Virtual Reality for Brands

Link to Slideshare:

Virtual Reality for Brands from Rori DuBoff

 

Some key stat highlights included:

  • VR revenues from both software and hardware projected to increase 20x from around $1.8 billion in 2016 to over $37 billion in 2020 (SuperData, Jan 2017)
  • VR with AR/MR total worldwide revenues are expected to grow at a compound annual growth rate (CAGR) of 181.3% in the same period, reaching more than $162 billion by 2020 (IDC, Worldwide Semiannual Augmented and Virtual Reality Spending Guide, Aug 2016)
  • Goldman Sachs has predicted that the AR/VR industry’s revenue will eclipse TV’s by 2025. (Goldman Sachs Global Investment Research, Virtual & Augmented Reality: Understanding the Race for the Next Computing Platform, Jan 2016)
  • Fewer than 2 million high-end headsets were sold in 2016, with an estimated breakdown of approximately 243,000 Oculus headsets, 420,000 HTC Vive headsets, and 745,000 Sony headsets sold (SuperData, Jan 2017)
  • High-end VR devices (PC + console) are projected to reach over 20 million by 2020, and this figure may increase if Sony is able to fully capitalize on their already installed PlayStation VR base of more than 50 million (SuperData, Jan 2017 / Greenlight Insights & Road to VR, Nov 2016)

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The Art of VR

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