REPORT: Mobile to drive consumer adoption of virtual reality gaming; 39M installs by year-end.
January 5th, 2016 | /virtual-reality-market-brief/
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?
- 6M Americans say they intend to purchase a PlayStation VR this year versus 5M for Oculus Rift and 2M for the HTC Vive; however, production will not be able to fulfill PC headset demand at the current rate.
- 28% of Americans have heard of PlayStation VR versus 22% for Oculus Rift, 21% for Samsung Gear VR and just 5% for the HTC Vive.
- 52% are uninterested in purchasing a device or do not know what VR is
- Only 16% are sure they will purchase a device at some point
- 26% say devices are too expensive
- 49% have not heard of any headset brands
- Market Size, 2016E-2020E
- Hardware vs. Software
- Device Shipments
- Historical Evidence for VR Device Adoption
- Creator Tools and Software Engines
Drivers and growth
- Investments in Virtual Reality, 2012-2018E
- Worldwide VR Software Genre Breakout, 2016E vs. 2020E
- Augmented Reality Market Size and Forecast
- Peripheral and Emerging Devices
Movers and Shakers
The next killer app
- Consumer Media Behavior
- Consumer Expectations
- Case Studies
- Killer App Roadmap
- Future Growth Drivers
- Key Takeaways