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Virtual Reality Statistics:
Adoption, Usage, &
Market Share

Employee wellness and well-being is a new untapped element of virtual reality in which NRG is pioneering. We have an edge on content creation because we built an expert global team of breathwork and meditation teachers that have been filming around the world in beautiful, outdoor locations for the past couple years.

Industries VR is Currently Used Most

Gaming 61%
Healthcare 41%

The global virtual reality software and hardware market size was valued at 2.6 billion in 2020, which will jump to 3.7 billion in 2021, 4.6 billion in 2022, and 5.1 billion by 2023 – Superdata, 2020.

AR/VR Spending by Region

China leads the world with 5.8 billion, followed by the US with 5.1 billion. Western Europe is at 3.3 billion, and Japan is 1.8 billion. The rest of the world spent 2.8 billion on AR/VR – IDC, 2019.

Factors Hindering VR Adoption

  • The top obstacle: Content offerings – 27%
  • User experience – 19%
  • Business and consumer reluctance – 19%
  • Regulation and legal risks – 12%
  • The cost to the consumer – 11%
  • Financing and investment – 9%

-Perkins Coie, 2020.

General User Statistics

  • The number of virtual reality users in the US is 69 million and 171 million globally – Zippia, 2023. 
  • Current market size is 7.2 billion and by 2027 market projected to be worth 27 billion – Zippia, 2023
  • YouTube Virtual Reality Channel has more than 3.4 million subscribers – Youtube, 2021. 
  • Facebook hosts more than 70 million 360 degree images and 1 million 360 degree videos. The 360 videos hosted on Facebook have generated over 580 million views – Tech Trends. 
  • VR will reach 25% (70.2 million) of internet users in the US by 2023 – ARtillery Intelligence, 2020. 
  • From 2018 to 2022, the number of monthly users of VR will have increased by 75.7% – Oberlo, 2020. 
  • 91% of businesses are already leveraging or planning to adopt VR or AR technology – TechRepublic, 2020.

Sectors with the Most Disruption

Healthcare devices – 38%

VR training has a retention rate of 75% beating out lectures (5%), reading (10%), and audio-visual learning (20%) – FrontCore, 2020.