Artificial reality

Year I of the virtual reality market!

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.


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
List of Tables and 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

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