DUBLIN — (BUSINESS WIRE) — December 16, 2016 — Research and Markets has announced the addition of the "Virtual Reality for Consumer Markets" report to their offering.
The year 2016 will be remembered as the debut of consumer virtual reality (VR), with key ambassadors in the form of Facebook/Oculus, HTC/Valve, Sony, Samsung, and a collective community of companies in China planting their stakes in the ground with formidable investments in jump-starting a new computing platform.
After a shaky start, Facebook's Oculus Rift and HTC/Valve's VIVE started selling in the U.S. in 3Q 2016 and are stabilizing their ecosystems and distribution in 4Q 2016, as they are joined by Sony with the debut of PlayStation VR. A number of lessons have been learned since the 1990s when consumer VR last generated this much hype, with huge strides having been made in terms of creating compelling content and a convincing level of immersion.
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. It is believed that these efforts will bear fruit in the coming years, and that combined revenue for head-mounted displays (HMDs), VR accessories, and VR content will increase from $453.6 million in 2015 to $35.0 billion worldwide in 2021, representing a compound annual growth rate (CAGR) of 133%.
Companies Mentioned:
- Alibaba
- AltspaceVR
- Amazon
- Baobab Studios
- Binary VR
- Bitmovin
- HTC
- Improbable
- Leap Motion
- Machina OBE
- Microsoft
- Movidius
- nDreams
- NextVR
- NVIDIA
- Pixvana
- Razer
- Sony
-
(10+ Others)
Key Topics Covered:
1. Executive Summary
2. Market Issues
3. Technology Issues
4. Key Industry Players
5. Market Forecasts
6. Company Directory
7. Acronym and Abbreviation List
For more information about this report visit http://www.researchandmarkets.com/research/95qhrw/virtual_reality
View source version on businesswire.com: http://www.businesswire.com/news/home/20161216005565/en/
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Topics:
Virtual
and Augmented Reality