Virtual Reality Facts and Statistics for 2024

Last Updated on: January 8th, 2024



Here are a few of the most interesting Virtual Reality facts and statistics I was able to dig up in my internet travels. As always, be sure to check back in the future as I will be updating this post as new and updated stats become available.


What is Virtual Reality?

Virtual Reality (VR) is a technology that allows users to immerse themselves in a computer-generated environment that simulates a real or imagined world. The user wears a headset that covers their eyes and ears, blocking out the physical world and replacing it with the virtual one. They can interact with this environment using handheld controllers or by tracking their movements in physical space.

VR has applications in a wide range of fields, including gaming, entertainment, education, training, and therapy. In gaming, VR offers a more immersive experience that lets players feel as though they are inside the game world. In education and training, VR can be used to simulate real-world scenarios in a safe and controlled environment. In therapy, VR can be used to treat conditions such as anxiety and phobias.

There are different types of VR systems, including fully immersive systems that completely replace the physical world with the virtual one, and partially immersive systems that allow users to see the real world while also seeing virtual elements overlaid on it.

The VR experience is created through a combination of software and hardware, including the headset, controllers, and computer system. As technology continues to advance, VR is becoming increasingly accessible and affordable, making it a rapidly growing industry with endless possibilities for innovation and application.

Virtual Reality Statistics and Facts

First time 1 million virtual reality headsets were sold in a quarter:

Q3 2017


Estimated number of virtual reality headsets that were sold in 2016:

6.3 million to 10 million


Most popular virtual reality headset to date:

Sony PlayStation VR

Last updated 11/28/17


Percentage of consumers that would be willing to spend more than $200 on a virtual reality system:

30%

Last updated 11/28/17


Projected size of the virtual reality gaming market by 2021:

$34 billion

Last updated 3/17/17


Percentage of Americans that owned a virtual reality headset in 2016:

6%


Projected percentage of Americans that owned a virtual reality headset by 2020:

40%


Estimated number of virtual reality devices shipped by 2020:

50 million


Amount Facebook reportedly purchased Oculus for in 2014:

$2 billion


Please note that some of these numbers are easier to find than others. Most of these fun facts come from internet reports and may not be official tallies. No information contained on DMR should be relied upon to make investment decisions. Basically, this is the best I can find and I don’t guarantee anything to be 100%.


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Business Statistics, Wearable Statistics

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About Craig Smith

DMR Publisher. Director of Marketing by day and I run this little site at night. Other interests include Disney, Sports, 80's Nostalgia, LEGO, Star Wars and Tech Gadgets. Other sites include DisneyNews.us and VideoGamesStats.com.