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Please refer to Virtual Reality Market Data: Devices, Verticals, and Value Chain to ensure you are viewing the latest forecasts.
This research contains data on the virtual reality (VR) market. VR HMDs tracked include tethered (PC and Console), standalone, and mobile-reliant devices (3DOF and 6DOF). This data includes shipments, install base, device revenues, and software/service revenue, segmented both by vertical and by region. Regional breakouts include: North America, Western Europe, Eastern Europe, Asia-Pacific, Latin America, the Middle East & Africa.
Verticals include:
VR remains in a transitionary phase – a market still in its nascent stages but looking for a way to push into the mainstream’s collective consciousness. Key consumer segments like gaming and video have not yet pushed the market forward and new HMD products did not push the needle forward like earlier price cuts. Despite these roadblocks (more on the consumer side) the market still holds potential and is already establishing a stronger position in the commercial and enterprise spaces.
VR is building a growing presence in training, healthcare, education, AEC, auto, and design but awareness of VR’s capabilities, deployments/trials, etc. remains an issue. Destination VR is a shining example of industry growth and revenue opportunity – it also bridges the consumer and commercial markets and could help evangelize the technology to potential end users.
While 2018 is not viewed as a “make-or-break” year it will prove critical in determining the market potential for standalone VR devices. With several announced products announced and VR price points continuing to decline, 2018 is on the surface the best effort yet to push the market past the initial early adopter phase.