Virtual reality refers to the technology that simulates the physical presence of a user in an environment artificially generated by a software. This technology has recently been used in the video gaming industry to create an immersive gaming world for the user. Due to the COVID-19 pandemic that spread across the world in 2020, many people had to stay at home and find new forms of entertainment without leaving their living rooms. In a 2020 survey in the United States, 71 percent of respondents stated that they spent more time using virtual reality during the COVID-19 pandemic.
Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020
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Nielsen. (September 9, 2020). Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020 [Graph]. In Statista. Retrieved July 27, 2024, from https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
Nielsen. "Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020." Chart. September 9, 2020. Statista. Accessed July 27, 2024. https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
Nielsen. (2020). Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020. Statista. Statista Inc.. Accessed: July 27, 2024. https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
Nielsen. "Impact of The Coronavirus (Covid-19) Pandemic on Time Spent Using Virtual Reality (Vr) in The United States in 2020." Statista, Statista Inc., 9 Sep 2020, https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/
Nielsen, Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020 Statista, https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/ (last visited July 27, 2024)
Impact of the coronavirus (COVID-19) pandemic on time spent using virtual reality (VR) in the United States in 2020 [Graph], Nielsen, September 9, 2020. [Online]. Available: https://www.statista.com/statistics/1178715/coronavirus-impact-vr-usage/