Virtual reality: expected consumer use cases in the U.S. 2019

This statistic shows the expected virtual reality (VR) use cases for U.S. broadband households that either own a VR headset or are familiar with VR headsets as of 2019. During the survey period, around 53.9 percent of respondents expected to use VR headsets for playing video games.

Expected virtual reality use cases by consumers in the United States as of 2019

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Sources

Release date

June 2019

Region

United States

Survey time period

2019

Special properties

U.S. broadband households that either own a VR headset or are familiar with VR headsets

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Statistics on "Virtual Reality (VR)"

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