| Characteristic | Public | Gamers |
|---|---|---|
| Sports viewing | 49.5% | 67.9% |
| TV/film viewing | 48% | 66.9% |
| Music (e.g. videos, concerts) | 25.7% | 31.3% |
| Training (e.g. DIY techniques, cooking how-tos) | 24.8% | 31.2% |
| Escaping the real world | 24.8% | 36.5% |
| Education (e.g. virtual classrooms) | 14.9% | 15.3% |
| Social Media (e.g. chat rooms) | 7.1% | 29.4% |
| Gaming | 5.7% | 84.4% |
| None of the above | 47% | 7.3% |
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Sources
Release date
July 2016
Region
Europe
Survey time period
June 2015
Number of respondents
2,511 respondents
Age group
18 years and older
Method of interview
Online survey
Supplementary notes
* The sample is broken down by the type of audience: general public n=1,679; gamers n=832
The question was phrased as follows: "For what purpose do you envisage using VR?"
The countries included in these responses are: Germany, France, Italy, Spain and the United Kingdom.
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