VR Vendor Landscape Virtual Reality’s Path to Mainstream Entertainment
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The 20,000 Foot View: VR’s renaissance has an edge on other technologies: romance. Experiences in virtual reality are being evangelised less as entertainment than as a new era of humanity, giving users previously inconceivable levels of exploration in a safe and inconsequential environment. However, this celebratory narrative deserves some context: 2015 saw the entire global VR market generate million, far removed from Facebook’s billion acquisition of Oculus VR in 2014. Although tech hype cycles are nothing new, with investment and development still so heavily skewed towards the hardware and limited on the content side, there are several flaws in VR’s route to market, not least an overestimation of consumer readiness.
Key Findings:
- VR Investment heavily skewed to hardware, with invested in devices compared to in VR content
- Investment that spent on content is spread several industries including gaming, sports, and even space exploration
- VR tech are pushing products to market content is ready
- Presently, the audience prevents heavy investment in VR content
- High price and user issues, such as room space requirements, will hinder adoption
- The rise adblocking and experiential marketing is VR towards becoming an advertising before it has had a to mature
Companies Mentioned: AltspaceVR, Amazon, Apple, Baobab Studios, Facebook, Felix & Paul Studios, Google, HTC, Jaunt, Lucid Sight, Next VR, Nokia, Oculus, Ogilvy and Mather, RELOAD STUDIOS, Samsung, Sony, Space VR, Take-Two Interactive, Valve, The Virtual Reality Company, Visionary VR, Walt Disney, Wevr, Within