Subscribe Video, VR & OTT
360 Degree Interactive and Immersive Video360 degree video has started to be syndicated on multiple platforms, initially driven by mobile reliant VR headsets such as Samsung Gear VR. Recently HTC Vive has increased the availability of 360 degree video and made it a core element of the platform, increasing the relevance in the tethered space in addition to gaming. 360 degree video will give way to other forms of interactive content, in which consumers can control the experience and viewing perspective of the experience. In the longer term, immersive content, which uses spatially mapped sets, holographic images, and game engines to deliver unique forms of content which represent a hybrid between movies and gaming. 360 degree video, interactive video and immersive video will open up a $6B subset of the video and gaming markets tied specifically to VR devices and experiences.
Reports & Data
As of late the news surrounding VR have certainly taken on a more ominous tone compared to the acclaim it received as a game-changing magical technology around and leading up to launch windows. Nokia, once a stalwart champion for the VR market with its OZO camera and VR platform announced its intention to effectively shut down its VR division (Nokia will still support existing customers) in favor of focusing on its healthcare and wearables presence (via its Withings acquisition). Prior to this announcement Intel rather quietly cancelled its standalone VR project, Alloy – choosing to focus its VR efforts on wireless communications (WiGig), content, and of course powering the PCs and servers needed to drive the market forward. Going back a bit further social VR company AltspaceVR nearly shutdown before being acquired by Microsoft.
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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.Replay
Virtual Reality in Medicine and Healthcare to Generate US$285 million in 2022
Next generation Virtual Reality Headsets Will Usher in a More Immersive Experience
Virtual Reality has Strong Interest from U.S. Businesses
High Resolution Displays Critical for Immersive Experience and Future Growth of VR HMDs
Virtual Reality Expected to Reach Over a Quarter of a Billion Users Worldwide by 2022