Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (2024)

By James Williams

Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (1)

Writer, AuthorJames Williams

James Williams is the founder of TechPenny. He has worked with e-commerce for more than a decade. More about James Williams.Expertises: smart TV, ethical hacking, consumer electronicsVirtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (2)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (3)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (4)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (5)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (6)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (7)Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (8)

/ Gadgets / Last Updated: October 19, 2023

Virtual reality was a huge buzzword a few years ago – but who is adopting this technology?

Let’s dive into the demographic data for this new technology.

Table of Contents

Quick Demographic Facts About Virtual Reality

    • The global VR market size was $7.72 billion in 2020.
    • In the United States, 65.9 million people use VR to some extent, which is approximately 15% of the country’s population.
    • The number of VR users in the United States increased from 16% in 2019 to 19% in 2020.
    • It is expected that 5.9 million Americans will adopt VR by the end of 2023.
    • Besides VR, there are 110.1 million augmented reality (AR) users in the United States.
    • Regarding the worldwide VR user demographic, there are currently over 171 million users.
    • During Q2 of 2020, Facebook dominated the VR headset shipment market with 38.7%, followed by Sony at 21.9% and Pico at 9.2%

Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (9)

General User Demographics of Virtual Reality

  • In 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S.
  • Worldwide, an estimated 171 million people use VR.
  • The VR gaming industry had a market size of $12.13 billion as of 2022.
  • 25- to 34-year-olds account for 23% of VR/AR device users.
  • In 2020, 83.7 million people in the United States used AR at least once per month.
  • In 2023, 58.9 million and 93.3 million people in the United States will use VR and AR, respectively, at least once a month.
  • This usage represents 17.7% and 28.1% of the total US population for VR and AR, respectively.

These numbers highlight the growing prevalence of VR and AR technologies in the lives of consumers, particularly among the younger population.

Virtual Reality Age Demographics

  • 25- to 34-year-olds account for 23% of VR/AR device users
  • 57% of VR or AR device owners are male, while 43% are female
  • Virtual reality market statistics predict that 58.9 million and 93.3 million people in the United States will use VR and AR respectively at least once a month this year
  • This accounts for 17.7% and 28.1% of the total US population

The above figures provide a clear picture of the age demographics and gender distribution of virtual reality users, showing a significant trend towards younger generations and a higher proportion of male users engaging with the technology.

Virtual Reality Gender Demographics

  • In the early stages of virtual reality adoption, men were the primary users, with studies showing that the demographic makeup was around 69% male and 31% female.
  • As virtual reality experiences have become more varied and accessible, the gender gap has started to close. Recent statistics indicate a slightly more balanced distribution, with 60% male and 40% female users.
  • Age plays a significant role in virtual reality usage; younger users tend to be more interested in VR. Research demonstrates that 25-34-year-olds represent the largest age group, accounting for 38.9% of the user base, followed by the 18-24 age group at 32.4%.

Despite the initial gender imbalance, virtual reality is now reaching a wider audience. The narrowing gender gap and diverse age range of users illustrate the growing interest in immersive technology.

Ethnicity Demographics

  • 52% of Hispanic adults in the United States expressed interest in using the metaverse.
  • An equal 52% of Black adults in the country also showed interest in using the metaverse.
  • White adults demonstrated the least interest, with a lower percentage of adoption compared to Hispanic and Black adults.

In the realm of VR headset ownership and gaming:

  • Males make up 85.7% of those interested in purchasing virtual reality games and devices.
  • Females account for a smaller 14.3% portion of the VR consumer market.

Within the broader US VR and AR market:

  • In 2021, 58.9 million people in the United States used VR, and 93.3 million people engaged with AR at least once per month.

The data indicates varying levels of interest in the VR metaverse among different ethnic groups, as well as a significant gender gap in the market for VR gaming and devices.

Demographic Distribution Across U.S. States

In recent years, virtual reality (VR) and augmented reality (AR) technology has gained significant traction across the United States.

A few notable statistics regarding the demographics of VR and AR users in various U.S. states include:

  • In 2020, 52.1 million people used VR, and 83.1 million people used AR at least once per month, representing 15.7% and 25.0% of the U.S. population, respectively.
  • The following year, 58.9 million people in the U.S. were reported to use VR, while 93.3 million people engaged with AR technology at least once monthly.
  • The use of VR and AR technology has been noted to account for 17.7% and 28.1% of the total U.S. population, respectively.

These figures demonstrate the exponential growth and adoption of VR and AR technologies among residents in various states across the nation. A deeper insight into the demographic distribution of these users is essential for industry stakeholders to effectively cater to the unique needs and preferences of different segments within the population.

Average Income Level

  • Virtual reality (VR) users typically have higher income levels, as the technology and devices can be expensive.
  • In the United States, 56% of VR users have an annual income of $50,000 or more, while 23% earn over $100,000 per year.
  • On the other hand, only 14% of VR users have an income below $30,000.
  • Higher income users tend to spend more on VR devices and experiences, contributing to the growth of the VR market.

The data reveals that VR users generally have higher income levels, reflecting the cost of technology and the financial ability to invest in VR experiences.

Other Interesting Facts About Virtual Reality

  • As of 2023, there are 65.9 million VR users and 110.1 million AR users in the U.S.
  • The VR gaming industry had a market size of $12.13 billion in 2022.
  • Almost one-third of VR users use virtual reality at least monthly.
  • Approximately 31% of VR users report using VR at least monthly, with over half (55%) being highly satisfied with the technology.
  • Virtual reality trends show that 70%-75% of consumers aged 16-44 know about augmented reality.
  • In 2018, active VR users were estimated at 171 million, generating more than $5 billion in revenues.
  • 25- to 34-year-olds account for 23% of VR/AR device users.
  • Percentage of PC or console-based VR/AR users in 2018 was 35%, while 19% were standalone users.

These data points demonstrate the growing popularity of virtual reality across age groups and various applications within the industry, revealing a significant potential for future expansion and innovation.

Sources:

Was this article helpful? Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (10) Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (11)

Great!

Click to share...

Did you find wrong information or was something missing?

We would love to hear your thoughts! (PS: We read ALL feedback)

Virtual Reality Demographics: 57 User Facts & Numbers [2023] | TechPenny (2024)

FAQs

What is the demographic of virtual reality users? ›

When we look at VR demographics, we see that 34% of those between the ages of 16 and 24 were or are users. VR users account for 35% of those aged 25 to 34. Next, 26% of people between the ages of 35 and 44 have used VR. Only 12% of those aged 45 to 54 have investigated this technology.

How big is the virtual reality market in 2023? ›

The global virtual reality market size has reached a valuation of US$ 23.18 billion in 2023 and is projected to further expand at a high-value CAGR of 26% and climb to US$ 233.79 billion by the end of 2033, reveals Fact.MR, a market research and competitive intelligence provider.

How many people use virtual reality today? ›

As of 2023, there are 65.9 million VR users in the U.S., with an estimated 171 million VR users worldwide.

How many people use VR in 2024? ›

In the United States, 13% of households use at least one VR headset. By 2024, 34 million people worldwide will be using VR headsets. In 2026, global sales of AR/VR headsets are projected to reach 73.6 million units. As of 2023, 88% of VR headset users engage with the device multiple times each month.

Which age group uses VR the most? ›

Nearly half of VR users fall into the age brackets of both 18–34 (47 %) and 35–54 (47 %). Even the 55–64 age group is starting to dabble, making up 6% of users.

What do most people use VR for? ›

Nearly half of Americans think virtual reality or spatial computing headsets can improve gaming
  • Playing video games. ...
  • Learning about destinations before I visit them. ...
  • Watching movies. ...
  • Visiting new places. ...
  • Learning new skills or subjects. ...
  • Watching TV shows. ...
  • Watching sports. ...
  • Socialising with friends or family.
Jan 19, 2024

Is virtual reality declining? ›

In a recent report, IDC highlighted the sharp decline in global shipments of augmented and virtual reality (AR/VR) headsets over the first quarter of 2024. The report showed that shipments dropped by 67.4 per cent year over year in Q1.

What is the biggest market for VR? ›

Asia Pacific accounted for the largest revenue share of over 39% in 2022. The regional market growth can be attributed to countries, such as China, that are major producers and suppliers of VR-related hardware.

Is VR still growing? ›

The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025.

What is the target market for virtual reality? ›

The target audience of a VR venue

According to a study carried out by us last November, the age groups that come the most in VR gaming rooms are 12 - 15 years old and 30 - 40 years old. The representations of the sexes are 50% for women and 50% for men.

Why is VR so popular? ›

Social Connectivity. In addition to escapism, virtual reality enables users to connect with others in unique and engaging ways. Through shared virtual experiences, users can interact with friends, family, or even strangers from all around the world.

What is virtual reality used for today? ›

The technology has continued to advance and evolve over the years into the sophisticated VR systems on the market today. VR experiences are now in the mainstream of entertainment, healthcare, military, business, and more, and are emerging as a positive force in the world in various ways.

What are the demographics of virtual reality? ›

Typically, people aged 16-34 are those who are more likely to use virtual reality. 34% of those between 16 and 24 years old use VR, and 35% of those between 25 and 34 years old also. Only 6% of people older than 55 years are users of this technology.

What is the difference between VR and AR? ›

Key Differences between AR and VR

User Experience: AR blends virtual content with the real world, enhancing the user's perception of reality in the physical world. VR completely immerses users in a simulated environment, totally disconnecting them from the physical world.

What countries use VR the most? ›

Leading countries investing in VR

China, the USA, the U.A.E, and France are among the top countries investing in VR at the moment. Virtual reality is a huge market, which is worth an estimated USD 441.8 million in 2022. By 2028, that figure is expected to more than double to a whopping USD 1,006 million.

Who are the customers of VR? ›

28. 45% of VR users are Gen-Z
User Age GroupPercentage (%) of Users
Gen Z45%
Gen Y38%
Gen X18%
Baby Boomers6%
Jan 11, 2024

What are the demographics of metaverse users? ›

Metaverse gamers are 59% male. 38% of metaverse gamers are aged between 10 and 20 years old. There are 50,000 users of Web 3.0 virtual worlds.

What is the demographic of VR chat? ›

By gender, there is a significant male majority, accounting for 79.5% compared to 20.5% female users. In terms of age, the age group “18–24” represents the largest portion at 32.2%, indicating a relatively young user base. These trends have not seen significant changes since 2019.

Top Articles
DragonBall Z Abridged Special: Episode of Bardock
How Much Soil Do Raised Garden Beds Need
Spasa Parish
Rentals for rent in Maastricht
159R Bus Schedule Pdf
Sallisaw Bin Store
Black Adam Showtimes Near Maya Cinemas Delano
Oklahoma Dam Generation Schedule
Www.myschedule.kp.org
Ascension St. Vincent's Lung Institute - Riverside
Understanding British Money: What's a Quid? A Shilling?
Xenia Canary Dragon Age Origins
Momokun Leaked Controversy - Champion Magazine - Online Magazine
‘An affront to the memories of British sailors’: the lies that sank Hollywood’s sub thriller U-571
Tyreek Hill admits some regrets but calls for officer who restrained him to be fired | CNN
Haverhill, MA Obituaries | Driscoll Funeral Home and Cremation Service
Ems Isd Skyward Family Access
Sauce 423405
Elektrische Arbeit W (Kilowattstunden kWh Strompreis Berechnen Berechnung)
Omni Id Portal Waconia
Kellifans.com
Banned in NYC: Airbnb One Year Later
Four-Legged Friday: Meet Tuscaloosa's Adoptable All-Stars Cub & Pickle
Model Center Jasmin
Ice Dodo Unblocked 76
Is Slatt Offensive
Labcorp Locations Near Me
Storm Prediction Center Convective Outlook
Experience the Convenience of Po Box 790010 St Louis Mo
Fungal Symbiote Terraria
modelo julia - PLAYBOARD
Abby's Caribbean Cafe
Joanna Gaines Reveals Who Bought the 'Fixer Upper' Lake House and Her Favorite Features of the Milestone Project
Tri-State Dog Racing Results
Trade Chart Dave Richard
Lincoln Financial Field Section 110
Free Stuff Craigslist Roanoke Va
Stellaris Resolution
Wi Dept Of Regulation & Licensing
Pick N Pull Near Me [Locator Map + Guide + FAQ]
Horseheads Schooltool
Crystal Westbrooks Nipple
Ice Hockey Dboard
Über 60 Prozent Rabatt auf E-Bikes: Aldi reduziert sämtliche Pedelecs stark im Preis - nur noch für kurze Zeit
Wie blocke ich einen Bot aus Boardman/USA - sellerforum.de
Craigslist Pets Inland Empire
Infinity Pool Showtimes Near Maya Cinemas Bakersfield
Hooda Math—Games, Features, and Benefits — Mashup Math
How To Use Price Chopper Points At Quiktrip
Maria Butina Bikini
Busted Newspaper Zapata Tx
Latest Posts
Article information

Author: Trent Wehner

Last Updated:

Views: 6431

Rating: 4.6 / 5 (56 voted)

Reviews: 87% of readers found this page helpful

Author information

Name: Trent Wehner

Birthday: 1993-03-14

Address: 872 Kevin Squares, New Codyville, AK 01785-0416

Phone: +18698800304764

Job: Senior Farming Developer

Hobby: Paintball, Calligraphy, Hunting, Flying disc, Lapidary, Rafting, Inline skating

Introduction: My name is Trent Wehner, I am a talented, brainy, zealous, light, funny, gleaming, attractive person who loves writing and wants to share my knowledge and understanding with you.