Determine adoption rates of Virtual Reality (VR) devices and services within the enterprise and consumer markets to gauge the impact and effectiveness of immersive training, visualization, collaboration, media/entertainment, and other VR content.
Examine broad top-level technology shifts in Head-Mounted Display (HMD) classes (standalone, tethered, mobile) to track current trends and prepare for future implementations of VR, including but not limited to: metaverse cloud VR and 5G, immersive media & entertainment, and immersive collaboration.
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 opportunities for broader support/integration services and content/application development.
Critical Questions Answered
What is the overall size of the VR market today and in the future? (forecast through 2030 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?
How do Average Selling Prices (ASPs) for VR devices shift over time, and how do they differ by vertical?
Pivot tables and dashboards for VR HMD shipments, installed base, and total revenue.
Regional forecasts for VR HMDs and related revenue by segment (consumer/enterprise), vertical (enterprise), and region.
HMD segmentations by type: standalone, tethered (Personal Computer (PC) and console), and mobile.
Top-level connectivity breakdown and forecast by HMD form factor.
Who Should Read This?
Decision makers for those actively implementing VR or looking to do so 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.