Virtual reality: preferred purposes of use in Europe 2015, by type of audience

Ranking of purposes of use for virtual reality in Europe in 2015, by type of audience*

Virtual reality: preferred purposes of use in Europe 2015, by type of audience This statistic displays a ranking of purposes for using virtual reality (VR) for respondents in Europe in 2015, broken down by the type of audience. About 49.5 percent of the general public ranked sports viewing as the top purpose for the use of VR.
Show more

Ranking of purposes of use for virtual reality in Europe in 2015, by type of audience*

Loading statistic...
PublicGamers
Sports viewing49.5%67.9%
TV/film viewing48%66.9%
Music (e.g. videos, concerts)25.7%31.3%
Training (e.g. DIY techniques, cooking how-tos)24.8%31.2%
Escaping the real world24.8%36.5%
Education (e.g. virtual classrooms)14.9%15.3%
Social Media (e.g. chat rooms)7.1%29.4%
Gaming5.7%84.4%
None of the above47%7.3%
PublicGamers
Sports viewing49.5%67.9%
TV/film viewing48%66.9%
Music (e.g. videos, concerts)25.7%31.3%
Training (e.g. DIY techniques, cooking how-tos)24.8%31.2%
Escaping the real world24.8%36.5%
Education (e.g. virtual classrooms)14.9%15.3%
Social Media (e.g. chat rooms)7.1%29.4%
Gaming5.7%84.4%
None of the above47%7.3%
Download Settings Share
Download started
Please be patient - this may take a moment
This statistic displays a ranking of purposes for using virtual reality (VR) for respondents in Europe in 2015, broken down by the type of audience. About 49.5 percent of the general public ranked sports viewing as the top purpose for the use of VR.
Show more
Statista Accounts: Access All Statistics. Starting from $588 / Year
Basic Account
Get to know the platform

You only have access to basic statistics.

Premium Account
Your perfect start with Statista
  • Instant access to 1m statistics
  • Download in XLS, PDF & PNG format
  • Detailed references

$49 / Month *

Corporate Account
Full access

Corporate solution including all features.

* All products require an annual contract.
   Prices do not include sales tax.
Leading companies trust Statista:
paypalgoogleadobepgsamsungtelekom
Statista has been my savior on several occasions. The site is easy to maneuver and the data is in a format that can go right into a report or presentation.
Marlene Greenfield

Marlene Greenfield
Vice President, Hearst Magazines

Statistics on "Virtual Reality (VR) in Europe"
  • Overview
  • Video game market
  • VR in the workplace
  • VR Products
  • Popular experience scenarios
Discover Statista
Need help with using Statista for your research? Tutorials and first steps
Further Content: Statistics, Studies, and Topic Pages
Statistics
Learn more about how Statista can support your business.
Do you have any questions about our business solutions?

We provide you with detailed information about our Corporate Account.