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Posted on October 13, 2021October 10, 2022 by Dan Ness

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.

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CategoriesActivities, Consumer Electronics, Game Consoles, Gaming PCs and Game-Playing, Home Entertainment, Households, MetaFAQs, TUP 2018, TUP 2021, User Profile TagsActivities, Consumer electronics, Dedicated gamers, Early adopters, Entertainment, Facebook, Fun, Game consoles, Game-playing, Games, Headset, Hearables, Home PC activities, Household size, Metaverse, Microsoft, Nintendo, Oculus Rift, PCs, Smartphone activities, Smartphones, Sony, VR headsets, Wearable technology, Wearables, Xbox

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