As an interactive medium that offers unparalleled immersion, Virtual Reality (VR) allows users to experience, preview, and escape reality. Early adopters are predominantly gamers, driven to the medium by the promise of ‘being there’. But given the huge growth potential of the market, it is interesting to understand the demographics of VR owners and intenders to ensure current and future use cases drive further demand.
A recent report from the User Experience Strategies (UXS) service at Strategy Analytics, Virtual Reality: Who are VR owners and VR Intenders?, has explored the demographics of VR owners and intenders in the US, Western Europe, China and India. While using VR to try out other products before purchasing them drew the greatest level of interest, at present there is no ‘one’ killer use case or ownership demographic that prominently stands out above all others.
Key report findings:
According to Chris Schreiner, Director of Syndicated Research, UXIP and report author, it is evident that there is no ‘one’ killer use case or demographic that stands out above all others. “OEMs must ensure that a range of use cases is available to meet the differing needs of region, age and gender. Using VR to try out other products before purchasing them is unlikely to motivate consumers to purchase a VR device, it is one that consumers will use once they have VR, regardless of demographic,” he advised.