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23 Eye-Popping AR/VR Stats Redefining Immersive Technology

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Immersive technology is the new talk of the town. There were times when visual effects in videos or sci-fi movies were the standard for hi-tech experience. However, recent developments in Virtual Reality and Augmented Reality have tremendously changed the course.

AR and VR technologies are becoming a part of our daily life. Video games, healthcare, education, entertainment and many other segments are successfully working with induction of this technology.

Researchers following the immersive technology have given far-sighted implications due to the continuous improvisations at par each year. The statistical evidence by various firms around the World makes popular inferences about the creative innovation and advancement in this sector.

I have picked up the most relevant global stats published on various research and analysis platforms. These statistical reports deduce the growth, advancement, and developments in the AR and VR. Let’s first get a brief about these technologies.

AR/VR Statistics

Here is a brief analysis of the market research reports by some top firms.

XR to Reach 100 Billion by 2026

Statista published a study by Thomas Alsop on 9th March 2023. It infers the gradual rise in the Extended Reality (XR) market from $29.26 billion in 2022 to cross 100 billion by 2026. It is the composite term for the combination of immersive technologies.

The reference to XR reveals the continuous research and developments in the fields of AR, VR, and MR. It goes way beyond the incorporation of the virtual world with the real world.

Inclusion of haptics, or the ability to feel vibrations and smell, is going to capitalize the AR in the coming years. Metaverse technology is in practical implementation at offices, concerts, or stores, offering AR glasses, VR headsets, and other devices to enable digital avatars communicate to each other in virtual gatherings.

AR Device Users to Grow Over $1.4 Billion in 2023

Threekit presents a peculiar viewpoint for the AR segment of immersive technology, as they are willingly diversifying its far-reaching abilities against VR. They predict AR device users may increase up to $1.4 billion by the year 2023. Apple is almost ready with their AR glasses, while other tech firms are waiting with certain delays in their product launch.

Several factors are backing this prediction, such as the progress in shopping abilities by utilizing virtual 3D models. It will enhance customer’s trying & buying experience, and thus, the stores can compete with creative ideas to engage people using the AR technology.

The research data discusses multiple parameters that conclude AR is gaining pace with advancements while VR is lagging. AR delivers higher scope and acceptance, though business firms are going through an initial stage of incorporating the technology.

VR Market to Grow with Increasing CAGR for the Next Seven Years

Grand View Research has created a growth forecasting report from 2023 to 2030, covering technology, device, component, application, region, and segment. They estimated the Virtual Reality market size to be $59.96 billion in 2022, which is expected to grow with a compound annual growth rate of 27.5% from 2023 to 2030.

Workers, engineers, defense personnel, or technicians have increasingly adopted VR for training purposes. The widespread usage of Virtual Reality for in gaming, healthcare, and automobile industry has played the catalyst for the recorded growth of $5.8 billion in 2020 to $9 billion the next year.

Consumer and Enterprise VR Market from 2021 to 2026

Statista has done a global survey from 2020 to 2021 and released the report in October 2022. They found the VR market for business applications, which includes consumer and enterprise technology, to generate a revenue of $11.97 billion in the year 2022.

The market for VR technology significantly covers hardware and software for both businesses and direct consumers, such as headsets, PC VR headsets, and standalone. The market revenue growth showed an acceleration in the year 2023 with a significant rise of $15.81 billion.

AR/VR Market Size to Reach $454.73 Billion by 2030

Valuates has studied the market size of AR/VR segment during the Covid-19 period. The technology was valued at $14.84 billion in 2020, while it is projected to grow with a compound annual growth rate of 40.7% in the next ten years. They predict the AR/VR market to reach up to $454.73 billion by 2030.

Their research work is based on the potential of Augmented Reality and Virtual Reality in the gaming sector. It is considered as the major factor in the consecutive growth of immersive technology.

They projected the report for next ten years showing a stable rise of AR and VR in multiple sectors that include media, entertainment, aerospace, defense, healthcare, manufacturing, and education.

Global Revenues in the AR/VR Market to Estimate $53.71 Billion by 2027

Statista market insights have declared a tremendous rise in worldwide revenue from AR and VR. The study began in the year 2017 while the report was published in November 2023. With successive growth up till 2023, the VR B2C market is estimated to deliver 67.33% rise, which is about $21.6 billion higher and reach $53.71 billion by 2027.

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The research data includes six specific market trends in AR and VR for software, hardware, and advertising. It included mobile advertising through social media apps, AR headsets, glasses, HMDs, gaming, eCommerce apps, VR videos, and similar products.

IDC brings a different perspective about the market share of AR/VR headsets. Report published after analyzing the four quarters of 2023, shows continuous reduction in shipment after the first quarter.

Shipment of 8.5 million more headsets in 2023 from 2017 is considered as a minimal rise though a CAGR of 57.5% is seen in standalone headsets. They referenced the data from International Data Corporation Worldwide Quarterly AR/VR Headset Tracker, which shows a fall of 44.6% in the second quarter of the current year.

Meta has managed to stay as the top manufacturer of standalone headsets with 50.2% shares. Sony and ByteDance as the next in the row with 27.1% and 9.6% shares. This is significantly designed a roadmap for VR gaming and other sectors, and is also attracting other tech giants like Apple, Sony, and MediaTek to invest in the technology.

Gradual Rise in AR/VR Headsets Shipment with 10.06 Million Units in 2023

Statista made a worldwide survey in the fourth quarter of 2022 to analyze the segment of AR/VR headsets. The report was published in March 2023, considering the market trend from 2022 to 2027.

The year 2022 fetched 8.83 million AR and VR headset shipments, while there is a slight gain in the shipment graph in the next consecutive year of 2023. This year’s data analysis estimates 10.06 million headset shipments, which is approximate 14% rise. VR headsets have a majority share with 9.59 million, while AR technology lags.

US Leading the AR/VR Market, followed by China with a CAGR of 42.2% for Five Years

IDC’s Worldwide AR/VR Spending Guide forecasted $13.8 billion for the year 2022, and expected to progress up to $50.9 billion by 2026. They interpret the data to favor Virtual Reality generating 70% for overall AR/VR market in the next five years. USA will conveniently lead the AR/VR market with one-third share, while China being the second in the row.

They have considered several use cases for AR/VR technology. The study found that training and collaboration sectors are the major players to lead the market with 44% shares by 2026. Here it is essential to note that the AR/VR gaming will also cover 25% of the overall market.

AR games may reach a CAGR of 57.8%, internal videography with 47.8%, and collaboration by 42.7%. While sixteen specific use cases may grow with a CAGR of 30% in the next five years.

Worldwide Growth of AR/VR Shipments from 2021 to 2026

Statista conducted a year-long survey from 2021 to 2022 to interpret Worldwide market growth of Augmented Reality and Virtual Reality headset supply. The survey report forecasted year-over-year growth of AR and VR headsets.

According to the report, the year 2023 is expected to get an increase in VR headsets by 43% only. On the other hand, the AR headsets may get a drastic rise of 94% in the same duration.

One-fourth of US Adults are Experiencing Virtual Reality Technology

ARinsider conducted a survey with the help of Thrive Analytics & ARtillery Intelligence to understand the consumers of VR technology. The report entitled VR usage & Consumer Attitudes, Wave7, says Virtual Reality has been adopted by 25% users and about three fourth of them using it on a monthly basis.

The non-VR users have shown less interest in the technology, which is a slight rise of 20% from Wave6 report where it was 18%. Oculus Quest2 is competing with Meta who is a heavily investing in VR headsets, and thus, decreasing the product’s prices.

The report has positive outcomes for them where Meta devices are growing up to 48 % in Wave7 as compared to 34% in Wave6, while Quest2 Standalone VRs are already the year’s standout.

AR/VR Shipment Report 2021 to 2026

Statista presented a survey report on 8th April 2022, which was completed in the time of the year 2021 in the fourth quarter. The year 2021 recorded a grand shipment of about 9.54 million in the AR and VR headsets.

In the same year, the commercial market also appeared with significant shipment of 1.69 million. Now, considering the five-year market forecasts, the year 2022 is expected to generate a shipment of 13.24 million units

VR B2C Market Revenue Growth 2018 to 2027

Statista published a VR B2C market revenue report on 16th November 2023 under Thomas Alsop. The purpose was to analyze the VR revenue by segment for a tenure of ten years from 2018 to 2027. The report covered three VR segments: VR hardware, VR software, and VR advertising.

As per the data analysis, they forecast a sudden decline in the growth rate of VR in almost all the segments. The conclusion is drawn towards the end of 2027, when they believe the current VR technology reaches its peak, and from then on, witness considerable decrease in its revenue.

VR hardware is supposed to experience a revenue change of 8.03%, which is about 7.13% higher than VR advertising that will experience the least difference of 0.9%.

Worldwide VR Hardware B2C Market from 2017 to 2027

Statista made an analysis on the continuous growth in the VR segment, and published a forecast report for ten consecutive years from 2017 to 2027. They estimate about 60.95% rise in the global revenue of AR/VR market for this segment between 2023 and 2027 with a considerable growth of $5.9 billion.

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According to the report, the VR hardware market may reach a new peak by 2027 with a total of $15.58 billion. Their market research particularly includes VR standalone (HMD) Head Mounted Display, and VR Tethered HMD, while excluding the gadgets requiring smartphones.

The VR hardware segment specifically covers headsets, installed units, such as standalones delivering videos and sound effects, and tethered units, such as PS VR connecting with PC or gaming consoles. Meta Quest and Oculus Rift are among the top-selling brands.

Males are More Curious to Buy AR/VR Devices than Females

Zippia has referenced from several global market research and analysis portal, and have published some of the amazing VR statistics on 27 February 2023. This statistical analysis report keeps the focuses on the future of AR and VR technology.

They found that women are less willing to buy AR and VR devices, though they might use it when gifted by someone. The stats show about 69% of the total AR/VR device buyers are males while the rest 31% are females, but 57% of these devices are used by males and 43% are under ownership of females.

There are many interesting facts revealed on the portal. Some of them include total AR/VR users Worldwide are 171 million, projected revenue for 2027 is $26.9 billion, 65.9 million VR and 110.1 million AR users in the US, 23% of AR/VR device users age between 25 and 34 years old, etc.

Worldwide VR Software B2C Market from 2017 to 2027

Statista has published a report on global revenue of VR software B2C market for the year 2017 to 2027. The revenue is seamlessly increasing for the past years, and is estimated to keep the flow at the rate of 63.77% by generating $2.2 billion between the year 2023 and 2027. By 2027 the revenue may rise to $5.65 billion.

Revenue from VR software segment is generated through games and videos. User may physically buy a game, pay through Steam, or make in-app purchases. Similarly, video purchases include 360-degree videos, Google Earth VR, or app subscriptions.

Interesting VR Stats for the Year 2023

XR Today has referenced multiple online research portals and published useful facts about Virtual Reality to help companies deploy strategies and solutions.

One of the interesting statistics says due to large number of tech-savvy millennials and Gen Z users in the USA, almost 78% of the citizens are now familiar to the VR technology. In 2020, about 57.4% of people were using VR headsets, and the actual figure in 2022 was 37.7 million.

The year 2022 totaled 15.49 million VR headsets, which is good news since it was during global economic downturn. Few experts estimate the consumer unit demand to increase by 16 times in the year 2023.

Worldwide VR Advertising B2C Market from 2017 to 2027

Statista published a statistical report on VR advertising by analyzing the global revenue, specifically in the B2C market. They collected the data from the year 2017, and made estimation for ten consecutive years up till 2027.

Purchases made on any platform for VR games, videos, in-game adds, and adds on VR video apps account for VR advertising segment.

The global AR/VR market for VR advertising is increasing steadily each year. Thus, global ad spending is forecasted to increase by 9.66% between 2023 and 2027. With $16.1 million growth, the year 2027 may witness a peak of $182.79 million.

Analyzing Augmented Reality in Retail Sector

Think Mobiles has recently updated its report on AR’s usage and potential in retail sector. They incorporated data analysis from multiple sources, and come to the conclusion that this technology would grow for many years with increase in number of smartphone users.

There were 118 million AI users in 2012, which increased to 3.5 billion in 2017. Currently, about 34% of customers are already using the technology for shopping, while 47% of these customers use it in online shopping as well as in stores.

They provide sufficient statistical data to prove that people prefer AR technology for buying stuff from shops physically and through online mode. Majority of them are aware of its usage and find it interesting, efficient, and fun in buying products.

Worldwide Revenue of VR Headset Market from 2018 to 2028

Statista has made specific analysis on the revenue growth of VR headsets, which is continuously rising for many years in the past. The report considers the sale through both online and offline mode with HTC, Sony, and Oculus being the leaders in the market.

The global revenue is expected to rise by 25.05% between the years 2023 and 2028. The revenue generation is estimated to be around $2.3 billion and reach its peak in 2028, amounting at $11.45 billion.

Worldwide Volume of VR Headsets from 2018 to 2028

Statista published a report on 15th November 2023 to showcase the volume of VR headsets sold globally. At the same time, considering the sales of major brands like HTC, Sony, etc., through different channels.

The consumer electronics market for VR headsets is continuously rising for the counted years in the past. They forecast it to continuously increase for the years between 2023 and 2028 with 25.28%. The expected growth in these years is $5.5 billion and may reach a new peak of $27.26 billion by 2028.

Virtual Reality Statistics by Companies for 2023

Zippia has revealed some amazing facts about Virtual Reality for the year 2023. Companies can directly benefit from these real time statistics to innovate and develop in the AR/VR technology. The Immersive technology is globally accessed by users of all cadre, and the popular opinion by experts is its bright future.

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Overall data for industrial companies proves big vendors are showing interest to invest in the technology. 75% of these companies are investing in large-scale, and the operations are expected to increase by 10%.

The companies are earning in millions. Automotive manufacturing, transportation, oil & gas, and Aircraft manufacturing are currently booming in the AR/VR segment. The US job market is estimated to rise by 2.32 million in 2030.

Worldwide Average Price of VR Headsets from 2018 to 2028

Statista made significant analysis on the global sale of VR headsets from 2018 to 2028 estimating its average price throughout the World. They generated the figures by analyzing the sale on both online and offline platforms where Sony, HTC, and Oculus stood as the market leaders. These brands hold high reputation in the market with extensive distribution network.

The report published on 15th November 2023 finds a decrease in the price of VR headsets. A price fall of $2.1 billion is estimated in this segment of the consumer electronics market between the year 2023 and 2028. Interestingly, this reduction is not expected continuously, even in 2027, and the market may reach to $419.92 billion in 2028.

Well, those were the statistics, now let’s look at the significance of AR and VR and what they mean as separate entities.

The Significance of AR and VR

Immersive technology creates a visual impact on our real world🌍. It has taken our fascination way ahead of the computerized videos made through graphic techniques. Advanced gadgets are now conceiving virtual objects in live scenarios to give mesmerizing experiences.

Video games are not the first to encapsulate AR and VR technology. However, they have successfully introduced the immersive environments to the enthusiasts. Pokemon GO is a popular AR-mobile game where players use the camera to see Pokemon in their surroundings.

Similarly, there are VR games like Resident Evil, where players virtually enter into the game to feel the surroundings. If you are uncertain about what AR and VR are, here’s a gist:

Augmented Reality is the ability to virtually implant an object into the projected space while taking a video through a digital camera capable of implementing AR technology. Smartphones are our best friends nowadays, which mostly have the AR compatible sensors and processors.

So, when you angle your smartphone’s camera using the AR system, it will display the incorporated object in your focused area. Many electronics or furniture brands have incorporated this technology into their websites. It lets the users project the product in their room space in real-time using their device camera.

Virtual Reality, on the other hand, creates live virtual surroundings for the viewer. But you must not confuse it with watching live broadcasts. VR is an immersive experience in the virtual World. Thanks to the technology because the experience seems as real as entering into the environment.

You need headgear with special gloves, and other equipment to enter the VR World. It makes you feel your existence in the unreal environment where you can do specific activities. The eye wearable headset cuts you out of the real environment for now. While wearing it, your mind can get mislead to walking on Mars, swimming in the Pacific, etc.

Both AR and VR technologies are growing rapidly, with scope in many sectors. The developers are working repressively to bring virtuality closer to reality. They are deploying sensory devices as the latest innovative systems to create Mixed Reality.

Final Words

AR and VR are quickly becoming familiar to the common man, and hesitant individuals are now keen to use it for gaming, shopping, and entertainment purposes.

Virtual Reality and Augmented Reality are dynamic technologies having usage in specific sectors involving innovative technological developments. The global consumer market involving AR/VR is continuously observing growth in various segments, and is forecasted to rise higher in the next five to seven years.

Tech giants like Meta, Apple, Sony, Oculus, HTC, and others are investing billions to establish themselves as reliable brands delivering AR/VR tools. With more companies introducing their products to compete in the global market, consumers can expect high-quality AR/VR tools (hardware and software) at affordable prices.



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