Residential demand for XR headsets: consumer survey

01 February 2024 | Research

Martin Scott | Stefano Porto Bonacci

Survey report | PPTX and PDF (14 slides); Excel | Video, Gaming and Entertainment

"Customers that are very interested in purchasing XR headsets prove to be valuable, as their spend on fixed and mobile services is 15% higher than the average customer's."


This survey report focuses on consumers’ interest in XR devices (in which we include augmented reality (AR), virtual reality (VR) and mixed reality (MR)) and related applications. It explores the demographics of consumers that are interested in XR, why this group is of interest to telecoms operators and how to best cater to their wants and needs.

Topics analysed

  • Which consumer demographics are most interested in XR headsets and associated services and applications and to what degree
  • A discussion on why consumers that are interested in XR are particularly valuable to telecoms operators
  • What the relationship is between gaming and XR to consumers 
  • How telecoms operators might prioritise satisfying the needs of consumers interested in XR devices and applications

Survey data coverage

The survey was conducted in association with Dynata between July and August 2023. The survey groups were chosen to be representative of the internet-using population in selected countries around the world. We set quotas on age, gender and geographical spread to that effect. There were at least 1000 respondents per country.

Geographical coverage

  • Western Europe (WE): France, Germany, Ireland, Italy, Norway, Spain, Sweden and the UK
  • Central and Eastern Europe (CEE): Poland and Turkey
  • North America (NA): Canada and the USA
  • Developed Asia–Pacific (DVAP): Australia and New Zealand
  • Emerging Asia–Pacific (EMAP): Malaysia 
  • Sub-Saharan Africa (SSA): South Africa


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