Join Us | Contact Us | Sitemap | Korean

      About Us | Report | Custom Research | Support


Login

Category

Telecom/Wireless

Electronic

Digital Devices/Media/Broadcasting

Information Technology

Energy

Life Science

Chemical/Advanced Materials

Automotive

Environment

Consumer Goods

Marketing/Advertising

Finance

Construction

Transportation

Consumer Survey

Defence/Aerospace

Food/Beverage

Heavy Industry

Education

Industrial Machinery

International Trades

Sports/Leisure

Marine/Ship Building

Fashion

Government/Policy

Industrial Arts/Jewellery

Company Profiles

ETC

 
Location : HOME > Report > Information Technology > Information Technology
Virtual Reality for Consumer Markets
Publisher Tractica LLC
Date 2015-07
Quantity 80 pages
Type Report
Price

Print

Head-Mounted Displays, Mobile Virtual Reality, Accessory Devices, and Virtual Reality Content: Global Market Analysis and Forecasts


The year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the much-anticipated Oculus Rift and Project Morpheus headsets, respectively, by which time HTC¡¯s Vive head-mounted display (HMD) will have been on the market for a while. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made on the comfort of HMDs, creating a convincing level of immersion, the emergence of standards, and the development of compelling content.

Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of low-cost mobile VR solutions is helping. Even so, some industry participants strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. The stakes are high given the huge amount of money invested in the industry by some of the world¡¯s biggest companies. Consequently, industry players continue fine-tuning their products so as not to muddy the water for all involved. Tractica believes that these efforts will bear fruit in the coming years, and that combined revenue for HMDs, VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate (CAGR) of 142%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020, segmented by five world regions. HMDs are segmented into three product types: PC-based devices, console-based devices, and mobile VR headsets. VR accessories like gamepads and other VR-specific controllers, hand tracking devices, locomotion devices, and gaming vests and suits are also quantitatively analyzed. The content market is split into gaming, television, movies and music, social VR, tourism, and sports and fitness.

Key Questions Addressed:

  • How large is the market opportunity for consumer VR hardware and content?
  • How will the market be segmented by product type, content type, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the consumer VR market?
  • Who are the leading providers of consumer VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • VR accessory manufacturers
  • Mobile device manufacturers
  • Home networking companies
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

About Us | Privacy Polocy | Terms & Conditions | Delivery/Payment

Samwon Bldg., 210-1 Nonhyun-dong, Gangnam-gu, 135-996, Seoul, Korea | LNH, Inc.
Tel : 82-2-554-0001 / Fax : 82-2-3444-5501 / E-mail : sales@landh.co.kr
Copyright ¨Ï 2008 LNH, Inc. All rights reserved.