LONDON, May 2, 2017 /PRNewswire/ -- As virtual reality (VR) becomes more pervasive in the customer market, and adoption and awareness begin to increase considerably, it is mobile VR that is leading the charge and giving many users their first taste of a new way of experiencing games and media. Tractica estimates that more than 88% of all Consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer grade HMD shipments in 2021.
· There is a real opportunity that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.
· VR for mobile is currently a less immersive practice than PC and console-based VR, Tractica anticipates the gap to narrow between 2017 and 2021.
· There is a real opportunity that mobile will turn out to be not only the choice for simpler VR experiences, but the preference for the vast majority of all VR experiences.
Despite the momentum behind mobile VR, however, Tractica's analysis indicates that there is much work still to be done. VR is an extremely complex technology and there are many obstacles to a frictionless, optimized user experience. Over time, technological breakthroughs in optics, processing efficiencies, cloud computing, software application development, and streaming, as well as increased access to higher-quality broadband, will improve and accelerate the general availability of consistently high-quality VR experiences. While VR for mobile is currently a less immersive experience than PC and console-based VR, Tractica expects the gap to narrow between 2017 and 2021. There is a real possibility that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.
This Tractica report provides a thorough analysis of market issues, technology issues, key industry players, and market sizing and forecasts for mobile VR hardware and content. Hardware forecasts include unit shipments and revenue for mobile HMDs, cameras, gamepads, other VR-specific controllers. Content revenue forecasts are segmented into gaming and media. All market data covers the period from 2014 to 2021 and is segmented by world region. The report also includes profiles of 26 key players in the mobile VR market.
Key Market Forecasts
- Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
- Annual Mobile HMD Unit Shipments by Product Type and Region, World Markets: 2014-2021
- Annual Mobile HMD Revenue by Product Type and Region, World Markets: 2014-2021
- Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
- Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
- Annual Mobile VR Content Revenue by Content Type and Region, World Markets: 2014-2021
- 3D Audio
- 3D Depth Sensors
- 4K and 8K Video
- Adaptive Streaming
- Computer Vision and
- Eye Tracking
- Foveated Rendering
- Frame Tearing
- Galvanic Vestibular Stimulation
- Gesture Control
- Graphics Processing Units
- Hand Tracking
- Latency Technologies
- OLED Displays
- Optical Tracking
- Positional Tracking
- 360° video
- Live Events
- Marketing Content
- Social Media
- Sports and Fitness
- Television Shows
- North America
- Asia Pacific
- Latin America
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