This report is an observation and forecast of virtual reality market this year and is available now.
Virtual reality (VR) has become the hottest technology buzzword for 2016. Despite many false starts, stretching over decades, finally it seems there is genuine consumer demand for realistically priced VR products and content.
But what does VR mean for the technology, media & telecoms sector? How seriously should it be taken? And what is the case for wide-scale public uptake of VR instead of just being a niche area for the gamer market?
“Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology” is the executive briefing that sets out to answer these questions and more. Published by Rider Research, it pulls together recent analysis, studies, figures and in-depth research.
VR headsets are selling out within days. While HTC Vive and Oculus Rift VR headsets have been years in the making, other hardware manufacturers are also jumping in. Smartphone makers Samsung, LG and Huawei all have their own versions of VR headsets with more companies like Lenovo, Mattel and Microsoft set to follow.
Meanwhile, a pool of VR content creators is emerging, looking for ways to advance storytelling and set up revenue streams from it. Over 15 major media companies including NBCUniversal, Syfy, Turner Sports, 20th Century Fox are now exploring the new video format and producing experimental VR titles. This in turn has led to a specialist business in VR production equipment and editing tools.
The high-powered processing that VR requires has sparked fervent competition between semiconductors firms like Intel and Qualcomm eager to explore new markets; a possible upsurge in VR content delivery will challenge broadband solution suppliers.
There has been unprecedented VR industry in a wide range of sectors such as sports, medicine, education and retail all requiring solutions and business opportunities.
“Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology” analyzes the reasons why virtual reality and augmented reality (AR) have suddenly become ubiquitous. The report acts a soup-to-nuts executive summary of where VR stands in terms of the digital media business and, among others, includes:
A survey of available hardware products & future releases;
A full examination of available VR content – drawing from internet TV projects from the likes of Discovery, Sky VR Studios, Hulu, National Geographic, etc;
VR and AR in other genres such as news, sport, etc;
Case study: the Facebook effect;
Feasible opportunities in VR in other fields: 360 degree concerts and live events, real estate, science, medicine, retail, education etc.