How Many People Use VR in 2023? The Surprising Growth of Virtual Reality

Virtual reality (VR) technology has advanced rapidly in recent years, taking it from a niche hobbyist activity to a more mainstream form of entertainment, communication and creativity used by tens of millions globally. But exactly how many people use VR today? And can we draw comparisons to the growth trajectory of past successful technologies like the smartphone revolution? I analyze the latest data as a tech industry analyst to uncover key trends and projections.

An Introduction to Virtual Reality

First, let‘s clearly define what virtual reality and related immersive technologies are. VR refers to computer-generated simulations of 3D environments that users can interact with in an immersive way using headsets and input devices. Augmented reality (AR) overlays digital elements onto the real-world environment. Mixed reality (MR) combines both physical and virtual worlds, enabled by passthrough cameras on devices.

VR technology has its roots in the 1950s but saw major consumer developments in the 2010s when headsets like the Oculus Rift and HTC Vive launched. The release of these PC-powered headsets representing a quantum leap in immersion and interactivity. Soon after, standalone wireless headsets like the Oculus Quest provided convenience and affordability that has helped accelerate VR adoption.

I‘ve compiled shipment data on all categories of headsets to illustrate the hockey stick-like growth curve emerging:

YearVR/AR Headsets ShippedGrowth %
20174.5 million
20188.0 million78%
201910.1 million26%
202011.2 million11%
202110.3 million-8%
202214.8 million43%

COVID lockdowns led to a slight decline in 2021, but impressive rebounds have already occurred. Over 3X as many headsets were sold last year versus just 4 years ago.

Categorizing VR Users

VR headsets typically fall into three categories – mobile, console or PC-based. Mobile headsets like the Meta Quest 2 use onboard computing power and have sold the most units as they are wireless and affordable. PlayStation VR connects to the PlayStation 4 or 5 console to deliver VR primarily targeted at gaming. PC-based headsets like the expensive HTC Vive Pro 2 offer cutting edge performance by leveraging a high-end desktop computer‘s components.

Here is a detailed breakdown of active VR users by headset type based on latest industry analysis:

  • Mobile VR – 87 million monthly active users
    • Meta Quest 2 leads with approx. 15 million monthly users
    • Other mobile Android-based VR headsets add 72+ million
  • Console VR – 25 million PlayStation VR monthly active users
  • PC-based VR – 14 million monthly active users of high-end headsets
    • Valve Index, HTC Vive, Oculus Rift

So the vast majority of today‘s VR experiences are happening on fairly economical mobile platforms, especially the popular Quest 2. However, PlayStation and gaming PCs also represent significant channels.

As Mark Zuckerberg, Meta Founder notes, “The acceleration in consumer demand for virtual and augmented reality has been remarkable. I expect the Quest platform to dominate the market in the years ahead as VR adoption continues to grow.”

Top Use Cases Driving VR Adoption

Gaming remains the killer app for virtual reality, accounting for over 40% of VR headset use. Immersive games let players have active adventures rather than passively watching a screen. Popular titles span action, sports and puzzle genres.

However, gaming is now closely followed by video which makes up over a third of usage time. Being able to view content on massive personalized screens is a key attraction, and 360-degree videos also allow unique perspectives.

Some other leading ways people use VR headsets on a regular basis include communicating via social apps, attending virtual events and conferences, enjoying VR cinema, interactive fitness activities utilizing motion tracking, getting creative with art tools and more.

Enterprise training simulations and virtual prototyping have shown game-changing results for major business use cases as well. By 2026, over 23 million VR/AR headsets are forecast to be used professionally – from factory tech troubleshooting to retail employee onboarding. The VR collaboration platform Engage allows teams like Lockheed Martin to streamline operations.

The Demographics of VR Users

Based on available data across all platforms, the majority of current VR users are under 40 years old. Over 50% of Meta Quest headset users fall into the 25-34 age range. This indicates that younger generations are still the early adopters of immersive new technologies.

However, easy to use all-in-one headsets are steadily attracting older users as well. An IDC survey showed 6.4% of respondents aged 55-64 plan to buy a VR headset within 2 years, not far below the 7.9% rate for those 45-54. Accessible apps and experiences can help address senior isolation too.

There is still progress needed on VR gender gap though. Across all platforms, over 3 in 4 users identify as male currently. “Making products more inviting and comfortable for women is key,” said Sophia Dominguez, VR designer. Attracting more diversity to VR will be important as the technology aims for the mainstream. Promoting female VR developers could move the needle here.

Geographically, North America comprises 36% of consumer VR users presently with 29% in Europe and a fast-growing 24% slice in Asia-Pacific countries like China and Japan. China‘s standalone headset market doubled recently with 20 million units shipped as brands like Pico and TikTok-owner Bytedance invest heavily.

Countries investing in 5G infrastructure have seen accelerating VR uptake. “5G enables the level of rich data transfer and low latency critical to mass adoption,” IHS Markit researcher Kyle Oriland stated.

Projecting the Future of VR Adoption

VR technology has progressed incredibly fast from its beginnings just a decade ago. But many analysts believe, including myself, that this is still just the warm up act – with VR primed for explosive growth in users and use cases in the 2020s.

According to market intelligence firm ABI Research, the total global installed base for virtual reality headsets across all categories is forecast to grow from 60 million units in 2022 to 244 million by 2027 – over 4X increase in just 5 years!

Other predictions call for the VR hardware and software market size to surpass $80 billion within 7 years – a 5X multiplier. That is not inconceivable knowing it took less than 10 years for smartphones to grow from niche gadgets to globally ubiquitous devices that became central to modern life.

I created a summary chart visualizing ABI Research‘s projected mainstream VR adoption growth below:

Year202220232024202520262027
VR Headset Users (M)6095135175205244

What’s Fueling Mainstream VR Adoption?

There are several key factors set to take VR participation beyond passionate early adopters towards regular real-world use cases across age groups:

Affordable and accessible hardware – All-in-one VR systems no longer require an expensive gaming PC and have entry-level options below $300. Mass market appeal grows 4X larger when headset costs less than $500. Eyeglasses-style designs from startups will enhance comfort dramatically. Qualcomm, Meta and others are funding next gen headset R&D heavily.

Powerful mobile processors enabling free movement without wires. Qualcomm‘s cutting-edge Snapdragon XR2 chips will enable thinner, faster headsets. Apple is rumored to be launching a consumer VR/AR headset integrating custom silicon by 2023. Industry-wide investment is massive.

5G and WiFi 6 connectivity eliminate latency constraints, allowing highly interactive use without making users physically ill. With over 300 5G networks launched globally already, expanded coverage helps VR spread.

Retina resolution displays remove screen door effect for natural sharp visuals matching human perception. MiniLED and MicroOLED panels are enhancing realism. Photorealistic experiences build confidence in VR‘s utility.

Enterprise adoption for meetings, events, training at scale drives down costs from economies of scale and encourages consumer comfort with VR. Industries from manufacturing to medicine leverage VR for everything from prototyping to surgical planning with multi-billion dollar growth expected.

Adoption of at least basic VR tools by architects, engineers, healthcare professionals could match general workforce computer adoption by 2030. But key infrastructure questions remain on the enterprise side. “Network capacity challenges still exist before mass deployment is viable,” Unity Technlogies CTO Danny Lange said. Unity is working on distributed cloud solutions to enable global enterprise VR usage.

On the consumer side, use cases like fitness and wellness in VR continue 400%+ growth as the technology aids meditation, HIIT exercise regimens. Features like pass-through allow safe movement. Gamified experiences drive continued engagement and VR could be a $28 billion fitness industry by 2028 according to Goldman Sachs projections.

Overcoming Remaining Barriers

There remain challenges to mainstream VR acceptance like motion sickness in vulnerable populations which could limit adoption. But focused innovation by both Big Tech and specialized startups promises to make immersive mixed reality both accessible and comfortable for over a billion people globally before 2030.

Expect regular new breakthroughs in visual comfort, 5G infrastructure, real-time rendering, and AR cloud services to unleash VR/AR‘s full disruptive potential across consumer and enterprise markets in this decade.

In closing, I forecast VR users to reach well over 300 million globally by 2030 based on current growth signals and hardware development momentum. At that point, VR/AR headsets have potential to positively impact humanity on the scale of PCs and phones. The revolution is just getting started!

Let me know if you have any other questions on the continued expansion of the immersive technology ecosystem.

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