This statistic presents information on the leading virtual reality content categories preferred by consumers in the United States as of **. According to the survey results, ** percent of respondents said they were interested in the VR gaming abilities, while ** percent wanted to do virtual shopping. Sources estimate that the global VR gaming market in 2015 was worth *** million U.S. dollars.
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Fast Company. (November 6, 2015). Preferred virtual reality (VR) content categories of consumers in the United States as of October 2015 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 25, 2026, from /statistics/515550/vr-content-category-preference-usa/
Fast Company. "Preferred virtual reality (VR) content categories of consumers in the United States as of October 2015 ." Chart. November 6, 2015. ÌÇÐÄÆÆ½â°æ. Accessed July 25, 2026. /statistics/515550/vr-content-category-preference-usa/
Fast Company. (2015). Preferred virtual reality (VR) content categories of consumers in the United States as of October 2015 . ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 25, 2026. /statistics/515550/vr-content-category-preference-usa/
Fast Company. "Preferred Virtual Reality (Vr) Content Categories of Consumers in The United States as of October 2015 ." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 6 Nov 2015, /statistics/515550/vr-content-category-preference-usa/
Fast Company, Preferred virtual reality (VR) content categories of consumers in the United States as of October 2015 ÌÇÐÄÆÆ½â°æ, /statistics/515550/vr-content-category-preference-usa/ (last visited July 25, 2026)
Preferred virtual reality (VR) content categories of consumers in the United States as of October 2015 [Graph], Fast Company, November 6, 2015. [Online]. Available: /statistics/515550/vr-content-category-preference-usa/