Virtual reality poised to reach $5.1 Billion in revenue by end of 2016, SuperData says
With 2016 already off to a fast start with virtual reality news, it's no surprise then that major research firms would estimate this year would be the breakout year for virtual reality.SuperData has compiled a report entitled the "2016 Virtual Reality Market Brief" which estimates that by the end of 2016 virtual reality will have a total install base of 55.8M consumers and reach $5.1 Billion in revenue. The biggest areas of growth will be seen throughout North America and Europe.
With 2016 already off to a fast start with virtual reality news, it’s no surprise then that major research firms would estimate this year would be the breakout year for virtual reality.
SuperData has compiled a report entitled the “2016 Virtual Reality Market Brief” which estimates that by the end of 2016 virtual reality will have a total install base of 55.8M consumers and reach $5.1 Billion in revenue. The biggest areas of growth will be seen throughout North America and Europe.
SuperData also highlights the partnership between Oculus and Samsung which translated to the success of the Gear VR on the hardware side of the industry and the commitments from CCP, Harmonix, and others in helping to develop software. Three major companies are releasing at-home headsets this year with the Oculus Rift, PlayStation VR, and HTC Vive, but even with Oculus, Sony, and HTC releasing their own at-home hardware, SuperData estimates that 71% or 27.1 Million consumers will invest in the cheaper mobile based VR unit like Google Cardboard or something similar.
Oculus has officially opened the doors for pre-ordering the Rift ($600) and will start shipping their units in March, but SuperData suggests that even serious gamers only want to spend around $300 for a virtual reality headset meaning that with such a high entry price for the Rift, it looks to mainly be purchased by early adopters. Over the next two years SuperData expects the virtual reality market to more than double and reach $12.3 Billion in revenue by the end of 2018.
Via: Game Informer
Source: SuperData