[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

Artificial Reality: Year I of the Virtual Reality Market!

November 2016 | 78 pages | ID: A5F7C2D7A70EN
IDATE

US$ 3,300.00

E-mail Delivery (PDF)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
This study on Artificial Reality, highlights technological and industrial trends and its state of the art as well as market figures and forecasts. The report proposes a detailed analysis of the positioning of major offerings through relevant case studies. It provides readers with the main takeaways regarding number of devices, games and revenues in order to establish a clear landscape of market's long awaited take-off.

The VR market (headsets + games) estimated at 2.6 billion EUR in 2016 and 16.5 billion in 2020, an average annual growth rate of 58.8% over the period.
1. EXECUTIVE SUMMARY

2. DEFINITIONS AND USES

2.1. Virtual reality (VR) – Augmented reality (AR) – Mixed reality (MR)
  2.1.1. VR – Definitions and illustrations
  2.1.2. AR – Definitions and illustrations
  2.1.3. MR – Definitions and illustrations
2.2. Summary of characteristics and uses
  2.2.1. Summary of characteristics
  2.2.2. How are VR, AR and MR used?

3. OFFERING SEGMENTATION

3.1. The different categories of VR headsets
  3.1.1. Smartphone headsets
  3.1.2. Premium connected headsets
  3.1.3. 'All-in-one' or 'standalone' headsets
  3.1.4. What does the future hold for wired headsets?
3.2. Case studies of notable headsets
  3.2.1. Equipment: VR headsets
  3.2.2. Case study: Oculus Rift
  3.2.3. Case study: HTC Vive
  3.2.4. Case study: Samsung Gear VR
  3.2.5. Case study: Google Cardboard
  3.2.6. Other smartphone headsets
  3.2.7. Case study: HoloLens
  3.2.8. Case study: Fove VR et Sulon VR
  3.2.9. Case study: Star VR et Impression PI
  3.2.10. Case study: PlayStation VR
  3.2.11. Case study: Cmoar
3.3. Games offering
  3.3.1. High-end/AAA games offering
  3.3.2. Mid range games offering
  3.3.3. Low-end games offering
  3.3.4. Games offering: case study of the AR phenomenon: Pokemon GO

4. CHALLENGES FOR VR AND MARKET PROSPECTS

4.1. Technical challenges
  4.1.1. Technical challenges
  4.1.2. Technical challenges: processing power
  4.1.3. Technical challenges: resolution and field of view
  4.1.4. Technical challenges: connectivity
  4.1.5. Technical challenges: VR controllers
  4.1.6. Technical challenges: tracking
4.2. Industry challenges
4.3. Games, equipment and VR market forecasts
  4.3.1. Assumptions and methodology: equipment and games
  4.3.2. Estimates for the VR equipment market
  4.3.3. Estimates for the VR games market
  4.3.4. Estimates for the VR market (headsets + games)
  4.3.5. Awaiting the arrival of mixed reality headsets

5. WHO WE ARE

TABLES & FIGURES

1. Executive Summary
  Positioning of major offerings by device category
  VR market growth (headsets + games)
2. Definitions and uses
  Characteristics of virtual reality (VR)
  Characteristics of augmented reality (AR)
  Characteristics of mixed reality (MR)
  Summary of characteristics
  Experiences possible with artificial reality for the public (B2C) segment
  Experiences possible with artificial reality for the professional (B2B) segment
3. Offering segmentation
  What are the future possibilities for wired VR headsets?
  15 VR headsets available or in development
  Technical specifications of the Oculus Rift
  Technical specifications of the HTC Vive
  Technical specifications of the Samsung Gear VR
  Technical specifications of the Merge VR
  Technical specifications of the Freefly VR
  Technical specifications of the Homido
  Technical specifications of the Zeiss VR one
  Technical specifications of the HoloLens
  Technical specifications of the FOVE VR
  Technical specifications of the Star VR
  Technical specifications of the Impression PI
  Technical specifications of the PlayStation VR
  Technical specifications of the Cmoar
  Estimated number of players and owners of VR games on Steam
  Breakdown of games on Steam based on price
  Breakdown of games on Oculus Home based on price
4. Challenges for VR and market prospects
  Resolutions of selected headsets
  The ecosystems of major VR players, including their equipment and software
  Positioning of major offerings by device category
  Sales of VR headsets by geographic region
  Video game market share by platform in 2016 and 2020
  Sales of VR headsets by geographic region
  Sales of VR headsets in the six leading markets
  Installed base of VR headsets by geographic region
  Penetration rate of VR headsets in the six leading global markets
  Global VR headset market by geographic region
  Revenues from VR headset sales in major European markets
  Global VR games market by geographic region
  Revenues from VR game sales in major global markets
  Tie ratio of VR headsets by geographic region
  Average price of a VR game between 2016 and 2020 by geographic region
  VR market growth (headsets + games)
  Video game sector revenues by segment
  Estimated sales growth of VR headsets and MR headsets


More Publications