You might say that virtual reality is in its awkward teenager phase—showing great potential in terms of looks and performance, but still having a lot of growing up to do. VR may not be the stuff of science fiction legend yet, but a new study shows that VR consumers are not only satisfied with their purchases—they’re impressed.

According to the study by research firm Magid, 89 percent of VR purchasers indicated they were “satisfied” or “very satisfied” with the product, with a majority naming the latter. In fact, 81 percent of those who purchased VR devices indicate a willingness to recommend to friends or family. While satisfaction was high across all device types, mobile VR headsets that work with any smartphone offered the most gratification at 67 percent.

Participants who bought a VR headset designed for a specific smartphone not only see their purchase as a “very good” value, but 66 percent find them “very easy to use.” Magid reports that a majority of consumers across all device types cited their VR headset as being a “very good” value, with the greatest percentage—60 percent—being among those who purchased a VR headset designed for a specific smartphone.

“As far as recent purchasers are concerned, VR devices are being rated very highly against the ‘holy trinity of value’ for money, ease of use and of exceeding expectations,” Mike Bloxham, senior vice president of national television and video at Magid, said in a statement “This combination is exactly what drives positive word of mouth which is so important for the growth of emerging tech-related markets.”

Eighty-five percent of VR purchasers believed their device was a good value, while 90 percent rated their device as “easy” or “very easy” to use. Sixty-one percent reported that their VR device performed better than they expected.

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No device is going to be a great value if you can’t use it, and that’s where VR content comes in. Viewing of non-gaming video content such as short videos and TV experiences on VR were reported at a higher rate (72 percent) than video games (63 percent). Music and virtual travel were also among the top VR experiences at a combined 51 percent, according to the company.

“VR isn’t just for gamers anymore,” said Debby Ruth, senior vice president of global media and entertainment at Magid. “Games are always going to be important to VR, but this interest in other types of VR experiences, especially music and travel, signals opportunity and potential for broader consumer engagement.”

Mobile VR is obviously a hit with consumers, many of whom are more than happy to rush out and buy the latest smart phone model. But what about VR headsets? We asked Magid if consumers may some day rush out to get a new model every year, or if they will be long-term investments.

“When you look at a VR device right now and you think about where they are going to be in the future in terms of form and function, the real comparison is to mobile phones where you needed two hands for operation,” Ruth told [a]listdaily. “At this stage, there is no way you can accurately anticipate the pace of development that is to come. Certainly, the idea of upgrading equipment year after year, will be based on many variables—such as price, perceived modifications and improvements, the possible tie of that equipment to some type of ‘plan’ such as in a data plan with phones. But as with phones, we can say with certainty, that devices will bear little resemblance to the early stage equipment we see today.”