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Virtual Reality Statistics

Virtual Reality Statistics

We recently read a great article in G2.

In this article, the use and impact of virtual reality (VR) technology are discussed through various statistics. VR has gained significant popularity across different industries, with more than 171 million VR users worldwide as of 2021. It’s noted that the gaming sector is a major driver of VR adoption, with VR gaming revenue projected to reach billions of dollars. Furthermore, VR is proving valuable in education and training, as it offers immersive learning experiences. The article also highlights the potential of VR in healthcare, particularly in therapy and pain management.

The article emphasizes the growing interest in augmented reality (AR) as well, with AR users expected to reach over a billion by 2024. Businesses are utilizing AR for marketing and enhancing customer experiences. The integration of VR and AR in e-commerce is explored, showing their potential to revolutionize online shopping. Moreover, the article discusses the challenges VR faces, including the cost of devices and concerns about motion sickness. In conclusion, the article highlights VR and AR’s expanding role in various fields, transforming how we interact, learn, and engage with technology.

Notable Numbers

Here are some statistics for engagement with virtual reality (VR) content from various sources: (G2.com and Academyofanimatedart.com)

  • 60% of VR users say they are more likely to remember information they learn in VR than they are from traditional learning methods.
  • 80% of VR users say they are more engaged with VR content than they are with traditional 2D content.
  • 70% of VR users say they would recommend VR to others.
  • The average VR user spends 20 minutes per session in VR.
  • The average VR user spends 3 times more time on VR content than they do on traditional 2D content.

VR=Engagement

These statistics show that VR is a very engaging and effective medium for delivering content. VR users are more likely to remember information they learn in VR, they are more engaged with VR content, and they are more likely to recommend VR to others. VR is also a very effective way to capture attention and to keep users engaged.

Here are some specific examples of how VR is being used to engage users:

  • Virtual tours: VR can be used to create virtual tours of places that users would not otherwise be able to visit, such as historical landmarks or natural wonders. This can be a great way to educate users and to spark their imagination.
  • 360-degree videos: VR can be used to create 360-degree videos that allow users to experience events or places as if they were actually there. This can be a great way to immerse users in a story or to give them a behind-the-scenes look at something.
  • Games: VR games are becoming increasingly popular, as they offer a more immersive and interactive experience than traditional video games. VR games can be used to entertain users, to train them, or to educate them.
  • Virtual reality training: VR is being used to create virtual reality training experiences for a variety of industries, such as healthcare, manufacturing, and education. This can help to improve safety, productivity, and training effectiveness.

VR is a powerful technology that has the potential to engage users in new and exciting ways. As VR technology continues to develop, expect to see even more innovative and effective ways to use VR to engage users.

Learn how VR can be made part of your digital strategy for athletic recruitment and college admissions.

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