43 Virtual Reality Statistics That Will Rock the Market in 2020

Virtual reality, the overarching term for a variety of computer-generated experiences taking place within a simulated environment, has been a topic of interest among tech enthusiasts (and sci-fi fans) for years. 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.

Eye-Opening Virtual Reality Statistics

  • The global AR and VR market is expected to grow to $209.2 billion by 2022.
  • Global VR video gaming revenues are expected to reach $22.9B in 2020.
  • There are more than 171M VR users worldwide.
  • 78% of Americans are familiar with VR technology now.
  • The consumer VR market worldwide is set to reach $2.6 billion by the end of 2020.
  • Demand for standalone VR devices will grow over 16 times between 2018 and 2022.
  • 70% of VR headset-owning consumers have bought a game on it.
  • 14 million AR and VR devices were sold in 2019.

Thanks to a number of factors—more affordable hardware, faster internet speeds, and a receptive audience—the growth figures have been striking over the last 4-5 years. The projections for the next few years are even more awe-inspiring.

As it happens with any new technology, estimates from different sources do not always match up; even one year of slower or faster performance than predicted can force major revisions in estimates, and the entry of a major player like Apple can completely change the ecosystem. With that in mind, we are sure these latest set of statistics will help provide a clearer idea of virtual reality market growth, changes in perception among consumers, and its utility in business.

That said, let’s check out the latest VR stats:

The Real Virtual Reality 2020 Statistics

So what does the future hold for the VR market? The following virtual reality statistics for 2020 will expound on the trend.

1. The consumer VR market worldwide is predicted to reach $2.6 billion at the end of this year.

(Source: Statista)

Virtual reality statistics for 2020 show that the coronavirus pandemic has had a negative impact on the VR market worldwide. This year, the consumer virtual reality (both the hardware and software segment) market size is projected to experience a decrease of $0.7 billion, compared to what we had in 2019.

2. China is projected to have the most substantial AR/VR spending worldwide in 2020.

(Source: Statista)

With spending projected to reach $5.8 billion, China is forecast to be the biggest spender in augmented and virtual reality worldwide. Reports show that the United States is following closely with a spending of $5.1 billion. According to virtual reality stats for 2020, the total AR/VR spending is projected to reach $18.8 billion globally by the end of the year.

3. VR/AR devices will see a growing increase in demand over the next few years.

(Source: Statista)

Virtual reality sales statistics show that the number of VR/AR devices shipped worldwide is expected to increase to 68.6 million units in 2023. What’s more, AR and VR headsets are projected to have massive sales of over 30 million units annually by the end of 2023.

4. The engineering industry will derive great benefits from the adoption of VR.

(Source: Swag Soft)

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%. This results in an increase in overall efficiency.

5. VR is gradually gaining ground in e-commerce.

(Source: Swag Soft)

VR stats for 2020 show that the adoption of VR in e-commerce can boost online shopping conversion by 17%. VR experiences can significantly influence the purchasing decision of customers.

6. More people will use VR and AR in the US in 2020.

(Source: eMarketer)

Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. This accounts for 15.7% and 25% of the total US population. This is a significant boost when compared to what we had in 2019 43.1 million and 59.5 million people in the US used AR and VR at least once per month.

7. User experience is one of the greatest obstacles to VR adoption. 

(Source: Statista)

VR adoption stats for 2020 show that 27% of VR industry experts claim that user experience (e.g. bulky hardware and technical glitches) is an obstacle to the mass adoption of VR. Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents.

8. Sony is the world’s largest vendor of VR devices, accounting for 43% of the total VR device shipment share.

(Source: Statista)

According to virtual reality sales statistics, Sony sold a total of 2.2 million VR units in 2019, resulting in an increase of 0.2 million units from 2018. The company is also predicted to retain its position as the world’s number 1 vendor of VR devices. Other vendors like Oculus (Facebook) and HTC recorded a total sales of 1.7 million and 0.8 million units in 2019, respectively.

Virtual Reality Market Statistics

Let’s start with some general facts about the market.

9. The worldwide AR and VR market size is forecast to grow 7.7X between 2018 and 2022.

(Source: Statista, Greenlight Insights)

Augmented reality refers to the addition of digital elements to a live view (e.g., Google Glass, Pokemon Go) while VR implies a  complete immersion into a simulated world. In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. This number looks a bit small, considering there are about 1 billion AR users alone in 2020.


This is expected to grow to a whopping $209.2 billion in just 2 years.

According to another recent report by Greenlight Insights, global AR and VR revenues will total $209 billion by 2021. VR revenues will account for about 36% of this sum.

10. Consumer hardware accounts for the largest share (15.6%) of global VR and AR spending in 2018.

(Source: IDC)

The estimation of the global VR and AR market by IDC is a little lower than the size according to the source cited by Statista. 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%). The spending patterns are expected to be similar for the next few years.

11. VR stats peg the worldwide market size at $8B in 2018.

(Source: ReportLinker)

So, in reality, how much is the VR market worth? The lackluster performance of the VR industry in 2018 has forced many stakeholders to revise their predictions. One of the reports, released in January 2019, expected the VR market to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024 at a CAGR of 33.47%.

12. USA was the largest AR/VR spender in 2018 at $6.4B.

(Source: IDC)

Asia/Pacific (excluding Japan) was the next biggest spender with $5.1 billion in 2018, followed by EMEA at $3 billion. Between 2018 and 2021, the US is expected to witness some acceleration in growth, while APeJ might see its spending growth slow down somewhat by the end of 2020.

13. 14 million AR and VR devices were sold in 2019.

(Source: CCS Insight)

There was a slight dip in the virtual reality market in 2018, with only 8 million devices being sold worldwide after reaching the figure of 10 million devices in 2017. This has made research firms recalibrate their predictions for the near future. From an earlier prediction of 121 million units being sold by 2022, CCS Insight revised the number to 52 million. In momentary terms, this will translate to market value in 2022 of $ 8.5 billion.

14. The sales of smartphone VR devices have fallen by more than 60% between 2017 and 2018.

(Source: CCS Insight)

A major reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices. Some of them have a number of issues, including that they are heavy and tie up the phone for the duration of use.

From close to 8 million such units being sold in 2017, the number fell to 3 million according to virtual reality statistics for 2018.

However, standalone devices like Oculus Go, which do not require a smartphone to be inserted into the headset, are expected to drive future sales.

15. Demand for standalone VR devices will grow over 16 times between 2018 and 2022.

(Source: CCS Insight)

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). Tethered headsets, which require a connection with a computer, smartphone, or gaming console for use, will stay around for a while, selling 18 million units in 2022.

16. Worldwide spending on VR content and apps is forecast to reach $3.77B in 2021.

(Source: Statista)

According to VR statistics 2019, spending on location-based VR is expected to account for an additional $700 million. The total spending on VR content/apps and location-based VR is expected to rise from $2.54 billion in 2019 to $3.77 billion in 2021. Spending on AR content and apps is nearly 2.5 times that on VR content and is expected to grow at a higher pace as well.

17. Global VR video gaming sales revenues are expected to reach $22.9B in 2020.

(Source: Statista)

The market is projected to grow to $22.9 billion by 2020 from less than a billion dollars’ worth in 2015. Mobile VR gaming will show the highest growth in revenue, followed by PC and console segments. Adventure, action, and simulation games are the most popular VR gaming genres, with over 50% of gamers showing interest in them. According to various VR statistics, gaming is considered to account for about 50% of the VR software market, giving the approximate market value of VR software as $30 billion in 2019.

18. VR Gaming job postings increased by 93% between 2015 and 2018.

(Source: indeed.com)

17% of this growth took place during 2017-2018. These openings include jobs for game designers, producers, programmers, artists, as well as business, sales, and marketing roles. While VR failed to live up to its promise in the 90s, it seems to be finally picking up now. The opportunities for gaming jobs saw a major spurt after the launch of Apple’s ARKit and Google’s ARCore, two game development kits that augmented reality statistics show have made it simpler to integrate AR/VR features in mobile games and apps.

19. Gaming will also remain the sector with the maximum VR investment, though its share is expected to come down.

(Source: Perkins Coie)

According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology.

This number has come down from 78% in 2017 earlier. Other major sectors seeing investment are education, health care, and real estate. The largest growth is expected in marketing and advertising, retail, and manufacturing and automotive.

20. The number of VR startups has increased by 14% in less than a year.

(Source: AngelList)

How many virtual reality companies are there? As of January 2020, the number of VR startups worldwide listed on AngelList was 2,270, a significant jump from a little over 1,800 in May 2018. The list also mentions 978 investors, meaning that many of these startups have also managed to find significant funding to develop their projects.

Virtual Reality User Statistics

We now know the size of the market. But how keen are users on VR?

21. In 2018, there were more than 171M VR users worldwide, up from 0.2M in 2014.

(Source: Statista)

The number of users of virtual reality has been growing at an extraordinary pace in the last 6 years. Even the jump between 2017 and 2018—90%—shows how rapid the growth of the market is. According to virtual reality user statistics 2018, only about 16 million of the 171 million users were innovators or hardcore gamers, while the rest were early adopters of different kinds.

22. 70% of VR headset-owning consumers have bought a game on it.

(Source: CCS Insight)

That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. Nearly 70% of consumers who own a dedicated VR headset such as Oculus Rift, HTC Vive, or Sony Playstation VR have bought games for it. More than half of smartphone VR headset owners have also bought games for their device.

23. 78% of Americans are familiar with VR technology now.

(Source: Greenlight Insights, GlobalWebIndex)

This is a remarkable improvement from just 45% in 2015. Another recent virtual reality demographics study by GlobalWebIndex claims VR technology awareness to be as high as 90% among consumers in the UK and US.

Apart from simpler and cheaper devices like Google Daydream coming into the market, the rise in familiarity is also attributed to the coverage VR has received in the news.

Movies like Ready Player One and partial VR viewability of events like the Super Bowl and the Winter Olympics have also contributed.

24. Only 28% of VR set owners use these devices daily.

(Source: Greenlight Ventures)

39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. This compares poorly with other technologies like smartphones, tablets, and laptops.

VR sets have traditionally been complicated, with multiple wires and controllers, or time-consuming to set up, and the variety of content has also not grown as fast as it has with other devices. Simpler devices like Oculus Go are likely to solve some of these issues.

25. Younger and male users are more likely to have used a VR headset.

(Source: GlobalWebIndex)

According to the GlobalWebIndex study of virtual reality user demographics in the UK and US, 35% of users in the 16 to 34 age group have used a VR headset, while the figure is 26% for the 35-44 group, 12% for the 45-54 group, and just 6% for the 55-64 group. In terms of gender, 30% of men surveyed had used a VR headset at least once compared to only 16% among women.

26. 77% of people who use VR want more social engagement in it.

(Source: Greenlight Ventures)

77% of the respondents of a consumer survey who own a VR headset say they are interested in social interactions with other people in VR. This interest is also reflected in virtual reality trends showing the popularity of apps that allow users to interact with other users in a virtual setting. Among social VR activities of interest, playing games, watching videos, and video communication rank the highest.

27. 70% of VR users intend to increase their use in the next year.

(Source: Greenlight Ventures)

With increasing familiarity and more content, there seems to be the possibility of a noticeable increase in VR use in the coming months. 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. Only 7% want to decrease the amount they are spending on VR devices.

28. Hardware cost is the biggest entry barrier keeping the VR adoption rate down.

(Source: GlobalWebIndex)

Users of high-end VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%) or mid-range (50%) users. Budget and mid-range users are more likely to find issues with the user interface or the viability of VR.

Issues like motion sickness with prolonged use or lack of viable use-cases are not a major concern for high-end device users. The second biggest entry barrier turns out to be the lack of sufficient content that can justify the investment in VR.

29. 64% of VR users think VR has the greatest potential in gaming.

(Source: GlobalWebIndex)

Almost two-thirds of users in the virtual reality survey believed that gaming is the area that will benefit the most from VR technology. 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. Other areas in decreasing order of expectations are film and TV (52%), sports viewing (42%), classroom education (41%), and social media (38%).

30. 53% of AR and VR aware users believe VR has a higher chance of hitting the mainstream first.

(Source: GlobalWebIndex)

Since both AR and VR technologies are broadly trying to transform the same industries, the public’s perception of their relative potential is an interesting aspect to gauge. Virtual reality statistics also indicate that once users have actually tried out both AR and VR, their perception changes, with 50% saying AR has a greater potential to hit the mainstream compared to 47% in favor of VR.

31. 76% of users had a positive perception of VR in 2017; 62% did so in 2019.

(Source: ReportLinker)

The reality of VR technology has failed to live up to the hoopla around it for many consumers. Hardware issues, lack of content, and low growth beyond gaming are some of the issues that are making people think of VR as an overhyped fad. This is a matter of particular concern for the consumer VR industry that has failed to sustain the momentum behind the technology.

32. Samsung is the most widely known brand in VR technology.

(Source: Nielsen, ReportLinker)

Which VR is the best? Given the wide choice available, right from the very cheap Google Cardboard to the high-end HTC Vive and Oculus Rift, it depends on what you want and how much you are willing to spend.

The most well-known brand in VR, however, is Samsung, thanks to its Gear VR headset. This was also the case in 2017 when Samsung Gear VR was the most well-known device among the general population as well as gamers, even though the brand’s awareness seems to have come down in the last two years.

The next most popular brand is Sony with its PlayStation VR.

Virtual Reality in The Industry

VR can be used by many companies. Let’s see some of the possibilities.

33. 43% of manufacturing companies say VR will become mainstream in their organization within the next three years.

(Source: Capgemini)

According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. However, AR is seen as more relevant and is more widely implemented than VR in manufacturing.

34. The implementation level of VR in manufacturing is the highest in China at 51%.

(Source: Capgemini)

Through focused research and development efforts, direct investment, and building of human capital, Chinese firms, along with the Chinese government, have launched a concerted campaign to become the leader in VR technology. France is the European leader in this regard. The US scores very high on companies that have proof of concepts or pilots but lags a bit in terms of wider-scale implementation.

35. 82% of companies implementing AR/VR indicate that benefits exceed expectations.

(Source: Capgemini)

The operational benefits of AR and VR include increased efficiency, productivity, and safety. In terms of the scale of implementation, VR statistics show the companies that implement these technologies on a large scale are more likely to experience noticeable operational benefits.

36. Repair and maintenance are the most popular focus of AR/VR implementation efforts in manufacturing.

(Source: Capgemini)

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. Within repair and maintenance, jobs that get done using AR and VR include viewing of reference videos and digital manuals, remote expert assistance, visualization of specific components and functions behind physical barriers, and superimposition of step-by-step instructions.

37. Early achievers constitute 6% of all VR experimenters and implementers but derive more than twice the benefits compared to other companies.

(Source: Capgemini)

Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. Similar contrasting figures for other metrics are 55% vs. 23% for safety increase, 52% vs. 21% for productivity increase, and 47% vs. 19% for complexity reduction.

38. Investing in R&D teams or an innovation center is the top strategy for expanding AR/VR initiatives among manufacturing companies.

(Source: Capgemini)

This opinion is shared by both early achievers and other companies. 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.

39. 80% of consumers feel positive towards experiencing branded VR tactics.

(Source: Touchstone Research)

This is great news for marketers. Jaded by conventional forms of advertising, consumers are keen on trying out new formats that allow them to experience brand stories in a more intimate manner. This virtual reality report on marketing shows that the environment is ripe for marketers to move fast to capture audience interest.

40. 20% of consumers say a branded VR experience would make them feel more positively towards the brand.

(Source: Touchstone Research)

Only 1% would feel negative about it while the remaining consumers are neutral. 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. According to the same research, VR also has high word-of-mouth marketability, with 81% of people who had already experienced VR reporting they had told their friends about it.

41. 13% of consumers say VR experiences will cause them to shop more in physical stores.

(Source: Walker Sands)

While more conventional and non-tech-intensive methods like F&B offerings, personalized experiences, and live product demonstrations remain the main draws for customers in physical stores, virtual reality trends show that VR experiences are catching up as a technology investment that business owners can make to encourage customers to spend more.

42. 75% of Forbes World’s Most Valuable Brands have invested in some form of AR/VR experience.

(Source: YouVisit)

Leading brands are catching up to the potential of VR. The number of these experiences, which could be meant for consumers or employees, is likely to be much higher considering that this data is from a 2015 research.

43. 13% of people who experience a vacation in VR go on to book a trip or get in touch with hospitality companies.

(Source: YouVisit)

The lifelike rendering of experiences encourages consumers to spend money to experience the real deal, too. Similar virtual reality statistics include:

  • A 16% increase in donations to Amnesty International UK’s donations after people experienced conditions in war-torn Syria through VR.
  • A 190% increase in Thomas Cook’s VR-promoted New York excursion revenue.
  • 51% of Marriott’s customers expressing intent to travel to more hotels in the chain after the company showed VR travel stories from other locations to them.


A VR world for us all is not happening yet. The whole idea of VR is still new to the mainstream market and it is still unclear whether the public will take to it or not. But the industry is growing and there are surely amazing things ahead.

Wanna keep up with the latest VR trends? Keep on visiting us.


Is virtual reality really growing?


With a market size of $10.32 billion in 2019 and an expected annual growth rate of 21.6% from 2020 to 2027, the virtual reality market surely is growing.

What are the main types of virtual reality?

What are the main types of virtual reality?

According to virtual reality statistics for 2020, there are 3 main types of VR:

  • Fully-immersive
  • Semi-immersive
  • Non-immersive simulations
How does virtual reality affect the mind?

VR immerses users in a different environment, thus altering how the brain processes the body. This way, it alters their reality, making them experience things that are not real. Also, VR can sometimes form a part of our real memory, due to excessive play. Under severe circumstances, it could lead to hallucinations.


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