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The number of virtual reality startups has grown by 14% within a year.

According to Survey made by Enterprise Apps Today, Nearly 75% of Forbes' World' Most Valuable Brands' use either VR or AR technology.

Enterprise Apps Today further explains a few points in its statistics on virtual reality. These are:

  • 171,000,000 users of virtual reality around the world at the moment.
  • The global VR gaming industry reached $22.9Billion in 2020.
  • 26% think that poor user experience is a major obstacle to VR adoption.
  • The virtual reality market reached $6.2B in 2020.
  • VR technology is now known by around 78% of the US.
  • In 2021, virtual reality will be worth 15.81 billion.
  • Estimates of around 5.55 million AR and VR devices being shipped in 2020 have been made.
  • Facebook has dispatched 2.2 million OculusQuest2 units in the first Quarter of 2021.
  • The AR and VR markets worldwide are expected to reach $209.2billion by 2022.
  • 92.31 billion is expected to be in the virtual reality gaming market by 2027.
  • China is the biggest investor in virtual reality. The country has made investments in VR technology of approximately 5.8 million.
  • In 2021, 11 million VR units will likely be sold.
  • The VR gaming sector generated about 1.14 billion in 2020.
  • Sony has sold more than 5,000,000 PlayStation VR devices.
  • It is predicted that the demand for standalone virtual reality devices will double between 2018 and 2022.
  • A survey revealed that 70% of consumers own a VR headset and have purchased a VR game.
  • Experts predict that virtual reality and augmented reality will increase the global economy by 1.9 trillion USD by 2030.
  • Manufacturers send more than 5 Million VR and AR headsets each year.
  • Around 23,000,000 VR jobs related to AR will be created by 2030.

Apart from the gaming and entertainment sector, the healthcare sector is expected to experience the highest VR disruption with 38 %.

Besides gaming, healthcare, and entertainment, workforce development, manufacturing, automotive and marketing, logistics, military, and retail industries as well are expected to see major disruption by immersive technologies with 24%, 21%, 19%, 16%, 13%, and 15% disruption respectively.

Oculus Quest 2 is the most liked Steam VR headset.

It accounts for 36.3 % of the market share. With exceptional build quality and low entry cost, Oculus Quest 2 has beaten the Valve Index headset HTC VIVE in the SteamVR ecosystem.

Conclusion

Virtual reality may not yet be mainstream, but all of the data above on it proves it is not a pipe dream. Experts predict that VR will soon be the future of entertainment. Virtual reality is growing faster and it will soon become a booming field.

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Joseph D'Souza

Joseph D'Souza

Press contact Media Manager PR and Communications +1 (413) 397-2111 11Press

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