Virtual reality

Your connection between real and virtual world

Top 6 virtual reality statistics

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Since the advent of the term in the 1980s, VR has touched on many aspects of life. Today, this technology is entering an era of wider business use, in education, tourism, health, entertainment and many other areas. Virtual reality is a simulated experience that reflects the real world. That’s why we’ve compiled these virtual reality statistics to give you a better insight into the entire industry and a solid overview of adoption rates. While you might think that most uses of VR fall into gaming and entertainment, you might be surprised to see how much it has spread everywhere.

General statistics on virtual reality

1. About 55% of users are satisfied with VR.

Vr’s popularity seems to have a lot to do with their users’ satisfaction. In a recent survey, more than half of respondents claim to have been moderately or extremely satisfied with VR. Those who haven’t used VR have low motivation to use it, with 59% saying they’re just not interested.

2. The number of VR startups grew by 14%, in less than a year.

As of 2020, a significant part of the rise of VR startups is the result of all of us familiar with COVID-19. Virtual reality business statistics show that companies have used technology to replace personal interactions where possible, given that the pandemic has forced people to socialize, learn and work from home.

3. Approximately 75% of Forbes’ “world’s most valuable brands” use AR or VR.

Giants like Facebook, Google, Amazon, Intel, Apple, Sony and Microsoft are trying to overtake the VR market at this early stage of adoption. Facebook alone has more than 400 people focusing on VR, while 230 other companies are also developing software and hardware for VR. The main purpose of using VR is to provide users with a 360-degree interactive experience.

4. In addition to gaming and entertainment, the sector most affected by VR/AR is healthcare, with 38%.

Virtual reality statistics predict that the next two segments that are most likely to experience significant changes due to AR/VR will be health and education with 28%. In our previous articles, you could read about examples of applying VR in medicine. They were followed by workforce development at 24%, manufacturing at 21%, automotive at 19%, marketing and logistics (each with 16%), retail at 15% and military at 13%.

5. More than half of users who have tried VR have experienced movement nausea.

The big obstacle that stands in the way of progress and faster adoption of VR is the nausea of movement. Although about 58% of people who claim to have experienced it at least sometimes, this is a big factor to consider. Of the total, only 13.7% of users experience it frequently, while 19.1% feel VR nausea only sometimes. In the end, 24.9% of users go through this rarely. On the other hand, 42.2% of people claim to have never experienced it.

6. Women are more prone to movement nausea in VR than men.

Unlike 7.2% of men, 22.6% of women often experience VR nausea. VR nausea statistics further show that 22.6% of women sometimes experience it, as opposed to 13.8% of men. In 29% of men and 20.2% of women, this happens rarely. Finally, 50% of men have never gone through VR disease versus 34.7% of women.

Some of the statistics can be found on the 99firms.com