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45 Virtual Reality Statistics That Will Shake the Market in 2022


virtual realityis an umbrella term for various computer-generated experiences that take place in simulated environments, and has been a topic of interest to tech enthusiasts (and sci-fi fans) for years. As these virtual reality stats you'll read show, the technology is already gaining popularity among consumers and businesses

Eye-Opening Virtual Reality Statistics

  • By 2022, the global and The market is expected to grow to $209.2 billion.
  • Global VR Video Game Revenue in 2020achieve$22.9B.
  • There are more than171 million VR users.
  • Now 78% Americans are accustomed to using VRtechnology.
  • By the end of 2020,The global consumer VR market will reach $2.6 billion.
  • Between 2018 and 2022, for independenceDemand for VR devices will grow more than 16 times.
  • 70% Consumers with VR glasses have already purchased games on them.
  • 14 million AR and VR devices were sold in 2019.

Because of a number of factors - more affordable hardware, faster internet speeds, and a receptive populace - the growth figures have been staggering over the past 4-5 years. Predictions for the next few years are even more formidable.

As happens with any new technology, estimates from different sources don't always match. Even a year slower or faster than expected performance could force a major revision of estimates, and the entry of a major player like Apple could revolutionize the ecosystem. With this in mind, we are sure that these latest statistics will help provide a clearer picture of the growth of the virtual reality market, changes in consumer perception and its utility in business.

That said, let's take a look at the latest VR stats:

Real Virtual Reality Statistics

So what does the future hold for the VR market? The following virtual reality statistics for 2022 will illustrate this trend.

1. The global consumer VR market is expected to reach $3.7 billion by the end of 2021.

(Source: Statista)

Although the COVID-19 pandemic has hurt the global VR market, a recovery is expected this year.

VR statistics for 2021 show that the consumer virtual reality (hardware and software) market size is expected to increase by $1.1 billion compared to 2020.

2. By 2024, China is expected to be the country with the largest AR/VR spending in the world.

(Source: IDC)

Market forecasts show that global spending on AR/VR could reach $72.8 billion by 2024. 

It is predicted that China will have the most significant AR/VR spending in the same year, reaching 36%. The United States and Western Europe follow.

3. The demand for VR/AR devices will continue to grow in the coming years.

(Source: Statista)

Virtual reality sales statistics show that global VR/AR device shipments are expected to increase to 68.6 million units in 2023. Additionally, annual sales of AR and VR headsets are expected to exceed 30 million units by the end of 2023.

4. The engineering industry will benefit from the adoption of VR.

(Source: Swag Soft)

According to VR statistics in 2022, the implementation and development of VR in engineering can reduce model design time by 10% and construction time by 7%. This leads to an increase in overall efficiency.

5. VR is gaining ground in e-commerce.

(Source: Swag Soft)

VR statistics for 2022 show that the adoption of VR in e-commerce can increase online shopping conversions by 17%. In comparison, the average conversion rate for e-commerce is 2%. A VR experience can significantly influence a customer's purchasing decision.

6. In 2021, 17.7% people in the US will use VR.

(Source: eMarketer)

Virtual reality market statistics predict that 58.9 million and 93.3 million people in the U.S. will use VR and AR at least once a month, respectively, this year. It accounts for 17.7% and 28.1% of the total US population.

This is a significant improvement from where we are in 2020 - 52.1 million and 82.1 million people in the US use AR and VR at least once a month.

7. User experience is one of the biggest barriers to VR adoption. 

(Source: Statista)

VR adoption statistics for 2022 show 27% of VR industry experts claiming user experience (such as bulky hardware and technical glitches) as a barrier to mass VR adoption. The report further revealed that 20% cite hesitancy by customers and businesses as a barrier to adopting VR. Additionally, 19% respondents cited poor content provided by the VR industry as a hindrance.

8. Facebook is the world's largest supplier of VR headsets in 2020.

(Source: Finances Online)

In 2020, VR and AR headset shipments were 5.5 million units.

2020 virtual reality statistics show that as of the second quarter of this year, Facebook is the market leader in headset shipments, accounting for 38.7%.

Sony followed with 21.9% and Pico came in third with 9.2%.

Virtual Reality Market Statistics

Statistics on the current status of the market

9. The global AR and VR market size is expected to grow 7.7 times between 2018 and 2022.

(Source: Statista, Greenlight Insights)

Augmented realityrefers to the image through the cameraLocationandangleActuarial and image analysis technology enables the on-screenvirtual realityable to work withreal worldscene combined withinteractivetechnology (eg, Google Glass, Pokemon Go), while VR means full immersion in a simulated world. The global augmented reality and virtual reality market size was estimated at USD 27 billion in 2018. That number seems a little small considering that there will be around 1 billion AR users alone in 2020.


A report by Greenlight Insights predicts that global AR and VR revenue will total $209 billion in 2021. VR revenue accounted for about 36% of this total.

10. The consumer sector will account for the largest share of global VR and AR spending in 2020 (53%).

(Source: IDC,Finances Online)

IDC estimates the global VR and AR market in 2020 at $12 billion.

The same source said the largest VR spending was in the consumer segment, at 53%.

This is followed by distribution and services with 15.8%, and manufacturing and resources with 13.8%.

11. The global market share of VR will reach $20.9 billion by 2025.

(source:Finances Online)

So, how much is the VR market worth? Unfortunately, the sluggish performance of the VR industry in 2020 is$6.1B.

This forced many stakeholders to revise their forecasts. That said, recent reports predict that the global virtual reality market size will increase by $14.8 billion by 2025.

12. Recent statistics show that China is the largest AR/VR spender in 2020 at $5.8B.

(Source: IDC,Finances Onlinee)

The United States came in second with $5.1 billion, followed by Western Europe with $3.3 billion.

Not only that, but virtual reality market statistics show that China will account for more than 38% of the global AR/VR share in 2020. By the end of 2021, this number will increase to 56%.

13. 26 million AR and VR headsets in 2020.

(source:Finances Online, CNBC)

Considering 2019youngWith 14 million VR devices sold, that's an impressive improvement.

14. Sales of smartphone VR devices are declining year by year.

(Source: IBC)

A big reason for the decline in device sales is declining interest in smartphone-based VR devices. Some of these have several problems, including that they are heavy and take up the phone during use.

However, standalone devices like the Oculus Quest are expected to drive future sales. 

The company sold an estimated 1.2 million Quest devices in 2020 and expects its sales to skyrocket in 2025, with 5.6 million expected to be sold.

15. Between 2018 and 2022, the demand for standalone VR devices will grow more than 16 times.

(Source: Iberdrola)

The latest forecast shows that sales of standalone devices will grow from almost zero in 2017 to more than half of the total AR and VR device market (29 million units) in 2022. Tethered headsets that require a connection to a computer, smartphone or game console to use will persist for a while, with 18 million units sold by 2022.

16. Global spending on VR content and applications is expected to reach $3.77B in 2021.

(Source: Statista)

According to VR Statistics, location-based VR spending is expected to increase by $700 million. Total spending on VR content/applications and location-based VR is expected to increase from $2.54 billion in 2019 to $3.77 billion in 2021. Spending on AR content and apps is nearly 2.5 times that of VR content and is expected to grow at a higher pace as well.

17. VR video game revenue is expected to reach $2.4B in 2024.

(source:Finances Online)

VR stats for 2022 put VR gaming revenue at $1.1 billion. This value is expected to grow to $1.6 billion by 2022 and eventually reach $2.4 billion by 2024.

18. In 2020, a cosmetics brand achieved a significant increase in sales after creating an AR filter.

(Source: Finances Online, Big Commerce)

In 2020, a brand called "We Make Up" created an AR filter on Facebook that had a surprisingly positive impact on the brand.

The CTR went up by 53%. Its sales also rose 28 percent, and its brand awareness rose 7.9 percent.

19. Gaming will remain the industry with the most investment in VR, but its share is expected to decline.

(Source: Perkins Coie)

According to a global survey of startup founders, tech executives, investors and advisors, 59% respondents believe gaming will dominate investment in AR/VR technology development.

This figure is already lower than the 78% earlier in 2017. Other major industries seeing investment are education, healthcare and real estate. The largest growth is expected in marketing and advertising, retail, manufacturing and automotive.

20. The number of VR startups has grown by 14% in less than a year.

(Source: AngelList)

How many virtual reality companies are there? As of January 2020, the number of global VR startups listed on AngelList was 2,270, up from over 1,800 in May 2018. The list also mentions 978 investors, which means that many of these startups have also managed to find significant funding to develop their projects.

Virtual reality user statistics

We now know the size of the market. But how enthusiastic are users about VR?

21. The number of AR users in the US will reach 95.1 million by 2022.

(Source: Finances Online)

The number of virtual reality users has been growing at an astonishing rate over the past six years. 

VR adoption statistics for 2020 show that there are 57.4 million VR users and 90.9 million AR users in the US.

It looks like the only way out is to rise, as forecasts show the number will increase by 37.7 million in 2022.

22. 70% Consumers with VR headsets bought games on them.


Gaming is the most popular use of VR by consumers, which is also reflected in the number of VR users who buy games. Nearly 70% of consumers who own dedicated VR headsets such as Oculus Rift, HTC Vive or Sony Playstation VR have purchased games for them. More than half of smartphone VR headset owners have also purchased games for their gaming phones.

23. Now 78% Americans are familiar with VR technology.

(Source: Greenlight Insights, GlobalWebIndex)

This is a significant improvement over the 2015 45%. Another recent virtual reality demographic study by GlobalWebIndex said consumers in the UK and US are 90% more aware of VR technology.

In addition to simpler, cheaper devices like the Google Daydream hitting the market, the increased familiarity has also been attributed to VR's coverage in the news.

Ready Player OneMovies like the Super Bowl and some of the VR visibility at events like the Winter Olympics also contributed.

24. Only 28% VR device owners use these devices on a daily basis.

(Source: Greenlight Ventures)

39% said they used the VR device once a week, 19% once a month, 8% every six months, and 6% about once a year. This compares poorly with other technologies such as smartphones, tablets and laptops.

VR scenes have traditionally been complex, requiring multiple wires and controllers, or time-consuming to set up, and the variety of content hasn't grown as fast as other devices. Simpler devices like the Oculus Go may solve some of these problems.

25. Younger and male users are more likely to use VR headsets.

(Source: GlobalWebIndex)

According to a GlobalWebIndex study of UK and US virtual reality user demographics, 35% of users in the 16-34 age group have used a VR headset, compared to 26% in the 35-44 age group and 45- 12% in the 35-44 age group. 54 groups, while groups 55-64 only accounted for 6%. In terms of gender, 30% of men surveyed have used a VR headset at least once, compared to only 16% of women.

26. 77% of VR users want more social engagement.

(Source: Greenlight Ventures)

In a consumer survey, 77% of respondents who own a VR headset said they would be interested in socially interacting with others in VR. This interest is also reflected in the virtual reality trend, showing the popularity of applications that allow users to interact with other users in a virtual environment. Among the social VR activities that people are interested in, playing games, watching videos and video communication rank highest.

27. 70% VR users intend to increase usage in the next year.

(Source: Greenlight Ventures)

With increased familiarity and content, it seems likely that VR usage will increase significantly in the coming months. 38% VR users said they plan to increase usage further; 32% people said they want to do more. Only 7% wanted to reduce their spending on VR gear.

28. Hardware cost is the biggest barrier to entry reducing VR adoption.

(Source: GlobalWebIndex)

Users of high-end VR devices (54%) cited hardware costs slightly higher as the main reason for preventing more users from adopting VR compared to budget (48%) or mid-range (50%) users. Budget and mid-range users are more likely to find problems with the UI or the viability of VR.

Issues such as motion sickness from prolonged use or the lack of viable use cases are not a major concern for users of high-end devices. The second biggest barrier to entry is the lack of enough content to justify investment in VR.

29. 64% VR users believe that VR has the greatest potential in games.

(Source: GlobalWebIndex)

In the virtual reality survey, nearly two-thirds of users identified gaming as the area that would most benefit from VR technology. It may also reflect how the industry has developed so far, where the technology's potential in other areas isn't really well known. Other areas in descending order of expectations are film and television (52%), sports viewing (42%), classroom education (41%) and social media (38%).

30. AR and VR perception users of 53% believe that VR is more likely to enter the mainstream first.

(Source: GlobalWebIndex)

Since both AR and VR technologies are broadly trying to transform the same industries, public perception of their relative potential is an interesting aspect to measure. Virtual reality statistics also show that once users actually try AR and VR, their perceptions change, with 50%s believing AR is more likely to go mainstream, while 47%s support VR.

31. In 2020, users of 55% were satisfied with the VR experience.

(Source: ReportLinker, Caijing Online)

For many consumers, the reality of VR technology has lived up to the dissent around it. Hardware issues, a lack of content, and low growth outside of gaming are some of the issues that make VR an overhyped fad. This is a particular concern for the consumer VR industry, which has failed to sustain the technology's momentum.

32. Samsung is the most well-known brand in VR technology.

(Source: Nielsen, ReportLinker)

Which VR is the best? Given the wide range of options to choose from, from the very cheap Google Cardboard to the high-end HTC Vive and Oculus Rift, it depends on what you want and how much you're willing to spend.

However, the best-known name in the VR space is Samsung, thanks to its Gear VR headset. The same was true in 2017, when the Samsung Gear VR was the best-known device among the general population and gamers, although the brand's popularity appeared to have declined over the past two years.

The next most popular brand is Sony's PlayStation VR.

33. More professionals are considering VR/AR for training purposes in 2021.

(Source: Finance Online)

The benefits of VR/AR are almost limitless. Research shows that training combined with VR reduces the risk of workplace injuries43%.

For this reason, virtual reality statistics show that 70% professionals believe that more businesses will use VR when training employees.

Virtual Reality in Industry

VR is available to many companies. Let's look at some possibilities.

34. The manufacturing company of the 43% says VR will become mainstream in its organization within the next three years.

(Source: Capgemini)

According to a survey of manufacturing companies from around the world, another 38% believes it will become a mainstream technology in their organization within three to five years. However, in manufacturing, AR is considered more relevant and more widely implemented than VR.

35. The implementation level of VR in the manufacturing industry is the highest in China, reaching 51%.

(Source: Capgemini)

By focusing on R&D, direct investment, and building human capital, Chinese companies and the Chinese government have launched a campaign to become leaders in virtual reality technology.

36. 82% Companies implementing AR/VR say earnings beat expectations.

(Source: Capgemini)

Operational benefits of AR and VR include increased efficiency, productivity, and safety. In terms of scale of implementation, VR statistics show that companies that implement these technologies at scale are more likely to experience significant operational benefits.

(Source: Capgemini)

Other parts of the value chain where AR and VR are primarily implemented are design and assembly, immersive training, and inspection and quality assurance. In repair and maintenance, work done using AR and VR includes viewing reference videos and digital manuals, remote expert assistance, visualization of specific components and functions behind physical barriers, and overlays of step-by-step instructions.

38. Early winners account for 6% of all VR experimenters and implementers, but they earn more than twice as much compared to other companies.

(Source: Capgemini)

The virtual reality data clearly shows that early winners are 57% more efficient on average, while other companies are 23% more efficient. Similar comparison data for other metrics is the increased safety of 55% vs. 23%, the increased productivity of 52% vs. 21%, and the decreased complexity of 47% vs. 19%.

39. Investing in R&D teams or innovation centers is a top strategy for scaling AR/VR programs in manufacturing companies.

(Source: Capgemini)

Early Achievers and other companies agree. This is followed by upskilling employees through in-house professional training, partnering with academic institutions, and hiring people with AR/VR expertise.

40. 80% consumers have a positive attitude towards experiencing the brand's VR strategy.

(Source: Touchstone Research)

This is great news for marketers. Tired of traditional ad formats, consumers are keen to try new ad formats that allow them to experience brand stories in a more intimate way. This virtual reality report on marketing shows that the environment is ripe for marketers to act quickly to capture audience interest.

41. Consumers in 20% indicated that a branded VR experience would make them feel more positive about the brand.

(Source: Touchstone Research)

Only 1% people feel negative about it, while the rest of consumers are neutral. If you have an ad format where 1 in 5 customers is already in your favor for using that format, you lose. According to the same study, VR also has high word-of-mouth marketing capabilities, with 81% of people who have experienced VR reporting that they have told their friends.

42. 13% consumers said the VR experience will prompt them to shop more in brick-and-mortar stores.

(Source: Walker Sands)

While more traditional and non-tech-intensive methods such as food and beverage offerings, personalized experiences, and live product demonstrations remain the main draw for brick-and-mortar customers, virtual reality trends suggest that VR experiences are catching up as a technology investment that business owners can make Encourage customers to spend more.

43. 75%'s Forbes Most Valuable Global Brands invest in some form of AR/VR experience.

(Source: YouVisit)

Leading brands are catching up to the potential of VR. Considering the data comes from a 2015 study, the number of these experiences, which may be aimed at consumers or employees, is likely much higher.

44. 13% of people who experience vacations in VR continue to book travel or get in touch with hotel companies.

(Source: YouVisit)

Realistic experiential rendering also encourages consumers to spend money to experience the real deal. Similar VR stats include:

  • Thomas Cook's VR boosts New York tour revenueincreased by 190%.
  • Marriott customers at 51% after Marriott showed them VR travel stories from other locationsExpress an interest in traveling to more hotels in the chain.

(Source: Caijing Online, Artillery Intelligence)

It looks like more and more Americans will use VR soon. 

By 2023, 25% internet users will use VR in the US, which equates to about 70.2 million people.

in conclusion

For all of us, a VR world hasn't happened yet. The overall idea of VR is still new to the mainstream market, and whether the public will embrace it remains unclear. But the industry is growing, and amazing things are bound to happen.

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  • We have creative and rich photography experience: when operating the aerial camera, Zhenhe always has two people to ensure the best picture during the flight, but not neglect the flight safety
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  • All drones are insured, and all pilots have a certificate from the Civil Aviation Administration

About Zhenhe:

The core values are: integration, integrity, professionalism, innovation, and thinking about problems from the perspective of customers, thinking about the possible reactions of users and audiences, and delivering the most complete solutions after continuous adjustment.

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