VR headsets are slowly and unsteadily working their way onto the heads of online adults. This TUPdate shows how penetration has expanded (and contracted) since 2018. By reviewing the activities that VR headset users do with their other connected devices – smartphones, PCs, tablets, or game consoles – this TUPdate profiles just who these VR headset early adopters are. Their creative, fun, collaborative, and educational activities point the way to possible hotspots of VR headset adoption.
Wearables penetration by country
Wearables have moved into the mainstream, reaching the wrists and ears of half of Americans. Penetration rates are not as high among online adults in Germany, the UK, or Japan. Also, smartwatches are not universally adopted. This MetaFAQs reports on the penetration rate of Bluetooth headsets, smartwatches, and electronic activity trackers among online adults by country.
Virtual reality headset use among socioeconomic groups
VR headsets have received recent attention again after more than a decade of on-again/off-again experimentation with limited market acceptance. While the overall penetration rate of actively-used VR headsets has reached 5% for the first time in 2021, usage rates vary considerably across socioeconomic groups. Having the means to acquire all that’s needed to fully enjoy VR headsets isn’t the only factor affecting adoption as even some upper-income groups are only nominally further ahead than other less advantaged groups. The groups being reported consider age group, employment status, household size, ethnicity, presence of children, educational attainment, and other socioeconomic factors.