UK Extended Reality (XR) Market Report 2024
VR headsets occupy a discretionary tech purchase, and are less pivotal to consumers lives than computers and phones.
VR headsets occupy a discretionary tech purchase, and are less pivotal to consumers lives than computers and phones.
VR headsets occupy a discretionary tech purchase, and are less pivotal to consumers lives than computers and phones. Financial pressures have softened demand for premium tech, prompting major brands in 2024 to cut prices on key headsets in response to the downturn.
The main threat to VR continues to be ongoing issues with usability and comfort with wearing headsets. Consumers do not want to wear them for prolonged periods. Aesthetically, AR aesthetic appeal is essential to achieve widespread adoption. Advances in technology aim to address these barriers, with newer, lightweight designs promising practical, everyday utility.
60% of consumers believe VR headsets will become mainstream, despite current ownership sitting at around 10%. This optimism highlights strong confidence in the industry’s future, offering VR manufacturers the opportunity to drive innovation and effectively communicate their advancements.
Price drops of leading VR headsets will see the market remain steady. Longer term technological advances and cosmetic changes will see AR headset ownership become more commonplace.
Joe Birch, Senior Technology and Leisure Analyst
This Report examines the UK market for VR and AR, including consumer use and attitudes towards the technologies.
For the purposes of this Report, Mintel has used the following definitions:
Extended Reality (XR): Extended Reality refers to virtual, augmented and mixed reality technologies.
The metaverse: The definition of a metaverse is difficult to pin down and is hotly debated. It is typically regarded as a ‘persistent virtual world’. The ‘persistent’ part is important because it means a virtual space that can be accessed at any time by different people, and one that doesn’t disappear when you stop accessing it as is the case with traditional video games, for example. Metaverses can be accessed via virtual reality, augmented reality and devices such as smartphones and tablets. The ‘metaverse’ is not a single thing; rather, a number of different metaverses exist simultaneously.