target audience: TECH SUPPLIER  Publication date: Nov 2024 - Document type: IDC Survey - Doc  Document number: # US51353824

U.S. XR User Survey in Gaming Households, 3Q24: Mixed Reality Headsets Move Toward Center Stage

By:  Lewis Ward Loading

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Abstract


This IDC Survey presentation summarizes findings from IDC’s 3Q24 U.S. Gamer Survey. The focus is virtual reality (VR), mixed reality (MR), and to a lesser degree, augmented reality (AR) headset use cases and spending patterns in gaming households. Given that about 70% of U.S. households contain at least one gamer, the results are directionally representative of all U.S. households. Some enterprise and WFH respondents took the survey too.

In most of the questions in this presentation, usage of eight XR headsets or headset groups are separately analyzed: Meta Quest 3, Apple Vision Pro, Mixed VR and MR, Sony PlayStation VR2 or PlayStation VR (original), Meta Quest, Oculus Go, All other VR, and AR headsets (Magic Leap 2 and Microsoft HoloLens 2). The demographics, favorite (and unpopular) use cases, satisfaction scores, and game and nongame spending patterns of XR headset users are analyzed via the same segmentation.

"XR headset use in U.S. gaming households rose 3% in 3Q24 compared with 3Q23. While mixed reality headsets made a splash, overall, watching videos and playing video games remained the top 2 use cases by a wide margin. Web surfing and the use of social 'metaverse' apps or virtual meeting spaces rounded out the top 4." — Lewis Ward, IDC's research director of XR, Gaming, and 3D Interactive Software



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