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  2. > Virtual Reality for Consumer Markets: Head-Mounted Displays, Mobile Virtual Reality, Accessory Devices, and Virtual Reality Content - Global Market Analysis and Forecasts

The year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the much-anticipated Oculus Rift and Project Morpheus headsets, respectively, by which time HTC’s Vive head-mounted display (HMD) will have been on the market for a while. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made on the comfort of HMDs, creating a convincing level of immersion, the emergence of standards, and the development of compelling content.

Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of low-cost mobile VR solutions is helping. Even so, some industry participants strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. The stakes are high given the huge amount of money invested in the industry by some of the world’s biggest companies. Consequently, industry players continue fine-tuning their products so as not to muddy the water for all involved. Tractica believes that these efforts will bear fruit in the coming years, and that combined revenue for HMDs, VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate (CAGR) of 142%.

This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020, segmented by five world regions. HMDs are segmented into three product types: PC-based devices, console-based devices, and mobile VR headsets. VR accessories like gamepads and other VR-specific controllers, hand tracking devices, locomotion devices, and gaming vests and suits are also quantitatively analyzed. The content market is split into gaming, television, movies and music, social VR, tourism, and sports and fitness.

Table Of Contents

Virtual Reality for Consumer Markets: Head-Mounted Displays, Mobile Virtual Reality, Accessory Devices, and Virtual Reality Content - Global Market Analysis and Forecasts
SECTION 1 1
Executive Summary 1
1.1 Introduction 1
1.2 Key Trends 1
1.3 Market Forecast Highlights .. 3
SECTION 2 5
Market Issues . 5
2.1 Introduction 5
2.2 Scope of Study 5
2.2.1 Product Type Definitions 5
2.2.2 Consumer VR Applications .. 6
2.2.2.1 Gaming 6
2.2.2.2 Television, Movies, and Music . 6
2.2.2.2.1. Adult Entertainment and Dating 7
2.2.2.3 Social VR 8
2.2.2.4 Tourism 8
2.2.2.4.1. Theme Parks .. 9
2.2.2.5 Sports and Fitness . 9
2.2.2.6 Others 10
2.2.3 Geographic Segmentation .. 10
2.3 Key Drivers of Growth .. 10
2.3.1 Huge Investment from Big Players . 10
2.3.2 Mixed Reality . 11
2.3.3 Mobile VR and Accessibility to VR . 12
2.3.4 Gaming Market . 13
2.3.5 Improved Processing Power . 14
2.3.6 Image Resolution 14
2.3.7 Internet Connectivity .. 14
2.3.8 Drive for Greater Immersion and Sense of Presence .. 15
2.3.9 Development of VR App Marketplaces 16
2.4 Inhibitors of Market Growth 17
2.4.1 Difficulty in Demonstrating VR .. 17
2.4.2 Prohibitive Pricing and Minimum Hardware Requirements 17
2.4.3 A Lack of Content/Compelling Content 18
2.4.4 Retrofitting VR to Traditional Games. 19
2.4.5 Potential Hardware Oversaturation 19
2.4.6 Ergonomics, Comfort, and Hygiene .. 20
2.4.7 A Matter of Timing .. 20
2.4.8 Safety Concerns .. 22
2.4.9 Natural User Input .. 22
2.4.10 Lack of Standards . 22
SECTION 3 . 24
Technology Issues 24
3.1 Introduction . 24
3.2 Tracking 24
3.2.1 Outside-In versus Inside-Out . 25
3.3 Hardware Components 25
3.3.1 Cameras .. 25
3.3.2 Display Technology 26
3.3.3 Graphics Processing Units . 26
3.3.3.1 Eye Tracking .. 27
3.3.4 Input Devices . 28
3.3.4.1 Standard Gamepads and Other Game Controllers 28
3.3.4.2 Hand Tracking Solutions.. 29
3.3.4.3 Locomotion Devices .. 29
3.3.4.4 Vests and Suits . 30
3.3.4.5 Haptics .. 31
3.4 New Gesture Controls .. 32
3.5 Seated versus Moving Experiences .. 32
3.5.1 Wireless Connectivity Technologies . 32
3.5.2 Local Warping 33
3.5.3 Local Rendering .. 33
3.5.4 Sensor Accuracy . 33
3.6 Field of View .. 34
3.7 Realistic Graphics .. 34
3.8 3D Audio .. 35
3.9 Other Senses 36
SECTION 4 . 37
Key Industry Players 37
4.1 Introduction . 37
4.2 Selected Manufacturers of VR Input Devices .. 37
4.2.1 Immerz .. 37
4.2.2 Leap Motion 38
4.2.3 Reality Abstraction Industries 38
4.2.4 Virtuix . 39
4.3 Selected Social VR Platforms .. 40
4.3.1 AltspaceVR . 40
4.3.2 High Fidelity 41
4.3.3 Linden Lab .. 42
4.4 Selected Developers, Games Publishers, and Game Engines .. 43
4.4.1 Aesthetic Interactive .. 43
4.4.2 nDreams .. 44
4.4.3 Survios .. 45
4.4.4 Ubisoft Entertainment 46
4.4.5 Unity Technologies . 46
4.5 Selected HMD Manufacturers .. 47
4.5.1 Avegant 47
4.5.2 HTC Corporation/Valve 48
4.5.3 Facebook (Oculus VR) . 49
4.5.4 Razer . 51
4.5.5 VRVana 51
4.5.6 Sony Computer Entertainment . 52
4.6 Selected Other Industry Participants 53
SECTION 5 . 56
Market Forecasts 56
5.1 Introduction . 56
5.2 Data Collection and Forecast Overview .. 56
5.3 Forecast Methodology .. 56
5.3.1 Top-Level HMD Shipments 57
5.3.2 Adoption of VR Accessories .. 57
5.3.3 VR Content Sales 58
5.3.4 Average Selling Prices and Revenues . 58
5.4 Top-Level Annual Unit Shipments and Revenues . 58
5.5 Consumer VR Market by Region 62
5.6 VR Content Revenues by Content Type . 65
5.7 Conclusions and Recommendations 67
SECTION 6 . 68
Company Directory .. 68
SECTION 7 . 70
Acronym and Abbreviation List 70
SECTION 8 . 73
Table of Contents .. 73
SECTION 9 . 76
Table of Charts and Figures 76
SECTION 10 .. 77
Scope of Study 77
Sources and Methodology .. 77
Notes . 78

TABLE OF CHARTS AND FIGURES
Chart 1.1 Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020 4
Chart 5.1 Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020 . 59
Chart 5.2 Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020 .. 60
Chart 5.3 Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020 60
Chart 5.4 Annual HMD Unit Shipments by Product Type, World Markets: 2014-2020 61
Chart 5.5 Annual HMD Revenue by Product Type, World Markets: 2014-2020 .. 61
Chart 5.6 Annual HMD Unit Shipments by Region, World Markets: 2014-2020 .. 62
Chart 5.7 Annual HMD Revenue by Region, World Markets: 2014-2020 63
Chart 5.8 Annual VR Accessory Unit Shipments by Region, World Markets: 2014-2020 .. 63
Chart 5.9 Annual VR Accessory Revenue by Region, World Markets: 2014-2020 64
Chart 5.10 Annual VR Content Revenue by Region, World Markets: 2014-2020 . 64
Chart 5.11 Annual VR Content Revenue by Content Type, World Markets: 2014-2020 66
Chart 10.1 Tractica Research Methodology .. 78
Figure 2.1 Sega VR HMD .. 21
Figure 3.1 HTC Vive Developer Edition .. 25
Figure 3.2 Sixense STEM System . 29
Figure 3.3 KOR-FX Gaming Vest .. 31
Figure 4.1 Ground Control Foot Pedals .. 39
Figure 4.2 2D Representation of AltspaceVR's Oculus Super Bowl Party 41
Figure 4.3 Hovercast VR Menu .. 44
Figure 4.4 Avegant Glyph .. 48
Table 2.1 Well-Known Mobile VR Headsets .. 13
Table 4.1 Additional Industry Participants 53

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