Survey: 85% of users are happy with VR experience

[Baidu VR original manuscript, reproduced please indicate the source]

Recently, Magid Associates, a well-known foreign research institute, conducted a questionnaire survey of 1,000 U.S. citizens. These users conducted at least one TV or game experience through electronic devices at least once a week, including mainly VR devices.

According to a Magid Associates survey report, 61% of users experience VR devices and exceeded expectations. Among them, 85% of users who purchased mobile headset VR headsets are satisfied with the experience, and 90% of users All are willing to buy VR headsets that fit a certain mobile game, such as Samsung's Gear VR. In the post-purchase experience, 89% of consumers expressed satisfaction with the equipment they purchased. If this value is analyzed, users’ satisfaction with experiencing VR devices will increase, which will also mean virtual The reality (VR) hardware market continues to mature.

The specific data is as follows:

Buy Split VR Headset (Oculus Rift, HTC Vive): 64% Consumers Exceed Expectations

Purchase Sony PlayStation VR: 63% Consumers Exceed Expectations

Buy Mobile VR Devices Compatible with Any Smartphone: 54% Consumers Exceed Expectations

In addition, VR content is still one of the biggest driving forces in the market. From the perspective of 1000 user content experiences, entertainment/games and video are the main consumer areas, followed by music, tourism, sports, art, food, and cooking. , car, education, adult entertainment, virtual shopping and more. It is worth mentioning that only 11% of consumers are willing to experience adult entertainment. From this data, it can be seen that the immaturity of VR interactive technology leads to adult entertainment experience without imagination.

VR gaming experience

Here are the VR content types purchased by consumers purchasing VR headsets during the holiday season:

63% - - Video Games

40% -- Drama Video

39% -- Movie

31% -- Music

31% -- Virtual Tour

29% -- TV Shows

26% -- Sports

19% -- Racing Simulation

17% -- Art

14% -- Extreme Sports

14% -- Food and Cooking

13% -- Automotive

13% -- Virtual Training

12% -- Fashion

12% -- Education

11% -- Adult Entertainment

8% -- E-sports

7% -- Online shopping

According to the above data, it can be concluded that the importance of the value of VR content in the entire VR market cannot be underestimated. Nearly 90% of consumers in the VR headset can quickly get started, and 80% of consumers experience it. It means that the value of money is worthwhile. The only thing that needs to be improved is that apart from the precipitation of VR technology and experience, content is the main driving force for future development.

VR experience

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