Percentage of consumers who plan on accessing virtual reality (VR) content via selected sources in the United States as of April 2016

Consumer preference of virtual reality content sources in the U.S. 2016 This statistic presents information on the percentage of consumers who plan on accessing virtual reality content via selected sources in the United States as of April 2016. It was found that 55 percent of respondents planned to access virtual reality content via internet video providers, while 17 percent said they would use social networks for that purpose.
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Share of respondents
Internet video providers55%
Gaming platforms41%
Wireless providers29%
App stores28%
Cable or satellite providers26%
Social networks17%
Share of respondents
Internet video providers55%
Gaming platforms41%
Wireless providers29%
App stores28%
Cable or satellite providers26%
Social networks17%
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Description Source More information
This statistic presents information on the percentage of consumers who plan on accessing virtual reality content via selected sources in the United States as of April 2016. It was found that 55 percent of respondents planned to access virtual reality content via internet video providers, while 17 percent said they would use social networks for that purpose.
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Release date
May 2016
Region
United States
Survey time period
April 25, 2016
Number of respondents
1,025 respondents
Method of interview
Online survey

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