45 Million VR Headsets Will be ‘Actively Used’ by 2025, Research Says

Due to the COVID-19 pandemic this year, virtual reality headsets have increased in popularity and many more have found homes. Researchers at Omida, an independent analyst agency, have released their findings about VR headsets, which say that these headsets will continue to grow in popularity and there will be 45 million active users by 2025.

During a global pandemic that forces everyone to stay home, there are a good number of people that decided to buy VR headsets and play games like VRChat to pass the time. Thanks to the COVID-19 shutdowns, gamers have spent a total of $1 billion on VR games across multiple different headset models.

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On actual headsets, the model predicts that by the end of 2020, there will be a total of $6.4 million different headsets sold. This includes tethered headsets, standalone headsets, and everything in between. By 2025, these numbers will increase to 45 million VR headsets being actively used and a total of $4 billion in VR games bought by VR players all over the world.

A large part of this is thanks to Facebook and the Oculus Quest 2, which is a headset created by the social media giant. The Oculus Quest 2 is being sold at the market price of $299, which is much cheaper than many of the Quest 2’s competitors. The Quest 2 gives players a large number of games to play while being cheap at the same time, making it one of the most accessible VR headsets in the market. This is especially true compared to Valve’s Index Headset, which can cost upward of $999 and requires a high-spec PC to play many of the games.

Although VR headsets will gain more popularity in the future, by comparison, they are still not that popular today. In 2016 when VR headsets burst into the gaming market, there were a good number of reports that predicted that VR would be the next big thing in the gaming industry, and that simply was not the case. For gaming purposes, VR headsets have only a 1% household penetration, meaning that very few gamers actually own a VR headset. This penetration percentage should increase to 3% by 2025, but it may lose ground with high production costs and the recent release of the PlayStation 5 and the Xbox Series X.

Although VR is not as popular as traditional gaming consoles right now, VR headset owners have a lot to look forward to. Games like Flight Simulator and much more are coming to VR headsets, giving VR players much more options in the future. Game releases like that will likely help push the VR industry reach the predicted benchmarks by 2025.

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Source: Gamasutra

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