Survey: Only 19% of users who play social with VR and 74% of games are played

Some people like to block people. For example, Facebook developer conference just finished. Xiaozha released the VR social platform Facebook Spaces beta version at the conference. ESA released a survey result showing that 74% of users use it. In VR to play games, only 19% of users will use VR to socialize. One of the more terrifying results, the average age of users holding US VR headsets is 31.

Games, Travel and Movies

ESA recently released a report on computers and video games. The organization surveyed 4,000 families and summarized some data, including VR-related data. According to the report, 11% of households own a VR device, compared with 97% of households owning a computer.

For VR users, the most commonly used is VR games, PC and host VR users are 74%, mobile 48% of users prefer to play VR games. The next step is to explore the destination, similar to travel, with 37% and 36% in terms of PC/host and mobile. In the third place is watching a movie. The author speculates that it is 360° video. At the end of the day is VR social networking, with 19% and 15% in PC and mobile.

Don't know whether Spaces exposed by Facebook can make VR users refresh their social life.

The average age of VR users is 31 years old

In fact, relative to the above data, it was another data that surprised the author. According to the survey, 63% of experienced gamers are familiar with VR, and 15% said they experienced VR in 2016. More than 90% of users who have purchased PCs and host VR devices are very satisfied with the product. One-third of gamers said they would buy a VR device in 2017.

The data that I am interested in is that the average age of users with PC/host or mobile VR is 31 years old. Of course, the survey is in the United States. Older PC and console gamers are both older, but the average age of VR users is in the sky. There is no suspense that belongs to the "middle age" level. The author guesses that if you investigate for mobile VR, there is a possibility of age decline. After all, young people do not have enough pre-buyers on the one hand, and they are also more interested in mobile phones and mobile games.

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