Report: Virtual Reality Consumers

$ 2,499.00

Like most new technologies and platforms, virtual reality has had a rocky, but predicable, start. But the path is clear: by 2020, the virtual reality market will be worth 20 times what it was in 2016. $37.7B to be precise. This year, the emerging market will grow to a considerable $4.9B, driven largely by hardware with software getting its footing.

Supply constraints limited access to headsets like the Oculus Rift in 2016, holding back both hardware and software revenue, but these issues have largely been resolved. Greater availability of both headsets and compelling content will drive consumers to spend more this year.

Already the market is solidifying as consumers become increasingly aware of, and comfortable with, the devices. Light mobile headsets like Google's Cardboard will see 30% reduction in shipments in 2017, while premium devices will triple. Greater penetration of quality devices will open this massive new audience to a swath of new content and applications. The challenge for content creators, then, is understanding who the audience is and what they want.

In this new report, driven by SuperData's VR Data Network, the world's first and largest coalition of virtual reality companies, dives into the where the market is, where it's going, and how stakeholders can best position their content and strategy. In a dynamic and ever-changing new technology market, these insights give you the edge in engaging and retaining users and planning for their desires tomorrow.

Findings on this growing consumer base include:

  • Eighty-three percent (83%) of PC VR users have the space for room-scale VR
  • Male millennials are most likely to use console headsets over any other device (52%) since 3 in 4 are gamers.
  • Forty-eight percent (48%) of females over 35 try headsets at home, often using a family member’s device.
  • Retail demos are the most popular way American consumers become interested in VR before buying.

Contents

Intro
  • Table of Contents
  • Executive Summary
  • Note from the Analyst
Virtual Reality Industry Landscape
  • VR Market Outlook
  • Premium VR Headset Shipments to Consumers
  • VR Segment-Level Outlook
  • Top-Selling VR Headsets
VR Software and Services
  • Software Revenue by Segment
  • Regional Software Revenue
  • North America Market Analysis
  • Asia Market Analysis
  • VR Games Market
  • VR/AR/MR Investment Outlook
  • Top VR Investments of 2016
Most-Anticipated VR Content
  • Anticipated Content Types and Themes
  • Anticipated VR Game Genres
  • Willingness to Spend on VR Content
VR Headset Owner Profile
  • Introducing Owners to VR
  • Headset Owner Demographics
  • VR Session Frequency and Length
  • Top Rooms for VR Use
  • Potential Audience for Room-scale VR
  • VR Spending Habits
VR Audience Segments
  • VR User Profiles
  • Share of Audience
  • Device Ownership and Use Habits
  • Demographics
  • Spending and Willingness to Spend
  • Cross-Audience Comparisons
Looking Ahead to AR and MR
  • AR and MR Market Outline
  • Top AR and MR Consumer Software Segments

Definitions

  • VR/AR/MR Hardware Platforms and Segments
  • VR/AR/MR Software and Services Segments
  • Game Platforms & Categories
  • Game Genres
  • Terminology
  • Geographies