The reality of VR technology has failed to live up to the hoopla around it for many consumers. VR stats for 2020 show that the adoption of VR in e-commerce can boost online shopping conversion by 17%. 42.9 million people in the US will use virtual reality at least once a month in 2019. This could also be a reflection of how the industry has developed so far, with the technology’s potential in other areas not really becoming as widely known. The survey’s virtual reality statistics show that 55% of Gen Z respondents who say they are familiar with VR have also tried it. Which VR is the best? How many virtual reality companies are there? From close to 8 million such units being sold in 2017, the number fell to 3 million according to virtual reality statistics for 2018. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. While VR failed to live up to its promise in the 90s, it seems to be finally picking up now. Other parts of the value chain where AR and VR are seeing major implementation are design and assembly, immersive training, and inspection and quality assurance. See All. Must people using VR count on it when playing video games. However, most of the content produced for VR platforms is aimed at gaming and social interaction. If you have an advertising format where 1 in 5 customers are already in your favor for just using that format, it’s your battle to lose. If you’re wondering how much is a VR headset typically, Oculus Rift starts at $399 and HTC Vive at $499. clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. A sibling – augmented reality – has found widespread adoption by delivering many of VR’s promised benefits without the clunky helmets and bulky gloves. Of the $17.8 billion global market size, the largest amount of spending is on consumer hardware, followed by VR games (6.6%), AR games (5.1%), and Onsite assembly and safety (3.1%), Retail showcasing (2.9%). As VR awareness sets in, so does VR usage. According to a Greenlight Insights survey of 4,217 consumers, 77% say they are looking for social interaction when using their VR devices. US Virtual and Augmented Reality Users 2020. YouTube VR is rapidly gaining in popularity, and considering how influential the platform is, we can expect it to play an important role in the popularization of VR in the future. 17% of this growth took place during 2017-2018. With spending projected to reach $5.8 billion, China is forecast to be the biggest spender in augmented and virtual reality worldwide. Digital marketing and e-commerce have already changed the way many companies do business. Brick-and-mortar shops are also advised to take notice. As these virtual reality statistics you’ll read indicate, the time is approaching for this technology to take off among consumers as well as in the industry. We would say yes. The latest forecasts show that the sale of standalone devices will grow from nearly zero in 2017 to more than half of the total AR and VR devices market in 2022 (29 million units). According to VR statistics for 2020, the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. of the total US population. This aligns with industry investors’ predictions that North America and Asia will continue to be the prime AR and VR investment regions. This is closely followed by upskilling employees by in-house specialized training, partnering with academic institutions, and hiring people with AR/VR expertise, in that order. The global virtual and augmented reality market in 2019 is estimated to be $16.8 billion. Q4 2020 Digital Video Trends. 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