PC devices Accounted for the Largest Revenue Share at around 43% in the Global Virtual Reality Content Market during 2015: Technavio

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According to the latest market research study released by Technavio, the global virtual reality content market is expected to grow at a tremedous CAGR of close to 128% during the forecast period 2016-2020.

This market research report by Technavio provides an in-depth analysis of the market in terms of revenue and emerging market trends. The report also includes an up-to-date analysis and forecasts for various market segments and all geographical regions.

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Technavio research analysts categorize the global virtual reality content market based on devices:

Global virtual reality content market share by devices 2015

PCs

43.09%

Gaming Consoles

29.19%

Mobile Devices

27.72%



                                                                                 Source: Technavio

Global VR content market by PCs

The global virtual reality content market by PCs was valued at around $95 million in 2015 and it is likely to grow at a CAGR of almost 127% by 2020. The easy availability and popularity of PC games will lead to the growth of this market segment. The vendors are developing better wireless technologies to provide a better experience for the consumers. The manufacturers are producing superior quality head mounted devices (HMD) to encourage consumers to buy more PC games and enhance the clarity of these virtual games on the PC.

The companies are offering mesmerizing gaming experience for PC-based gaming by integrating it with VR, which will result in the growth of this market segment during the forecast period. The vendors are developing games that allow consumers to experience, interact, and control the actions in the virtual world with the help of virtual controllers. Popular PC games like Elite Dangerous on Oculus Rift require players to wear an HMD to experience the VR content,” says Ujjwal P Doshi, a lead analyst at Technavio for research on media and entertainment services.

Global VR content market by gaming consoles

The global virtual reality content market by gaming consoles was valued at more than $64 million in 2015, and it is likely to grow at a CAGR of close to 128% by 2020. The launch of a wide range of virtual accessories to support console games will propel the growth of this market segment. These accessories help enhance VR content of the games and provide a real-life visual experience to the players. For instance, recently Microsoft partnered with Oculus to make Xbox One controller compatible with every Oculus Rift, which allows players to stream Xbox One games to VR headsets.

Global VR content market by mobile devices

The global virtual reality content market by mobile devices was valued at about $61 million in 2015 and is likely to grow at a CAGR of over 129% by 2020. In 2015, it occupied more than 30% of the global gaming market making it one of the fastest-growing segments. The reduced pricing of mobile devices and the growing spending capability of the population will lead to the growth of this market segment during the forecast period. The increasing number of mobile games is encouraging manufacturers to launch VR content and accessories that are compatible with these devices. Samsung Electronics and Google are the top vendors who are integrating VR technology in their smartphones.

The top leading vendors operating in the global virtual reality content market are:

  • Netflix
  • Samsung
  • Google
  • Valve

Other prominent vendors in the market include 8i, Alphaeon, AltspaceVR, Apple (Metaio), Blippar, Alchemy VR, CCP Games, EEVO, Facebook, GoPro, High Fidelity, HTC, Improbable, Jaunt, Legend3D, Linden Lab, Marxent, Matterport, Movidius, MyDreamVR, NextVR, Nod Labs, Reload Studios, Resolution Games, Sony, uSens, Virtalis, Virtuix, Viscira, VRideo, Wevr, and WorldViz.

A more detailed analysis is available in the Technavio report titled, ‘Global Virtual Reality Content Market 2016-2020’. Technavio also customizes reports by other regions and specific segments upon request.

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