NEW YORK, Jan. 3, 2017 /PRNewswire/ -- Head-Mounted Displays, Accessory Devices, and Consumer Virtual Reality Content: Global Market Analysis and Forecasts 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 jumpstarting 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. Tractica believes 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%.
This Tractica report provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR HMDs, accessories, and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2021, segmented by five world regions. HMDs are segmented into four product types: PC-based devices, console-based devices, all-in-one devices, and mobile VR headsets. VR accessories, such as gamepads and other VR-specific controllers, hand tracking devices, and 360° cameras are also quantitatively analyzed. The content market is segmented into gaming and media.
Key Market Forecasts
- Annual VR Hardware and Content Revenue by
Segment, World Markets: 2014-2021
- Annual HMD Unit Shipments by Product Type
and Region, World Markets: 2014-2021
- Annual HMD Revenue by Product Type and
Region, World Markets: 2014-2021
- Annual VR Accessory Unit Shipments by Region,
World Markets: 2014-2021
- Annual VR Accessory Revenue by Region,
World Markets: 2014-2021
- Annual VR Content Revenue by Content Type
and Region, World Markets: 2014-2021
Technologies
- 3D Audio
- 3D Depth Sensors
- 4K and 8K Video
- Adaptive Streaming
- Computer Vision and
SLAM
- Eye Tracking
- Foveated Rendering
- Frame Tearing
- Galvanic Vestibular
Stimulation
- Gesture Control
- Graphics Processing Units
- Hand Tracking
- Haptics
- Latency Technologies
- OLED Displays
- Optical Tracking
- Positional Tracking
Content Types
- 360° video
- Gaming
- Live Events
- Marketing Content
- Movies
- Social Media
- Sports and Fitness
- Television Shows
Geographies
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East and Africa
Read the full report: http://www.reportlinker.com/p04493948-summary/view-report.html
About Reportlinker
ReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.
http://www.reportlinker.com
__________________________
Contact Clare: [email protected]
US: (339)-368-6001
Intl: +1 339-368-6001
SOURCE Reportlinker
Related Links
WANT YOUR COMPANY'S NEWS FEATURED ON PRNEWSWIRE.COM?
Newsrooms &
Influencers
Digital Media
Outlets
Journalists
Opted In
Share this article