Nielsen Report: Public VR Recognition Doubled

Market research company Nielsen's latest "Games 360 Report" shows that the public's awareness of virtual reality and augmented reality devices is getting higher and higher.

This year’s survey results are based on an online survey of US consumers in the first quarter of this year. Nielsen said that they surveyed a total of about 2,000 people aged 13 or above, male and female.

As shown in the figure below, “average people” and “players” have seen a “significant increase” in their perception of VR and AR. As for players, their awareness of specific devices rose from 37% in 2016 to 63% in 2016.

Among them, 34% of consumers have heard of Samsung Gear VR, which is 12% higher than last year. This makes Samsung's VR products become the most well-known head brand on the market.

Twenty-six percent of respondents said they had heard of Sony's PSVR headset and another 25 percent had heard of Oculus Rift. Overall, less than half of the respondents did not know of any major VR devices, down from 72% in 2016.

However, how many people who know VR equipment plan to purchase equipment? Respondents seem to have the same interest in buying Gear VR and PSVR, and 7% of them said they would “absolutely or possibly” purchase the two devices.

As for players, 10% of respondents claimed that they had already purchased PSVR heads, and another 9% of respondents said they purchased Gear VR.

Oculus Rift is the third largest purchase choice for players and the general population, followed by Google Cardboard and HTC Vive.

Nielsen said that he hopes to purchase VR devices because of the desire to have new technology, 53% of players said that "always having the latest game systems and hardware is critical to them." In contrast, only 17% of the general population expressed similar views.

At present, more men have VR/AR equipment, which accounts for 57%. As shown in the chart below, the percentage of respondents who will purchase VR devices is higher.

But the same thing is that current and future VR players have indicated that they will spend most of their time on the game. In addition, the majority of users of these VR devices are between the ages of 25 and 34, which may reflect that many large manufacturers have set relatively high retail prices.

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