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Virtual Reality Trends and Statistics for 2024

The virtual reality industry is rapidly growing and is expected to be a $25 billion market by 2024. Many exciting trends in VR are worth watching, such as the growth of augmented Reality, the increasing use of VR in education and training, and the development of new VR platforms. Here, we will explore some of the most interesting virtual reality statistics for 2024. Keep reading to learn more!

2021 was a big year for virtual Reality. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. By 2024, the virtual reality market is expected to be worth an estimated $24.5 billion. Here are some of the most exciting VR trends and statistics for 2024.

    • VR headsets will be less bulky.
    • More people will have access to affordable VR headsets, meaning more content can be created.
    • There will be a greater variety of applications for use in the workplace, including virtual meeting spaces and teleconferencing.
    • Virtual reality tours are becoming popular with museums and other attractions that want to give visitors an immersive experience without having them travel.
    • VR has become the norm for many people- over half of all households own at least one headset.
    • Virtual Reality is used for more than just gaming- it’s now used in education, therapy, and even physical rehabilitation.
    • The technology has advanced to a point where most people can’t tell what’s real or virtual anymore.
    • There are still a few problems with motion sickness and frame rates, but these have been fixed mainly by 2024
    • VR headsets are in every household, with an average of three per home
    • People are using VR to do everything from grocery shopping to visiting the doctor
    • The number of people who own a VR headset is projected to reach 1 billion by 2024
    • VR headsets are more lightweight and comfortable
    • More affordable VR headsets with better graphics will be available for less than $100
    • The average person’s home will have at least one virtual reality headset
    • Virtual Reality is used in schools to teach students about science, history, and geography
    • VR is now found in schools, libraries, and museums
    • The most popular use for VR is to simulate the experience of being a rockstar
    • Virtual Reality has been used to rehabilitate people with PTSD or other mental health issues
    • More than 100 companies are working on new technologies related to virtual Reality
    • VR headsets will be much more affordable
    • More people will have access to Virtual Reality, including older people and children.
    • There will be a push for increased diversity in VR content

    • The world will become increasingly interconnected by virtual Reality, enabling us to experience life as someone else
    • VR is being used in therapy to help people who have experienced trauma
    • VR is being used for social media, where users can create virtual reality avatars of themselves and interact with other users
    • VR has been adapted into video games, where players use headsets to immerse themselves in the game’s world
    • Augmented Reality (AR) has also become popular- it allows people to see virtual images overlaid on top of the natural world
    • Virtual Reality will be a part of everyday life
    • VR headsets will become more affordable and widely available

  • More people, including architects, engineers, designers, etc., will start using virtual Reality for work.
  • Virtual Reality in education will increase dramatically- it’ll be used to teach students about everything from history to chemistry.
  • VR headsets will be as standard as smartphones.
  • Businesses will have a dedicated virtual reality space for their customers to experience products or services
  • More people will use VR in the workplace, such as training simulations and remote work meetings
  • Virtual Reality operating systems, games, and apps will become more sophisticated
  • There will be a decline in the use of virtual reality headsets as they become more affordable and accessible
  • More people will be using augmented Reality to explore their favorite places, such as Disney World or Paris
  • VR games will increasingly integrate social media functions so that players can interact with each other while playing together

Virtual Reality Statistics for 2024

  • In 2024, the VR industry will be worth $37 billion
  • There will be over 600 million VR headsets in use by 2024
  • By 2024, there will be more than 1 billion hours of video watched per day on virtual reality devices
  • VR is expected to be an $80 billion industry by 2024
  • More than half of all households in the US will have at least one VR device by 2020
  • The average person spends about 2 hours and 45 minutes per week with a virtual reality headset on, which translates to roughly 1 hour and 45 minutes more than they spend watching TV each week
  • By 2021, there will be over 200 million active users of VR devices worldwide
  • In 2024, the average person will have spent about 3 hours in virtual Reality
  • The majority of people who use VR are between 18-34 years old
  • The most popular type of entertainment content is games and video
  • There are currently over 1 million VR headsets in use
  • VR headsets will be in every household
  • VR and AR will account for $200 billion in revenue
  • The average person will spend 126 minutes per week using VR or AR
  • 50% of the population will have used a virtual reality headset by 2024
  • In 2024, there will be a total of 1 billion virtual reality users
  • By 2024, the average person’s life expectancy will increase by five years due to the positive effects of VR on mental and physical health
  • There are currently 4 million people in the United States who have been diagnosed with Alzheimer’s disease or some form of dementia
  • 90% of people will use VR at least once a week
  • 75% of people will use VR for more than 30 minutes per session
  • Mobile VR is expected to overtake console and PC-based systems by 2024
  • VR headsets will be more affordable
  • More people will use VR to escape Reality
  • The global market for virtual goods is projected to exceed $20 billion by 2024
  • There are over 100 million active users of mobile AR games in the United States alone.
  • In 2024, the average person will have spent over 4 hours in virtual Reality.
  • A majority of people under age 34 will be using VR daily
  • The most popular use for VR is going to movies with friends and family
  • There are currently 2 million headsets owned by consumers worldwide
  • By 2024, Virtual Reality will be the most popular form of entertainment
  • The average person will spend more than 3 hours a day in VR by 2024
  • More than 50% of people are expected to have some form of VR device by 2020
  • By 2024, the global VR market will be worth more than $70 billion
  • The number of virtual reality headsets in use worldwide is projected to reach 198 million by 2024
  • More than half of these headsets will be mobile devices like smartphones and tablets
  • Over 1,000 virtual reality experiences are available on Steam for HTC Vive users.

Conclusion:

The virtual reality industry is expected to be worth $32 billion in 2024, and that’s just the beginning. We are excited about what this means for marketers looking to get ahead of the curve on new technologies like VR/AR marketing strategy development, content production, distribution channels, customer experience design, and more. With so much happening in such a short period, it can be hard to keep track of these trends without help from an expert who knows how technology will impact your business goals.

If you want to learn more about how we can partner with you as you plan your future marketing strategies, contact us today!

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