Note: individuals who experience virtual reality content via any device at least once per month; Gen Alpha are individuals born between 2013 and 2024; Gen Z are individuals born between 1997 and 2012; Millennials are individuals born between 1981 and 1996; Gen X are individuals born between 1965 and 1980; Baby boomers are individuals born between 1946 and 1964
Additional Note: VR immerses a user in a nonfixed, 360-degree visual environment. Users interface with different types of multimedia content via connected TVs, desktop/laptop computers, mobile devices, or headsets. Examples of VR include photos and videos (e.g., Google Earth VR), immersive games (e.g., Avatar: Frontiers of Pandora, Meta Horizon Worlds), and virtual simulations (e.g., product demos, virtual showrooms). Examples of VR headsets include Apple Vision Pro, AuraVisor, HP Reverb, HTC Flow, HTC Vive, Meta Quest, and PlayStation VR.
Methodology: Estimates are based on the analysis of survey and web traffic data from research firms, historical consumer adoption and buying trends, payment adoption trends, reported company data, interviews, demographic and socioeconomic factors, and macroeconomic conditions.