US Virtual Reality Users

Timeframe20212022202320242025
VR users (millions)Maximum of two rows can be charted.
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– % changeMaximum of two rows can be charted.
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– % of internet usersMaximum of two rows can be charted.
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– % of populationMaximum of two rows can be charted.
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Source: eMarketer

Note: individuals of any age who experience virtual reality (VR) content at least once per month via any device

Additional Note: VR immerses a user inside a nonfixed 360-degree visual environment. Users interface with different types of multimedia content via connected TVs, desktops/laptops, mobile devices, or headsets. Examples of VR include photos and videos (e.g., Google Earth VR), games (e.g., Horizon Worlds), and virtual simulations ( e.g., product demos and virtual showrooms). Examples of VR headsets include AuraVisor, HP Reverb, HTC Flow, HTC Vive, Meta Quest, and PlayStation VR.

Methodology: Estimates are based on the analysis of survey and traffic data from research firms and regulatory agencies, historical trends and demographic adoption trends.

Comparative Estimates from Additional Sources:

Virtual reality users, US, millions

Sources2019202020212022202320242025
eMarketer,February 2022
ARtillery Intelligence,June 2019

Virtual reality user growth, US

Sources2019202020212022202320242025
eMarketer,February 2022
ARtillery Intelligence,June 2019

Virtual reality users (% of internet users), US

Sources2019202020212022202320242025
eMarketer,February 2022
ARtillery Intelligence,June 2019
CivicScience,October 2019

Virtual reality users (% of population), US

Sources2019202020212022202320242025
eMarketer,February 2022
ARtillery Intelligence,June 2019
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