What’s actually slowing this PC down?
Pick the symptom - the matching free tool is one click away.
U.S. teens’ reported weekly use of virtual-reality devices rose from 10% in Fall 2023 to 13% in Spring 2024, while reported ownership edged up from 31% to 33%. The figures come from Piper Sandler’s Spring 2024 Taking Stock With Teens survey. That is a real increase, but three percentage points is a modest rebound—not proof that VR had become mainstream among teenagers.
What did Piper Sandler’s survey find?
The Spring 2024 edition of Piper Sandler’s biannual Taking Stock With Teens survey tracked U.S. teenagers’ technology, media, brand and spending preferences. Contemporary reporting on the survey reported two separate VR measures: ownership and weekly use.
| Measure | Fall 2023 | Spring 2024 | Change |
|---|---|---|---|
| Teens reporting that they own a VR device | 31% | 33% | +2 percentage points |
| Teens reporting weekly VR use | 10% | 13% | +3 percentage points |
The figures are self-reported survey results, not headset sales or device-usage telemetry. The comparisons were reported by 9to5Mac and Marketing Charts in April 2024.
Ownership is not the same as regular use
The 33% figure means respondents reported owning a device; it does not mean a third used VR regularly. The weekly-use figure—13%—is the clearer indicator of routine engagement. An owned headset might be shared in a household, used occasionally, or left unused.
Quick wins for a faster PC:
Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Repair Windows errors before they cause bigger problemsFix Now →Scan for outdated or missing drivers - takes under a minuteDriver Scan →#1 Best Overall
- CARDBOARD MONKENAUT — Get our best Gorilla Tag bundle yet with this Amazon exclusive deal. Purchase Meta Quest 3S to get exclusive items, including the Gorilla Space Program Suit and Helmet, plus 2,000 SHINY ROCKS.
- NO WIRES, MORE FUN — Break free from cords. Game, play and explore immersive worlds — untethered and without limits.
- 2X GRAPHICAL PROCESSING POWER — Enjoy lightning-fast load times and next-gen graphics for smooth gaming powered by the Snapdragon XR2 Gen 2 processor.
- EXPERIENCE VIRTUAL REALITY — Take gaming to a new level and blend virtual objects with your physical space to experience two worlds at once in your VR headset.
- 2+ HOURS OF BATTERY LIFE — Charge less, play longer and stay in the action with an improved battery that keeps up. *Based on the graphic performance of the Qualcomm Snapdragon XR2 Gen 2 platform vs the Meta Quest 2 platform.
Why “spike” overstates the change
Weekly use rose by three percentage points from its Fall 2023 level. Calling that a 30% relative rise is mathematically possible, but it can make a small baseline change sound much larger. “Modest rebound” better conveys what the survey measured: a return from the previous fall’s lower reading, not a sudden transformation in teen habits.
Secondary reporting places weekly use at about 14% in Spring 2023, which would put Spring 2024’s 13% below that earlier level. Because the earlier comparison is not established here by an original Piper Sandler trend table, it should be treated cautiously rather than as a definitive record-high series. The Spring 2024 finding alone does not establish a sustained upward trend.
Rank #2
- CARDBOARD MONKENAUT — Get our best Gorilla Tag bundle yet with this Amazon exclusive deal. Purchase Meta Quest 3 to get exclusive items, including the Gorilla Space Program Suit and Helmet, plus 2,000 SHINY ROCKS.
- NEARLY 30% LEAP IN RESOLUTION — Experience every thrill in breathtaking detail with sharp graphics and stunning 4K+ Infinite Display.
- NO WIRES, MORE FUN — Break free from cords. Game, play and explore in immersive worlds — untethered and without limits.
- 2X GRAPHICAL PROCESSING POWER — Enjoy lightning-fast load times and next-gen graphics for smooth gaming powered by the Snapdragon XR2 Gen 2 processor.
- EXPERIENCE VIRTUAL REALITY — Blend virtual objects with your physical space and experience two worlds at once in your VR headset.
Did Apple Vision Pro cause the increase?
No causal link was demonstrated. The survey result came shortly after Apple Vision Pro became available in the United States in February 2024, so the launch may have raised awareness of spatial computing. But the survey did not test whether Vision Pro changed teen behavior, and the timing alone cannot show that it drove the increase.
Nor does the ownership result show that many teens had Vision Pro. The reported figures cover VR devices broadly; they do not identify which models respondents owned. Contemporary coverage raised a possible connection to Apple’s launch, but presented it as speculation, not a survey finding (9to5Mac).
Outdated Drivers Are Slowing You Down
One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchPC Slower Than It Used to Be?
A free scan shows the junk files, broken settings and background clutter dragging Windows down - then fixes them in one click.Free scan · Windows 10 & 11Rank #3
- NO WIRES, MORE FUN — Break free from cords. Game, play, exercise and explore immersive worlds — untethered and without limits.
- 2X GRAPHICAL PROCESSING POWER — Enjoy lightning-fast load times and next-gen graphics for smooth gaming powered by the SnapdragonTM XR2 Gen 2 processor.
- EXPERIENCE VIRTUAL REALITY — Take gaming to a new level and blend virtual objects with your physical space to experience two worlds at once.
- 2+ HOURS OF BATTERY LIFE — Charge less, play longer and stay in the action with an improved battery that keeps up.
- 33% MORE MEMORY — Elevate your play with 8GB of RAM. Upgraded memory delivers a next-level experience fueled by sharper graphics and more responsive performance.
How does the finding compare with Pew’s survey?
Pew Research Center reported that 24% of U.S. teens said they played video games on a VR headset. Its survey included 1,453 teens ages 13–17 and was fielded from September 26 to October 23, 2023; the results were published in May 2024. Pew’s question concerned gaming on a headset, not ownership or weekly use across all activities (Pew Research Center; see also its survey topline).
The 24% and 13% figures are not contradictory measurements of the same thing. They come from different surveys, field dates and questions: a teen who has played a VR game need not use a headset weekly, while Piper Sandler’s weekly-use measure is not limited to gaming. Neither figure should be used as a direct trend line for the other.
Rank #4
- NEARLY 30% LEAP IN RESOLUTION — Experience every thrill in breathtaking detail with sharp graphics and stunning 4K Infinite Display.
- NO WIRES, MORE FUN — Break free from cords. Play, explore and exercise in immersive worlds — untethered and without limits.
- 2X GRAPHICAL PROCESSING POWER — Enjoy lightning-fast load times and next-gen graphics for smooth gaming powered by the Snapdragon XR2 Gen 2 processor.
- EXPERIENCE VIRTUAL REALITY — Blend virtual objects with your physical space and experience two worlds at once.
- 2+ HOURS OF BATTERY LIFE — Charge less, play longer and stay in the action with an improved battery that keeps up.
What are teens doing in VR?
Pew’s result specifically concerns video games. The available reporting on Piper Sandler’s Spring 2024 figures does not provide a detailed breakdown of teen activities, so it cannot establish what share used VR for gaming, social spaces, fitness, creative apps or video. Those are possible uses, not measured explanations for the increase.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What the numbers mean for parents considering a headset
The survey is evidence of some teen interest, not a guarantee that a particular teenager will use a headset often. Historical reporting has also illustrated the gap that can exist between owning VR equipment and using it frequently: a 2022 report cited 26% teen ownership and 5% daily use. Those older figures are context only, not an estimate of current use (Security.org).
The Tool Desk
Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Outbyte PC Repair FREERepair Windows errors before they cause bigger problemsFix Now →Best Value
- 256GB Storage Capacity
- Top VR Experience: Oculus Quest 2 features a blazing-fast processor, top hand-tracking system, and 1832 x 1920 Pixels Per Eye high-resolution display, offering an incredibly immersive and smooth VR gaming experience.
- Anti-Slip Controller Grip Covers: grip covers are made of nice silicone material that effectively prevents sweat, dust, and scratches. Anti-slip bumps enhance the handgrip and feel.
- Adjustable Knuckle Straps: knuckle straps make it possible to relax your hands without dropping the controllers. High-quality PU material offers extra durability and velcro design makes it easy to adjust the strap length to different needs.
Before buying, consider the factors that determine whether a headset fits your household:
- Age and account rules: Check the manufacturer’s age guidance and account requirements for the specific device and apps.
- Social features: If a teen will use voice chat or social VR, review who can contact them, how to block or report users, and what supervision tools are available.
- Privacy and purchases: Review settings for voice, cameras, hand tracking, account data and spending. Common Sense Media’s VR privacy report compares privacy and child-protection considerations across products.
- Fit and comfort: Weight, facial fit, lens adjustment, glasses compatibility and heat can affect how long a headset is comfortable to wear.
- Physical space: Set up a clear play area and supervise active games where appropriate. Boundary features can help, but do not remove collision risks.
- Content and repeat use: Check whether the available games and apps suit the teen, and whether multiplayer experiences work with friends’ platforms. Setup, charging and a limited selection of appealing content can make a headset less convenient to use.
- Total cost and returns: Account for games, accessories and any subscriptions, and check the retailer’s current return policy in case the fit or content is not right.
These are practical considerations, not outcomes measured by Piper Sandler. The survey does not establish medical effects of headset use; follow product guidance and take discomfort seriously.
Does this signal a broader VR revival?
The teen survey is a narrow, dated snapshot, not a measure of the whole VR market. A 2026 EMARKETER analysis described a core VR user base, driven substantially by Meta Quest, but said growth had tapered and cited comfort, session friction, limited everyday uses and content fit as continuing barriers. Its forecast of 3.8% growth in virtual-technology users in 2026 uses a broader category that includes immersive content accessed through headsets, computers, phones and other devices—not just dedicated VR headsets (EMARKETER analysis; forecast and methodology).
That wider context is consistent with a limited conclusion: interest among teens can tick up even while comfort, convenience and useful content remain obstacles to broader adoption. The Piper Sandler result shows a small rebound in reported weekly use in Spring 2024, not that VR had become an everyday technology for most teens.
Quick Recap
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.




