VR Content Management Systems Statistics 2024 – Everything You Need to Know

Are you looking to add VR Content Management Systems 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 VR Content Management Systems statistics of 2024.

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How much of an impact will VR Content Management Systems have on your day-to-day? or the day-to-day of your business? Should you invest in VR Content Management Systems? We will answer all your VR Content Management Systems related questions here.

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Best VR Content Management Systems Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 254 VR Content Management Systems Statistics on this page 🙂

VR Content Management Systems Benefits Statistics

  • Early achievers constitute 6% of all VR experimenters and implementers but derive more than twice the benefits compared to other companies. [0]

VR Content Management Systems Usage Statistics

  • 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%). [1]
  • Infographics have had the biggest increase in usage among B2B marketers in the last four years now at 67%. [2]
  • 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]
  • Its users are also highly satisfied with the service, underlined by what we’ve identified as 45% growth in usage over the past year. [4]

VR Content Management Systems Market Statistics

  • 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. [1]
  • 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%). [1]
  • 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%). [1]
  • 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. [1]
  • 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. [1]
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. [1]
  • 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%. [1]
  • Pokemon Go is the market leader in locationbased gaming with a revenue of $1.2 billion in 2020 and yearover year growth of 33%. [1]
  • The consumer VR market worldwide is predicted to reach $3.7 billion at the end of 2021. [0]
  • Virtual reality market projections show that worldwide spending on AR/VR is likely to reach $72.8 billion by 2024. [0]
  • 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%. [0]
  • In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. [0]
  • More than that, virtual reality market statistics indicate that China accounted for over 38% of the global AR/VR share in 2020. [0]
  • 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. [0]
  • 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. [0]
  • 70% of companies invest in content marketing, which could include visual marketing strategies. [2]
  • One fourth of marketers are investing in content marketing related to product promotions while just over 20% of investing in branded storytelling specifically. [2]
  • Design and visual content is the biggest challenge for 23.7% of content marketers. [2]
  • 49% of marketers rate visual marketing as Very Important to their marketing strategy, and 22% consider it Important, and 19% say that their strategy is nothing without visual content. [2]
  • 49% of marketers primarily use visual content on blogs and websites followed by social channels such as Facebook and Instagram. [2]
  • 40% of marketers predict that between 51% and 80% of businesses will heavily rely on visual content into 2021. [2]
  • 57% of marketers used live video in 2019. [2]
  • Infographics have had the biggest increase in usage among B2B marketers in the last four years now at 67%. [2]
  • During the forecast period 2016 and 2020, the global LMS market is expected to grow at a 24% CAGR. [5]
  • At a rate of 13% annually, organizations and educational institutions continue to adopt elearning, proving that digital learning is well received in the market. [5]
  • 21% of the LMS market is shared by the education sector. [5]
  • By 2027, the elearning virtual reality market is expected to reach $1.4 billion at a 42.9% CAGR between 2019 and 2027. [5]
  • 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]
  • Only 17% of marketers use landing page A/B tests to improve conversion rates. [6]
  • 64% of SEO marketers call mobile optimization an effective investment. [6]

VR Content Management Systems Software Statistics

  • 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]

VR Content Management Systems Adoption Statistics

  • Swag Soft) VR stats for 2021 show that the adoption of VR in e commerce can boost online shopping conversion by 17%. [0]
  • VR adoption stats for 2021 show that 27% of VR industry experts claim that user experience is an obstacle to the mass adoption of VR. [0]
  • 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]

VR Content Management Systems Latest Statistics

  • 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%). [1]
  • China accounted for 38.3% of the global AR/VR share in 2020. [1]
  • It will increase to 56% in 2021. [1]
  • 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. [1]
  • 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%). [1]
  • COVID 19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively. [1]
  • 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. [1]
  • 19% of adults in the US have tried virtual reality. [1]
  • 30% of mobile AR users are open to the idea of making in. [1]
  • 55% of VR users found the experience to be extremely or moderately satisfying. [1]
  • VR will reach 25% of internet users in the US by 2024. [1]
  • From 2018 to 2024, the number of monthly users of VR will have increased by 75.7%. [1]
  • Virtual Reality Revenue Statistics Investments in AR and VR were estimated to be $915 million in 2020. [1]
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology. [1]
  • 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). [1]
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2024. [1]
  • 26% of businesses are using VR/AR to train employees. [1]
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020). [1]
  • VR training reduces the occurrence of workplace injuries by 43%. [1]
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio visual learning (20%). [1]
  • 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. [1]
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments. [1]
  • Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. [1]
  • 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. [1]
  • Besides, the company projected that the 5year ROI of a single VR based course could reach 300%. [1]
  • The global giant cut training time by 75% by implementing VR technology. [1]
  • 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%. [1]
  • 61% of customers prefer online shops that offer AR experiences. [1]
  • 40% of consumers would spend more on products that can be customized in AR. [1]
  • 70% of shoppers would be more loyal to brands that provide AR experiences. [1]
  • 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. [1]
  • 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%. [1]
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology. [1]
  • 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. [1]
  • 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. [1]
  • 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. [1]
  • 53% of organizations use VR/AR technology for product engineering and virtual design. [1]
  • The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25%. [1]
  • 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%). [1]
  • Mobile and PC Gaming PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119%. [1]
  • 78% of Americans are familiar with VR technology now. [0]
  • 70% of VR headset owning consumers have bought a game on it. [0]
  • Predictions have been made that China will have the most significant AR/VR spending at 36% by the same year. [0]
  • According to VR statistics for 2021, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. [0]
  • For comparison, the average eCommerce conversion rate is 2%. [0]
  • In 2021, 17.7% of people will use VR in the US. [0]
  • It accounts for 17.7% and 28.1% of the total US population. [0]
  • Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. [0]
  • Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents. [0]
  • Sony followed with 21.9%, and Pico placed third with 9.2%. [0]
  • According to another recent report by Greenlight Insights, global AR and VR revenues will total $209 billion by 2021. [0]
  • VR revenues will account for about 36% of this sum. [0]
  • The same source stated that the largest VR spending was in the consumer sector, amounting to 53%. [0]
  • It is followed by the distribution and services sector with 15.8%, and the manufacturing and resources sector at 13.8%. [0]
  • This value will increase to 56% by the end of 2021. [0]
  • 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. [0]
  • According to VR statistics, spending on location based VR is expected to account for an additional $700 million. [0]
  • The clickthrough rate went up by 53%. [0]
  • 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. [0]
  • This number has come down from 78% in 2017 earlier. [0]
  • The number of VR startups has increased by 14% in less than a year. [0]
  • 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. [0]
  • This is a remarkable improvement from just 45% in 2015. [0]
  • 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. [0]
  • Only 28% of VR set owners use these devices daily. [0]
  • 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. [0]
  • 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. [0]
  • In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women. [0]
  • 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. [0]
  • 70% of VR users intend to increase their use in the next year. [0]
  • 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. [0]
  • Only 7% want to decrease the amount they are spending on VR devices. [0]
  • 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%). [0]
  • 64% of VR users think VR has the greatest potential in gaming. [0]
  • Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%). [0]
  • 53% of AR and VR aware users believe VR has a higher chance of hitting the mainstream first. [0]
  • 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. [0]
  • In 2020, 55% of users found the VR experience satisfying. [0]
  • Research has shown that training that incorporates VR reduces the chances of work related injuries by 43%. [0]
  • For this reason and more, virtual reality data stats indicate that 70% of professionals believe that more businesses will use VR when training employees. [0]
  • 43% of manufacturing companies say VR will become mainstream in their organization within the next three years. [0]
  • 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. [0]
  • The implementation level of VR in manufacturing is the highest in China at 51%. [0]
  • Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. [0]
  • 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. [0]
  • 80% of consumers feel positive about experiencing branded VR tactics. [0]
  • 20% of consumers say a branded VR experience would make them feel more positively towards the brand. [0]
  • Only 1% would feel negative about it while the remaining consumers are neutral. [0]
  • 13% of consumers say VR experiences will cause them to shop more in physical stores. [0]
  • 75% of Forbes World’s Most Valuable Brands have invested in some form of AR/VR experience. [0]
  • 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. [0]
  • 13% of people who experience a vacation in VR go on to book a trip or get in touch with hospitality companies. [0]
  • 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. [0]
  • A 190% increase in Thomas Cook’s VR promoted New York excursion revenue. [0]
  • 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. [0]
  • Twenty five percentage of internet users will be using VR in the US by 2024, which amounts to about 70.2 million people. [0]
  • According to virtual reality statistics for 2020, there are 3 main types of VR Fullyimmersive Semiimmersive Non. [0]
  • When people hear information, they’re likely to remember only 10% of that information three days later. [2]
  • However, if a relevant image is paired with that same information, people retained 65% of the information three days later. [2]
  • projects that global internet traffic from videos will make up 82% of all consumer internet traffic by 2024. [2]
  • 70% of YouTube viewers watch videos for “help with a problem” they’re having in their hobby, studies, or job. [2]
  • Globally, YouTube is consumers’ leading source of video content, at 83% (Facebook is second, at 67%). [2]
  • The livestreaming platform, Twitch, saw yearover year growth of 14.3% in 2020 and boasted up to 1.645 billion watch hours per month. [2]
  • In a 2018 survey, 54% of consumers wanted to see more video content from a brand or business they support. [2]
  • 64% of consumers say VR has the most potential in gaming, while 52% recognize its potential in Film and TV. [2]
  • 90% of all video plays on Twitter take place on mobile devices. [2]
  • 73% of videos are two minutes or less in length. [2]
  • 85% of adults consume content on multiple devices at the same time. [2]
  • According to the Lowes home improvement store, how to videos that were shown in virtual reality had a 36% higher recall by viewers compared to people who only viewed the YouTube video. [2]
  • People following directions with text and illustrations do 323% better than people following directions without illustrations. [2]
  • In a general survey of over 250 consumers, 70% said they watched Facebook Stories more often than Instagram or Snapchat Stories. [2]
  • 58% of people surveyed say they have become more interested in a brand/product after seeing it in Stories.. [2]
  • As of January 2021, the largest demographic of U.S. Instagram users were between 25 and 35, making up 33.1% percent of Instagram’s user base in the U.S. [2]
  • In 2019, Instagram accounted for approximately 31.8% of Facebook advertising revenues, up from 13.2% in 2016. [2]
  • Of the Instagram Story formats people prefer most, 35% say they engage with short narrative styled Stories most often, followed by interactive Stories centered around quizzes and polls. [2]
  • According to Verizon Media, 69% of consumers watch online videos with the sound off. [2]
  • In a poll of over 300 consumers, 56% said they “sometimes” watch social media Stories with the sound on, while 29% said they “always” do this. [2]
  • 72% of teenagers use Instagram and nearly as many (69%). [2]
  • Both have increased by more than 20% since 2015. [2]
  • 15% of all Facebook content is video an increasing percentage. [2]
  • Hootsuite Revenue from shopping ads grew by 100% in 2019. [2]
  • Pins that show a product or service in action are 67% more likely to drive sales. [2]
  • 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. [7]
  • 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. [7]
  • 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. [7]
  • At 3,000 learners, VR training became 52% more cost. [7]
  • According to Bargeron , welldesigned and successfully adopted elearning modules support effective learning and development as well as enables seamless teacherstudent and studentto. [5]
  • 77% of organizations in the U.S. rely on elearning for professional development. [5]
  • 63% of high school students in the U.S. are using digital learning platforms. [5]
  • 45% of elementary students use online learning tools. [5]
  • 85% of teachers use digital learning tools to provide students with learning exercises. [5]
  • 66% of Grade 6 to 12 students use digital learning tools in their computer subjects. [5]
  • 10% of Grade 6 to 12 students have used online learning tools in their English subjects. [5]
  • 85% of learners who have experienced both virtual and in person classrooms feel that online learning is better or as good as the traditional classroom setting. [5]
  • 67% of educational institutions are in the planning stage of deploying LMS platforms. [5]
  • 73% of adults consider themselves as lifelong learners. [5]
  • 63% of adults think they are professional learners. [5]
  • 94% of online learners prefer to study at their own pace. [5]
  • 82% of L&D professionals say that reporting and analytics features are important in an LMS platform. [5]
  • For 90% of L&D professionals, learner engagement is the most important feature in an LMS platform. [5]
  • 35% of L&D professionals reveal that they want user generated content to be included in their learning programs. [5]
  • 55% of LMS installations are deployed on the cloud, while 45% are on. [5]
  • 78% of online learners access LMS platforms from their laptops. [5]
  • For 89% of online learners, desktops are easier to use in accessing digital learning tools. [5]
  • 25% study online using their mobile devices. [5]
  • To access training materials and course content, 76% of online learners use their own devices. [5]
  • 45% of those who use smartphones to access elearning platforms complete online courses faster. [5]
  • 46% of online learners use their mobile phones for online learning before going to sleep. [5]
  • The number of LMS users around the globe is estimated at 73.8 million. [5]
  • 30% of all LMS users are well. [5]
  • 54% of female graduates are taking online courses. [5]
  • 46% of male graduates are studying an online course. [5]
  • 95% of learners retain information from video. [5]
  • By 2024, it is expected that 47% of LMS tools will be enabled by AI capabilities. [5]
  • In one particular study, it is revealed that 21% of the faculty agree that online learning is an effective approach to education. [5]
  • Recent data from the National Center for Education Statistics reveal that 14% of children aged 3 to 18 have no Internet access and are having difficulties in completing online homework. [5]
  • Meanwhile, about 17% of kids live in households with no desktop computers or laptops. [5]
  • Number and percentage of students enrolled in degree granting postsecondary institutions, by distance education participation, location of student, level of enrollment, and control and level of institution Fall 2017 and fall 2018. [5]
  • 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]
  • Email collection forms were the most successful at converting viewers, with a 15% conversion rate in 2020. [6]
  • Events placed at the beginning of videos perform the best, with a conversion rate of 12.7%. [6]
  • 3.5% of ecommerce website visits via mobile are converted into purchases, compared to 3.9% on desktop. [6]
  • Email visitors are the most likely to convert on forms — and people coming from search advertisements are the least likely. [6]
  • The highest bounce rates are on social (45%) followed by direct (44%). [6]
  • Almost 25% of companies invest in mobile optimization as a top SEO tactic. [6]
  • As such, it comes as no surprise to us that more than 75% of the websites for which we could identify CMS integrations relied on the platform. [4]
  • Representing around 5.6% of the CMS integrations for websites from our sample, Drupal is able to stake out second place on our list, although the distance to first is considerable. [4]
  • the most popular CMS?WordPress is by far the most popular CMS, powering 77.9% of websites from our sample for which we could ascertain their CMS integration. [4]
  • According to Statista’s projections, the e learning industry will surpass $243B by 2024 ignited by the rapid influx of users caused by the coronavirus disease. [8]
  • The American Society for Training and Development survey concludes that companies that have adopted “comprehensive training programs” have a 24% higher profit margin and hit a 218% increase in revenue per employee. [8]
  • Seeing the positive outcomes, about 98% of the US businesses planned to adopt EdTech in 2020. [8]
  • About 65% of faculty members approve the use of Open Educational Resources in their teaching practice and about 63% have expressed their support towards competency. [8]
  • Towards Maturity research shows that nearly 64% of learners think that learning materials should be accessible via their mobile devices. [8]
  • The study also shows a 43% increase in learning productivity among active mobile users compared with non. [8]
  • Learners who use mobile devices complete course materials 45% faster compared to those using computers. [8]
  • Google informs that the number of mobileonly users that comprise 27% of all users has surpassed the number of desktop only users that now make only 14% of the general internet population. [8]
  • Speaking in numbers, it’s 50% cheaper and 300% faster. [8]
  • But before they enroll in another course, about 69% consider whether They’ll get quality instruction and academic support. [8]
  • And only 31% of new online course enrollers have no concerns regarding the quality of learning materials, community, and support. [8]

I know you want to use VR Content Management Systems, thus we made this list of best VR Content Management Systems. We also wrote about how to learn VR Content Management Systems and how to install VR Content Management Systems. Recently we wrote how to uninstall VR Content Management Systems for newbie users. Don’t forgot to check latest VR Content Management Systemsstatistics of 2024.

Reference


  1. techjury – https://techjury.net/blog/virtual-reality-statistics/.
  2. financesonline – https://financesonline.com/virtual-reality-statistics/.
  3. hubspot – https://blog.hubspot.com/marketing/visual-content-marketing-strategy.
  4. kommandotech – https://kommandotech.com/statistics/virtual-reality-statistics/.
  5. experte – https://www.experte.com/website/cms-software.
  6. research – https://research.com/education/lms-elearning-statistics.
  7. hubspot – https://www.hubspot.com/marketing-statistics.
  8. pwc – https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html.
  9. daxx – https://www.daxx.com/blog/development-trends/edtech-trends-elearning-development.

How Useful is Vr Content Management Systems

One of the primary benefits of VR content management systems is their ability to streamline the creation process of immersive VR experiences. With these systems, users can easily upload 3D models, videos, images, and other assets to create interactive VR content without having to have extensive knowledge of coding or programming. This can significantly reduce the time and resources needed to develop immersive VR experiences, making it more accessible to a wider audience.

Additionally, VR content management systems allow for easy organization and categorization of VR content, making it easier for users to find and access the content they need. This can be especially useful for organizations that have extensive libraries of VR content and need a way to efficiently manage and distribute it to various users or departments.

Furthermore, with the rise of remote work and virtual collaboration, VR content management systems can also serve as a useful tool for organizations looking to engage their employees or clients in a more interactive and immersive way. By creating VR experiences that simulate real-world scenarios or environments, organizations can provide a more engaging and memorable experience for their audience, whether it be for training, marketing, or entertainment purposes.

However, despite the many benefits of VR content management systems, there are also some challenges that organizations may face when implementing these systems. One of the main challenges is the cost associated with developing and maintaining these systems. Creating high-quality VR content can be expensive, and organizations will need to invest in the necessary tools and talent to ensure that their VR experiences are engaging and effective.

Additionally, there may also be a learning curve for users who are not familiar with VR technology. While VR content management systems aim to make the creation process as easy as possible, there may still be a need for training and support to help users get the most out of the platform.

Overall, the usefulness of VR content management systems ultimately depends on the specific needs and goals of each organization. For those looking to create immersive and interactive VR experiences, these systems can be a powerful tool to streamline the process and engage their audience in new and innovative ways. However, organizations will need to carefully consider the cost and resources needed to implement and maintain these systems to ensure that they are making the most of this emerging technology.

In Conclusion

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