Virtual reality (VR) has become an increasingly popular technology in recent years, with applications ranging from entertainment to education to healthcare.
As we move further into 2024, the VR market continues to grow at a rapid pace.
In this resource, we will explore the latest virtual reality statistics, including market size, industry growth, and future projections.
By examining these trends, we can gain a better understanding of how VR is shaping the world around us and what we can expect in the years to come.
Key Virtual Reality Statistics 2025
- In 2022, the VR market size was valued at $28.42 billion.
- By 2029, the VR market will be worth $227.34 billion.
- Research shows that roughly 46% of companies think VR technology will become mainstream in their settings within 3 years.
- Shipments for VR headsets reached 11.2 million units by the end of 2021.
- Product placement (30% to 47%) plus advertising (40% to 47%) were the strategies used to boost virtual reality headset sales.
- During the COVID-19 pandemic, VR and AR tech spending accounted for $12 billion in 2020.
- 45% of America’s Gen-Z population use VR technologies.
- Only 29% of gamers own a virtual reality system.
- 70% of virtual reality headset users say they will use their VR more in the future.
Detailed Virtual Reality Statistics 2025
We will begin by addressing the VR market statistics and its value.
We will compare a few past years’ VR statistics and what the predicted future is like.
1. In 2022, the VR Market Size Was Valued at $28.42 Billion.
The global VR market value for 2022 was $28.42 billion, and is projected to reach $227.34 billion by 2029!
In the United States alone, the VR market size was valued at $4.68 billion in 2021.
Researchers suggest that the recent uptake in virtual reality is due, at least in part, to the pandemic.
Businesses needed a way to stay in business and employees had to work remotely. Therefore, virtual reality has become part of our lives.
(Grandview Research)
2. VR Gaming Revenue Went from $400 Million in 2017 to $1.1 Billion in 2020.
Virtual reality revenue statistics revealed that growth in the VR gaming market has been nearly exponential, not just steady.
In 2017, the VR gaming market accounted for $400 million. By 2020, it had grown to $1.1 billion. Expectations for growth into 2024, show it to reach $2.4 billion.
What this means is that the virtual reality of gaming is quickly becoming a reality faster as the years pass.
Let’s face it, it’s taken close to 2 centuries (184 years) for VR to make it this far. It seems the idea of virtual reality has finally met its time.
(egamers.io)
3. Research Shows that Roughly 46% of Companies Think VR Technology Will Become Mainstream in Their Settings Within 3 Years.
Another 38% of companies believe virtual reality will become mainstream within the next 3 to 5 years.
While this may not seem significant on the surface, this is huge news. These are responses to surveys of 700 executives within the utilities, automotive, and manufacturing industries.
Will this revelation mean that there will be fewer jobs in those sectors, or more training for employees to manage it?
It could mean a combination of these options. Statistics are showing the worth of virtual reality across industries.
(Capgemini)
4. Global Spending on VR Tech Is Expected to Reach More than $250 Billion by 2028.
The global VR and AR (augmented reality) market will reach over $250 billion by 2028.
By 2024, it’s expected that consumer spending will account for at least $72 billion.
Augmented reality (AR) is a subset of VR, and is included in many VR statistics because the usage for such technology is similar.
The differences between AR include that it incorporates the visual aspects of VR and merges it with haptic feedback, realistic smells, and other real-time aspects of the real world.
Its market share is expected to see considerable growth in the coming years.
(Statista)
5. Shipments for VR Headsets Reached 11.2 Million Units by The End of 2021.
As of March 2022, the global market for VR and AR headsets grew at a rate of 92.1% year-over-year in 2021 alone.
At the end of 2021, it was reported that 11.2 million units were shipped to consumers.
It was discovered that Meta’s Quest 2 version was much more popular than others, taking 78% of the shares of the AR and VR markets combined.
In the Asian market, DPVR took the lead, but came in second in the world for VR, and AR headset units shipped.
(IDC)
6. Over 5 Million Sony PlayStation 5 VR Headsets Were Sold in 2019.
While Meta’s Quest 2 VR headset climbed to the top of the list in sales, over 5 million of Sony’s PlayStation 5 VR headsets (PSVR) were sold in 2019 alone.
Those are the most recent figures on the Sony Interactive Entertainment website (SIE).
What helped the sales of the PSVR headsets?
Its simplicity in setting it up, its quality and elegant Sony design, and its amazing image resolution all played a role in its popularity and sales.
We imagine that the pandemic helped to boost sales somewhat.
(Game Industry Biz)
7. Product Placement (30% to 47%) Plus Advertising (40% to 47%) Were the Strategies Used to Boost Virtual Reality Headset Sales.
A survey conducted by Perkins Coie revealed that product placement and monetized advertising strategies massively contributed to VR headset sales in 2019.
In the coming years, the survey respondents said they would seek further diversification in monetization strategies for VR headset sales.
AR technologies are expected to outpace VR technologies, at least in relation to revenues.
One of the reasons for this prediction is that AR applications are more mobile-friendly right now.
(Perkins Coie)
8. The World’s VR and AR Markets Are Expected to Grow to $209.2 Billion by The Last Quarter of 2022.
The expected market growth in 2022 for VR and AR technologies to reach $209.2 billion by the end of the year.
Also, forecasts say that a whopping 14.19 million units will be sold in 2022.
Extended reality (XR) is the field from which VR, AR, and MR (mixed reality) technologies are born.
It just so happens that VR, AR, and MR are the cornerstones, or flagship technologies of the XR field. So, does that mean this industry will evolve even more?
(Statista 2)
9. During the COVID-19 Pandemic, VR and Ar Tech Spending Accounted for $12 Billion in 2020.
The increase between 2019 and 2020 is a massive 50% increase in global spending for virtual reality and augmented reality technologies.
Of course, this includes more than just headsets and systems for individuals.
However, virtual reality user statistics revealed that one in five American buyers started using VR in 2020.
If you consider all the uses for AR and VR, this is a huge, but easily explained increase, especially in the wake of the global pandemic.
Some of the uses include virtual classroom learning, telemedicine, sports, automotive engineering, retail/shopping, traveling, tourism, work training, business meetings, entertainment, etc.
The list is quite large for VR and AR applications.
(Solution Suggest, Virtual Speech)
10. The Utmost Barriers to Adopting VR for Organizations Are Finance and Investing.
The lack of funding is the most significant barrier for businesses to adopt virtual reality technology.
Even though more and more businesses have hopped on the VR/AR train, the overall barriers prevent 46% of businesses being reluctant to invest, according to a Perkins Coie survey.
In 2019, other barriers included the lack of content available, lack of consumer awareness, the usability, and motion sickness.
However, the recent virtual reality usage statistics we have found should alter the issue related to the lack of consumer awareness of VR/AR tech.
(Perkins Coie, Statista 3)
Virtual Reality User Statistics 2025
After discussing the market value and the barriers that organizations mention about not adopting VR/AR technology, we think that addressing the users of said tech to see what we find is only fair.
11. A Recent Study Revealed that 23% of American Adults Have Tried VR.
Data from a new study conducted by Thrive Analytics and ARtillery Intelligence revealed that 23% of adults in the United States say they have tried VR.
The study goes further with data regarding who, how often, and with what hardware people use VR.
Some further highlights of the study revealed that 82% of those using VR have used virtual reality at least monthly.
Moreover, 70% said they are satisfied or highly satisfied with their VR experiences.
(AR Insider)
12. 45% of America’s Gen-Z Population Use VR Technologies.
The Gen-Z demographic currently uses VR more than any other generation. Gen-Y accounts for 43% of users, second to Gen-Z.
Gen-X accounts for 17% of users, while Baby Boomers account for 10%, and the Silent Generation accounts for only 4%.
This data comes from a 2021 study. Therefore, some of the percentages may have changed a bit.
It makes sense that the Gen-Z and Gen-Y would account for the highest percentages of users for VR.
(AR Insider)
13. The Male Demographic of VR Users Accounts for 35%, While the Female Demographic Users Account for 19%.
From the AR Insider study, virtual reality demographics show that men use virtual reality more than women.
As mentioned, this is data from 2021, which means these figures could have easily grown over the past few months.
To say there is a gender gap is a reach since people choose whether they want to engage with VR/AR environments.
Also, with not all people identifying with two genders, these numbers may be somewhat skewed.
That said, there is a significant gap between the numbers for men and women.
(AR Insider)
14. VR Statistics from 2017 Suggests that 78% of Americans Are Aware of Virtual Reality
This data is around 5 years old, but it’s the most recent available. It comes from an article of Forbes that says that 78% of Americans know about virtual reality technology.
That number disproves the thought that there isn’t enough awareness of VR/AR tech as suggested by some businesses in a survey.
The survey that revealed that 78% of Americans know about VR was conducted by Greenlight Insights.
Most respondents admitted being familiar with VR. Just a few years before this survey, only 45% of Americans claimed to know anything about VR at all.
(Forbes)
15. 2020 Statistics Showed that 22% of Users Wanted Better Immersive Audio Experiences.
When asked what improvements should be made in VR technology, respondents to a study said that having a better immersive audio experience would be preferred.
This was a 2020 study by Perkins Coie that covered a gambit of statistics.
The thing that got the most suggestions for improvement was the introduction of smaller devices, at 42%.
Another 42% said that they wanted sleeker and more fashionable devices. So, it seems that the device and its design make the biggest impact for VR users.
(Perkins Coie)
16. 44% of VR Users Expect to See This Technology Used for Traffic Management.
More from the Perkins Coie study shows that 44% of users expect to see virtual reality used in urban planning and traffic flow management respectively.
Another 43% responded that they would expect to see it used for the improvement of parking systems.
Moreover, the respondents said they would like to see it used for enhancing navigation systems by 57%. Also, 37% said they expect it to be used for disaster response.
Overall, an overwhelming 88% of immersive technology users agree that VR will become a standard in city initiatives by 2025.
(Perkins Coie)
17. Of Those Who Own Virtual Reality Systems, only 28% Engage with It Daily.
It seems that owning a virtual reality setup and using it are two different things.
According to statistics, only 28% of people who own a system use it daily.
The responses come from a Greenlight Insights survey conducted among those who use VR technology.
Moreover, 39% of VR users said they engage with virtual reality at least once a week, but only 19% responded that they use it once per month.
The investment for VR setups is an average of $1000. Only 8% of people even use it every six months. Additionally, 6% only use it once per year.
It seems that VR tech isn’t catching on like smartphones, smart TVs, and even computers that are used multiple times per day.
(Forbes)
18. Only 29% of Gamers Own a Virtual Reality System.
2020 data from the Entertainment Software Association (ESA) revealed that only 29% of gamers own a virtual reality device.
Another 25% own a mobile virtual reality device. The data also revealed that 73% own a gaming console, and 43% own a handheld gaming system (non-VR).
These statistics come from a total of 169 million gamers, of which only 6 million consider themselves hardcore players.
The biggest reason given for not owning a VR headset or setup is the hefty price tag.
A VR system requires a powerful computer, controller, and the VR headset, which is not an affordable option for most people.
(ESA)
19. 64% of Those Who Use VR Technology See the Most Potential for It in The Gaming Industry.
According to consumer perception regarding the potential of virtual reality, 64% of VR users see it being most beneficial in gaming. It’s not a reach to see why so many perceive VR this way.
The next area where people see the most potential for virtual reality tech is in the film and television industry, at 52%.
The question posed to VR users was, “Where do you think VR has the most exciting potential?” Another 42% said it had exciting potential in viewing sports.
Next came, classroom education (41%), and social media (38%). Does any of that surprise you?
(GWI)
20. 70% of Virtual Reality Headset Users Claim They Will Use Their VR More in The Future.
According to the aforementioned Greenlight Insights survey reported on Forbes, 70% of survey respondents said that they will use their virtual headsets more in the future.
This includes gamers who currently use their VR headsets for over 3 hours per week.
We will break down the survey results to show where they got the 70%. Those who responded they would use it a lot more accounted for 38%.
Next, those who said they would use it a little more accounted for 32%. Between those two results, we have our 70%
Furthermore, 23% said they would use it about the same amount, 4% said they would use it a little less, and 3% responded that they would use it a lot less.
This just shows the contrast in VR users’ responses.
(Forbes)
21. More than 50% of Those Who Have Tried Virtual Reality Have Experienced Motion Sickness.
One of the things that creates challenges in the development and growth of virtual reality technology is that over half (57.8%) of the people who have tried it get motion sickness from the experience.
This is a major aspect of VR and its future. The frequency of motion sickness shows that 42.2% never experience it, while 13.7% experience it frequently.
Also, 24.9% rarely experience VR motion sickness, and another 19% sometimes do.
(VR Heaven)
22. Women Are More Apt to Experience Motion Sickness from Using VR than Men.
While we’re on the topic, women experience VR motion sickness more often than men.
That is likely a contributing factor in the gender gap we saw in previous VR usage statistics.
Women claimed to experience motion sickness frequently after a VR experience accounted for 22.6%, while men accounted for 7.2%. Of those who sometimes experienced it, women accounted for 22.6% and men, 13.8%.
The group that rarely experienced VR motion sickness accounted for 29% of men and 20.2% of women.
(VR Heaven)
VR Gaming Market Size 2024
Since we discussed some aspects of gaming in virtual reality in the last section, we feel it’s a good segue for this section to be dedicated to VR gaming statistics and market size data.
Let’s learn what the stats show.
23. By 2027, the VR Gaming Market Size Is Expected to Reach at Least $92.31 Billion.
The forecast for the VR gaming market suggests that by 2027, the revenue will reach $92.31 billion. What’s covered in that report?
The virtual reality revenue statistics for gaming includes software, hardware, consoles, desktops/laptops, smartphones, individuals, commercial space, and regional data.
The regional data includes North America (U.S.,Canada), Europe (U.K., Germany), Asia Pacific (Japan, China, South Korea), Latin America (Mexico, Brazil), and the Middle East and Africa.
(Grandview Research 2)
24. In 2020, 17.3 Hours of Virtual Reality Gaming Were Streamed on Twitch.
Since the chart on Streams Charts divides up the total hours by quarter, we see that in Q1 of 2020, there were 6.9 million total VR gaming hours viewed.
In Q2, there were 2.8 million hours viewed. The Q3 in 2020 showed that 3.7 million BR gaming hours were viewed on Twitch.
Finally, in Q4 of 2020, 3.9 million VR gaming hours were streamed on Twitch.
Add those together and you get 17.3 total hours of streaming virtual reality gaming on the Twitch platform.
That’s 2020 alone. These numbers could be larger for 2021 and 2022.
(Stream Charts)
25. 32.56% of The VR Headsets Used on The Steam Gaming Platform Are the Oculus Quest 2.
The Oculus Quest 2 has an overall 78% of the VR headset marketshare. Also, it has the marketshare on Steam at 32.56% of all headsets used to play on the platform.
It continues to see consistent growth on this platform.
The original Oculus Quest is second to the Quest 2 in use on the Steam platform.
After the Oculus Rift S and Rift, the Valve Index headset has 16.23% of Steam VR headset usage.
Others used on the platform include HTC Vive, Vive Cosmos, and Windows Mixed Reality VR headsets.
(Road To VR)
26. According to Steam’s Survey, only 1.89% of Its Users Own a Virtual Reality Headset.
For reference, Steam had 132 million active monthly users on average as of 2021. The SteamVR user database accounts for only 1.89% of their members.
That represents roughly 2.5 million VR headset users on the platform.
While these numbers fluctuate among Steam users, it tends to grow at least steadily. For instance, in January 2022, a peak number of 24,000 VR users were recorded.
In March 2020, it went down to 18,000. Likewise, April experienced 19,000 VR headset gamers on Steam.
(Mixed News)
27. The Top-Selling Virtual Reality Game on Steam Is Phasmophobia.
If you’re not familiar with Phasmophobia, it’s a scary, spooky game that’s managed to reach the top of Steam’s best seller VR games.
It didn’t hurt that the game was launched in September 2019, just before Halloween.
It achieved the top-selling spot on the Steam VR gaming platform.
The Stream top seller lists are constantly changing, so this data from 2020 may be outdated.
We checked Steam’s feed as we wrote this article, and it seems that Phasmophobia is still on top.
(PC Games, Steam Store)
28. At $69.7 Million Over Its Lifetime Earnings, Beat Saber Reached the Highest Grossing Virtual Reality Game in 2020.
Beat Saber by Beat Games, is one of only two VR games to surpass the $60 million mark in earnings.
This game is also available across multiple gaming platforms, so its earnings have come from several resources.
In Beat Saber, you slice blocks that represent musical beats with dual contrasting colored sabers.
Beat Saver continues to remain on many platforms, and has been on at least one of the gaming stores for over two years.
Half Life Alyx was the other game that achieved the $60 million mark. We will address that game next.
(SP Global Market Intelligence)
29. Half-Life: Alyx, the Second Top-Grossing VR Game, Earned $64.6 Million in Revenue in Only Six Months.
As we briefly mentioned in number 26, Half-Life: Alyx is the second of only two games that grossed over $60 million in VR games.
It’s published by Valve Corp, and its higher cost over Beat Saber shows that there is potential for higher priced VR games.
Half-Life: Alyx is a first-person shooter (FPS) game where you play Alyx Vance. He is on a mission to confiscate an alien superweapon.
So, it’s full of virtual futuristic scenes. Doesn’t fantasy and science fiction play a major role in virtual reality anyway?
(SP Global Market Intelligence)
30. In 2021, There Were 61 Total Virtual Reality Games on The Steam Gaming Platform.
If you were to go to the Stream website right now and look at VR games, you would find their offerings.
As we looked at the site, we noticed that only 50 results showed up, which could mean that few virtual reality games have fallen off the list.
You can categorize them in various ways to find something you like in VR games. The first page lists VR Dinosaur Fight, a first-person, 3D game.
There is also a VR Jurassic Island Roller Coaster casual FP game. It appears that the types of VR games are growing.
(Steam)
Virtual Reality Commercial Use Statistics 2025
Since the pandemic, we have heard that usage of virtual meetings, classrooms, and other settings have been more frequently used.
These settings are part of the commercial sector’s use of virtual reality.
We will address commercial virtual reality statistics in this section.
31. The Retention Rate for Training in Educational Institutions Is 75%.
According to scientific findings, 75% of students are being retained due to VR training.
VR training was discovered to be better than audio-visual learning (20%), reading (10%), and lectures (5%).
A study by the National Training Laboratory says that with virtual reality techniques, the human brain consumes data that strengthens connections in much the same fashion as in real life and on-the-job.
Therefore, it’s driving real-world learning behaviors.
(PIXO VR, ATD)
32. VR Learners Are Apt to Be 4 Times Faster to Train Compared to Traditional Classroom Training.
There are deadlines for completing assignments, so it makes sense that one would learn faster at their own pace in the comfort of their own surroundings.
Even in cases where VR training was performed at another site, it’s still faster than sitting for 2 hours in a classroom.
E-learning students took only 45 minutes to complete their assignments, but VR students took only 29 minutes.
By the end of virtual reality training, students are 275% more confident that they can apply the skills they have learned.
(PIXO VR)
33. Healthcare Training Simulations Are Likely to Become a Standard Part of Healthcare Workers’ Training.
The high efficacy of virtual reality training has shown its viability in the healthcare industry.
There are a number of ways that VR can be more effective.
The immersive, real-world simulations that are computer-generated seem to be on the fast track to becoming the standard across the healthcare community.
Not only will it be used for training, it will also be used for other purposes among medical professionals.
(WebMD)
34. The Consumer Application Market Will Experience the Highest CAGR Between 2021 and 2030.
We already somewhat mentioned this in the previous sections, but this is about the commercial sector of VR usage.
In fact, the commercial application sector made up the largest revenue share in 2019 with 51.6%, which they have attributed to the rushed adoption of VR technology in gaming and entertainment.
Now, in the commercial sector VR tech is being widely used in real estate, retail, and showrooms, which make up over 50% of the total market share today, and will be up from the 51.6% from 2019.
(Report Linker, Grandview Research 3)
35. In the U.S, There Are Currently Over 951 Virtual Reality Startups.
North America is by and large one of the most dominant regions within the virtual reality market. It’s also been a leader in the adoption of said technologies.
Also, North America features the most VR startups across all regions, with roughly 951 virtual reality startups in the United States alone.
A short list of these companies includes Dreamscape, JauntVR, Orbbec, and Sandbox VR.
Dreamscape is developing more location-centric immersive VR entertainment solutions.
(Mordor Intelligence)
36. The Most Popular VR Company in The United States Is the NineHertz.
NineHertz is located in Atlanta, Georgia, USA. It was founded in 2008 as an app development company. Currently, they employ over 350 people.
The core services include VR app development, VR game development, and VR computer and mobile development.
More core services they provide include:
- VR sensor technology
- VR 3D modeling
- VR healthcare apps
- AR Face and location experiences
With all these offerings and active projects, they are only one of the 85% of U.S. VR companies with active or ready-to-launch projects.
(Software Testing Help)
37. The VR/AR Market Could Boost America’s GDP by $537 Billion by 2030.
The global economy is likely to experience a $1.5 trillion increase by 2030. In the United States alone a 2.83% increase in its economy by 2030 is expected.
Asian markets are expected to see a 2.09% increase in China, and a 2% increase in Japan.
Likewise, the European economies of Germany (2.46%), the UK (2.44%), and Finland (2.64%) are expected to see a boost in their GDPs.
Between the two XR technologies, AR is expected to deliver the best results.
(PwC)
38. It’s Estimated that VR/AR Jobs Will Increase to 23 Million by 2030.
These jobs are expected to impact the United States, China, U.K. and Germany. Right now, there are less than one million AR/VR jobs in the market.
A massive job increase in the virtual reality and augmented reality markets will result in a huge drop in unemployment rates all over the world.
Other jobs that will be impacted by AR and VR innovations include the healthcare segment, which is expected to deliver an increase of $350.9 billion to the global GDP by 2030.
Moreover, the retail sector will give the GDP a boost of about $204 billion by 2030.
(PwC)
General Virtual Reality Statistics 2025
We will close the statistical part of the article with a couple of general virtual reality statistics for you.
39. 97% of Students Are Interested in Taking Virtual Reality Courses.
One recent poll revealed that students have expressed interest in taking courses that utilize virtual reality.
This is not a figure that schools should ignore. However, only 23% of schools have dipped their toes in virtual reality.
Only 10% of schools are even considering including a VR strategy to their educational methods.
68% of teachers would like to use VR technology to enhance their course with better materials.
Furthermore, 72% of teachers want to use virtual reality simulators for better, practical applications.
(News Trail)
40. 50% of German People Surveyed Said They Would Use Virtual Reality to Pick a Holiday if It Was Free.
This statistic may seem a little odd, but VR is and will be used more in the travel and tourism sector.
The research conducted revealed that in Germany, people are very interested in using VR for their travel and tourism solutions.
Of course, a majority of respondents want it to be free. However, 13% said they would use it even if it wasn’t free.
In Australia, 20% of its consumers already use VR to choose their holiday destinations. There are plans to expand the usage of VR in the travel industry.
(Immersion VR)
A Quick Timeline of Virtual Reality
According to the Virtual Reality Society (VRS) in the UK, VR was merely a conceptual idea in the 1960s, when almost everyone was obsessed with futuristic and fantastical things.
However, the murals back in the 1830s showed panoramic views created to show a 360-degree visual of various events.
In 1829, Edward Link invented the Link Trainer, which is now considered to be the first flight simulator.
By the 1930s, predictions of VR were making the rounds all over the globe.
In 1939, William Gruber invented the “View-Master” stereoscope to use for “virtual tourism”.
Did you know that today’s modern phones and VR headsets are based on the design principles of the “View-Master” stereoscope?
So, it seems that throughout the ages, people have been obsessed with the virtual realm.
Between the 1950s and today, virtual reality has started to become reality. How ironic is that?
The first head-mounted VR display was invented by Morton Heilig in 1960. He called it the Telesphere Mask.
By 1989, NASA got involved and created a realistic setting for astronaut training. In 1991, arcade machines with virtual reality and 3D visuals came to light.
Movies, television, and name brands like Nintendo and Sega began to work on VR technology.
This brings us to the 2000s, 2010s, and the 2020s as Google, Facebook (Meta), the Metaverse, Microsoft, and other tech companies jumped on the virtual reality bandwagon.
Did you know that Oculus was invented in 2012?
What about those 3D visuals created for Google Maps in 2007 to 2010?
FAQs
Is VR Safe?
Believe it or not, this is a very common question about virtual reality.
Some of the issues that have been brought up include headaches, motion sickness, development of near-sightedness, and the long-term effects on children.
Some limited scientific research showed that just 20 minutes of exposure to VR could affect a child’s ability to distinguish the distance between objects.
Is Virtual Reality Bad for The Brain?
Besides experiencing eye strain occurring due to the proximity to the face, some reports of dizziness have been made.
There is no scientific proof that VR tech can damage your brain.
Which Country Spends the Most on Virtual Reality?
China spends the most money on virtual reality. In fact, the VR/AR purchases made in China in 2020, accounted for over 50% of the $12 billion spent on it across the globe.
By 2024, it’s estimated that China will account for 36% of the projected $72.8 billion in VR spending. That said, America and Western Europe aren’t far behind China.
Conclusion
In conclusion, the virtual reality industry is poised for continued growth and innovation in the years ahead.
With advancements in technology and increasing consumer demand, the market for VR is expected to expand across a wide range of industries.
From gaming and entertainment to healthcare and education, virtual reality statistics show that it has the potential to transform how we experience the world around us.
As the technology continues to evolve, we can expect to see even more exciting developments and applications of VR in the future.