Virtual Reality (VR) Development Kits Statistics 2024 – Everything You Need to Know

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Best Virtual Reality (VR) Development Kits Statistics

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Virtual Reality (VR) Development Kits Benefits Statistics

  • Of the companies implementing AR/VR software, 82% said that the technology exceeded their expectations in terms of benefits. [0]
  • The engineering industry will see the greatest benefits from VR according to some studies, thanks to a reduction in model design time of 10%, and a 7% reduction in construction time. [0]
  • Early achievers constitute 6% of all VR experimenters and implementers but derive more than twice the benefits compared to other companies. [1]
  • AR paired with IoT could be the next best thing as 70% of consumers seem convinced of the benefits of the two combined. [2]
  • 62% were more inclined towards shopping benefits 62% saw better healthcare opportunities. [2]

Virtual Reality (VR) Development Kits Usage Statistics

  • Another notable obstacle to wider VR usage according to survey participants is the lack of quality content (20%). [3]
  • Gaming investments are expected to be followed by investments in healthcare (43%), education (36%), and military/defense (28%). [3]
  • Social media content is seen as the medium with the highest VR/AR usage rate at 47%, followed by videogames (40%), live streaming (32%), film and entertainment (31%), advertising (28%), and music (28%). [4]

Virtual Reality (VR) Development Kits Market Statistics

  • Between 2020 and 2027 the CAGR of the market will reach around 21.6% overall. [0]
  • Outside of gaming, the sectors anticipated to experience the most growth in VR and AR are healthcare (38%), education (28%), workforce development (24%), manufacturing (21%), automotive (19%), marketing (16%), logistics (16%), retail (15%), and military (13%). [0]
  • The United States is a promising market for the Oculus Rift and its competitors, given that almost 70 percent of consumers in the U.S. are willing to buy a virtual reality headset , according to a Statista survey. [5]
  • Standalone VR headsets held 89.8 percent of the market, which will continue to grow across the next few years, and headset shipments will also reach 15 million this year. [6]
  • The global virtual and augmented reality market is estimated at $16.8 billion. [3]
  • According to Statista’s augmented and virtual reality market forecast, this number is rising steady and could potentially reach a staggering $160 billion by 2024. [3]
  • Gaming and entertainment media account for 40.5% of the virtual reality market. [3]
  • With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. [3]
  • Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at 18 percent. [7]
  • 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. [7]
  • From 2021 to 2028, the compound annual growth rate of the virtual reality market is 18 percent. [7]
  • The consumer VR market worldwide is predicted to reach $3.7 billion at the end of 2021. [1]
  • Virtual reality market projections show that worldwide spending on AR/VR is likely to reach $72.8 billion by 2024. [1]
  • Virtual reality statistics for 2020 show that as of the second quarter of the year, Facebook was the market leader when it came to headset shipments, accounting for 38.7%. [1]
  • In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. [1]
  • More than that, virtual reality market statistics indicate that China accounted for over 38% of the global AR/VR share in 2020. [1]
  • According to the same research, VR also has high wordof mouth marketability, with 81% of people who had already experienced VR reporting they had told their friends about it. [1]
  • With a market size of $10.32 billion in 2019 and an expected annual growth rate of 21.6% from 2020 to 2027, the virtual reality market surely is growing. [1]
  • The market size of virtual reality HMDs was $5.5 billion in 2019 with a CAGR of 22.3%, projected to reach $18.6 billion by 2026. [4]
  • As of the second quarter of 2020, the market leaders of virtual reality headsets are Facebook (38.7%), Sony (21.9%), Pico (9.2%), DPVR (8.9%), and HTC (4.9%). [4]
  • The standalone VR HMD owns the largest share of the AR/VR headset market in 2020 at 43.76%, followed by the tethered VR HMD (40.88%), standalone AR HMD (5.82%), VR screenless viewer (5.55%), and the tethered AR HMD (3.49%). [4]
  • The combined augmented reality and virtual reality markets were worth $12 billion in 2020 with a massive annual growth rate of 54%, resulting in a projected valuation of $72.8 billion by 2024. [4]
  • Meanwhile, another report from Research and Markets appraised the virtual reality market at $6.1 billion in 2020 with an annual growth rate of 27.9%, projected to reach $20.9 billion by 2025. [4]
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. [4]
  • Valued at $11.56 billion in 2019 by Grand View Research, the global VR gaming market size is anticipated to reach $92.3 billion by 2027 with a CAGR of 30.2%. [4]
  • Pokemon Go is the market leader in locationbased gaming with a revenue of $1.2 billion in 2020 and yearover year growth of 33%. [4]
  • From 2019 2024, the global VR/AR market will see a 77% compound annual growth rate. [8]
  • The AR market is a rapidly growing industry with an estimated market value of $50 billion by 2024. [8]
  • The HMD market is expected to be valued at USD 25 billion by 2024, growing at a Compound Annual Growth Rate of 39.52% between 2019 and 2025. [9]
  • Monthly active VR users are up 160% yearover year on Steam, a PC gaming marketplace. [10]
  • The global virtual reality market size was valued at USD 21.83 billion in 2021 and is expected to expand at a compound annual growth rate of 15.0% from 2024 to 2030. [11]
  • ) device segment accounted for the largest revenue share of over 60.0% in 2021 and is expected to dominate the market from 2024 to 2030. [11]
  • Component Insights The hardware segment accounted for the largest revenue share of over 65.0% in 2021 and is anticipated to dominate the market over the forecast period. [11]
  • The commercial segment accounted for the largest revenue share of over 50.0% in 2021 and is anticipated to dominate the market over the forecast period. [11]
  • Europe is estimated to emerge as the fastest growing regional market with a CAGR of 16.6% over the forecast period. [11]
  • The global virtual reality market size was estimated at USD 21.83 billion in 2021 and is expected to reach USD 28.42 billion in 2024. [11]
  • The global virtual reality market is expected to grow at a compound annual growth rate of 15.0% from 2024 to 2030 to reach USD 87.00 billion by 2030. [11]
  • Asia Pacific dominated the VR market with a share of 40.41% in 2021. [11]

Virtual Reality (VR) Development Kits Software Statistics

  • Of the companies implementing AR/VR software, 82% said that the technology exceeded their expectations in terms of benefits. [0]
  • Google’s ARCore software development kits, the battle of AR vs VR has a clear winner With 68.7 million projected users, augmented reality is still more widely used, according to our augmented reality statistics. [3]
  • Games earned 55% of VR software revenue in 2017. [10]
  • The software segment is expected to register the highest CAGR of 17.0% over the forecast period. [11]

Virtual Reality (VR) Development Kits Adoption Statistics

  • Among those interviewed for a Perkins Coie survey, 27% said that technical glitches, bugs, and bulky headsets are the primary deterrents to a higher VR adoption rate. [3]
  • Swag Soft) VR stats for 2024 show that the adoption of VR in e commerce can boost online shopping conversion by 17%. [1]
  • VR adoption stats for 2024 show that 27% of VR industry experts claim that user experience is an obstacle to the mass adoption of VR. [1]
  • 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. [10]
  • 44% of respondents feel that the primary legal concern with VR adoption is consumer privacy/data security. [10]

Virtual Reality (VR) Development Kits Latest Statistics

  • Available to download in PNG, PDF, XLS format 33% off until Jun 30th. [12]
  • By 2026, the experts believe it will be worth around $184.66 billion, representing a CAGR of 48.7%. [0]
  • The number of VR start ups has increased by more than 14% in less than a year , and numbers are expected to grow even further. [0]
  • By the end of this year , the shipments are predicted to reach more than 11 million units. [0]
  • This was a 3 percentage point increase from 2019. [0]
  • 55% of customers said they were moderately or extremely satisfied with the experience. [0]
  • Statista 53% of AR and VR users think that AR has a higher chance of hitting the mainstream first. [0]
  • The projected economic impact of VR/AR could amount to around $1.5 trillion by 2030, according to PWC research. [0]
  • PWC 75% of the Forbes list of the “Worlds Most Valuable Brands” have already invested in some manner of AR/VR experience. [0]
  • 43% of manufacturing companies believe that VR will be mainstream in their industry within the next 3 years. [0]
  • An additional 38% also said they believe it will become mainstream within the next 5 years. [0]
  • Swagsoft 77% of the people who already use VR say they want to have more social engagement experiences within it. [0]
  • VR Training opportunities reduce the occurrence of workplace injuries by around 43%. [0]
  • According to recent forecasts, the revenue from virtual reality head mounted displays is expected to grow from 685 million U.S. dollars in 2015 to almost four billion U.S. dollars in 2018. [5]
  • Available to download in PNG, PDF, XLS format 33% off until Jun 30th. [5]
  • According to ARtillery Intelligence’s report , VR is expected to generate $6.7 billion in revenues. [6]
  • Nearly 1 in 3 consumers own an AR/VR device, and 15 percent will buy such a device in 2024. [6]
  • As per a 2024 GroupM Annual Survey on Consumer Attitudes Towards Technology , 32 percent of respondents said they own an AR or VR device, and another 15 percent added they were looking to buy a device in this category in the next 12 months. [6]
  • According to a report from The Information, nearly 10,000 employees work in the company’s Reality Labs division, which is nearly a fifth of the company’s entire workforce. [6]
  • Among all the traditional and digital content formats, VR is leading and is expected to grow at a compound annual growth rate of 30 percent, followed by cinema , and general data consumption. [6]
  • Conversely, newspapers, magazines, traditional TV, and home video will shrink 1 percent, forecasts PwC’s Global Entertainment & Media Outlook 2021–2025 Facebook groups related to AR/VR have increased by 27 percent to 649 percent. [6]
  • Meta has launched a new quarterly series called Hello Future from Facebook IQ , which shows the number of Facebook groups related to AR/VR has increased exponentially year on year, with South Korea heading the list. [6]
  • 83 percent of industry leaders believe that the pace of investment in immersive technology will increase According to a 2021 XR Industry Insider Survey of 164 professionals from across industries, the investment climate is bullish. [6]
  • It also found 83 percent said that the pace of investment will increase in 2024 and 37 percent expect a significantly higher pace of investment than in previous years. [6]
  • Roughly 33 percent of respondents to an said the preferred an Apple provided headset as their first choice, followed by Google at 20 percent. [6]
  • Meta’s Quest is still the first choice for less than 10 percent of buyers. [6]
  • Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments. [6]
  • In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation report. [6]
  • Another 36 percent in the UK and 27 percent in the US say they have no need for the metaverse, a 2021 Forrester survey Social VR users spend over 3 hours a day in VR. [6]
  • According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. [6]
  • Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real. [6]
  • VR training can improve patient outcomes in surgical scenarios by 83 percent. [6]
  • A 2019 study published in The Bone & Joint Journal found that qualitatively, virtual reality training improves surgical performance during total hip arthroscopy by 83 percent, which is a massive benefit for the industry. [6]
  • That adds up to 13% of the total population. [3]
  • According to IDC’s augmented and virtual reality industry report, the US is closely followed by China at $6 billion. [3]
  • This is followed by VR games at 6.6% and AR games at 5.1%. [3]
  • Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). [3]
  • Nearly half 48% of respondents to a recent survey said that their primary monetization method in 2019 will be subscriptions and virtual reality sales. [3]
  • This number is significantly lower than the 2018 predictions (59%). [3]
  • VR trends, when it comes to monetization, are moving toward inapp purchases within “freemium” apps (41%). [3]
  • This number is much lower than in 2018 (41%). [3]
  • 61% of survey respondents expressed concerns about data security and consumer privacy when using virtual reality media. [3]
  • A noteworthy 49% of respondents mentioned liability and healthand safety issues as obstacles. [3]
  • Licensing difficulties and potential third party copyright infringement were mentioned by 32% and 30% of those interviewed. [3]
  • 78% of Americans are familiar with VR technology. [3]
  • According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. [3]
  • The survey’s virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. [3]
  • In the 55+ age bracket, that figure drops to 19%. [3]
  • According to a survey conducted by Yulio Technologies, nearly half of those over the age of 18 said that they would give VR a shot if they could. [3]
  • While 60% of parents are concerned about VR health and safety issues, 62% say they can see virtual reality uses in enhancing their children’s education. [3]
  • In practice, only 22% of children who have access to VR gear use their headsets for education, compared to 76% who use it for gaming. [3]
  • Researchers say 70% of parents worry that their children may experience inappropriate sexual or violent content while using a virtual reality device. [3]
  • Other concerns 67% worry that exposure to virtual reality media may lead to too much time spent in the virtual world, and 61% believe that VR abuse could lead to social isolation. [3]
  • This number matches earlier research by Nielsen, which reported in 2017 that millennials account for 44% of those interested in purchasing VR devices. [3]
  • According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. [3]
  • According to a Perkins Coie survey, 62% of investors believe that North America provides the most investment opportunities, followed by the EU (21%) and the APAC region (13%). [3]
  • Speaking of virtual reality future predictions, Canada is forecaste to have the largest CAGR, followed by the United States with 77.1%, China with 76.2%, and Western Europe with 75.9%. [3]
  • According to a Greenlight Insights survey, 38% of respondents intend to use VR “a lot more” and 32% “a little more.”. [3]
  • Only 7% of those interviewed said that they will use it less. [3]
  • Researchers say 48% of the content is developed for the video game industry and 31% is social. [3]
  • This is followed by 26% allocated to creating advertising content, 25% to live streaming, 24% to film and entertainment, 22% to news and 20% to music. [3]
  • Researchers say 44.5% of consumers are expected to watch entertainment videos or use VR for travel and virtual tours, 29.9% are expected to use virtual reality for educational purposes, and 20.8% for shopping. [3]
  • 54% of investors interviewed by Perkins Coie estimated that gaming will draw the highest VR investments in the next 12 months. [3]
  • Following consoles, mobile VR gaming is a significant force, with 64% of those interviewed by Nielsen saying that they play virtual or augmented reality games on their mobile phones or tablets. [3]
  • Only 28% of those interviewed said that they play AR and VR games on PCs, showing that PC gamers are still on the fence when it comes to AR and VR gaming. [3]
  • Industry association publications and dedicated websites are the primary source of information for 69% of respondents, but social media is rapidly closing in at 64%. [3]
  • As it is, the forecast for 2024 is already a whopping 91.2 percent yearover. [7]
  • In other words, in this seven year period, the VR sector is expected to grow at an average of 18 percent every year. [7]
  • 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. [7]
  • 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. [7]
  • Nearly one in five of US consumers have used VR in 2020—a three percentage point increase from 16 percent in 2019. [7]
  • Most users are also happy with the experience, with 55 percent of them saying they’re either extremely or moderately satisfied. [7]
  • This marks a 20.9 percent increase from 2019’s 43.1 million. [7]
  • 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. [7]
  • In fact, its spending projection makes up 30.8 percent of the total amount that’s expected to be spent on VR globally. [7]
  • Together, the US and China will be responsible for 58 percent of the global investment into VR. [7]
  • Nearly one in five. [7]
  • 78% of Americans are familiar with VR technology now. [1]
  • 70% of VR headset owning consumers have bought a game on it. [1]
  • Predictions have been made that China will have the most significant AR/VR spending at 36% by the same year. [1]
  • According to VR statistics for 2024, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. [1]
  • For comparison, the average eCommerce conversion rate is 2%. [1]
  • In 2021, 17.7% of people will use VR in the US. [1]
  • It accounts for 17.7% and 28.1% of the total US population. [1]
  • Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. [1]
  • Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. [1]
  • Sony followed with 21.9%, and Pico placed third with 9.2%. [1]
  • However A report by Greenlight Insights predicted global AR and VR revenues totaling $209 billion in 2021. [1]
  • VR revenues accounted for about 36% of this sum. [1]
  • The same source stated that the largest VR spending was in the consumer sector, amounting to 53%. [1]
  • It is followed by the distribution and services sector with 15.8%, and the manufacturing and resources sector at 13.8%. [1]
  • This value will increase to 56% by the end of 2021. [1]
  • The company, which sold an estimated 1.2 million units of the Quest device in 2020, expects its sales to skyrocket by 2025, predicting 5.6 million units to be sold. [1]
  • According to VR statistics, spending on location based VR is expected to account for an additional $700 million. [1]
  • The clickthrough rate went up by 53%. [1]
  • According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology. [1]
  • This number has come down from 78% in 2017 earlier. [1]
  • The number of VR startups has increased by 14% in less than a year. [1]
  • Nearly 70% of consumers who own a dedicated VR headset such as Oculus Rift , HTC Vive, or Sony Playstation VR have bought games for it. [1]
  • This is a remarkable improvement from just 45% in 2015. [1]
  • Another recent virtual reality demographics study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US. [1]
  • Only 28% of VR set owners use these devices daily. [1]
  • 39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. [1]
  • According to the GlobalWebIndex study of virtual reality user demographics in the UK and US, 35% of users in the 16 to 34 age group have used a VR headset, while the figure is 26% for the 3544 group, 12% for the 4554 group, and just 6% for the 55. [1]
  • In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women. [1]
  • 77% of the respondents of a consumer survey who own a VR headset say they are interested in social interactions with other people in VR. [1]
  • 70% of VR users intend to increase their use in the next year. [1]
  • 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. [1]
  • Only 7% want to decrease the amount they are spending on VR devices. [1]
  • Users of highend VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%). [1]
  • 64% of VR users think VR has the greatest potential in gaming. [1]
  • Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). [1]
  • 53% of AR and VR aware users believe VR has a higher chance of hitting the mainstream first. [1]
  • Virtual reality statistics also indicate that once users have actually tried out both AR and VR, their perception changes, with 50% saying AR has a greater potential to hit the mainstream compared to 47% in favor of VR. 31. [1]
  • In 2020, 55% of users found the VR experience satisfying. [1]
  • Research has shown that training that incorporates VR reduces the chances of work related injuries by 43%. [1]
  • For this reason and more, virtual reality data stats indicate that 70% of professionals believe that more businesses will use VR when training employees. [1]
  • 43% of manufacturing companies say VR will become mainstream in their organization within the next three years. [1]
  • According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. [1]
  • The implementation level of VR in manufacturing is the highest in China at 51%. [1]
  • Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. [1]
  • Similar contrasting figures for other metrics are 55% vs. 23% for safety increase, 52% vs. 21% for productivity increase, and 47% vs. 19% for complexity reduction. [1]
  • 80% of consumers feel positive about experiencing branded VR tactics. [1]
  • 20% of consumers say a branded VR experience would make them feel more positively towards the brand. [1]
  • Only 1% would feel negative about it while the remaining consumers are neutral. [1]
  • 13% of consumers say VR experiences will cause them to shop more in physical stores. [1]
  • 75% of Forbes World’s Most Valuable Brands have invested in some form of AR/VR experience. [1]
  • The number of these experiences, which could be meant for consumers or employees, is likely to be much higher considering that this data is from a 2015 research. [1]
  • 13% of people who experience a vacation in VR go on to book a trip or get in touch with hospitality companies. [1]
  • Similar virtual reality statistics include A 16% increase in donations to Amnesty International UK’s donations after people experienced conditions in war torn Syria through VR. [1]
  • A 190% increase in Thomas Cook’s VR promoted New York excursion revenue. [1]
  • 51% of Marriott’s customers expressing intent to travel to more hotels in the chain after the company showed VR travel stories from other locations to them. [1]
  • Twenty five percentage of internet users will be using VR in the US by 2024, which amounts to about 70.2 million people. [1]
  • According to virtual reality statistics for 2020, there are 3 main types of VR Fullyimmersive Semiimmersive Non. [1]
  • In terms of VR spending by sector, consumer spending leads the way at 53%, followed by distribution and services (15.8%), manufacturing and resources (13.8%), public sector (12.7%), and infrastructure (3.2%). [4]
  • China accounted for 38.3% of the global AR/VR share in 2020. [4]
  • It will increase to 56% in 2021. [4]
  • However, the IDC sees China’s share decline to around 36% by 2024 while the US and Europe close in with CAGRs of 75.1% and 72.8% through 2024, respectively. [4]
  • On the AR side of things, the biggest hindrances are user experience (32%), content offerings (18%), business and consumer reluctance (15%), regulation and legal risks (14%), financing and investment (11%), and cost to consumers (7%). [4]
  • COVID 19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively. [4]
  • According to eMarketer, the number of VR users in the US is 57.4 million while the number of AR users is 90.9 million. [4]
  • 19% of adults in the US have tried virtual reality. [4]
  • 30% of mobile AR users are open to the idea of making in. [4]
  • 55% of VR users found the experience to be extremely or moderately satisfying. [4]
  • VR will reach 25% of internet users in the US by 2024. [4]
  • From 2018 to 2024, the number of monthly users of VR will have increased by 75.7%. [4]
  • Virtual Reality Revenue Statistics Investments in AR and VR were estimated to be $915 million in 2020. [4]
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology. [4]
  • The sectors with the biggest VR/AR spending growth from 2020 until 2024 are banking (126.7% CAGR), securities and investments services (106.1% CAGR), and central/federal government (102.5% CAGR). [4]
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2024. [4]
  • 26% of businesses are using VR/AR to train employees. [4]
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020). [4]
  • VR training reduces the occurrence of workplace injuries by 43%. [4]
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio visual learning (20%). [4]
  • In the healthcare sector, 68% of professionals believe that AR/VR training simulations will be the primary focus of new solutions and applications through 2024. [4]
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments. [4]
  • Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. [4]
  • In one of its projects dubbed “Corporate Training with Virtual Reality,” the tech giant found that 94% of traineeS asked for more VR based courses to be availed. [4]
  • Besides, the company projected that the 5year ROI of a single VR based course could reach 300%. [4]
  • The global giant cut training time by 75% by implementing VR technology. [4]
  • Lastly, Homegrown, a fast casual restaurant chain based in Philadelphia, reported that within 30 days of using VR employee onboarding the number of certified members on training and culture rose from 50% to 77%. [4]
  • 61% of customers prefer online shops that offer AR experiences. [4]
  • 40% of consumers would spend more on products that can be customized in AR. [4]
  • 70% of shoppers would be more loyal to brands that provide AR experiences. [4]
  • It’s anticipating that the implementation of virtual stores will eliminate the home try on effect by as much as 25% in the apparel industry. [4]
  • In addition, the use of VR technology to build online virtual change rooms can help retailers improve conversion rates by more than 6.4%, increase order value by 1.6%, reduce fulfillment costs by 5%, and lower returns by 5.2%. [4]
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology. [4]
  • We Make Up, upon creating an AR filter on Facebook, increased its clickthrough rate by 53%, a 28point rise in sales, and a 7.9 point increase in brand awareness. [4]
  • At the height of the COVID 19 pandemic, retailers who leveraged AR experienced a 19% increase in customer engagement as well as a 90% spike in customer conversions. [4]
  • Product pages that offered AR and 3D experiences drove a 13% increase in the average size of orders and a 21% spike in revenues per visit. [4]
  • 53% of organizations use VR/AR technology for product engineering and virtual design. [4]
  • The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25%. [4]
  • As of January 2021, 25.92% of gamers on Steam have Facebook’s Oculus Rift S headset , followed by Oculus Quest (16.48%), HTC Vive (16.27%), Valve Index HMD (16.13%), and Oculus Rift (9.31%). [4]
  • Mobile and PC Gaming PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119%. [4]
  • The key areas where augmented reality can improve life are education (according to 69%) healthcare(according to 62%). [13]
  • (according to 66%) Magic Leap managed to obtain this funding in 2014, the top contributors being Google, Andreessen Horowitz and Kleiner Perkins Caufield & Byers. [13]
  • Demographic Profile of US Mobile Augmented Reality Users, Jan 2018 (% of total). [14]
  • US Augmented Reality Users, 2016 2020 (millions and % change). [14]
  • Worldwide, July 2018 (% of respondents). [14]
  • Worldwide, by Device Type, 2024 (% of total). [14]
  • Worldwide, by Device Type, 2018 & 2024 (% of total). [14]
  • According to US Senior Marketing Executives, Jan 2018 (% of respondents). [14]
  • According to US AR/VR Professionals, July 2016 & Jan 2018 (% of respondents). [14]
  • Augmented/Virtual Reality Applications that Interest Internet Users Worldwide, Nov 2017 (% of respondents). [14]
  • According to US Augmented/Virtual Reality Professionals, Jan 2018 (% of respondents). [14]
  • According to US Senior Marketing Executives, Jan 2018 (% of respondents). [14]
  • According to US Senior Marketing Executives, Jan 2018 (% of respondents). [14]
  • May 2018 (% of respondents). [14]
  • up to four times faster US employees typically spend only 1% of their workweek on training and development, so employers need to be sure that they use that time productively. [15]
  • In fact, learners trained with VR were up to 275% more confident to act on what they learned after training a 40% improvement over classroom and 35% improvement over e. [15]
  • Because VR content initially requires up to a 48% greater investment than similar classroom or elearn courses, it’s essential to have enough learners to help make this approach cost. [15]
  • At 3,000 learners, VR training became 52% more cost. [15]
  • The pixel fill is also better, reducing the [19] The 7 inch screen also makes the stereoscopic 3D no longer 100% overlapping, the left eye seeing extra area to the left and the right eye seeing extra area to the right, in which there is no 3D depth perception. [16]
  • However, since the device does not feature a 100% overlap between the eyes, the combined horizontal resolution is effectively greater than 640. [16]
  • Only 1% of retailers are currently using AR or VR in their customer buying experience. [8]
  • In the same report from Mobile Marketer, 52% of retailers said that they were just not prepared to start using AR and other new technologies. [8]
  • In Japan, 66% of consumers want offline stores to offer AR experiences. [8]
  • Retail is expected to account for 5% of AR use by 2024. [8]
  • Threekit’s AR can help retailers increase conversions by up to 40%. [8]
  • According to IDC, global spending on AR/VR in 2020 was estimated to be up to $18.8 billion, up 78.5% from 2019. [8]
  • 67% of advertising agencies say they are making more use of AR. [8]
  • With 83.1 million consumers in the US using AR monthly, AR usership is expected to grow to 17% by 2024. [8]
  • 39% of AR retailers use AR for the consideration phase. [8]
  • 71% of consumers say they would shop more often if they used AR. [8]
  • is the estimated AR Market value by 2024. [8]
  • Online retail accounts for 11% of all retail sales. [8]
  • 32% of consumers use AR while shopping. [8]
  • In 2020, 32% of consumers are using AR while shopping. [8]
  • AR is bringing in extremely high satisfaction levels with 73% of mobile AR users reporting high satisfaction levels. [8]
  • Gartner estimated that over 100 million consumers used AR to shop in 2020. [8]
  • That accounts for 15% of the population. [8]
  • 70% of consumers between ages 16 and 44 are aware of AR. [8]
  • Using 3D technologies in your online shopping experience can increase your conversion rates by up to 40%. [8]
  • According to the technological view, the term immersion means the “extent to which the computer displays are capable of delivering an inclusive, extensive, surrounding, and vivid illusion of reality”. [9]
  • According to this view, the perceived degree of immersion differs from person to person and the technological attributes barely influence it. [9]
  • The most popular application domains covered in these systematic reviews were medicine (78%), social science (15%), neuroscience (11%), and psychology (11%). [9]
  • According to [49], research can either be pure or applied from an application perspective and can be descriptive, exploratory, correlational, or explanatory from a research objective perspective. [9]
  • In the following section, the results of the systematic mapping study are described according to the research questions. [9]
  • Of the 38 articles included in our analysis, 68% originated from conferences, whereas 32% were published in journals. [9]
  • As illustrated in Fig. 4, our review shows that 76% of the studies used high end HMDs, such as Oculus Rift or HTC Vive. [9]
  • 2% of the articles did not specifically mention the VR technology employed. [9]
  • Thus, the “not mentioned” category consists of 68% of all articles. [9]
  • Among the articles that had a theoretical foundation, experiential learning accounts for 11% of all articles, while each of the remaining theories accounts for 3%. [9]
  • A few articles used questionnaires (22%) or user activities while logged into the VR application (12%). [9]
  • Exams, expert judgments, or focus group discussions accounted for a mere 5%, respectively, while the remaining articles used observations or sensor data. [9]
  • Engineering was the most popular application area identified in 24% of the articles. [9]
  • The next most popular application domains were computer science (10%) and astronomy (7%). [9]
  • Furthermore, some articles were very generic and did not mention a specific domain (12%). [9]
  • The rest of the learning content categories found in the literature were communication, collaboration, and soft skills (10%), behavioral impact (6%), and learning a language (2%). [9]
  • The categories others and not specified accounted for 6% and 4%. [9]
  • Basic interaction and realistic surroundings were the most frequently used design elements, accounting for 24% and 17% of the articles, respectively. [9]
  • Immediate feedback and instructions share an equal percentage, i.e., 10%. [9]
  • The next popular element is interaction with other users, which accounted for 9% of all category counts. [9]
  • Passive observation and assembly also shared an equal percentage of representation at 8% each. [9]
  • The rest of the design elements were included in 1%–4% of all papers, i.e., moving around (4%), user generated content (3%), virtual rewards (2%), role management (2%), and knowledge test (2%). [9]
  • Both screen sharing and making meaningful choices accounted for 1% of all papers. [9]
  • First, those articles that described VR applications for higher education in detail often did not mention explicit learning theories as their theoretical foundation (68%). [9]
  • In 2016, only 28% of the general public was aware of virtual reality devices, demonstrating the industry’s potential for growth. [10]
  • Awareness of virtual reality devices rose to 51% in 2017. [10]
  • 41% of adults said they would give virtual reality a try if given the opportunity. [10]
  • Around 50% of viewers showed some increase in their likelihood of purchasing or using VR technology after a brief informational experience. [10]
  • 44% of the people interested in purchasing VR devices are between the ages of 18–35. [10]
  • 81% of consumers who try VR claim. [10]
  • they would tell their friends about the experience, while 79% said they’d seek to try it again. [10]
  • 65% of consumers believe pricing is the most powerful factor involved with purchasing a VR headset/device. [10]
  • 60% of consumers would prefer to spend $400 or less on a VR headset/device. [10]
  • 80% of consumers don’t have a particular brand of virtual reality in mind. [10]
  • For the 20% of consumers that do have a brand in mind, 48% of those are eyeing the Samsung Gear VR. [10]
  • 48% have a bigger interest in Playstation VR, and 44% would prefer to purchase an Oculus Rift. [10]
  • 62% of parents agree that VR offers educational experiences for their children. [10]
  • 66% of consumers are interested in VR shopping experiences. [10]
  • 77% of virtual reality users want more social engagement. [10]
  • 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. [10]
  • An estimated 82 million virtual reality headsets will be in use by 2020. [10]
  • Only 21% of these families own a VR device and 13% are planning on purchasing a VR device in the next year. [10]
  • While mobile VR has more users, the platform earned 15% of VR game revenue in 2017. [10]
  • 50% of millennial consumers expressed favorable interest in virtual reality connected to a gaming system. [10]
  • 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. [10]
  • 77% of the population intending to purchase a VR device for gaming planned on playing VR games on a console device. [10]
  • 64% planned on playing VR games on a mobile device or tablet, and 28% planned on using a PC. [10]
  • 76% of children mostly use VR devices to play games. [10]
  • 66% of consumers are interested in VR for TV, movies, and video, while 60% of consumers are interested in VR for gaming. [10]
  • 60% of consumers that expressed interest in VR entertainment are seeking action/adventure, and 48% are interested in sci. [10]
  • After creating a VR experience of the Great Bear Rainforest, Destination British Columbia experienced a 5% increase in visitors. [10]
  • In other words, 44% of the world’s population is anticipated to use AR over the next few years. [2]
  • Just so you know, the game has been downloaded over one billion times by now and is estimated to reach a revenue of $1.2 billion. [2]
  • Not only that, the overall AR gaming industry shows a compound annual growth rate of 152.7% for the forecasted period 2017–2024. [2]
  • 32% of consumers use augmented reality, and 73% of mobile AR users reported either high or very high satisfaction with mobile AR experiences. [2]
  • A survey revealed that 32% of consumers preferred using augmented reality when they shop and 73% reported high levels of satisfaction. [2]
  • 67% of executives in advertising agencies say they look forward to using AR more. [2]
  • Among those, 29% of these have served clients by creating AR digital campaigns. [2]
  • Out of these, 69% believed that technology could help them learn new skills,. [2]
  • 88% of mid sized businesses are using augmented reality Not just limited to games and shopping, AR seems to be well integrated into the corporate sector. [2]
  • 88% of mid level organizations are already using AR in different capacities. [2]
  • According to Redcon, the VC has invested in almost 40 AR/VR ventures. [2]
  • Educators prefer using VR in their classrooms Statistics from a National Survey are showing that 90% of educators agree that VR technology is quite an effective way of providing differentiated and personalized learning experiences for students. [17]
  • We already mentioned why teachers like using it, but studies also confirm that students—97% of them—actually voted that they would attend a class/course with VR. [17]
  • Statistics confirm that students remember 90% of the material if it is learned through experience. [17]
  • The gesture tracking device segment is projected to register the fastest CAGR of 17.4% over the forecast period. [11]
  • The semi and fully immersive segment accounted for the largest revenue share of over 80.0% in 2021. [11]
  • Regional Insights Asia Pacific accounted for the largest revenue share of over 40.0% in 2021, which can be attributed to the growing improvements in VR technology. [11]
  • Microsoft’s Xbox Series X & Series S and Sony’s PlayStation 5 are likely to provide VR firms with new opportunities to strengthen their position in the consumer VR arena. [11]

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

Reference


  1. xrtoday – https://www.xrtoday.com/virtual-reality/virtual-reality-statistics-to-know-in-2021/.
  2. techjury – https://techjury.net/blog/virtual-reality-statistics/.
  3. citrusbits – https://citrusbits.com/stats-and-facts-about-augmented-reality/.
  4. kommandotech – https://kommandotech.com/statistics/virtual-reality-statistics/.
  5. financesonline – https://financesonline.com/virtual-reality-statistics/.
  6. statista – https://www.statista.com/statistics/476589/oculus-rift-development-kit-unit-sales-worldwide/.
  7. xrtoday – https://www.xrtoday.com/virtual-reality/virtual-reality-statistics-2024/.
  8. oberlo – https://www.oberlo.com/blog/virtual-reality-statistics.
  9. threekit – https://www.threekit.com/20-augmented-reality-statistics-you-should-know-in-2020.
  10. sciencedirect – https://www.sciencedirect.com/science/article/pii/S0360131519303276.
  11. g2 – https://learn.g2.com/virtual-reality-statistics.
  12. grandviewresearch – https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market.
  13. statista – https://www.statista.com/statistics/476610/oculus-rift-development-kit-unit-price/.
  14. arpost – https://arpost.co/2017/11/15/key-augmented-reality-statistics/.
  15. emarketer – https://www.emarketer.com/content/augmented-reality-marketing-and-advertising-2018.
  16. pwc – https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html.
  17. wikipedia – https://en.wikipedia.org/wiki/Oculus_Rift.
  18. gettingsmart – https://www.gettingsmart.com/2020/09/12/the-future-of-vr-ar-in-education/.

How Useful is Virtual Reality Development Kits

On one hand, virtual reality development kits are incredibly valuable for those looking to break into the world of virtual reality. They provide a way to experiment with different virtual environments, test new ideas, and create content without the need for extensive programming knowledge. This accessibility is invaluable for those who may not have the resources or technical expertise to create virtual reality experiences from scratch.

Furthermore, virtual reality development kits can be a great learning tool for students and educators. These kits provide a hands-on way to teach concepts such as computer graphics, user interface design, and interactive storytelling. By allowing users to experiment with different elements of virtual reality, these kits can help individuals gain a deeper understanding of how virtual environments are created and experienced.

Virtual reality development kits also offer a way for businesses to explore the potential of virtual reality without making a significant financial investment. By using these kits, companies can test out virtual reality applications and experiences before committing to a full-scale development project. This can help businesses determine whether or not virtual reality is the right fit for their needs, saving time and money in the process.

However, there are limitations to virtual reality development kits that need to be considered. While these kits offer a good starting point for creating virtual reality content, they may not provide the same level of customization and functionality as professional-grade development tools. This could limit the potential of the experiences that can be created using these kits, especially for more complex or demanding applications.

Additionally, the accessibility of virtual reality development kits may also result in a flood of low-quality, derivative content flooding the market. Without stringent quality control measures in place, there is a risk that the market could become oversaturated with mediocre virtual reality experiences, diminishing the overall impact of the technology.

In conclusion, virtual reality development kits have proven to be a valuable tool for exploring the world of virtual reality, offering a way for individuals to create immersive experiences without the need for specialized skills or expensive equipment. While there are limitations to these kits, such as the potential for lower-quality content and limitations in functionality, their accessibility and versatility make them a useful resource for developers, educators, and businesses looking to explore the potential of virtual reality.

In Conclusion

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