worldwide has been widespread as its potential becomes clearer with every new development. Users of high-end VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%) or mid-range (50%) users. 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. market virtual reality vr growth report forecast analysis software trend hardware 2022 console mobile cagr competitive 2023 scope The virtual reality gaming market size is projected to reach $92.31 billion by 2027. Thanks to the innovations in VR development, virtual reality games are the new big thing in the world of gamers. Using immersing in VR accessories, and 3D environments, game makers are improving their products and pushing this growth. No votes so far! In 2016, the market was worth about $2.02 billion. 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. 27. 20 Best Conversion Rate Optimisation (CRO) Tools in 2023, 20 Best Free Computer Monitoring Software in 2023, 20 Best Document Management Software for Law Firms in 2023, 12 Best Remote Monitoring Software Solutions in 2023, 50 Tinder Statistics You Must See: 2023 Usage, Demographics & Market Share, 193 Technology Statistics You Must Know: 2023 Market Share Analysis & Data, 35 IoT Device Statistics You Must Read: 2023 Data on Market Size, Adoption & Usage, 15 Best Cloud-Based Document Management Systems for 2023, 74 Amazon Statistics You Must Know: 2023 Market Share Analysis & Data, Best Restaurant Management Software in 2023, 12 Best Architecture Software Programs for Beginners, 20 Best Healthcare CRM Software Solutions for 2023, 95 Visual Content in Marketing Statistics You Must Know: 2023 Market Share & Data Analysis, 97 Supply Chain Statistics You Must Know: 2023 Market Share Analysis & Data, 75 Cryptocurrency Statistics You Must Read: 2023 Market Share, Industry Growth & Adoption, Benefits of Email Marketing Software: Examples of Top Solutions Explained. Sectors driving the growth of virtual reality include gaming and entertainment (Grand View Research, 2019). WebIntroduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology.Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Sade do 19% of adults in the US have tried virtual reality (AR Insider, 2020). 6. In other words, in this seven-year period, the VR sector is expected to grow at an average of 18 percent every year. (Grand View Research) Copyright 2023 FinancesOnline. 42.9 million Americans will use VR at least once per month. This will represent an impressive increase of more than seven-fold from 2020 to 2025. 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. As of 2020, 26 million VR headsets are owned by consumers globally (CNBC, 2020). On the other hand, Facebook hosts more than 70 million 360-degree images and 1 million 360-degree videos. 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). According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. With more than 171 million Whether youre looking to adopt the technology for your ecommerce store or be a leading seller of its devices, its always better to get a jump on it sooner rather than later so why not get. A report by Greenlight Insights predicted global AR and VR revenues totaling $209 billion in 2021. In particular, the use of VR in training workers like mechanics, pilots, and technicians is set to increase. Together, the US and China will be responsible for 58 percent of the global investment into VR. of these devices are expected to be shipped in 2022, a 54.2 percent increase from 2021s 9.69 million (IDC, 2021). VR will reach 25% (70.2 million) of internet users in the US by 2023 (ARtillery Intelligence, 2020). Budget and mid-range users are more likely to find issues with the user interface or the viability of VR. The global virtual reality This statistic is for 2020, and the market is expected to reach $26.9 billion in value by 2027. This number has come down from 78% in 2017 earlier. Sectors that have seen widespread adoption of and increased demand for VR include, According to the latest virtual reality statistics, by 2027, its market size is forecast to reach. As of 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S. Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Age Group. Accessed on February 1, 2022. Statista. It accounts for 17.7% and 28.1% of the total US population. The global virtual reality market size in 2021 is estimated at $21.83 billion. Experts predict that it will be worth almost $27 billion by 2027, which would be a CAGR of about 19% from 2021 to 2027. Statista. Virtual Reality Revenue Statistics. Uses of Virtual and Augmented Reality by Industrial Companies. 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). 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