Virtual Reality (VR) Game Engines Statistics 2024 – Everything You Need to Know

Are you looking to add Virtual Reality (VR) Game Engines to your arsenal of tools? Maybe for your business or personal use only, whatever it is – it’s always a good idea to know more about the most important Virtual Reality (VR) Game Engines statistics of 2024.

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How much of an impact will Virtual Reality (VR) Game Engines have on your day-to-day? or the day-to-day of your business? Should you invest in Virtual Reality (VR) Game Engines? We will answer all your Virtual Reality (VR) Game Engines related questions here.

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Best Virtual Reality (VR) Game Engines Statistics

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Virtual Reality (VR) Game Engines Market Statistics

  • Monthly active VR users are up 160% yearover year on Steam, a PC gaming marketplace. [0]
  • In 2016, over 30% of the top 1000 mobile games were built using Unity, which reported having 45% of the entire global game engine market. [1]
  • This marketplace provides another source of revenue for Unity, which takes a 30% cut from all peerto. [1]
  • Unity dominates the mobile market with more than 50% of all applications. [2]
  • Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at 18 percent. [3]
  • According to the latest virtual reality statistics, by 2027, its market size is forecast to reach $92.31 billion, which marks a compound annual growth rate of 30.2 percent in the seven year period between 2020 and 2027. [3]
  • From 2021 to 2028, the compound annual growth rate of the virtual reality market is 18 percent. [3]
  • The worldwide video gaming market in 2017 is estimated to be worth $106 Billion, and is anticipated to grow to $143B by 2020. [4]
  • Of this market, the fastest growing segment is mobile gaming, estimated to be worth $42.5B. Watch. [4]
  • According to Unity’s website, Unity now controls 45% of the global game engine market. [4]

Virtual Reality (VR) Game Engines Software Statistics

  • Games earned 55% of VR software revenue in 2017. [0]
  • According to CB Insights’ Market Sizing tool, the global animation software industry is estimated to exceed $700B by 2021. [1]

Virtual Reality (VR) Game Engines Adoption Statistics

  • According to a survey with 140 respondents in the VR and AR industry, 41% feel that the biggest obstacle blocking mass VR adoption is user experience issues, such as bulky hardware or technical glitches. [0]
  • 44% of respondents feel that the primary legal concern with VR adoption is consumer privacy/data security. [0]

Virtual Reality (VR) Game Engines Latest Statistics

  • In 2016, only 28% of the general public was aware of virtual reality devices, demonstrating the industry’s potential for growth. [0]
  • Awareness of virtual reality devices rose to 51% in 2017. [0]
  • 41% of adults said they would give virtual reality a try if given the opportunity. [0]
  • Around 50% of viewers showed some increase in their likelihood of purchasing or using VR technology after a brief informational experience. [0]
  • 44% of the people interested in purchasing VR devices are between the ages of 18–35. [0]
  • 81% of consumers who try VR claim. [0]
  • they would tell their friends about the experience, while 79% said they’d seek to try it again. [0]
  • 65% of consumers believe pricing is the most powerful factor involved with purchasing a VR headset/device. [0]
  • 60% of consumers would prefer to spend $400 or less on a VR headset/device. [0]
  • 80% of consumers don’t have a particular brand of virtual reality in mind. [0]
  • For the 20% of consumers that do have a brand in mind, 48% of those are eyeing the Samsung Gear VR. [0]
  • 48% have a bigger interest in Playstation VR, and 44% would prefer to purchase an Oculus Rift. [0]
  • 62% of parents agree that VR offers educational experiences for their children. [0]
  • 66% of consumers are interested in VR shopping experiences. [0]
  • 77% of virtual reality users want more social engagement. [0]
  • 28% of people who own VR sets use them daily, 9% say they use their VR sets at least every week, and 19% say it’s about once a month. [0]
  • An estimated 82 million virtual reality headsets will be in use by 2020. [0]
  • Only 21% of these families own a VR device and 13% are planning on purchasing a VR device in the next year. [0]
  • While mobile VR has more users, the platform earned 15% of VR game revenue in 2017. [0]
  • 50% of millennial consumers expressed favorable interest in virtual reality connected to a gaming system. [0]
  • 77% of surveyed virtual reality executives agree that VR technology will impact the gaming industry more than any other industry in the next three years. [0]
  • 77% of the population intending to purchase a VR device for gaming planned on playing VR games on a console device. [0]
  • 64% planned on playing VR games on a mobile device or tablet, and 28% planned on using a PC. [0]
  • 76% of children mostly use VR devices to play games. [0]
  • 66% of consumers are interested in VR for TV, movies, and video, while 60% of consumers are interested in VR for gaming. [0]
  • 60% of consumers that expressed interest in VR entertainment are seeking action/adventure, and 48% are interested in sci. [0]
  • After creating a VR experience of the Great Bear Rainforest, Destination British Columbia experienced a 5% increase in visitors. [0]
  • Mobile gaming is the fastest growing segment in the overall gaming industry, expected to rise at an average annual rate of 17%+ between 2017 and 2021. [1]
  • According to the company’s website, over 60% of all AR/VR content is made with Unity. [1]
  • Unity has supported nearly 40M asset downloads, compared to 8M on Unreal — likely due to all the smaller studios its pricing model has attracted. [1]
  • However, once a commercial product earns $3,000 in revenue, the organization developing the product is obligated to pay a 5% royalty to Epic for as long as the game or content continues to generate revenue. [1]
  • Epic also offers custom licensing agreements for some of the most successful games, where a 5% royalty might be enormously costly. [1]
  • The 5% royalty is the only cost outside purchases made in its asset store. [1]
  • “[Asset] stores taking 30% is just out of line. [1]
  • Unreal also differs from Unity in terms of how it capitalizes on its assets store the company recently announced that it would transition from collecting the standard 30% of each asset store transaction to collecting just 12%. [1]
  • Here are just a few stats 60% of AR/VR content and 50% of mobile games are made with Unity3D Over 24 billion installs of engine in the last 12 months. [2]
  • Note There is a 5% royalty fee for Unreal Engine powered products that make more than $3,000 per calendar quarter. [2]
  • Another possible advantage of C# is that 90% of VR/AR development companies are using C#, which translates to a largely documented code base and a larger amount of tested solutions in the development community. [2]
  • It’s worth noting that 97% of the project was done with Blueprints, not coding. [2]
  • If we look at the video games on Steam,23%of them are using Unreal Engine vs 11% Unity. [2]
  • while Unreal is going to take 5% royalties whenever your application gets monetized. [2]
  • [64][80]As of 2018 including approximately 90 percent on emerging augmented reality platforms, such as [81]Microsoft HoloLens, and 90 percent of Samsung Gear VR content. [5]
  • Retrieved October 29, 2018.Takahashi, Dean .”Unity Technologies posts Q4 revenue of $220.3 million, up 39%”. [5]
  • As of 2018 including approximately 90 percent on emerging augmented reality platforms, such as [81]. [5]
  • 2021).”Unity Technologies posts Q4 revenue of $220.3 million, up 39%”. [5]
  • As it is, the forecast for 2024 is already a whopping 91.2 percent yearover. [3]
  • In other words, in this seven year period, the VR sector is expected to grow at an average of 18 percent every year. [3]
  • As it stands, 14.94 million of these devices are expected to be shipped in 2024, a 54.2 percent increase from 2021’s 9.69 million. [3]
  • The majority of these are VR devices, which represent 91 percent of the total number of VR and AR devices that are expected to be shipped out this year. [3]
  • Nearly one in five of US consumers have used VR in 2020—a three percentage point increase from 16 percent in 2019. [3]
  • Most users are also happy with the experience, with 55 percent of them saying they’re either extremely or moderately satisfied. [3]
  • This marks a 20.9 percent increase from 2019’s 43.1 million. [3]
  • If the predictions hold true, this means that in the four year period from 2018 to 2024, the number of people using VR every month will have increased 75.7 percent. [3]
  • In fact, its spending projection makes up 30.8 percent of the total amount that’s expected to be spent on VR globally. [3]
  • Together, the US and China will be responsible for 58 percent of the global investment into VR. [3]
  • Nearly one in five. [3]
  • When creating 3D city model applications, the developer should consider the technical features and capabilities of the platform according to the application. [6]
  • Since the start of the pandemic, virtual samplings have increased 32%. [7]
  • Because they can personalize their products, customers are happier and three times more likely to buy (and spend about 10% more). [7]
  • “50% of mobile games are developed through the Unity Game Engine.”. [4]
  • According to a McKinsey Report, the firm estimated that the game engine industry was growing between 2136% per annum from 2014. [4]
  • According to TechCrunch, in 2017 the privately owned Unity raised $400M from Silver Lake at a reported $2.6 Billion valuation. [4]
  • According to Unity’s website “There were 5 Billion downloads of Unity powered Games in Q3 2016.”. [4]
  • “34% of top 1000 free mobile games are made with Unity. [4]
  • Based on a survey of 10,000+ app developers by Developer Economics, 47 percent reported using Unity. [4]
  • Ricitello claims that Unity invested heavily in AR/VR functionality and currently 70% of all VR applications are built in Unity. [4]
  • 59% of all VR developers are using the Unity engine. [4]

I know you want to use Virtual Reality (VR) Game Engines, thus we made this list of best Virtual Reality (VR) Game Engines. We also wrote about how to learn Virtual Reality (VR) Game Engines and how to install Virtual Reality (VR) Game Engines. Recently we wrote how to uninstall Virtual Reality (VR) Game Engines for newbie users. Don’t forgot to check latest Virtual Reality (VR) Game Enginesstatistics of 2024.

Reference


  1. g2 – https://learn.g2.com/virtual-reality-statistics.
  2. cbinsights – https://www.cbinsights.com/research/game-engines-growth-expert-intelligence/.
  3. circuitstream – https://circuitstream.com/blog/unity-vs-unreal/.
  4. oberlo – https://www.oberlo.com/blog/virtual-reality-statistics.
  5. hbs – https://digital.hbs.edu/platform-digit/submission/unity-engine-a-unicorn-powering-the-video-game-and-vr-ar-economy/.
  6. wikipedia – https://en.wikipedia.org/wiki/Unity_(game_engine).
  7. gim-international – https://www.gim-international.com/content/article/emerging-web-and-game-engine-tech-for-3d-cities.
  8. perforce – https://www.perforce.com/blog/vcs/virtual-reality-retail-shopping-experience.

How Useful is Virtual Reality Game Engines

One of the primary benefits of virtual reality game engines is their ability to transport users to entirely new worlds and experiences. Whether it’s exploring fantastical landscapes, battling opponents in distant galaxies, or solving puzzles in historical settings, virtual reality game engines allow players to escape reality and embrace the unknown. This sense of immersion and exploration is invaluable in stimulating creativity and engaging the imagination.

Furthermore, virtual reality game engines offer unique opportunities for education and training. By simulating real-world scenarios, users can practice skills, problem-solving, and decision-making in a risk-free environment. From medical students performing surgeries to firefighters training for emergency situations, virtual reality game engines have been proven to enhance learning outcomes and improve retention of information. In fact, many industries have begun to incorporate virtual reality simulations into their training programs to provide hands-on experience without the associated risks.

Virtual reality game engines also have significant potential for therapeutic applications. In the field of mental health, virtual reality has been utilized to treat phobias, PTSD, and anxiety disorders by exposing patients to controlled environments that trigger their symptoms. By gradually exposing individuals to their fears in a safe and controlled setting, virtual reality game engines can help desensitize them to their anxiety and improve their coping mechanisms. Additionally, virtual reality has been shown to reduce feelings of isolation and improve mood in patients with chronic illnesses or physical disabilities by providing them with immersive social experiences.

Furthermore, virtual reality game engines have the power to transform entertainment experiences. Through these platforms, users can engage with games, movies, and interactive narratives in ways that were previously unimaginable. By providing a sense of agency and presence in a digital world, virtual reality game engines offer a level of immersion and interactivity that surpasses traditional media forms. This level of engagement can lead to heightened emotional experiences, increased enjoyment, and a more memorable entertainment experience overall.

In conclusion, virtual reality game engines have the potential to revolutionize the way we learn, play, and interact with digital environments. From education and training to mental health therapy and entertainment, the applications of virtual reality technology are vast and diverse. As technology continues to advance and virtual reality becomes more accessible to the masses, the immersive experiences provided by virtual reality game engines will only continue to grow in popularity and usefulness. Whether it’s for education, therapy, or entertainment, virtual reality game engines have the power to enhance our lives in ways we never thought possible.

In Conclusion

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