VR Market Update (July 2019)

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By Michael Inouye | 3Q 2019 | IN-5573


Smaller Announcements Add up to Keep Momentum Moving Forward


Outside of the recent attention the Oculus Quest has received, Virtual Reality (VR) largely remains on the periphery of tech news and media coverage. VR no longer garners any stage time at the large mobile device and software/platform unveilings, and while hardware updates to tethered VR devices improve upon user experience and setup, these updates often only elicit brief mentions and do little to move the needle toward renewing wider enthusiasm for VR. Beyond the view of the average consumer, however, the VR market continues to see traction and adoption in the commercial and enterprise markets. First, however, it is worth noting some positive consumer news.

Within the first two weeks after the Oculus Quest launched in May, Facebook announced that Oculus sold US$5 million worth of Oculus Quest content. Most of this content was very likely gaming related, which suggests launch sales likely fell around 100,000 to perhaps 150,000 units. Game prices ranged from US$0-$40, with most titles priced at US$20-$30—for example, Beat Saber and…

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