VR Training Simulator Statistics 2024 – Everything You Need to Know

Are you looking to add VR Training Simulator 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 Training Simulator statistics of 2024.

My team and I scanned the entire web and collected all the most useful VR Training Simulator stats on this page. You don’t need to check any other resource on the web for any VR Training Simulator statistics. All are here only 🙂

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

Please read the page carefully and don’t miss any word. 🙂

Best VR Training Simulator Statistics

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VR Training Simulator 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%). [0]
  • VR arcades account for 28% of commercial VR usage, while 36% of surveyed VR companies offer paid virtual events like concerts. [1]
  • Only 6% of people use their VR just once a year, according to VR usage statistics. [1]
  • For example, only 7% of the survey’s participants said they plan on reducing their VR usage. [1]
  • Commercial application accounts for 53% of all VR technology usage. [1]

VR Training Simulator 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. [0]
  • 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%). [0]
  • 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%). [0]
  • 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. [0]
  • 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. [0]
  • In the same research, the augmented reality market was valued at $15.3 billion in 2020 with an annual growth rate of 38.1%. [0]
  • 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%. [0]
  • Pokemon Go is the market leader in locationbased gaming with a revenue of $1.2 billion in 2020 and yearover year growth of 33%. [0]
  • Between 2021 and 2028, the compound annual growth rate of the market is expected to come in at 18 percent. [2]
  • 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. [2]
  • From 2021 to 2028, the compound annual growth rate of the virtual reality market is 18 percent. [2]
  • According to market reports gathered after the end of the fiscal year 2020, the VR market is on the road to becoming one of the most lucrative tech branches. [1]
  • With the CAGR of %, this market is estimated to reach USD million in 2029. [3]

VR Training Simulator Latest Statistics

  • Brandon Hall Group’s Learning Strategy research found that among high consequence industries, about 45 percent consider virtual reality simulations either important or critical to achieving their business goals over the next 18 to 24 months. [4]
  • According to the 702010 framework, 10 percent of what people learn comes from formal learning events such as courses and classes; 20 percent comes from informal, peerto peer learning; and 70 percent is experiential. [4]
  • Interest in using game based technology and simulations has increased significantly among these companies, as more than 30 percent identify these tools as a top learning priority for the next 12 to 24 months. [4]
  • This is a 66 percent increase from 2016. [4]
  • Additionally, 15 percent of high performers say their use of virtual reality will increase. [4]
  • Additionally, Brandon Hall Group’s Learning Strategy research found that among high consequence industries, about 45 percent consider these types of simulations either important or critical to achieving their business goals over the next 18 to 24 months. [4]
  • Only 18 percent of companies in high consequence industries are ready to take action, according to research, while 29 percent are not at all prepared and 30 percent are only somewhat prepared. [4]
  • According to the Bureau of Labor Statistics, there were 722 workplace deaths in 2015 that resulted from contact with objects or equipment. [4]
  • According to Dr. Narendra Kini, CEO at Miami Children’s Health System, the retention level a year after a VR training session can be as much as 80 percent, compared to 20 percent retention after a week with traditional training. [4]
  • Though very conceptual, that 2007 paper likely helped set the stage for the many innovations making headlines today. [4]
  • The existing system of surgical training is starting to show cracks, as up to 30% of graduating general surgery residents are unable to operate independently. [5]
  • Though worldwide flight hours have doubled over the last 20 years, airline fatalities have fallen by almost 45 percent. [5]
  • Yet a retrospective analysis noted that one of the reasons the study failed was that 30% of the physicians who took part in the trial had performed this complex procedure just once before the trial, and half had done it no more than twice. [5]
  • 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. [6]
  • 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. [6]
  • 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. [6]
  • At 3,000 learners, VR training became 52% more cost. [6]
  • For each additional hour of training, students exposed to VR training score 3 percent higher in learning assessments, when compared to students exposed to the same curricular content delivered through traditional training methods. [7]
  • 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%). [0]
  • China accounted for 38.3% of the global AR/VR share in 2020. [0]
  • It will increase to 56% in 2021. [0]
  • 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. [0]
  • 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%). [0]
  • COVID 19 helped accelerate the CAGRs of AR and VR to 38.1 and 27.9%, respectively. [0]
  • 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. [0]
  • 19% of adults in the US have tried virtual reality. [0]
  • 30% of mobile AR users are open to the idea of making in. [0]
  • 55% of VR users found the experience to be extremely or moderately satisfying. [0]
  • VR will reach 25% of internet users in the US by 2024. [0]
  • From 2018 to 2024, the number of monthly users of VR will have increased by 75.7%. [0]
  • Virtual Reality Revenue Statistics Investments in AR and VR were estimated to be $915 million in 2020. [0]
  • 91% of business organizations are already leveraging or planning to adopt VR or AR technology. [0]
  • 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). [0]
  • The enterprise sector is expected to generate more than 70% of AR/VR revenue through the end of 2024. [0]
  • 26% of businesses are using VR/AR to train employees. [0]
  • 70% of professionals believe that organizations will focus on adopting VR/AR in training and development in 2021 Perkins Coie, 2020). [0]
  • VR training reduces the occurrence of workplace injuries by 43%. [0]
  • VR training has a retention rate of 75%, beating out lectures (5%), reading (10%), and audio visual learning (20%). [0]
  • 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. [0]
  • 39% of big organizations leverage VR/AR technology to facilitate training in simulated environments. [0]
  • Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. [0]
  • 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. [0]
  • Besides, the company projected that the 5year ROI of a single VR based course could reach 300%. [0]
  • The global giant cut training time by 75% by implementing VR technology. [0]
  • 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%. [0]
  • 61% of customers prefer online shops that offer AR experiences. [0]
  • 40% of consumers would spend more on products that can be customized in AR. [0]
  • 70% of shoppers would be more loyal to brands that provide AR experiences. [0]
  • 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. [0]
  • 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%. [0]
  • Given the positive response of consumers to AR, 53% of them feel that retailers are failing to take advantage of the technology. [0]
  • 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. [0]
  • 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. [0]
  • 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. [0]
  • 53% of organizations use VR/AR technology for product engineering and virtual design. [0]
  • The use of VR technology has enabled Airbus to reduce the duration of maintenance processes by 25%. [0]
  • 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%). [0]
  • Mobile and PC Gaming PC VR gaming revenue in 2020 was valued at $189 million with a CAGR of 119%. [0]
  • Over the years, Apex Officer customers have reported the following police officer performance improvements 194% Increase in Training Effectiveness 282% Increase in Hours. [8]
  • 327% Increase in Use of Force Decision 1000% Increase in Police Officer Willingness to Train VR Police Training Process. [8]
  • Surgeons who used VR training for 2 hours improved their time on task by 83% and were more than 70% “more efficient” in movement and measurements. [9]
  • Trainees performed 29% faster and made 6x fewer errors than those trained via conventional methods. [9]
  • Soldier study participants scored 17% better using Game Based simulation versus conventional methods of training. [9]
  • Further, in surveys following the study, 85% of participants preferred VR training to traditional. [9]
  • Study participants trained via VR demonstrated a 9% better information recall and made 41% fewer errors than those trained via Non. [9]
  • For example, deliberate practice accounts for only 29.9 percent of the variance in expertise in music. [10]
  • As it is, the forecast for 2024 is already a whopping 91.2 percent yearover. [2]
  • In other words, in this seven year period, the VR sector is expected to grow at an average of 18 percent every year. [2]
  • 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. [2]
  • 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. [2]
  • Nearly one in five of US consumers have used VR in 2020—a three percentage point increase from 16 percent in 2019. [2]
  • Most users are also happy with the experience, with 55 percent of them saying they’re either extremely or moderately satisfied. [2]
  • This marks a 20.9 percent increase from 2019’s 43.1 million. [2]
  • 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. [2]
  • In fact, its spending projection makes up 30.8 percent of the total amount that’s expected to be spent on VR globally. [2]
  • Together, the US and China will be responsible for 58 percent of the global investment into VR. [2]
  • Nearly one in five. [2]
  • It’s expected to grow at an 18% CAGR during the next seven years. [1]
  • More than 80% of manufacturers believe it’s just a matter of time before VR becomes mainstream. [1]
  • According to Facebook’s Q1 investor call, sales of the headset generated $732 million for the company. [1]
  • When it comes to monetizing VR content, VR stats show that 61% of companies go the standard route of directly selling a product or a subscription. [1]
  • 78% of Americans know about VR. [1]
  • The popularity of this technology is definitely on the upswing as, just a few years earlier, only 45% of people said they possessed any familiarity with the tech. [1]
  • Most people see VR’s greatest potential in gaming, while 52% of responses cited TV and movies, 42% for watching sports, while 38% of responses said it’s best employed for social media. [1]
  • That’s why the biggest share of respondents (39%). [1]
  • VR user statistics reveal that just over a quarter (27%). [1]
  • Only 1.8% of Steam users own a VR headset. [1]
  • But that doesn’t mean there aren’t many VR enthusiasts already Steam has more than 120 million users now, meaning that that seemingly measly 1.8 % actually converts into 2.16 million gamers with VR headsets. [1]
  • This standalone VR HMD dominates Steam’s VR gaming statistics, overtaking the Valve Index headset (owned by 17% of SteamVR users). [1]
  • PwC’s virtual reality industry statistics support an exciting prediction not only will more people find work, but it’s estimated that the growth of this industry will boost the global economy by $1.5 trillion by 2030. [1]
  • The results were positive a 30% increase in employee satisfaction, up to a 15% higher retention rate, and, as mentioned, better results on post. [1]
  • 2021 Estimated Year 2024 Forecast Period 2024. [3]
  • For example, average time customers spend on hold was reduced by 50 percent as a result of new agents reaching competency faster and resolving client issues more efficiently. [11]
  • When the volume reached 3,000 learners, VR was 52 percent more cost effective than the classroom. [11]
  • The likely continuation of remote work even after the COVID 19 pandemic ends and the ongoing shift away from classroom learning may result in even broader uses of VR training in the future, experts say. [11]
  • The findings of the study indicated that 11 cases (48%). [12]
  • Using virtual reality has improved learning in 17 (74%). [12]
  • A higher accuracy in medical practice by people trained through VR has been reported in 20 (87%). [12]
  • 95% of the studies that have been studied emphasize the improvement of the skills of trainees using virtual reality although a few studies noted the ineffectiveness of virtual reality on medical education. [12]
  • Eighty seven percent of employees across generations say career development is extremely important to them, yet only 36 percent of those new to the workforce feel they’ve been given the skills and knowledge they need to thrive in their roles. [13]
  • studyby the National Training Laboratory, retention rates for VR learning were 7, which was much higher than those for lecture style learning and reading. [13]

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

Reference


  1. financesonline – https://financesonline.com/virtual-reality-statistics/.
  2. dataprot – https://dataprot.net/statistics/virtual-reality-statistics/.
  3. oberlo – https://www.oberlo.com/blog/virtual-reality-statistics.
  4. digitaljournal – https://www.digitaljournal.com/pr/vr-training-simulator-software-market-share-2024-2029-comprehensive-insights-with-regional-share-top-countries-data-new-innovations-top-players-updates-business-statistics-industry-size-emergi.
  5. trainingmag – https://trainingmag.com/the-impact-and-potential-of-virtual-reality-training-in-high-consequence-industries/.
  6. statnews – https://www.statnews.com/2019/08/16/virtual-reality-improve-surgeon-training/.
  7. pwc – https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html.
  8. worldbank – https://blogs.worldbank.org/developmenttalk/can-virtual-reality-simulators-develop-students-skills.
  9. apexofficer – https://www.apexofficer.com/platform.
  10. interplaylearning – https://www.interplaylearning.com/blog/virtual-reality-increases-training-effectiveness-10-case-studies.
  11. deloitte – https://www2.deloitte.com/us/en/insights/industry/technology/how-vr-training-learning-can-improve-outcomes.html.
  12. shrm – https://www.shrm.org/hr-today/news/hr-magazine/spring2021/pages/virtual-reality-training-spreads-its-wings.aspx.
  13. nih – https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6039818/.
  14. td – https://www.td.org/insights/measuring-learning-in-the-moment-the-kpis-of-vr-training.

How Useful is Vr Training Simulator

One of the key advantages of VR training simulators is their ability to replicate real-world scenarios in a highly realistic manner. This allows trainees to practice and develop their skills in a controlled environment without the risks and consequences associated with live training. For industries such as aviation, healthcare, and law enforcement, where mistakes can have serious implications, VR training offers a safe and effective way to train employees without putting them in harm’s way.

Another benefit of VR training simulators is their versatility and scalability. With the ability to simulate a wide range of scenarios and settings, from operating a forklift to performing open-heart surgery, VR training can be tailored to meet the specific needs of different industries and job roles. This flexibility allows organizations to provide consistent and standardized training to employees across locations, ensuring that everyone is equipped with the necessary skills to perform their jobs effectively.

Moreover, VR training simulators offer a cost-effective solution for organizations looking to streamline their training programs. By eliminating the need for expensive equipment, travel, and instructor fees, VR training can significantly reduce the overall cost of training while maintaining high levels of engagement and knowledge retention. This makes VR training an attractive option for companies looking to maximize their training budget and improve the efficiency of their training programs.

In addition to cost savings, VR training simulators also have the potential to improve learning outcomes by offering a more engaging and immersive training experience. Studies have shown that immersive learning environments can enhance information retention and knowledge transfer by simulating real-world contexts and providing hands-on experience. By allowing trainees to interact with virtual environments and practice skills in a realistic setting, VR training can help reinforce learning and ensure that employees are better prepared to apply their new skills on the job.

Despite the numerous benefits of VR training simulators, there are still some challenges and limitations that organizations should consider. One of the main concerns is the upfront investment required to implement VR training, including the cost of purchasing equipment, developing custom simulations, and training staff on how to use the technology effectively. Additionally, there may be limitations in the types of skills that can be effectively trained using VR, as some hands-on tasks may still require real-world practice to master.

Overall, VR training simulators offer a promising solution for organizations looking to enhance their training programs and provide employees with practical, engaging, and effective learning experiences. While there are still some challenges to address, the potential benefits of VR training are clear, making it a valuable tool for improving training outcomes and equipping employees with the skills they need to succeed in today’s competitive and fast-paced work environment.

In Conclusion

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