The latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware.
Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.
Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.
It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:
- PC-based VR
- Console-based VR
- Smartphone-based VR
- Standalone VR
- VR Content & Apps
- VR Consumer Peripherals & 360° Cameras
This research suite includes:
- Strategy & Forecasts (PDF)
- 5-Year Deep Dive Data & Forecasting (PDF/IFxl)
- 12 months' access to harvest online data platform
Key Features
- VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
Sector Technology Impact Analysis: Analysis of future VR prospects across 7 key vertical markets including:
- Games & Entertainment
- Training
- Live Entertainment & Conferences
- Healthcare
- Education
- Engineering & Manufacturing
- Retail
Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
- Adoption, shipments and hardware revenue for VR headsets and accessories
- Adoption and revenue for VR content, including games and multimedia
The Leaderboard: Key player capability and capacity assessment of 12 VR technology vendors, including:
- DPVR
- FOVE
- HP
- HTC
- Lenovo
- Microsoft
- Oculus/Facebook
- Pico Interactive
- Sony Interactive Entertainment
- Unity
- Varjo
- Valve
Key Questions Answered
- What forms of content will drive VR usage forward in the enterprise space?
- What are the key use cases that will drive adoption of VR?
- How can VR become more appealing to consumers?
- How can VR content be best monetised in future?
- How will the VR market and technologies evolve in the coming years?
Total installed base, shipments and revenue forecasts for:
Virtual Reality Headsets, split by:
- PC-based VR Headsets
- Mobile VR Headsets
- Console-based VR Headsets
- Standalone VR headsets
- VR accessories
- Consumer 360° cameras
Usage and revenue for VR content, covering:
- VR games
- VR multimedia apps
Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.
Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.
Companies Mentioned
- DPVR
- FOVE
- HP
- HTC
- Lenovo
- Microsoft
- Oculus
- Pico
- Sony
- Unity
- Valve
- Varjo
- Airbus
- Alibaba
- Amazon
- AMD
- Apple
- ArtEngine
- Artomatix
- ASOS
- Audi
- Bethesda Softworks
- Boeing
- C2Care
- CableLabs
- ChilliConnec
- China Life
- China Mobile Research Institute
- Crunchbase
- Crytek
- Dassault Systèmes
- DeePoon
- deltaDNA
- Diakse
- eBay
- Edify
- Eon Reality
- Epic Games
- FIFA
- Foundry
- Foxconn
- Global Virtual Reality Association
- GoPro
- Hewlett-Packard
- Hôpital de la Conception
- Huawei
- IKEA
- Immersive
- Intel
- inXile
- Jaunt
- Khronos Group
- Kickstarter
- King’s College London
- LiveLike
- MAK
- Marvel
- MelodyVR
- Mengniu
- Micron
- Mindmaze
- NASSCOM
- Nature Treks VR
- NBA
- NextVR
- NFL
- Ninja Theory
- Nokia
- NVIDIA
- Obvioos
- Olorama
- Omen
- Palace Museum
- PCSD (PC and Smart Devices Group)
- Pimax
- Qualcomm
- Reality Labs
- Saab
- Samsung
- Sanzuru Games
- SGO
- Sky
- Snobal
- Teslasuit
- Toshiba
- Toyota
- Trillenium
- Ultraleap
- Unreal Engine
- US Army
- Valve
- Verizon
- Virtuix
- Volkswagen
- VoodooPC
- WizDish
- Xiaomi
- Xilinx
- XRHealth
- Zoom