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25+ Amazing Virtual Reality Statistics [2026]: The Future Of VR + AR
Research Summary. Augmented reality (AR) and virtual reality (VR) technologies have evolved significantly, becoming more accessible and integrated into various sectors. Their adoption continues to rise, shaping how we interact with digital content. Below are the latest key statistics on AR and VR:
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The global VR market is projected to reach $26.9 billion by 2027.
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There are 65.9 million VR users in the U.S., representing approximately 15% of the population.
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As of 2026, there are 110.1 million AR users in the U.S.
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Globally, there are over 171 million VR users.
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The VR industry market size stands at $7.72 billion.
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47% of Americans report being familiar with VR technology.
For further insights, we have categorized the data in the following sections:
Companies | Devices | Trends and Projections

Virtual Reality Statistics by Users
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As of 2026, there are 65.9 million VR users and 110.1 million AR users in the U.S.

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There are an estimated 171 million VR users worldwide.
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The VR gaming industry has a market size of $12.13 billion as of 2022.
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Individuals aged 25 to 34 account for 23% of VR/AR device users.
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The top barrier to VR adoption remains cost, with 55% of respondents citing this as a concern.
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57% of VR or AR device owners are male, while 43% are female.
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69% of prospective AR or VR device purchasers are male, compared to 31% female.
Virtual Reality Statistics by Companies
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As of 2026, Sony continues to lead the VR market with a share of 36.7%.
Oculus, owned by Meta, has increased its market presence, holding 28.3% of shipments. Other notable players include HTC and Microsoft.

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75% of industrial companies that have implemented large-scale VR and AR technologies have seen a 10% increase in operational efficiency.
This translates to significant financial benefits across various sectors, including:
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Automotive Manufacturing and Repair
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Transportation
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Oil and Gas
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Aerospace Manufacturing
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The number of U.S. jobs utilizing AR or VR is projected to reach 2.32 million by 2030.
This marks a substantial increase from the 80,000 jobs reported in 2019 that were enhanced by VR or AR technology.
Virtual Reality Statistics by Devices
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It was estimated that 6.1 million VR headsets were sold in 2021.
This brought the total number of VR headsets in use globally to approximately 16.44 million.
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The number of VR users in the U.S. grew from 22.5 million in 2017 to 50.2 million in 2020.
This number is projected to reach 65.9 million by 2023, with the number of AR users expected to increase from 37.6 million in 2017 to 110.1 million in 2023.
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The Oculus Quest 2 was the top-selling VR headset at the end of 2020, with over one million units sold.
In comparison, the PlayStation VR headset sold 125,000 units during the same timeframe.
Virtual Reality Statistics by Trends and Projections
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VR gaming revenue is anticipated to reach $2.4 billion by 2024.
This marks a significant rise from the $0.8 billion reported in 2019.

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47% of Americans are at least somewhat familiar with VR, an increase from previous years.
The remaining majority either have never heard of VR or know little about it, while 18% consider themselves knowledgeable or experts in the field.
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The global VR market was valued at $7.72 billion in 2020.
Expectations suggest it could reach $26.9 billion by 2027. This market saw substantial growth from approximately $2.02 billion in 2016.
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The VR market is expected to experience a compound annual growth rate (CAGR) of 19% from 2021 to 2027.
This growth trajectory is based on anticipated increases in global market value.
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Worldwide spending on AR and VR technology is projected to reach $72.8 billion in 2024.
This is a significant jump from the approximately $12 billion spent in 2020, indicating a five-year CAGR of 54%.
Commercial AR and VR purchases are expected to reach about $10.9 billion, while consumer spending may total $17.6 billion in 2024.
Virtual Reality Statistics FAQ
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What country spends the most on VR?
China spends the most on VR. In recent years, China has accounted for a significant portion of global AR and VR spending and is expected to maintain a leading position in the market.
By 2024, it is projected that China will represent 36% of the total expected spending of $72.8 billion.
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How many people are using VR today?
There are over 171 million people using VR today. In the U.S. alone, there are 65.9 million VR users, which is about 15% of the U.S. population.
Furthermore, AR technology usage in the U.S. is even higher, with 110.1 million users.
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The market for VR is $7.72 billion. This valuation indicates substantial growth from previous years, with projections suggesting it could approach $27 billion by 2027, reflecting a CAGR of about 19% from 2021 to 2027.
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Yes, VR is increasingly popular. The number of VR users in the U.S. has surged from 22 million in 2017 to over 65 million by 2026, with continued growth expected.
Global spending on AR and VR technology is also projected to rise significantly, from $12 billion in 2020 to an anticipated $73 billion in 2024.
Conclusion
Virtual reality and augmented reality technologies have become integral to various aspects of life and work. With over 171 million VR users globally and 65.9 million in the U.S., these technologies are no longer niche. AR is particularly prevalent, boasting 110.1 million users in the U.S.
Currently, 47% of Americans report at least some familiarity with VR, with this number on the rise. While gaming remains a primary association with AR and VR, their applications extend to professional environments, with projections estimating that jobs utilizing these technologies will reach 2.32 million by 2030. Companies that have adopted AR and VR report significant efficiency gains, highlighting the transformative potential of these technologies in the modern workforce.
References
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Statista. “Number of Virtual Reality (VR) and Augmented Reality (AR) Users in the United States From 2017 to 2023.” Accessed on February 1, 2026.
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Statista. “Forecast for the Number of Active Virtual Reality Users Worldwide From 2014 to 2018.” Accessed on February 1, 2026.
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Statista. “Virtual Reality (VR) Gaming Revenue Worldwide From 2017 to 2024.” Accessed on February 1, 2026.
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Statista. “Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Age Group.” Accessed on February 1, 2026.
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Statista. “Familiarity With VR Increases but Cost Remains a Hurdle.” Accessed on February 1, 2026.
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Statista. “Virtual Reality (VR) and Augmented Reality (AR) Device Ownership and Purchase Intent Among Consumers in the United States as of 1st Quarter 2017, by Gender.” Accessed on February 1, 2026.
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Statista. “Estimated VR Device Shipment Share by Vendor Worldwide in 2018 and 2019.” Accessed on February 1, 2026.
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NIX United. “Uses of Virtual and Augmented Reality by Industrial Companies.” Accessed on February 1, 2026.
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Statista. “Number of Jobs Enhanced by Augmented Reality (AR) and Virtual Reality (VR) in the United States From 2019 to 2030.” Accessed on February 1, 2026.
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Statista. “Virtual Reality (VR) Headset Unit Sales Worldwide From 2019 to 2024.” Accessed on February 1, 2026.
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Statista. “Virtual Reality (VR) Headset Unit Sales Worldwide in 4th Quarter 2019 and 4th Quarter 2020, by Device.” Accessed on February 1, 2026.
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PR Newswire. “Virtual Reality (VR) Market Size is Projected To Reach USD 26860 Million By 2027 at a CAGR of 19.0% – Valuates Reports.” Accessed on February 1, 2026.
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Globe Newswire. “2016 Virtual Reality (VR) Market Size Revenue To Grow by USD 26.89 Billion in 2022.” Accessed on February 1, 2026.
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IDC. “Worldwide Spending on Augmented and Virtual Reality Forecast To Deliver Strong Growth Through 2024, According to a New IDC Spending Guide.” Accessed on February 1, 2026.
- Tech Industry Statistics
- MFA Statistics
- Streaming Services Statistics
- Mobile Vs. Desktop Usage Statistics
- AI Statistics
- Live Streaming Statistics
- Zoom Meeting Statistics
- Cord Cutting Statistics
- Digital Transformation Statistics
- Virtual Reality Statistics
- How Fast Is Technology Advancing
- Mobile Commerce Statistics
- SaaS Statistics
- Machine Learning Statistics
- Diversity In High Tech
- Cyber Security Statistics
- Ecommerce Statistics
- Tech Industry
- Gaming Industry
- Renewable Energy Job Creation
- Smartphone Industry
- Cybercrime Statistics
- Amazon Statistics
- Personalization Statistics


