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FACTS

December 28, 2017

21 Stats You Should Know About Virtual Reality (VR) in 2017

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

2017 was an extremely formidable year for the virtual reality industry.

2017 wasn’t about the brand new technology VR innovations, it was about compelling content for VR systems. We continued to not only see the industry survive but thrive with new games and applications being released every day.

VR headsets are being sold at record numbers, thanks to price drops and better immersive experiences.

We’ve compiled over 20+ virtual reality industry statistics and graphs from the legendary and credible Statista.

1. Amount U.S. consumers would be willing to spend on a virtual reality game

The displayed data shows the results of a survey conducted in the United States in 2017 on the amount willing to spend on a game that can be played with a virtual reality headset. Some 27 percent of respondents stated that for a game that can be played with a virtual reality headset they would be willing to spend a little more than for a conventional game.

amount-us-consumers-would-be-willing-to-spend-on-a-virtual-reality-game-2017

2. Share of U.S. consumers who have tried a virtual reality headset 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on having tried a virtual reality headset. Some 33 percent of respondents stated that they had already tried a virtual reality headset.

share-of-us-consumers-who-have-tried-a-virtual-reality-headset-2017

3. Awareness of the term “virtual reality” in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the awareness of the term “virtual reality”. Some 92 percent of respondents stated that they had heard of the term “virtual reality”.

awareness-of-the-term-_virtual-reality_-in-the-us-2017

4. Amount U.S. consumers are willing to spend on a virtual reality headset 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the amount U.S. consumers are willing to spend on a virtual reality headset. Some 13 percent of respondents stated that they would spend up to $50 on a virtual reality headset.

amount-us-consumers-are-willing-to-spend-on-a-virtual-reality-headset-2017

5. Interest in virtual reality in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on interest in virtual reality. Some 18 percent of respondents stated that they are not interested in virtual reality at all.

interest-in-virtual-reality-in-the-us-2017

6. Virtual reality headset purchase willingness in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on virtual reality headset purchase willingness. Some 50 percent of respondents stated that they would – given a price that is acceptable for them – buy a virtual reality headset for themselves.

virtual-reality-headset-purchase-willingness-in-the-us-2017

7. Most interesting aspect about virtual reality in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the most interesting aspect about virtual reality. Some 36 percent of respondents stated that in their opinion the most interesting aspect about virtual reality is the technology.

most-interesting-aspect-about-virtual-reality-in-the-us-2017

8. Supposed influence of virtual reality headsets on video games in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the influence of virtual reality headsets on video games. Some 44 percent of respondents stated that the influence of virtual reality headsets on video games will be revolutionary.

supposed-influence-of-virtual-reality-headsets-on-video-games-in-the-us-2017

9. Popular virtual reality headset brands in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on popular virtual reality headset brands. Some 26 percent of respondents stated that they had already used Sony Playstation VR.

popular-virtual-reality-headset-brands-in-the-us-2017

10. Virtual reality headset purchase plans in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on virtual reality headset purchase plans. Some 27 percent of respondents stated that they will get a virtual reality headset within the next 12 months.

virtual-reality-headset-purchase-plans-in-the-us-2017

11. Brand awareness of virtual reality headsets in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the brand awareness of virtual reality headsets. Some 23 percent of respondents stated that they had already heard of Oculus Rift.

brand-awareness-of-virtual-reality-headsets-in-the-us-2017

12. U.S. consumers’ rating of their experience with virtual reality headsets 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the experience with virtual reality headset. Some 35 percent of respondents rated their experience with a virtual reality headset as very exciting.

us-consumers-rating-of-their-experience-with-virtual-reality-headsets-2017

13. Fields of applications for virtual reality headsets in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on fields of application for virtual reality headsets. Some 41 percent of respondents stated that in their opinion VR headsets are likely to be used in the field of education.

us-consumers-rating-of-their-experience-with-virtual-reality-headsets-2017

13. Fields of applications for virtual reality headsets in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on fields of application for virtual reality headsets. Some 41 percent of respondents stated that in their opinion VR headsets are likely to be used in the field of education.

fields-of-applications-for-virtual-reality-headsets-in-the-us-2017

14. Share of U.S. consumers who think VR headsets might influence their real life 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on influence of virtual reality headsets on the real life. Some 37 percent of respondents could imagine virtual reality headsets having a lasting influence on their personal life.

share-of-us-consumers-who-think-vr-headsets-might-influence-their-real-life-2017

15. Awareness of virtual reality headsets in the U.S. 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on the awareness of virtual reality headsets. Some 85 percent of respondents stated that they had heard of virtual reality headsets before.

awareness-of-virtual-reality-headsets-in-the-us-2017

16. Supposed likelihood of VR users to lose themselves in virtual worlds

The displayed data shows the results of a survey conducted in the United States in 2017 on the likelihood of virtual reality headset users to lose themselves in virtual worlds. Some 10 percent of respondents stated that it is not at all likely that users of virtual reality headsets could lose themselves in virtual worlds.

supposed-likelihood-of-vr-users-to-lose-themselves-in-virtual-worlds-in-the-us-2017

17. U.S. consumers’ opinions on most likely negative effects when using VR headsets

The displayed data shows the results of a survey conducted in the United States in 2017 on most likely negative effects when using virtual reality headsets. Some 40 percent of respondents stated that in their opinion motion sickness is likely to occur when using VR headsets.

us-consumers-opinions-on-most-likely-negative-effects-when-using-vr-headsets-2017

18. Share of U.S. consumers who think VR headsets have negative effects on the user.

The displayed data shows the results of a survey conducted in the United States in 2017 on supposed negative effects of virtual reality headsets on the user. Some 33 percent of respondents stated that they think virtual reality headsets might have negative effects on the user.

share-of-us-consumers-who-think-vr-headsets-have-negative-effects-on-the-user-2017

19. U.S. consumers’ reasons for not wanting to buy a virtual reality headset 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on reasons for not wanting to buy a VR headset. Some 39 percent of respondents stated that they do not want to buy a virtual reality headset because they are not interested in video games.

us-consumers-reasons-for-not-wanting-to-buy-a-virtual-reality-headset-2017

20. U.S. consumers on playing more video games if they had a VR headset 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on playing more video games if they had a VR headset. Some 21 percent of respondents stated that they don’t know if they would play more video games if they had a VR headset.

us-consumers-on-playing-more-video-games-if-they-had-a-vr-headset-2017

21. Kinds of video games U.S. consumers would like to use a VR headset for 2017

The displayed data shows the results of a survey conducted in the United States in 2017 on kinds of video games that the respondents would like to use a virtual reality headset for. Some 38 percent of respondents stated that they would like to use a VR headset for action games.

kinds-of-video-games-us-consumers-would-like-to-use-a-vr-headset-for-2017

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. These few years are the first steps towards a prosperous future. It is surely certain that this kind of content will accelerate based on future trends.

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Thank you for Reading