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Global Virtual Reality Content Market 2016-2020

Global Virtual Reality Content Market 2016-2020

About VR Content

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

Technavio’s analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:

  • Games
  • Entertainment
  • Healthcare and wellness
  • Travel and tourism
  • Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)
The market is divided into the following segments based on geography:
  • Americas
  • APAC
  • EMEA
Technavio's report, Global VR Content Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Netflix
  • Samsung
  • Google
  • Valve
Other prominent vendors
  • 8i
  • Alphaeon
  • AltspaceVR
  • Apple (Metaio)
  • Blippar
  • Alchemy VR
  • CCP Games
  • EEVO
  • Facebook
  • GoPro
  • High Fidelity
  • HTC
  • Improbable
  • Jaunt
  • Legend3D
  • Linden Lab
  • Marxent
  • Matterport
  • Movidius
  • MyDreamVR
  • NextVR
  • Nod Labs
  • Reload Studios
  • Resolution Games
  • Sony
  • uSens
  • Virtalis
  • Virtuix
  • Viscira
  • VRideo
  • Wevr
  • WorldViz
Market driver
  • Growing penetration of VR headsets
  • For a full, detailed list, view our report
Market challenge
  • Limitations of hardware and software
  • For a full, detailed list, view our report
Market trend
  • Growing popularity of 360-degree videos
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global VR Content Market 2016-2020

Technavio recognizes the following companies as the key players in the global VR content: Netflix, Samsung, Google, and Valve

Other Prominent Vendors in the market are: 8i, Alphaeon, AltspaceVR, Apple (Metaio), Blippar, Alchemy VR, CCP Games, EEVO, Facebook, GoPro, High Fidelity, HTC, Improbable, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, Nod Labs, Reload Studios, Resolution Games, Sony, uSens, Virtalis, Virtuix, Viscira, VRideo, Wevr, and WorldViz

Commenting on the report, an analyst from Technavio’s team said: “Technological advances in the video content market have led to the introduction of VR and 360-degree videos. VR is the new trend in the entertainment domain and it is making its way to various digital arenas, particularly the digital video content market. VR is emerging as one of the mainstream platforms, leading to the technological transformation of the digital world. In 2016, Facebook launched its flagship VR device Oculus Rift, Sony launched Morpheus, and HTC launched Vive.”

According to the report, there is intense competition among vendors such as Samsung Electronics, HTC, Sony, Oculus, and Google. The presence of these brands in the market is expected to increase the awareness of VR technology among consumers. The acquisition of Oculus in July 2014 for $2 billion by Facebook and Google’s investment in Magic Leap are some of the major developments in the VR market in the past two years. In addition, leading smartphone vendors introduced VR headsets that can be integrated with smartphones to provide an enhanced viewing and gaming experience to users. Samsung Electronics introduced Gear VR and HTC introduced Vive.

Further, the report states that technological advances have led to the development of advanced VR headsets by a large number of global players. Companies such as Samsung Electronics, Sony, HTC, and Oculus have manufactured VR headsets that give users an experience of the virtual world. These devices are priced very high. Some of the most renowned VR headsets are HTC Vive, Samsung Gear VR, PlayStation VR, and Oculus Rift, which are priced between $399 and $899. In addition, these headsets are limited to their supporting display devices. For instance, PlayStation VR, which is likely to be launched in October 2016, will be compatible only with PlayStation 4. Similarly, Oculus Rift will support Xbox One. As video game players already spend a significant amount on gaming consoles, investing in VR headsets becomes a challenge for them.

Companies Mentioned

Netflix, Samsung, Google, Valve, 8i, Alphaeon, AltspaceVR, Apple (Metaio), Blippar, Alchemy VR, CCP Games, EEVO, Facebook, GoPro, High Fidelity, HTC, Improbable, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, Nod Labs, Reload Studios, Resolution Games, Sony, uSens, Virtalis, Virtuix, Viscira, VRideo, Wevr, WorldViz

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
      • Table Key regions considered for global VR content market 2015-2020
    • End-user
    • Base year and forecast period
    • Vendor selection criteria
    • Summation error
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Overview of global VR content market
    • Product life cycle
      • Table Product life cycle of VR content 2015 and 2020
    • Global VR content market
      • Table Global VR content market 2015-2020 ($ millions)
    • Global VR versus VR content market
      • Table Global VR versus VR content market 2015-2020 (YoY growth rate)
    • Global VR content users
      • Table Global VR content users 2015-2020 (millions of users)
    • Global VR market by hardware
      • Table Global VR market by hardware 2015-2020 (millions of units)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by industry
    • Global VR content market by industry
      • Table Global VR content market by industry 2015 (% revenue share)
  • Market segmentation by device
    • Global VR market by device
      • Table Global VR market by device 2015-2020 (% revenue share)
      • Table Revenue comparison of global VR content market by device 2015-2020 ($ millions)
      • Table CAGR comparison of global VR content market by device 2015-2020 (%)
    • Global VR content market by PCs
      • Table Global VR content market by PCs 2015-2020 ($ millions)
    • Global VR content market by gaming consoles
      • Table Global VR content market by gaming consoles 2015-2020 ($ millions)
    • Global VR content market by mobile devices
      • Table Global VR content market by mobile devices 2015-2020 ($ millions)
  • Buying criteria
    • Table Buying criteria of VR content
  • Geographical segmentation
    • Global VR content market by geography
      • Table Global VR content market by geography 2015-2020 (% share)
      • Table Revenue comparison of global VR content market by geography 2015-2020 ($ millions)
      • Table CAGR comparison of global VR content market by geography 2015-2020 (%)
    • VR content market in Americas
      • Table VR content market in Americas 2015-2020 ($ millions)
    • VR content market in EMEA
      • Table VR content market in EMEA 2015-2020 ($ millions)
      • Table VR content market in APAC 2015-2020 ($ millions)
  • Key leading country
    • US
  • Market drivers
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
  • Vendor landscape
    • Competitive scenario
      • Table Key M&A and funds raised in global VR content market
    • Key vendors
      • Table Samsung Electronics: Business segmentation
    • Other prominent vendors
      • Table Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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