Telepresence solutions. Along with the advances of its sister, virtual reality technology, AR is expected to have one billion users by 2020, mainly involving video. A whopping 75% of largescale VR implementations derive over 10% in operational benefits. Before we jump into the statistics, let’s very quickly cover what virtual reality is. With his experience in software development and extensive knowledge of SaaS management, he writes mostly about emerging B2B technologies and their impact on the current business landscape. Best to make all of your virtual reality applications and content very mobile friendly. Interestingly, 90% of all participants lauded the platform for helping them improve efficiency and work better. No breakthrough has been reached yet, but with global brands like IKEA, Audi, DHL, and Airbus adopting the VR experience, the future looks bright. More and more US residents are also expected to start using VR more frequently. And they’re not stopping at one. Virtual and augmented reality technologies shouldn’t be going away anytime soon; as the above statistics highlight, they look to continue growing over the coming years. This marks a 20.9 percent increase from 2019’s 43.1 million. Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. The latest virtual reality statistics show that. In terms of global implementation, China leads the way at 51%, followed closely by France (43%), US (42%), UK (33%, and Germany (23%). Mainly, instore retailers are determined to use VR technology to repress the home-try-on effect, which has been a vexing problem. What are you expecting from VR in 2020? Also, 80% of Generation Z are more likely to shop from physical stores that offer VR experience. Some of the places where the use of VR is gathering steam include workplace layout and design, equipment design, and product development. Related . The US is the second-largest investor and is forecast to spend $5.1 billion on virtual reality technology. US Hispanics in a Time of Pandemic. people in the US will use the technology at least once per month in 2020 (eMarketer, 2020). What does this tell you? 4. Larger economies, including the US, UK, Germany, and China, are expected to be the most impacted. Aside from retail, manufacturing, and training, VR is slowly creeping into the data visualization industry. The statistics below affirm its growing influence. (Source: eMarketer) Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. Homegrown, a fast-casual restaurant chain based in Philadelphia, reported that within 30 days of using VR employee onboarding the number of certified members on training and culture rose from 50% to 77%. The latest virtual reality statistics show that 52.1 million people in the US will use the technology at least once per month in 2020 (eMarketer, 2020). Many tech companies such as Microsoft, Intel, and Sony have invested large amounts of money into developing and advancing VR. Virtual Reality in 2020: How Life Went Virtual During the Pandemic . Oliver Skinner September 3, 2020 Subscribe to blog digest. Gaming remains the highest revenue driver for VR, earning up to 43% of the total VR’s $1.2 billion of software revenue. At Visualise, we’ve worked with some of the biggest names in the medical & pharmaceutical industries to create a range of VR experiences. US Virtual and Augmented Reality Users 2020. In 2018, the gaming space is expected to attract the most AR/VR-related investment at 59%, followed by education (26%), healthcare devices (26%), real estate (21%), marketing and advertising (20%), live events (19%), military (19%), movies and television (18%), retail (18%), and manufacturing (17%). The VR gaming software is a lucrative market, estimated to be worth $68 billion. This means that VR market value will grow at a CAGR of 33.95% during the forecast period. Right now, there are fewer than half a million jobs worldwide that are impacted by VR and/or AR.