Determine adoption rates of virtual reality devices and services within the consumer and enterprise markets to gauge the impact and effectiveness of immersive training, visualization, collaboration, and its impact to content and associated workflows.
Examine broad top level technology shifts in HMD classes (standalone, tethered, mobile) to track current trends and prepare for future implementations of VR, including but not limited to: cloud VR and 5G, immersive media & entertainment and commercial applications, and new ways to communicate and enhance productivity.
Assess market potential for VR HMDs and related content/services/platform revenue to serve as a baseline for core components (e.g. sensors, displays, connectivity, compute platforms) and revenue opportunity for broader support/integration services and content/application development.
Critical Questions Answered
What is the overall size of the virtual reality market today and in the future? (5-year forecast window, covering HMD shipments, installed base, revenue and related content/services/platform revenue)
How does the uptake of VR differ by vertical and market segment, HMD type, and region?
Pivot table and dashboards for virtual reality HMD shipments, installed base, and total revenue.
Regional forecasts for VR HMDs and related revenue by segment (consumer/enterprise) and vertical (enterprise) and by region.
HMD segmentations by type: standalone, tethered (PC and console), mobile.
Who Should Read This?
Decision makers for those actively implementing virtual reality or looking to in the future.
Product managers wanting quantitative backup for VR device, partnership, or implementation roadmaps.
Innovation leaders invested in the overall digitization space wanting to understand inter and intra-market VR dynamics.
Table of Contents
Click a table title to see what's included in the data.