Virtual reality is now a reality. With the major devices like Oculus Rift, Samsung Gear VR, and HTC Vive finally shipping, the hottest topic in games and beyond is hitting shelves and getting into consumer hands. Who is going to win in the space, who is the consumer, and how will you tackle the market? This new gold-standard report, Virtual Reality & the Next Killer App, details all of this, and more.
Investors are throwing billions at a pool of eager companies hoping to cash in on the virtual reality industry, with funding reaching $2.8B this year and totaling $8.8B since 2012. But the industry has yet to be able to sustain this volume of producers, leading to something akin to the video game market crash of 1983: if too much low quality content is released, adoption will suffer as consumers who try the content are turned off, making it difficult to renew their interests in virtual reality.
The biggest question remains: who is going to win in the virtual reality market, and what do you need to be successful in the space?
With hardware sales limited by supply chain issues, the first issue is what devices will be available, and how many will there be. Sony is not only leveraging their relationships with retailers by releasing the PlayStation VR to a number of brick-and-mortars (Oculus and HTC Vive were only available for purchase on their respective websites), they also released a limited number of headsets to gauge interest in advance and decide how much they should ramp up production for Q4 shipments. As such, PSVR will be this year’s winner when it comes to high-end devices, taking on 69% of PC and console’s combined shipment totals this year.
And now that we have devices, what will be the content, and who is the consumer?