Determine adoption rates of virtual reality 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 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 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?
How do average sale prices (ASPs) for VR devices shift over time, and how do they differ by vertical?
Research Highlights
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), vertical (enterprise), and region.
HMD segmentations by type: standalone, tethered (PC and console), mobile.
Top level connectivity breakdown and forecast by HMD form factor.
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.