target audience: TECH SUPPLIER  Publication date: Nov 2023 - Document type: IDC Survey - Doc  Document number: # US50069523

U.S. Survey of VR and AR Users in Gaming Households, 3Q23: Videos Topped Gaming in Overall Popularity

By:  Lewis Ward Loading

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Abstract


This IDC Survey summarizes findings from IDC's U.S. Gamer Survey, 3Q23, as it relates to virtual reality (VR) and, to a lesser extent, augmented reality (AR) headset adoption and app and content/service use in gaming households. Given that about two-thirds U.S. households have at least one gamer, the results appear to be directionally representative of all U.S. households. Some enterprise and WFH respondents took the survey as well.

Seven VR headsets or headset groups are considered separately in this presentation: mobile (smartphone based), Quest 2 or Quest Pro (standalone 6DoF), original Quest or other standalone 6DoF, Oculus Go (3DoF), two PC-tethered 6DoF groups (Oculus Rift or Rift S, and a mixed group of Windows MR, Valve Index, or VIVE Pro 2), and PlayStation VR 1 or 2. One combined AR headset group is also assessed: Magic Leap 1 or 2 and HoloLens 1 or 2.

These eight headsets or headset groups are mapped against the following use cases: video viewing (four types), gaming (two types), usage of social or shared virtual spaces, web surfing/shopping, fitness/workout app use, meditation/health-related and other personal experience app use, and artistic expression app use.

The user demographics of each headset or headset group is also assessed, as is the relative satisfaction of their users (on a 0-10 scale). Some historical and global context is provided.

"One of the clearest new signals we found is that subscription services like VIVEPORT Infinity and Quest+ had a positive impact on user satisfaction as well as typical weekly hours of use. We urge all market vendors to consider the importance of subscription services in this light." — Lewis Ward, IDC's research director of Gaming, Esports, and VR/AR



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