Study: How Germans use virtual and augmented reality
According to Bitkom, one-fifth of Germans use VR glasses – mainly for gaming.
Bitkom, the industry association for the German information and telecommunications sector, surveyed around 1,250 people aged 16 and over by telephone in July 2021 about their VR use. According to Bitkom, the survey is representative.
According to the survey, around 17 percent of respondents use virtual reality occasionally. 21 percent of non-users expressed a very certain future intention to use it, 28 percent could at least imagine it. 18 percent are skeptical about VR, and a full 30 percent reject VR glasses outright.
VR use in Germany: Games in front, VR fitness popular
Unsurprisingly, gaming (77 %) is at the top of the list of VR usage scenarios, closely followed by virtual travel to unknown places (71 %). Fifty-six percent use the glasses for movies, while 39 percent watch concerts.
As many as 37 percent say they put on VR goggles for sports activity. You can find a list of interesting Meta Quest fitness games behind the link. And our author Josef will be trying to melt his cookie belly with virtual reality fitness over the next few weeks.
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There is still potential for growth in the use of VR for education and learning (16 %), in museums (12 %), and in professional environments (7 %).
AR use: games and filters lead the way
The Bitkom results for augmented reality use are as expected, at least at the top: Here, too, video games (61 %) are in the lead, followed almost equally by AR filters such as on Instagram or Snapchcat (59 %). Compared to VR, AR is used more frequently in education and learning projects (31 %).
According to Bitkom, 25 percent use AR for apartment or house planning or for “orientation while traveling, for example, to display buildings that no longer exist in the real environment.” OK? 15 percent have tested an AR ruler and use augmented reality for navigation. Eleven percent of respondents have come into contact with AR at work.