Users' loss of self from virtual reality headsets in the United States 2015

The statistic shows the results of a survey in the United States concerned with the likeliness that users of virtual reality headsets could lose themselves in virtual worlds. Some 9 percent of the respondents said that it was very unlikely that users would lose themselves in virtual worlds. The VR market is set to grow at a very fast rate in the following years, with the revenue from virtual reality products forecast to reach 5.2 billion U.S. dollars in 2018.

How likely is it that users of virtual reality headsets could lose themselves in virtual worlds?*

Share of respondents
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Source

Release date

June 2015

Region

United States

Survey time period

June 12. - 18., 2015

Number of respondents

1,013 respondents

Age group

19-49 years

Method of interview

Online panel

Supplementary notes

* The respondents were asked to rate the likeliness that users of virtual reality headsets could lose themselves in virtual worlds, based on a scale of 1 to 5, where 1 is "very unlikely" and 5 is "very likely".

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Statistics on "Virtual Reality (VR) in Europe"

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