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Chronicles

The story behind the story

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CCS Insight: global shipments of VR and AR devices fell 12%+ YoY to 9.6M in 2022; NPD: US annual sales of VR headsets fell 2% YoY to $1.1B as of early December

Jonathan Vanian / CNBC :

CNBC Jonathan Vanian

Context & Ripple Effects

The 2022 numbers extend a contraction that has defined consumer VR for most of its life: IDC already counted a 30.5% YoY shipment drop in Q1 2018 and a 33.7% fall in Q2 2018, when screenless phone-tethered viewers collapsed from 1M to 409K units in a year. The category never approached IDC's 2017 projection of 100M units shipped by 2021 — 2022 closed at 9.6M.

The two trackers diverge in an telling way: CCS Insight counts global units down more than 12%, while NPD's US dollar figure fell only 2% to $1.1B — suggesting average selling prices held up even as volume shrank. It also lands amid broader softness in games spending, where NPD had already logged a 15% YoY decline in March 2022 hardware, content, and accessories spending.

First-order effects

  • Headset vendors end 2022 with a smaller addressable base than they started it — 9.6M units worldwide against forecasts made five years earlier for ten times that — forcing 2023 roadmaps to be built on replacement demand rather than new-user growth.
  • NPD's 2% US dollar decline versus the double-digit unit drop means pricing absorbed the volume loss, so vendors leaning on premium devices were cushioned while budget-segment players bore the brunt.

Second-order effects

  • A shrinking market accelerates consolidation: per the related coverage, Meta's share climbed from under 40% in Q4 2022 to over 60% by Q4 2023 as the overall market kept contracting, leaving smaller vendors competing for a residual slice.
  • Content and accessory sellers tied to headset attach rates face a thinner installed base, pushing them toward the segments still spending — NPD's own data showed game content sales up 11% in early 2022 even as hardware fell.

Third-order effects

  • If the pattern holds — declines in 2018, 2022, 2023, and again in 2024 — consumer VR settles into a niche hardware category dominated by one or two platform owners, with enterprise buyers (where Vision Pro sales grew even as consumer shipments fell 43% QoQ) becoming the growth margin.
  • The persistent gap between analyst forecasts and actual shipments points to a structural credibility problem for the category's projections, making future adoption claims harder to finance until a device demonstrably breaks the cycle.

The trend: Consumer VR is settling into a long contraction in which each downturn cedes more of a shrinking market to Meta, shifting the category's hopes from mass adoption to enterprise and platform lock-in.

Discussion

  • @slinq @slinq on x
    Have been saying this for a while - VR headsets are novelty that nobody actually wants to wear for more than a few minutes at a time. This doesn't mean metaverse isn't a thing, just that for most people, most of the time, it will happen on a normal PC or TV screen https://twitter…
  • @jonathanvanian Jonathan Vanian on x
    Metaverse off to ominous start after VR headset sales shrank in 2022 - next year looks to be tough as “consumer budgets will be tightening” https://www.cnbc.com/...
  • @techbarnold @techbarnold on x
    It was great to talk with @CNBC about VR sales this holiday- just in time for @CES | Metaverse off to ominous start after VR headset sales shrank in 2022 https://www.cnbc.com/... https://twitter.com/...
  • @msdrasby Ms. D on x
    This doesn't surprise me to see this, especially when an Oculus Quest 2 significantly increased in price once Meta took over. https://www.cnbc.com/...
  • @techbarnold @techbarnold on x
    VR sales during the 2021 holiday were amazing- matching that level of volume this year- at higher prices- was not going to happen. https://twitter.com/...
  • @benbajarin Ben Bajarin on x
    There are numerous reasons I'm in the camp Apple does not release a headset on 2023 but a big factor is the economy and overall bad timing to launch anything brand new category wise. https://twitter.com/...
  • @danackerman Dan Ackerman on x
    Seems pretty mild considering no one has shipped a significant new consumer VR device for 2-plus years, and the one real mainstream option (Quest 2) raised its price by $100 this year. https://twitter.com/...
  • @tomffiske Tom Ffiske on x
    Sales of VR headsets this year fell by ~2% in the US, according to @npdgroup. This coincides with @CCSInsight stating that 2023 will see a slowdown in unit sales. https://www.cnbc.com/... #metaverse