virtual reality esports

New Insights: Virtual Reality Consumers

We have reported previously on the intersection between virtual reality and eSports (for example herehere, and here).

To better understand the business opportunities — and how this integrated market may grow — deeper consumer insights are useful.

As if on cue, SuperData has released its latest report on Virtual Reality Consumers. Findings include:

  • “Eighty-three percent (83%) of PC VR users have the space for room-scale VR.”
  • “Male millennials are most likely to use console headsets over any other device (52%) since 3 in 4 are gamers.”
  • “Forty-eight percent (48%) of females over 35 try headsets at home, often using a family member’s device.”
  • “Retail demos are the most popular way American consumers become interested in VR before buying.”

SuperData adds: “Like most new technologies and platforms, virtual reality has had a rocky, but predicable, start. But the path is clear: by 2020, the virtual reality market will be worth 20 times what it was in 2016. $37.7B to be precise. This year, the emerging market will grow to a considerable $4.9B, driven largely by hardware with software getting its footing.”

“Supply constraints limited access to headsets like the Oculus Rift in 2016, holding back both hardware and software revenue, but these issues have largely been resolved. Greater availability of both headsets and compelling content will drive consumers to spend more this year.”

“Already the market is solidifying as consumers become increasingly aware of, and comfortable with, the devices. Light mobile headsets like Google’s Cardboard will see 30% reduction in shipments in 2017, while premium devices will triple. Greater penetration of quality devices will open this massive new audience to a swath of new content and applications. The challenge for content creators, then, is understanding who the audience is and what they want.”

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