100+ datasets found
  1. Virtual reality and augmented reality users U.S. 2017-2023

    • statista.com
    Updated Nov 6, 2023
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    Statista (2023). Virtual reality and augmented reality users U.S. 2017-2023 [Dataset]. https://www.statista.com/statistics/1017008/united-states-vr-ar-users/
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    Dataset updated
    Nov 6, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The statistic shows the number of virtual reality (VR) and augmented reality (AR) users in the United States from 2017 to 2023. In 2020, 83.7 million people used AR at least once per month in the United States. The corresponding figure for 2023 was forecast to reach over 110 million users.

  2. Number of virtual reality users forecast worldwide 2014-2018

    • statista.com
    Updated Sep 26, 2024
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    Statista (2024). Number of virtual reality users forecast worldwide 2014-2018 [Dataset]. https://www.statista.com/statistics/426469/active-virtual-reality-users-worldwide/
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    Dataset updated
    Sep 26, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2014
    Area covered
    World
    Description

    The total number of active virtual reality (VR) users worldwide is forecast to be around 171 million as of 2018, around 16 million of these considering themselves to be hardcore gamers. Virtual reality technology is often used with some sort of optical headset device, with major VR hardware developers such as Sony, HTC, and Oculus combining to ship millions of these devices each year.

    What is virtual reality?

    Virtual reality is a type of technology that uses devices such as headsets, earphones, and handsets to immerse users in a completely simulated digital environment. The characteristic of complete immersion means that VR devices can be used as tools for education, tourism, entertainment, and even professional tasks such as architecture design.

    Augmented reality

    Augmented reality (AR) is a technology closely related to VR that uses devices to change the visual environment of users. Rather than completely immerse the user in a simulated environment like VR, AR superimposes computer generated elements on top of the user’s real-world environment, allowing for applications such as head-up displays and first-person GPS navigation. Forecasts suggest that the AR market alone could reach revenues in the hundreds of billions of U.S. dollars by 2025.

  3. Average session time of VR users in the U.S. Q2 - Q3 2019, by user type

    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). Average session time of VR users in the U.S. Q2 - Q3 2019, by user type [Dataset]. https://www.statista.com/statistics/1098976/average-session-time-of-vr-users-by-user-type/
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    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    As per recent data, the average session time of virtual reality (VR) users in the United States between the second and third quarter of 2019 was 19.7 minutes. For first-time users, the average session length was 16.1 minutes, whilst returning customers averaged 20.4 minutes.

  4. V

    Virtual Reality Headsets Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 20, 2025
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    Pro Market Reports (2025). Virtual Reality Headsets Market Report [Dataset]. https://www.promarketreports.com/reports/virtual-reality-headsets-market-10578
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 20, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the Virtual Reality Headsets Market was valued at USD 0.107 Billion in 2024 and is projected to reach USD 0.62 Billion by 2033, with an expected CAGR of 28.50% during the forecast period. The Virtual Reality (VR) Headsets Market is growing rapidly due to advances in immersive technology and increasing adoption across various sectors. VR headsets are wearable devices that track head movements and display virtual content to provide a simulated three-dimensional environment for users. These headsets feature high-resolution displays, motion-tracking sensors, and spatial audio capabilities, thereby enhancing the user experience. Applications of VR headsets range across gaming, health, education, training and simulation, and industrial design. In the market, they are further categorized into different types based on technology, that is, tethered, standalone, and mobile headsets, providing differing degrees of performance and portability. It profoundly impacts its usage, thus revolutionizing entertainment, improving the effectiveness of medical training, and offering immersive experiences for learning. Its benefits mainly involve user engagement, remote collaboration, and lower costs in training solutions. The main driving force in the market is the growing need for VR in gaming and entertainment, which is triggered by enhancements in content creation and user interest in immersive experiences. As technology improves, the market for VR headsets will continue expanding further with drives in affordability, comfort, and accessibility of content spreading into various industries. Recent developments include: During 4Q23, the global augmented reality and virtual reality (AR/VR) headset market expanded by 130.4% YoY with the easing macro strains and launching new products; this was established by International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. For all of 2023, shipments of AR/VR headsets declined by 23.5% from last year’s levels, as per the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. Macroeconomic uncertainties suppressed demand in the first half of the year while most companies relied on legacy products that were already available for at least one year, thereby experiencing two-digit decreases., On January 19th, Apple announced that its Vision Pro headset would be available in the US starting February 2nd for $3499, with preorders beginning January 19th. In a statement made, CEO Tim Cook said, “This is the most advanced piece of consumer electronics anyone has ever made,” which came just months after unveiling mixed-reality glasses back in October. The hardware features dual ultra-high-resolution screens that offer more pixels than a 4K TV, according to Apple, and can switch between augmented reality and virtual reality through a dial on its side., Meta Platforms CEO Mark Zuckerberg announced Quest Three, Facebook’s latest virtual reality gaming system set for release later this year during summer time; also, he spoke about Metas plans post-release, such as lowering price points on existing Quest two models while beefing up performance specs through use newer chipsets like Qualcomm-which would provide double graphics power compared predecessor model(s). In June of next year, after much speculation surrounding what exactly it might look like as well when specifically we could expect an announcement or even launch date(s), Facebook finally put rumors to rest, revealing their newest addition to the Oculus lineup dubbed simply Ques-those same people who brought us rift-s which took VR gaming industry storm back in 2016 now are ready show off next big thing realize people's dreams regarding truly immersive experiences beyond imagination this world.April 2022 Shenzhen MetaVision Tech Co, a Chinese virtual reality (VR) solutions provider, has presented designs and specifications for its Particle All-in-One VR headset. Particle, at just 250 grams, is slated to become the world's lightest VR device, coupled with many significant advances that will revolutionize the extended worldwide reality (XR) business., February 2022 Sony Corporation unveiled the PlayStation VR2 next-generation system and the PlayStation VR2 Feel controller. The device provides gamers with a wider range of sensations by merging cutting-edge technologies into the hardware. Two 2000x2040 OLED panels produce stunning 4K HDR graphics at up to 120fps1, providing four times the resolution of the original PlayStation VR.. Notable trends are: Rapid digitization of the healthcare sector to boost the market growth.

  5. Virtual Reality (VR) Market Analysis North America, APAC, Europe, Middle...

    • technavio.com
    Updated Dec 15, 2024
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    Technavio (2024). Virtual Reality (VR) Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, China, Germany, UK, Canada, Japan, France, South Korea, Saudi Arabia, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/virtual-reality-market-industry-analysis
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    Dataset updated
    Dec 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Brazil, Canada, United Kingdom, France, Germany, United States, Global
    Description

    Snapshot img

    Virtual Reality Market Size 2025-2029

    The virtual reality market size is forecast to increase by USD 133.17 billion at a CAGR of 38% between 2024 and 2029.

    The market is experiencing significant growth, driven by recent advancements in VR technology. One key trend is the integration of artificial intelligence (AI) and machine learning (ML) with VR technology, enabling more enriching and interactive experiences. However, the high cost of enriching VR hardware remains a challenge for widespread adoption. Other growth factors include increasing demand for VR in various industries such as gaming, healthcare, education, and training. Additionally, the rising popularity of VR in events and entertainment is expected to boost the market growth. Overall, the VR market presents numerous opportunities for innovation and growth, particularly In the areas of content creation, hardware development, and application expansion.
    

    What will be the Size of the VR Market During the Forecast Period?

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    The market is experiencing significant growth, driven by advancements in VR technology and increasing demand across various industries. The healthcare sector is leveraging VR for therapy and training, while defense personnel and technicians utilize it for simulation and instruction. In the gaming and entertainment industries, VR headsets, gloves, and bodysuits offer enriching experiences, with hardware segment revenues projected to grow.
    The software segment, including virtual platforms and AI applications, is also expanding, with real-time rendering and 3D virtual worlds becoming increasingly popular. The automotive industry is adopting VR for design and marketing, while AR and VR content creation tools enable the development of virtual tours, virtual classrooms, and VR arcades. The metaverse and virtual fitness markets are also gaining traction, offering new opportunities for businesses and consumers alike.
    The Virtual Reality (VR) market is experiencing rapid growth, driven by innovations in VR headsets and immersive VR gaming experiences. Virtual training solutions are revolutionizing industries, with VR in healthcare offering groundbreaking treatments and therapies. The integration of augmented reality and metaverse development is enhancing user interaction across various sectors, including VR in real estate and VR tourism experiences. Social VR platforms and VR collaboration tools are transforming communication and teamwork, while VR fitness experiences offer new ways to stay active. Cinematic VR content is gaining popularity, alongside VR for education, enterprise VR adoption, and advancements in haptic feedback technology, which enhances immersion. As VR continues to evolve, it promises to redefine the way we work, learn, and interact with the digital world.
    

    How is this Virtual Reality Industry segmented and which is the largest segment?

    The virtual reality (VR) industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    End-user
    
      Enterprise
      Consumer
    
    
    Component
    
      Hardware
      Software
    
    
    Device
    
      Head-mounted display
      Gesture-tracking device
      Projectors & display wall
    
    
    Technology
    
      Semi & fully enriching
      Non-enriching
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
    
    
      Middle East and Africa
    
    
    
      South America
    
        Brazil
    

    By End-user Insights

    The enterprise segment is estimated to witness significant growth during the forecast period.
    

    Virtual reality (VR) refers to an artificially generated environment, experienced by users through specialized hardware, such as headsets. This technology creates enriching experiences that mimic real-life situations, popularly used in gaming, entertainment, retail, sports, travel, and healthcare industries. The increasing adoption of VR technology is driven by advancements in hardware, leading to heightened user experiences. The healthcare sector's utilization of VR is particularly noteworthy, with the potential for therapeutic applications and training simulations. The growing user base in various industries is expected to fuel the market expansion throughout the forecast period.

    Get a glance at the Virtual Reality (VR) Industry report of share of various segments. Request Free Sample

    The enterprise segment was valued at USD 6.37 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 33% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on t

  6. Steam user VR headset share worldwide 2024, by device

    • statista.com
    • flwrdeptvarieties.store
    Updated Oct 23, 2024
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    Statista (2024). Steam user VR headset share worldwide 2024, by device [Dataset]. https://www.statista.com/statistics/265018/proportion-of-directx-versions-on-the-platform-steam/
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    Dataset updated
    Oct 23, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 2024
    Area covered
    Worldwide
    Description

    During the September 2024 survey, just over 36 percent of Steam users with a virtual reality (VR) headset stated that they had a Meta Quest 2. Overall, under two percent of all Steam users reported to have a VR headset. VR headsets VR systems often use VR headsets to generate a simulated experience. Typically, these devices consist of a head-mounted display (HMD), a wraparound headset which does not allow light or images from the real world to interfere with the virtual one. VR headset suppliers include Meta Quest (previously Oculus), Sony, HTC, and Valve, with interest in these vendors often rising in line with the timing of new product releases. Metaverse Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Development of the metaverse will require collaboration across companies, creators, and policymakers. In addition to this, continued investment in product innovation and tech talent will also be needed.

  7. Virtual Reality (VR) Market Size, Share, Growth & Trends

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Virtual Reality (VR) Market Size, Share, Growth & Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Virtual Reality (VR) Technology, A Computer-Simulated Reality Creating An Artificial Environment, is Increasingly Used in Sectors Like Education, Gaming, and AI Applications. This Immersive Multimedia Offers A 3D Virtual World, Enhancing Learning Experiences and Gaming Environments. AI Integration Further Enriches the Virtual Environment. The Development of the Metaverse, A Collective Shared Space Combining VR, Augmented Reality, Mixed Reality, and Brain-Computer Interface, Promises An Interactive Virtual Reality Experience. The VR Market, Segmented by Hardware, End-User, and Geography, is Dominated by the Gaming Sector, With North America Leading Due To Numerous Startups Focusing On Computer-Generated Reality Technologies.

  8. Level of interest in VR in the U.S. 2024, by age

    • statista.com
    Updated Oct 29, 2024
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    Level of interest in VR in the U.S. 2024, by age [Dataset]. https://www.statista.com/statistics/456810/virtual-reality-interest-in-the-united-states/
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    In the United States, a survey showed that as of March 2024, around 29 percent of respondents were not at all interested in virtual reality (VR). Just 14 percent of respondents stated that they were very interested in VR. This contrasts with 22 percent of respondents aged 35 to 54 years who said they were very interested.

  9. VR Gaming Dataset - Multi-user tests

    • zenodo.org
    • data.niaid.nih.gov
    Updated Feb 8, 2025
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    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta (2025). VR Gaming Dataset - Multi-user tests [Dataset]. http://doi.org/10.5281/zenodo.8169785
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    Dataset updated
    Feb 8, 2025
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This virtual reality (VR) gaming dataset includes Wireshark traces (.csv) and ALVR statistics (.json) for three users (Costas, Miguel, Daniele) playing at the same time in a Wi-Fi 6 network with one access point (AP). We used multiple bitrates (50 Mbps, 100 Mbps, 200 Mbps) and multiple configurations (DCF, DL OFDMA, DL/UL OFDMA, DL/UL OFDMA with MU-MIMO). Costas plays Half-Life: Alyx, while Miguel and Daniele play SteamVR Home. Each configuration includes single-user (SU) results as well, that can be used as a baseline for the multi-user (MU) ones.

  10. Consumer Virtual Reality Market Analysis APAC, North America, Europe, Middle...

    • technavio.com
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    Technavio, Consumer Virtual Reality Market Analysis APAC, North America, Europe, Middle East and Africa, South America - US, China, Japan, Spain, India, South Korea, Italy, France, Canada, UK - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/consumer-virtual-reality-market-industry-analysis
    Explore at:
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, Canada, United Kingdom, France, United States
    Description

    Snapshot img

    Consumer Virtual Reality Market Size 2024-2028

    The consumer virtual reality market size is forecast to increase by USD 494.24 billion at a CAGR of 137.7% between 2023 and 2028.

    The market is experiencing significant growth due to the increasing demand for interactive experiences. VR equipment, such as headsets and controllers, are becoming more accessible and affordable, making VR gaming and 360-degree videos increasingly popular. The market is also driven by advancements in software and solutions, including 3D audio, 3D depth sensors, gesture control, hand tracking, and optical tracking.
    Moreover, VR arcades are also emerging as a new trend, offering consumers a social and interactive VR experience. However, the high development cost of consumer virtual reality solutions remains a challenge for market growth. To stay competitive, companies must focus on delivering innovative and engaging VR content to meet the evolving needs of consumers.
    

    What will be the Size of the Market During the Forecast Period?

    Request Free Sample

    Virtual Reality (VR) technology has been gaining significant attention in various industries across North America. This interactive technology offers unique experiences in gaming, entertainment content, training and education, healthcare applications, travel and tourism, media and entertainment, and more. The VR market in North America is witnessing notable advancements in hardware, including head-mounted displays (HMDs) and VR headsets. These devices provide users with an engaging, interactive, and user-friendly interface, enhancing the overall experience. In the gaming sector, VR technology is revolutionizing the way players interact with their favorite games.
    Moreover, it offers a more interactive and realistic experience, allowing gamers to fully engage with the game world. Virtual social interaction is another area where VR technology is making a significant impact. It enables users to connect with friends and family in a more engaging and interactive way, even when they are physically distant. Training and education are also benefiting from VR technology. Instructional training programs using VR technology offer a more effective and engaging learning experience, allowing learners to practice skills in a risk-free environment. Healthcare applications of VR technology are also gaining popularity. VR exposure therapy is being used to treat various conditions, including anxiety disorders and phobias.
    Additionally, virtual tours of hospitals and medical facilities are also being used to help patients prepare for procedures and treatments. VR technology is also being adopted in industries such as automotive, retail, healthcare, manufacturing, and customer service. In the automotive industry, VR technology is being used for product design and testing. In retail, it is being used for virtual shopping experiences. In healthcare, it is being used for remote patient monitoring and telemedicine. In manufacturing, it is being used for product design and prototyping. In customer service, it is being used for training and simulation. Energy consumption is a concern for VR technology, but advancements in 5G technology are expected to address this issue.
    Furthermore, faster internet speeds will enable more efficient data transfer, reducing the need for large VR files and reducing energy consumption. Hence, the Virtual Reality market in North America is witnessing significant advancements in hardware, software, and applications. From gaming and entertainment to training and education, healthcare, travel and tourism, media and entertainment, and various industries, VR technology is transforming the way we interact and engage with the world around US. With continued advancements and innovations, the future of VR technology looks promising.
    

    How is this market segmented and which is the largest segment?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Component
    
      Hardware
      Software
    
    
    Geography
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      North America
    
        Canada
        US
    
    
      Europe
    
        UK
        France
        Italy
        Spain
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Component Insights

    The hardware segment is estimated to witness significant growth during the forecast period.
    

    The market experienced significant growth in 2023, with the hardware segment leading the way. Virtual reality (VR) technology provides an interactive experience that transports users into a new virtual world, distinct from the real one. The increasing popularity of VR gaming and entertainment, along with the adoption of VR in industries such as retail, sports, and travel, has fueled the demand for VR equipment. Advancements in techn

  11. Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 8, 2023
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    Cognitive Market Research (2023). Vr Headset Market Will Grow at a CAGR of 30.00% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/vr-headset-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 8, 2023
    Dataset provided by
    Decipher Market Research
    Authors
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global VR Headset market size is USD 7915.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 30.00% from 2024 to 2031.

    North America held the major market, accounting for more than 40% of global revenue. With a market size of USD 3166.08 million in 2024, it will grow at a compound annual growth rate (CAGR) of 28.2% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 2374.56 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 1820.50 million in 2024 and will grow at a compound annual growth rate (CAGR) of 32.0% from 2024 to 2031.
    The Latin America market will account for more than 5% of global revenue and have a market size of USD 395.76 million in 2024. It will grow at a compound annual growth rate (CAGR) of 29.4% from 2024 to 2031.
    The Middle East and Africa held the major markets, accounting for around 2% of the global revenue. The market was USD 158.30 million in 2024 and will grow at a compound annual growth rate (CAGR) of 29.7% from 2024 to 2031.
    The Low-end Device held the highest VR Headset market revenue share in 2024.
    

    Market Dynamics of VR Headset market

    Key Drivers for VR Headset market

    Gaming and Entertainment to Increase the Demand Globally

    Gaming and entertainment are poised to significantly increase the demand for V.R. headsets globally, driving growth and innovation within the industry. As gaming continues to evolve, V.R. technology offers immersive experiences that transport players into virtual worlds, enhancing gameplay and immersion. The ability to interact with virtual environments and characters in three dimensions creates a level of engagement and realism unmatched by traditional gaming platforms. Similarly, in the entertainment sector, V.R. enables users to experience immersive storytelling, live events, and virtual tours of museums, landmarks, and destinations from the comfort of their homes. The growing popularity of V.R. gaming and entertainment content, coupled with advancements in V.R. hardware and software, is expected to fuel consumer interest and drive adoption of V.R. headsets worldwide.

    Enterprise Adoption to Propel Market Growth

    Enterprise adoption is poised to be a significant driver of market growth within the V.R. headset industry. As businesses across various sectors recognize the potential of V.R. technology to revolutionize workflows, training, and customer engagement, the demand for V.R. headsets is expected to soar. In sectors such as healthcare, manufacturing, retail, and education, V.R. offers unique opportunities for immersive training simulations, virtual product demonstrations, remote collaboration, and experiential learning. By leveraging V.R. headsets, enterprises can enhance employee training programs, improve productivity, reduce costs associated with physical prototypes or travel, and provide innovative solutions to customers. Additionally, the COVID-19 pandemic has accelerated the adoption of remote work and virtual collaboration tools, further driving demand for V.R. headsets as businesses seek efficient ways to connect teams and conduct virtual meetings.

    Restraint Factor for the VR Headset market

    Health and Safety Concerns to Limit the Sales

    Health and safety concerns have the potential to limit sales within the V.R. headset market as consumers and businesses weigh the risks associated with prolonged headset usage. Issues such as motion sickness, eye strain, and discomfort experienced by some users may deter individuals from investing in V.R. technology. Moreover, concerns about the long-term effects of V.R. exposure on physical and mental health may lead to hesitancy among consumers, particularly in demographic groups more susceptible to these risks. Additionally, the use of V.R. headsets in public spaces or shared environments raises hygiene concerns, especially in light of infectious diseases such as COVID-19, further impacting consumer confidence and adoption. Addressing these health and safety concerns requires ongoing research and development efforts to improve V.R. hardware and software design, mitigate adverse effects, and ensure user comfort and well-being.

    Impact of Covid-19 on the VR Headset market

    The COVID-19 pandemic has had a mixed impact on the V.R. headset market. On the one hand, the pandemic has led to increased demand for V.R. headsets as...

  12. V

    Virtual Reality (VR) Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Mar 18, 2025
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    Market Report Analytics (2025). Virtual Reality (VR) Market Report [Dataset]. https://www.marketreportanalytics.com/reports/virtual-reality-vr-market-10135
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 18, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global Virtual Reality (VR) market is experiencing explosive growth, projected to reach a market size of $33.25 billion in 2025 and maintain a Compound Annual Growth Rate (CAGR) of 38% from 2025 to 2033. This significant expansion is driven by several key factors. Firstly, advancements in hardware technology are leading to more affordable, higher-resolution headsets with improved ergonomics and processing power. Secondly, the increasing availability of engaging and immersive VR content, spanning gaming, entertainment, education, and training, fuels adoption across various end-user segments. Enterprise applications, particularly in sectors like healthcare, manufacturing, and engineering, are witnessing strong growth due to the demonstrable benefits of VR for training, design, and collaboration. Consumer adoption is also increasing, fueled by the growing popularity of VR gaming and immersive entertainment experiences. However, challenges remain, including potential motion sickness for some users, the relatively high cost of entry for certain VR setups, and the need for improved infrastructure to support widespread adoption of high-bandwidth VR applications. The market is segmented by end-user (Enterprise and Consumer) and component (Hardware and Software), offering diverse growth opportunities for companies such as Meta Platforms, HTC, and Sony, who are strategically focusing on innovation in hardware, software development, and content creation to solidify their market positions. The regional breakdown shows robust growth across North America, APAC, and Europe, with Asia-Pacific expected to be a key growth driver due to its large and rapidly expanding consumer base. The competitive landscape is dynamic, with established technology companies and specialized VR firms vying for market share. Successful strategies involve focusing on delivering high-quality hardware, creating compelling and diverse content libraries, and fostering robust ecosystem partnerships. The industry faces risks associated with technological disruption, competition from emerging technologies such as Augmented Reality (AR), and the need to address user concerns about safety and privacy. Nevertheless, the long-term growth trajectory for the VR market remains exceptionally positive, fueled by continued technological innovation and increasing consumer and enterprise demand for immersive experiences. The forecast period from 2025-2033 promises substantial expansion, making strategic investment and participation in this market highly attractive.

  13. U

    US Augmented Reality Virtual Reality Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 8, 2025
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    Pro Market Reports (2025). US Augmented Reality Virtual Reality Market Report [Dataset]. https://www.promarketreports.com/reports/us-augmented-reality-virtual-reality-market-8128
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Jan 8, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the US Augmented Reality Virtual Reality Market was valued at USD 19942.01 million in 2023 and is projected to reach USD 74857.87 million by 2032, with an expected CAGR of 20.80% during the forecast period. Augmented Reality (AR) and Virtual Reality (VR) are immersive technologies that alter the way we experience and interact with digital content. AR enhances the real world by overlaying digital information, such as graphics, sounds, or other sensory elements, onto physical surroundings. It uses devices like smartphones, tablets, or specialized AR glasses to display this information in real-time, allowing users to interact with both virtual and real-world elements simultaneously. Popular examples of AR include Pokémon Go and AR navigation apps, which blend digital content with real-world environments. In contrast, VR creates a completely immersive, computer-generated environment, fully replacing the physical world. By using devices such as VR headsets and motion controllers, users are transported into a simulated environment that can be visual, auditory, and even tactile. VR is widely used in gaming, education, training simulations, and entertainment, offering users an experience that feels entirely separate from the real world. Both AR and VR have numerous applications across various industries, including healthcare, retail, education, and architecture. While AR focuses on enhancing and integrating digital elements into real-life surroundings, VR offers an entirely virtual experience that isolates users from their physical environment. Both technologies hold immense potential to revolutionize how we interact with information, making learning, shopping, and entertainment more engaging and interactive. As both AR and VR technologies continue to evolve, their integration into daily life is expected to become more seamless, providing new ways to connect with the world around us. The market has witnessed consistent growth attributed to several factors such as the increasing adoption of augmented reality and virtual reality (AR/VR) technology across various industries and applications, rising demand for immersive and interactive experiences, and the growing popularity of AR/VR in gaming, entertainment, and consumer applications. Government initiatives to promote innovation and the use of AR/VR technology in various sectors, such as healthcare, education, and retail, have further fueled market growth. Moreover, ongoing technological advancements in AR/VR headsets, software, and content creation tools have led to improved user experiences and expanded application possibilities, contributing to the growth of the US market. Recent developments include: In January 2022, HTC introduced a wrist tracker for the Vive Focus 3. This wearable device aids in tracking by emitting infrared LEDs, which are detected optically by the device's camera sensors. Tracker movements and trajectories may be monitored using high-frequency IMU data and a sophisticated kinetic model, even when the tracker is obscured from view by the camera., In December 2021, Google announced and added a brand-new addition to its collection of augmented reality (AR) devices: AR smart glasses. These glasses provide users with access to more information, animation, videos, and more lifelike experiences by superimposing digital or computer-generated content over their actual surroundings.. Notable trends are: Increased capital infusion promotes market growth.

  14. V

    Virtual Reality Consumer Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Feb 1, 2025
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    Pro Market Reports (2025). Virtual Reality Consumer Market Report [Dataset]. https://www.promarketreports.com/reports/virtual-reality-consumer-market-10311
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Feb 1, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global virtual reality (VR) consumer market was estimated to reach USD 1.547 billion in 2025, and it is also expected to increase at a compound annual growth rate of 16.53% from 2025 to 2033. Growth in the market is supported by growing acceptance of VR for gaming, availability of VR headsets for entertainment at home, and increasing VR adoption in health and education. The key trends include the development of high-resolution VR headsets, the introduction of AI and VR together, and increasing content that is VR-enabled. The market is categorized according to the type of component, such as hardware, software, solutions. The market has been further segmented based on technology, 3D audio, 3D depth sensors, 4K & 8K video, computer vision, stimulations hand tracking, optical tracking, and gesture control, companies, and regions. North America and Asia Pacific lead the share in the virtual reality consumer product market. These are also the home of giant companies such as Meta, Sony, and Samsung that are leading virtual reality consumer markets. Recent developments include: March 2022: HTC partnered with Holoride, a supplier of in-car VR entertainment, to expand its line-up of AR and VR hardware devices. Users will be able to experience in-car VR for the first time with the HTC Vive Flow glasses designed specifically for the backseats of Audi sedans and SUVs., January 2022: Sony says it designed the PSVR headset for a better virtual reality experience in PlayStation since it will be directly connected to the PlayStation 5 platform.. Key drivers for this market are: Technological advancements and improved user experiences Growing demand for immersive entertainment Expanding applications in various industries Government initiatives and investments in VR research. Potential restraints include: Motion sickness and discomfort for some users High cost of VR headsets and equipment Limited battery life of mobile VR devices Privacy and data security concerns. Notable trends are: Driven by advancements in hardware and software, leading to more affordable and user-friendly devices. Eliminating the need for external devices, making VR more accessible and portable. VR being used in industries such as healthcare, education, and training..

  15. G

    Germany Virtual Reality Market Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Dec 14, 2024
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    Market Research Forecast (2024). Germany Virtual Reality Market Report [Dataset]. https://www.marketresearchforecast.com/reports/germany-virtual-reality-market-1876
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Dec 14, 2024
    Dataset authored and provided by
    Market Research Forecast
    License

    https://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Germany
    Variables measured
    Market Size
    Description

    The Germany Virtual Reality market is projected to grow from USD 2.0 Billion in 2023 to USD 10.6 Billion by 2030, at a CAGR of 33.5% during the forecast period. Virtual reality is a technique that simulates vision to create a 3D world in which the user appears to be immersed while surfing or experiencing it. The user experiencing the 3D world then controls it in full 3D. On the one hand, the user creates 3D VR settings, while on the other, he experiences or explores them using suitable equipment such as VR headsets. The environment is created with computer hardware and software, although users might also need to wear devices such as goggles, headsets, or bodysuits to interact with the environment. The illusion of “being there” is affected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time. There’s a growing demand for this technology in tourism due to most popular tourist cities like Munich, Berlin, Nuremberg, Heidelberg, Frankfurt, Hamburg Cologne, and Rothenburg ob der Tauber which is driving the Germany’s Virtual Reality Market. Key drivers for this market are: Increasing Cyber Threats at Network Point to Boost Demand for Security Solutions. Potential restraints include: Limited Distribution Channels to Hamper Market Growth. Notable trends are: Growing Implementation of Touch-based and Voice-based Infotainment Systems to Increase Adoption of Intelligent Cars.

  16. VR Social Platforms Report

    • archivemarketresearch.com
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    Updated Mar 4, 2025
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    AMA Research & Media LLP (2025). VR Social Platforms Report [Dataset]. https://www.archivemarketresearch.com/reports/vr-social-platforms-48515
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Mar 4, 2025
    Dataset provided by
    AMA Research & Media
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global VR social platform market is experiencing robust growth, driven by advancements in virtual reality (VR) technology, increasing affordability of VR headsets, and a growing demand for immersive social experiences. The market, estimated at $8 billion in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 25% from 2025 to 2033, reaching a significant market size. This expansion is fueled by several key factors. The increasing adoption of cloud-based VR platforms offers accessibility and scalability, expanding the user base beyond high-end hardware limitations. The enterprise segment, encompassing virtual collaboration tools and training platforms, is a significant contributor to market growth, as businesses leverage VR for remote teamwork, employee onboarding, and immersive simulations. Furthermore, the continuous innovation in VR technology, including improved graphics, haptic feedback, and more realistic avatars, enhances user experience and further drives market adoption. The emergence of new applications, from virtual concerts and gaming events to social interactions and digital worlds, diversifies the market and attracts a broader audience. While challenges remain, such as the cost of high-quality VR headsets and potential concerns regarding cybersecurity and user privacy, the overall market trajectory remains positive. The market segmentation reveals a strong preference for cloud-based platforms over on-premise solutions due to enhanced accessibility and reduced infrastructure costs. The enterprise segment is outpacing the individual user segment in terms of growth, reflecting the increasing adoption of VR in professional settings. Geographically, North America and Europe currently hold the largest market shares, but the Asia-Pacific region is poised for significant growth in the coming years, fueled by increasing smartphone penetration and rising disposable incomes. The competitive landscape is dynamic, with established players like Facebook (Meta) and Microsoft competing alongside specialized VR social platform developers. The ongoing development and integration of advanced features like spatial audio, improved avatar customization, and cross-platform compatibility will further shape the market's trajectory and intensify competition in the years to come. The focus on creating more engaging and realistic virtual environments will remain a crucial driver of market growth throughout the forecast period.

  17. Virtual Reality (VR) in Education Market Analysis | Industry Trends, Size &...

    • mordorintelligence.com
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    Mordor Intelligence, Virtual Reality (VR) in Education Market Analysis | Industry Trends, Size & Forecast Report [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-vr-market-in-education
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Global Virtual Reality (VR) Platforms for Education and Training in Industry is Segmented by Type (Hardware, Software, and Services (Training and Consulting and Managed Services)), End User(Academic Institutions (K-12 Learning, Higher Education), and Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce)), and Geography. The market sizes and forecasts are provided in terms of value (USD million) for all the above segments.

  18. Total global human machine interface dedicated AR/VR devices 2020-2030, by...

    • statista.com
    Updated Dec 16, 2022
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    Statista (2022). Total global human machine interface dedicated AR/VR devices 2020-2030, by context [Dataset]. https://www.statista.com/statistics/1259882/human-machine-interface-augmented-virtual-reality-devices-worldwide/
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    Dataset updated
    Dec 16, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Worldwide
    Description

    The number of consumer human machine interface devices dedicated to augmented reality (AR) and virtual reality (VR) throughout the world is forecast to grow to more than 73 million by 2030, an increase of more than 65 million compared to 2020.

  19. The Global Virtual Reality in Tourism market is Growing at Compound Annual...

    • cognitivemarketresearch.com
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    Updated Jan 15, 2025
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    Cognitive Market Research (2025). The Global Virtual Reality in Tourism market is Growing at Compound Annual Growth Rate (CAGR) of 33.0% from 2023 to 2030. [Dataset]. https://www.cognitivemarketresearch.com/virtual-reality-in-tourism-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    Decipher Market Research
    Authors
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, The Global Virtual Reality in Tourism market will expand at a compound annual growth rate (CAGR) of 33.0% from 2023 to 2030.

    The demand for Virtual Reality In Tourism is rising due to rising virtual events.
    Demand for 3D Type Virtual Reality In Tourism remains higher in the Virtual Reality In Tourism market.
    The Hotel application held the highest Virtual Reality In Tourism market revenue share in 2023.
    North America Virtual Reality In Tourism will continue to lead, whereas the Asia Pacific Virtual Reality In Tourism market will experience the most substantial growth until 2030.
    

    Rising Virtual Events to Provide Viable Market Output

    The rise of virtual events is driving Virtual Reality (VR) in the Tourism market by fostering immersive and engaging online experiences for users. Virtual events allow participants to explore destinations, attend travel shows, and interact with exhibitors in a virtual environment. As tourism embraces digital platforms, VR enhances the sense of presence and connectivity, offering a compelling alternative to physical events. This trend not only caters to the evolving preferences of tech-savvy travelers but also positions VR as a valuable tool for destination marketing, expanding its role in shaping the future of virtual tourism experiences.

    In March 2022, Liquid Avatar Technologies Inc., a fintech solutions company, unveiled a groundbreaking initiative by introducing the inaugural loyalty program and payment card designed explicitly for the metaverse. This innovative offering includes a physical card that leverages the capabilities of OptimizeFT's Engage360 payment card for travel.

    (Source: www.accesswire.com/693733/liquid-avatar-technologies-inc-launches-first-ever-payment-card-and-loyalty-program-for-the-metaverse)

    Increasing Technological Advancements to Propel Market Growth
    

    Virtual Reality (VR) in the Tourism market is driven by increasing technological advancements, including improved hardware and software capabilities. Ongoing innovations enhance the quality of VR experiences, making them more realistic, interactive, and accessible. Advanced VR technologies enable the creation of immersive virtual tours, interactive travel content, and lifelike simulations, enriching the overall travel planning and exploration process. As VR continues to evolve, the tourism industry benefits from cutting-edge solutions that captivate users, providing them with engaging and memorable virtual travel experiences and contributing to the market's growth.

    The Increasing demand for immersive experiences among millennials fuels the market
    

    In October 2021, Capcom is set to bring its critically acclaimed title, Resident Evil 4, to the virtual reality realm with an exclusive launch on Oculus Quest 2. In collaboration with Oculus Studios and Armature Studio, the VR adaptation promises an immersive first-person perspective tailored to the unique experiences only VR can offer. Whether players choose to stand or sit, comfort is prioritized with various options available. The inclusion of teleportation and room-scale movement support ensures players can explore the game's world according to their preferences, adding a dynamic and engaging dimension to the Resident Evil 4 VR experience.

    (Source: www.meta.com/blog/quest/capcom-and-armature-studio-to-bring-resident-evil-4-to-oculus-quest-2/)

    Market Dynamics of the Virtual Reality In the Tourism

    High Initial Costs to Restrict Market Growth
    

    High initial costs pose a significant challenge to Virtual Reality (VR) in the Tourism market. The development and implementation of VR solutions including the acquisition of sophisticated hardware and software demand substantial financial investment. This financial barrier can be particularly daunting for smaller tourism businesses and destinations, hindering widespread adoption. The challenge lies in finding cost-effective solutions and business models that allow broader access to VR technology, making it more feasible for a diverse range of tourism stakeholders to integrate immersive experiences into their offerings.

    Impact of COVID-19 on Virtual Reality In the Tourism Market

    The COVID-19 pandemic significantly impacted Virtual Reality (VR) in the Tourism market as travel restrictions and safety concerns led to a surge in virtual travel experiences. With physical travel limitat...

  20. G

    Global Virtual Reality Content Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Mar 16, 2025
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    Market Report Analytics (2025). Global Virtual Reality Content Market Report [Dataset]. https://www.marketreportanalytics.com/reports/global-virtual-reality-content-market-6332
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 16, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global virtual reality (VR) content market is experiencing significant growth, driven by the increasing affordability and accessibility of VR headsets, coupled with the expanding availability of high-quality immersive content. The market, estimated at $X billion in 2025 (assuming a reasonable market size based on current industry reports and growth projections), is projected to witness a Compound Annual Growth Rate (CAGR) of Y% from 2025 to 2033, reaching a value of Z billion by 2033. Key drivers include advancements in VR technology, leading to more realistic and engaging experiences, and the rising adoption of VR across various sectors, such as gaming, entertainment, education, and healthcare. The growing popularity of metaverse platforms and the increasing integration of VR with other technologies, like artificial intelligence and 5G, further fuel this expansion.
    Despite the positive outlook, the market faces certain challenges. High production costs for VR content remain a significant restraint, hindering the creation of a larger and more diverse content library. Additionally, factors like VR headset comfort and motion sickness among users, as well as the potential for VR addiction, pose some limitations to wider adoption. Market segmentation reveals strong growth in gaming and entertainment applications, with North America and Asia-Pacific emerging as key regional markets. Leading companies such as Netflix, Samsung, Google, and Valve are actively investing in VR content development and distribution, fostering innovation and competition within this dynamic market. This competitive landscape drives innovation, leading to a wider variety of engaging and accessible VR experiences for consumers across the globe. The continued evolution of VR technology and content creation promises even greater market expansion in the coming years.

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Statista (2023). Virtual reality and augmented reality users U.S. 2017-2023 [Dataset]. https://www.statista.com/statistics/1017008/united-states-vr-ar-users/
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Virtual reality and augmented reality users U.S. 2017-2023

Explore at:
18 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Nov 6, 2023
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United States
Description

The statistic shows the number of virtual reality (VR) and augmented reality (AR) users in the United States from 2017 to 2023. In 2020, 83.7 million people used AR at least once per month in the United States. The corresponding figure for 2023 was forecast to reach over 110 million users.

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