Virtual reality is capturing the imaginations of consumers and the video industry regarding new use cases and levels of immersion. However, for VR to succeed, a full ecosystem of devices, services, and content must exist as well as a viable economy that allows profitability. This report examines the evolving ecosystem for VR, including content creation, distribution, and monetization and the major players and new entrants that are making it all happen. The report assesses areas of opportunity and the growth of this new area of entertainment.
Key Questions Answered
- Is there a migration pattern for virtual reality purchasing and what does that look like?
- What does the primary distribution channel for VR look like today and in the near future?
- How does sponsored content affect the VR landscape?
- What major players are creating VR content (both gaming and non-gaming) and on what category of headset are those popular?
- What business models will be successful in VR?
Table of Contents
Samples
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Companies Mentioned
- 3dRudder
- Adidas
- Amazon
- Apple
- Bethesda
- Cybershoes
- Discovery
- Elara
- Enscape
- ESPN
- Floreo
- Fox
- GirjaeSoft
- HBO
- HTC
- Hulu
- Lenovo
- Littlstar
- LiveLike
- MeetinVR
- Merge VR
- Microsoft
- MOCOM
- National Geographic
- NBA
- NBC
- Netflix
- Nintendo
- NOLO
- NordicTrack
- Oculus
- Oreo
- Ovation
- Patron
- Pico
- Ready Player One
- Samsung
- Sony
- SteamVR
- STriVR
- The VOID
- Valve
- Viveport
- Volvo
- VR Zone
- Warner Brothers
- YouTube
- ZEISS