Subscribe Video, VR & OTT

ABI Research’s Video, OTT & VR coverage examines the end-to-end video distribution ecosystem. We cover the rapid transition of video consumption devices, services, business models, and technologies toward multiscreen, IP, on-demand, and unmanaged delivery, as well as the rise of VR platforms in the enterprise and consumer sectors.

Featured Research

OTT 2.0: Understanding the new Pay TV Landscape

The widespread growth of OTT services, including new categories such as cable replacement virtual cable (vMVPD) services, which offer live linear channels on OTT devices and networks, coupled with broadcaster direct offerings, defines the OTT 2.0 era. OTT’s success factors include packaging flexibility, narrow genre choices, wide device availability, national reach and overall lower costs. The smaller size and narrower content of OTT services leads to consumer wallet fragmentation, pushing buying decisions from the household level to the individual level. This interest drive Pay TV revenue worldwide to be somewhat flat, while the growth in video entertainment comes from new categories of services broadly defined as OTT, although the boundaries are shifting somewhat and definition becomes harder. Providers must be ready to launch multiple services to reach different demographics on their terms.


Reports & Data


Executive Foresights

Will Oculus Go Become the Tipping Point for Mass VR Adoption?

2Q 2018

At its annual developer conference F8, Facebook announced the availability of the standalone Virtual Reality (VR) device Oculus Go. Priced at US$199 for 32 GB of storage and US$249 for 64 GB, the latest Head-Mounted Display (HMD) from Oculus is designated for mass-market adoption. For the manufacturing, Oculus is partnering with Chinese Original Equipment Manufacturer (OEM) Xiaomi for the global launch of the VR headset. At the same time, Xiaomi will be releasing Mi VR with pretty much identical hardware to Oculus Go, which is exclusively for the Chinese market, in summer of 2018. The Oculus Go is manufactured by Chinese company Xiaomi, but it was seldom mentioned when marketing the product.


NextVR and the NBA

4Q 2017

NextVR is building a new broadcasting network, working to build an audience for live VR experiences. The company today operates as a combined production company and network – with live talent, operating two event trucks which travel from venue to venue, and proprietary end-to-end infrastructure, including a camera, encoders and client frameworks. NextVR is focused on sports and music genres today.

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Live Streaming Video & eSports

OTT video continues to garner an increasing share of viewers’ attention and entertainment budgets; live content in particular is fundamentally changing some aspects of the video space like news gathering. In a similar fashion the gaming industry has expanded to a wider breadth of players and participants. In both cases these markets also act as gateways to younger households for operators and content holders who still primarily rely on more traditional sources of revenue. This webinar discusses both these trends within the OTT and gaming markets and the market opportunities it presents to companies throughout the value chain.