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Virtual Reality: The Evolving Ecosystem

  • PDF Icon

    Report

  • 67 Pages
  • March 2019
  • Region: Global
  • Parks Associates
  • ID: 4761767

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

1.0 Report Summary
1.1 Purpose of Report
1.2 Key Burning Questions Addressed by this Research
1.3 Research Approach/Sources
2.0 Today’s VR Ecosystem
2.1 Types of Headsets
2.1.1 Smartphone-Based Systems
2.1.2 Standalone Systems
2.1.3 Game Console-Based Systems
2.1.4 PC-Based Systems
2.2 Content Distribution Platforms
3.0 VR Content and Use Cases
3.1 Gaming
3.1.1 Types of Games
3.1.2 Distribution of Games
3.1.3 Challenges
3.2 Non-Gaming Entertainment
3.2.1 Challenges
3.2.2 Video
3.2.3 Sports
3.2.4 Sources of Content
3.3 Business Applications
4.0 VR Delivery Channels
4.1 At-Home VR
4.2 Retail VR
5.0 Considerations for VR’s Success
6.0 Forecast: Global VR Headset Ownership, 2018-2023
6.1 Forecast Methodology
6.2 Forecast
7.0 Implications and Recommendations
8.0 Appendix
8.1 Glossary
8.2 Index
8.3 Image Sources

List of Figures
  • Familiarity with Virtual Reality (2017-2018)
  • Virtual Reality Headset Trial Experience (2017-2018)
  • Virtual Reality Headset Adoption (2016-2018)
  • Type of Virtual Reality System Owned (Q1/18)
  • Major Smartphone-Based VR Headset
  • Net Promoter Score of Virtual Reality Headset by Device Types
  • MOCOM VR Viewer
  • NOLO VR CV1 Kit
  • Adoption of Standalone Virtual Reality Headset Brands Among VR Owners (Q1/2018)
  • Major Standalone VR Headsets
  • Sony PlayStation VR
  • Major Standalone VR Headsets
  • Adoption of PC-Based Virtual Reality Headset Brands Among VR Owners (Q1/2018)
  • Quality of Virtual Reality Apps and Content (Q1/18)
  • VR App/Content Quality by Change in VR Headset Usage (Q1/18)
  • Ready Player One’s Vision of VR
  • Expected Virtual Reality Use Cases (Q1/18)
  • Virtual Reality Product Familiarity by Gaming Console Ownership (Q1/18)
  • Major VR-Specific App Stores
  • Kat Walk Mini Omnidirectional Treadmill
  • 3dRudder
  • Cybershoes
  • Most Enjoyed Leisure Activities (Q3/18)
  • VR Video Business Models
  • Sources of Non-Gaming VR Content
  • Expected Use Cases Among Intenders (2017-2018)
  • Ovation VR
  • VR Zone Shinjuku
  • The VOID Star Wars: Secrets of the Empire
  • Global VR Headset Ownership by Region (2018-2023)
  • Global VR Headset Ownership by Headset Type (2018-2023)

Samples

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Companies Mentioned

  • 3dRudder
  • Adidas
  • Amazon
  • Apple
  • Bethesda
  • Cybershoes
  • Discovery
  • Elara
  • Enscape
  • ESPN
  • Floreo
  • Fox
  • GirjaeSoft
  • Google
  • 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